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The Alignment System Scares Me.

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TheMightyPaladin
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Yeah I've wondered about how

Yeah I've wondered about how the game will let us resolve our differences when a team disagrees about how to act.
Can we fight it out if we can't decide together?
what if it's something less serious than a nuclear weapon or murder, and we really don't want to fight, but dang it I can't just stand here and let him do THAT (you know, whatever that is).
Can he try to do it while I try to stop him?
Can he try to sneak and do it while I'm not looking?

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

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Join the red side, paladin.

Join the red side, paladin.

I am your daddy

sev171
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Yeah I've wondered about how the game will let us resolve our differences when a team disagrees about how to act.
Can we fight it out if we can't decide together?
what if it's something less serious than a nuclear weapon or murder, and we really don't want to fight, but dang it I can't just stand here and let him do THAT (you know, whatever that is).
Can he try to do it while I try to stop him?
Can he try to sneak and do it while I'm not looking?

I'm kind of wondering this too. I hate in SWTOR how it's just a roll of the dice. Is there a way for players to interact rather than the conflict just get resolved for them?

https://www.youtube.com/channel/UCMcQdRLgVpMwXi_3yTCN5iA/videos

Brand X
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Cute Kitsune wrote:
Cute Kitsune wrote:

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?

PvP match!

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sev171 wrote:
sev171 wrote:

TheMightyPaladin wrote:
Yeah I've wondered about how the game will let us resolve our differences when a team disagrees about how to act.
Can we fight it out if we can't decide together?
what if it's something less serious than a nuclear weapon or murder, and we really don't want to fight, but dang it I can't just stand here and let him do THAT (you know, whatever that is).
Can he try to do it while I try to stop him?
Can he try to sneak and do it while I'm not looking?

I'm kind of wondering this too. I hate in SWTOR how it's just a roll of the dice. Is there a way for players to interact rather than the conflict just get resolved for them?

It's not that bad for TOR because in all those instances, it's content that gets replayed. The class storyline, does not and oly you get to choose the path.

Tannim222
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The specifics that pertain to

The specifics that pertain to the questions are not approved for release to the public. Instead I'll try to address what I perceive to be the core concern:
What happens when someone else's decisions can change my alignment?

The simple solution here is the provide an option for the group to decide a course of action. And since the group leader is the owner they have a deciding factor in how things can turn out. However, the option to opt out of being affected should also be possible. Sorry if this is vague.

As for having a disagreement based on the actions taken within the mission, well there are some options her too. Stop grouping with the person / people. Argue about in or out of character (though if you opted out, then out of character shouldn't be a big deal here). In character is another story as your character may have parotuclar views in which they have a serious issue with what just went down and want to take the other character to task. For this there is the option to head over to a pvp location (and risk pvp with others) or have a duel. After all, it's a common trope where the good guys have a misunderstanding / disagreement and come to blows over it.

Now if there is any concern that somehow a good guy can end up with an out right bad guy's mission as part of a random pick up group - don't worry. There will be clear distinctions on who can group with who and ways to prevent the large schisms from crossing paths. Of course there is always the possibility of those situations where everyone ends up working with everyone (if only going by other occurrences within comic book-dom), but that's comp's end of the pool to swim.

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Cute Kitsune
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Tannim222 wrote:
Tannim222 wrote:

The specifics that pertain to the questions are not approved for release to the public. Instead I'll try to address what I perceive to be the core concern:
What happens when someone else's decisions can change my alignment?
The simple solution here is the provide an option for the group to decide a course of action. And since the group leader is the owner they have a deciding factor in how things can turn out. However, the option to opt out of being affected should also be possible. Sorry if this is vague.
As for having a disagreement based on the actions taken within the mission, well there are some options her too. Stop grouping with the person / people. Argue about in or out of character (though if you opted out, then out of character shouldn't be a big deal here). In character is another story as your character may have parotuclar views in which they have a serious issue with what just went down and want to take the other character to task. For this there is the option to head over to a pvp location (and risk pvp with others) or have a duel. After all, it's a common trope where the good guys have a misunderstanding / disagreement and come to blows over it.
Now if there is any concern that somehow a good guy can end up with an out right bad guy's mission as part of a random pick up group - don't worry. There will be clear distinctions on who can group with who and ways to prevent the large schisms from crossing paths. Of course there is always the possibility of those situations where everyone ends up working with everyone (if only going by other occurrences within comic book-dom), but that's comp's end of the pool to swim.

To say what I understood from that.
There will be a way to opt out of the mechanic side effects of a choice you disagree with. If you feel strongly In character you can try to PvP. [Insert PvP as a Healer concerns into another thread]. You can chose to leave the mission which will reflect badly socially or you can go along with it begrudgingly.

If you don't care ICly and your Immune to the mechanics of the choice then you can go along with it.

Lets say I chose to game the system. I group with a Villain friend of mine but ONLY accept Unlawful Nonviolent Honorable and just opt out of every other choice. Do this affect my end loot or xp reward or anything else? If not, from my point of view it just means I can do what ever I want without any consequences as long as I don't assume the role of the leader.

The Mighty Paladin can now use the Death Ray with no hit to his alignment, after all, it wasn't his choice, he had no say.

Just playing the other end of it, not for conflict but for resolution.

The line between knowing and understanding is often blurred.
Cute Kitsune the Anti Villain of Phoenix Rising.
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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I'd like to mention that, in

I'd like to mention that, in SWTOR, the 'winning' dialogue choice only affects the Story/Mission. Your personal, character choices are what affects your character's 'alignment', so you cannot be 'forced' to the 'wrong' alignment. If you choose 'light', you get 'light', even if the cut-scene itself takes a 'dark' turn.

Be Well!
Fireheart

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Lothic wrote:
Lothic wrote:

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.

there no easy way to say this i pregnant Lothic https://www.youtube.com/watch?v=CphFZGH5030

whoever fights monsters should see to it that in the process he does not become a monster and when you look into the abyss, the abyss also look into you, -Friedrich
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Radiac wrote:
Radiac wrote:

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.

Tannim222 wrote:

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.

Hmmm...obviously MWM can define the axes as they wish, but if this is the case then so much for my theory of genius, because it means one of the axes is back into that subjective area (not all that different from the subjectivity of good/evil) with all the concomitant ambiguities or even outright disagreements. Well, ok, the theory isn't entirely out the window, because a system that is 2/3 objective is still a clearer, less ambiguous system than a binary good/evil one.

Tannim222 wrote:

The specifics that pertain to the questions are not approved for release to the public. Instead I'll try to address what I perceive to be the core concern:
What happens when someone else's decisions can change my alignment?
The simple solution here is the provide an option for the group to decide a course of action. And since the group leader is the owner they have a deciding factor in how things can turn out. However, the option to opt out of being affected should also be possible. Sorry if this is vague.

It's ok; we understand you can't discuss everything right now. What I take from this is MWM is thinking about the questions raised here and making plans to deal with them.

Tannim222 wrote:

There will be clear distinctions on who can group with who and ways to prevent the large schisms from crossing paths. Of course there is always the possibility of those situations where everyone ends up working with everyone (if only going by other occurrences within comic book-dom), but that's comp's end of the pool to swim.

Please, please, Comp Team, don't make every new major expansion be one of those "All the heroes and villains have to team up to fight this new threat" stories like most of the later issues in CoX.

Spurn all ye kindle.

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Cinnder wrote:
Cinnder wrote:

Please, please, Comp Team, don't make every new major expansion be one of those "All the heroes and villains have to team up to fight this new threat" stories like most of the later issues in CoX.

I theorize that this was done in CoH because [b]A)[/b] pragmatically, creating shared content would require less work to give all players more to do; [b]B)[/b] content exclusive to one side would be meaningless to many players on the opposing side; and [b]C)[/b] the thematic separation between heroes and villains otherwise kept players apart in a game that encouraged cooperation.

I do think it requires significantly more work to create quality content for both sides without one side being more appealing or rewarding than the other. This could be further exacerbated if the majority of players flock to one side since creating content for the other side would feel like a less valuable investment for only appealing to a minority of players.

Anyways, I'm just playing devil's advocate. Hopefully CoT's more granular alignment system will enable a more natural solution than simply making everything coop. I sure don't envy MWM for being in the precarious position of trying to please everyone while also trying to separate players by alignment.

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I suspect the reasons you

I suspect the reasons you list are accurate, Plexius. I also suspect that preponderance of players on blue side had something to do with it. But I still found it disappointing and suspension-of-disbelief-straining. It seemed disingenuous to offer two main alignment paths and then have most of the following issues shoehorn the red side into a blue plot. I would have preferred differing arcs, but I wouldn't have really minded even doing the same missions if they had just changed the text to afford a more villainous motivation for my more evil villains. Or maybe added a final (optional) Epilogue mission that differed based on whether you were blue or red. I think there were compromises that could have landed somewhere between the double work of having to create two separate arcs and having everyone do the same thing because reasons. I hope MWM can be a little more creative with the way they handle this sort of thing. As you say, the 3-axis alignment system may necessitate dealing with this sort of thing in almost every mission, so it could be something they prepare as part of the foundation.

Spurn all ye kindle.

sev171
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man, I'd so rather

man, I'd so rather disagreements to affect the mission in some way. But it's understandable if it's not possible because it seems difficult to do. But if there was a mechanic where you go into pvp when it comes to big decisions or go with higher stats like reflexes or intelligence for the smaller decisions would be cool.

https://www.youtube.com/channel/UCMcQdRLgVpMwXi_3yTCN5iA/videos

Tannim222
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Cinnder wrote:
Cinnder wrote:

Hmmm...obviously MWM can define the axes as they wish, but if this is the case then so much for my theory of genius, because it means one of the axes is back into that subjective area (not all that different from the subjectivity of good/evil) with all the concomitant ambiguities or even outright disagreements. Well, ok, the theory isn't entirely out the window, because a system that is 2/3 objective is still a clearer, less ambiguous system than a binary good/evil one.

Anything is subjective based on the filter through which the viewer discerns what they're observing. I specifically stated that I'm not on the comp team and that the write up was done quickly to provide a basic example of the concept of how the alignment system can work. Please don't use this as an exact example of context for the game.
I'm sure the comp team has a list of guidelines for each axis of alignment in order to apply writing toward so that there is consistancy.

And from the update on alignment:

Honor is a measure of your character’s trustworthiness. An Honest character keeps his or her promises, and tends to avoid deception. A Dishonorable character is willing to betray supposed allies to get ahead, and thrives on lies and falsehoods.

So I feel the example I gave where the character could keep his word or betray the person he just made a deal with is apt within the context I gave it and within the basic definition of Honor in the alignment.

Cinnder wrote:

Please, please, Comp Team, don't make every new major expansion be one of those "All the heroes and villains have to team up to fight this new threat" stories like most of the later issues in CoX.

One of the main things the alignment system allows for is the creation of content being agnostic toward specific "types of alignment" (hero, villain, etc...) and the content instead is woven around the possible decisions and branches of change made from that point onward.

I only brought up the example of both sides playing together because the opposing sides "blue" and "red" won't normally ever need to come into contact with one another (outside of PvP). But that there may be certain types of content designed where they do end up siding with one another - so far as I'm aware, this isn't anything planned at this time - I only mentioned it as a possibility because it is a theme common enough in comic-book (and other mediums).

sev171 wrote:

man, I'd so rather disagreements to affect the mission in some way. But it's understandable if it's not possible because it seems difficult to do. But if there was a mechanic where you go into pvp when it comes to big decisions or go with higher stats like reflexes or intelligence for the smaller decisions would be cool.

The reason are multiple reasons there isn't a direct mechanic to enter into pvp over disagreements over choices within a mission. Most important is our stance that PvP must always be optional.

Characters do not carry stats such as intelligence or reflexes that can be utilized for the game.

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TheMightyPaladin
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Just curious, will it be

Just curious, will it be possible to include alignment effecting choices in player made missions?

Will it be possible to repeat alignment effecting missions to increase the effect, OR to reverse the effect by making a different choice?

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

Cute Kitsune
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Just curious, will it be possible to include alignment effecting choices in player made missions?
Will it be possible to repeat alignment effecting missions to increase the effect, OR to reverse the effect by making a different choice?

I feel like being more unlawful. I make a mission with 100 people lined up with a choice Free them or Shoot them in the head. I make a lootable as the objective next to the row of hostages. I loot when I've adjusted my alignment enough.

This is what I see. I've played on test servers and beta servers. This is effectively what your asking if you can do.

The line between knowing and understanding is often blurred.
Cute Kitsune the Anti Villain of Phoenix Rising.
I have more fervor then empathy, I still like you.~Me to a friend
It applies here too, I'm passionate not hostile.

oOStaticOo
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While I would like for

While I would like for content to be repeatable, I'd hope that there was some kind of check against it that would tell the system that you are repeating this content and to ignore the possibility of continuously shifting the alignment in an upwards or downwards manner. The reason for this is that I don't want somebody to be able to farm a mission to make their alignment go all the way up to 100% pure good or evil. I feel that if that were possible, once a person got to that 100% mark they would never play another mission ever again that would in any way, shape, or form have a possibility of affecting their alignment in a negative or positive way. It would be bad for the people who spent all their hard time and effort in making all these missions that wouldn't get played simply because somebody didn't want to risk changing their alignment.

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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so for Heroes, we show a

so for Heroes, we show a small icon like this?
[img]http://i.imgur.com/5F3sjP9.png[/img]
;)

Use the Halo as a Bar to represent how Good you've gotten? ;D

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Tannim, we might be having a

Tannim, we might be having a bit of a communication issue, because now it sounds like we're in agreement with the way we're looking at Honor.

Here's what I thought transpired up to this point, but please correct me if I'm wrong:
[list]
[*]Based on what I read in the KS update I stated that Honor was simply about keeping one's word.
[*]Radiac said he believed it should be about more than that.
[*]You said "Quite right" to him, which made me think you were saying Honor is about more than keeping one's word.
[*]But now you've quoted the KS update, which says it's just about keeping one's word.
[/list]
So maybe we are seeing Honor as the same thing after all? If so, and this is what the Comp Team intends, then I can reinstate the last third of my earlier "the genius of this system" post.

Sure, one can go down the "everything we ever do, see, or think is subjective" philosophical road, but my point was that--except in extreme cases--good and evil are very hard to define because the concepts are so subjective, whereas the ideas of Law, Violence, and Honor (defined as keeping one's word) are much less subjective. There's a lot less room for personal bias in the questions of "Did you comply with the law?", "Did you physically harm others?", and "Did you do what you said you would?" -- which is what got me thinking that the genius of the CoT alignment system is that it will eliminate a lot of the worries folks have by making the 3 axes much less subjective than a binary good/evil system. It seems like it will be easy to tell what the results of a choice will be without having the numbers shown next to each choice* because of the paucity of wiggle room in the questions above. I'm not looking to get more game-specific info on the system at this point, but rather trying to point out to others that its design may avoid one of the primary pitfalls of alignment mechanics we've seen in other games. Fingers crossed!

As for combined hero/villain content, I didn't mean to say I never want to see any of it. I just got tired of every major expansion in later issues in CoX all using the same joint trope. Ideally, I'd like to see some team-up content and some "this is appropriate only if you are here, here, and here on the alignment matrix" content.

* Something I still hope will be an optional and not mandatory display.

Spurn all ye kindle.

Brand X
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Not mandatory display? You

Not mandatory display? You just mean the display of how many times you've made choices? The idea of having a new system and then just making it optional seems like a waste of a system. :/

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Brand X wrote:
Brand X wrote:

Not mandatory display? You just mean the display of how many times you've made choices? The idea of having a new system and then just making it optional seems like a waste of a system. :/

Sorry, I meant whether the numerical effects of each choice will be displayed at the time one is making the choice. (I.e. I'm hoping to have a toggle for this like SWTOR has.)

Spurn all ye kindle.

TheMightyPaladin
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Cute Kitsune wrote:
Cute Kitsune wrote:

TheMightyPaladin wrote:
Just curious, will it be possible to include alignment effecting choices in player made missions?
Will it be possible to repeat alignment effecting missions to increase the effect, OR to reverse the effect by making a different choice?

I feel like being more unlawful. I make a mission with 100 people lined up with a choice Free them or Shoot them in the head. I make a lootable as the objective next to the row of hostages. I loot when I've adjusted my alignment enough.
This is what I see. I've played on test servers and beta servers. This is effectively what your asking if you can do.

Not so much asking if I can
because that would imply that I want to which I don't
Just asking if it can be done, because if it can someone will want to.

Also wandering just what the implications are.
I don't know if it's good or bad
at this point I don't even know if it IS.

oOStaticOo wrote:

While I would like for content to be repeatable, I'd hope that there was some kind of check against it that would tell the system that you are repeating this content and to ignore the possibility of continuously shifting the alignment in an upwards or downwards manner. The reason for this is that I don't want somebody to be able to farm a mission to make their alignment go all the way up to 100% pure good or evil. I feel that if that were possible, once a person got to that 100% mark they would never play another mission ever again that would in any way, shape, or form have a possibility of affecting their alignment in a negative or positive way. It would be bad for the people who spent all their hard time and effort in making all these missions that wouldn't get played simply because somebody didn't want to risk changing their alignment.

I think this is unlikely.
I'm not even sure if there is an in game advantage or disadvantage to having an axis maxed or zeroed out, other than it taking a lot to shift it noticeably.

Is there?

If someone is going to make a perfect toon, and then retire from the game so they don't get it dirty, they probably wouldn't have played much anyway.
Also a lot of players might avoid missions that could adversely effect their alignment.
I know I will
That's kind of the whole point of this thread.
I'm trying to make sure that missions always have an option that lets us keep the alignment we want.

OH WOW! I probably could've saved a lot of confusion If I'd said THAT from the start but I didn't think of it till now. oh well, Cest la vie.

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:

Cute Kitsune wrote:
TheMightyPaladin wrote:
Just curious, will it be possible to include alignment effecting choices in player made missions?
Will it be possible to repeat alignment effecting missions to increase the effect, OR to reverse the effect by making a different choice?

I feel like being more unlawful. I make a mission with 100 people lined up with a choice Free them or Shoot them in the head. I make a lootable as the objective next to the row of hostages. I loot when I've adjusted my alignment enough.
This is what I see. I've played on test servers and beta servers. This is effectively what your asking if you can do.

Not so much asking if I can
because that would imply that I want to which I don't
Just asking if it can be done, because if it can someone will want to.
Also wandering just what the implications are.
I don't know if it's good or bad
at this point I don't even know if it IS.
oOStaticOo wrote:
While I would like for content to be repeatable, I'd hope that there was some kind of check against it that would tell the system that you are repeating this content and to ignore the possibility of continuously shifting the alignment in an upwards or downwards manner. The reason for this is that I don't want somebody to be able to farm a mission to make their alignment go all the way up to 100% pure good or evil. I feel that if that were possible, once a person got to that 100% mark they would never play another mission ever again that would in any way, shape, or form have a possibility of affecting their alignment in a negative or positive way. It would be bad for the people who spent all their hard time and effort in making all these missions that wouldn't get played simply because somebody didn't want to risk changing their alignment.

I think this is unlikely.
I'm not even sure if there is an in game advantage or disadvantage to having an axis maxed or zeroed out, other than it taking a lot to shift it noticeably.
Is there?
If someone is going to make a perfect toon, and then retire from the game so they don't get it dirty, they probably wouldn't have played much anyway.
Also a lot of players might avoid missions that could adversely effect their alignment.
I know I will That's kind of the whole point of this thread.
I'm trying to make sure that missions always have an option that lets us keep the alignment we want.
OH WOW! I probably could've saved a lot of confusion If I'd said THAT from the start but I didn't think of it till now. oh well, Cest la vie.

If it IS possible, someone WILL do it.

Just because someone is able to get their character to 100% doesn't mean they will retire from the game completely. They can still play the game and do other things. They will just never do any missions that could have an adverse effect to their 100%. Which you've stated you will do. I don't want to see that happen. Which is also why I hope the devs change their minds about putting some kind of indicator as to which decisions will do what to your alignment. I don't think we should know that. When we make a decision in real life it doesn't have any kind of indicator on it to tell us if we are making the right or wrong decision.

I'm not saying you can't keep an alignment in the good or bad while you play, I'm just hoping that it is an ongoing process to the character to constantly be striving for the goal you have in mind. Every decision every person makes has consequences to it, some good and some bad. There are a lot of unforeseen consequences to those decisions, we don't always know what those consequences are. That is where I think you see it as being "tricked". You think you are doing the right thing, and in your mind you are, but it has a negative consequence tied to it that you didn't see happening. It happens. There is nothing anybody can do to stop that. Nobody is perfect. Nobody has the ability to foresee all possible outcomes and choose the one that is the most 100% accurate with nothing bad happening because of it.

Basically, I'd like to see that the decisions being made are being made based off of the idea of the character that was created or the person behind the character driving that character. More like a "What would you do if you were the one faced with the choice?" type decision. Not something that has a numerical value attached to it so I pick the one that has the higher value so I can make sure my character is going in the right direction I want it to be going. And yes I think every decision should have some positive and negative effect. Just how much positive and how much negative should be based on the choice itself. I believe there should be an obvious more positive than negative, more negative than positive, somewhat more positive than negative, somewhat more negative than positive, and neutral options available.

I want to see you make a decision, see the repercussions of that decision as you progress, and have to strive to overcome some of those repercussions because they had some kind of negative or positive impact that you didn't see happening. Much like the example I gave before. You save someone's life, they end up being a villain a little further down the line, then you end up fighting them to stop them from taking over the world. Or vice versa. I want the content to change with your character. I want the story to be ever-changing and evolving. I don't want the same outcome every time I play the game. I feel this will help MWM achieve part of their goal in making Alting the goal vs. the endgame.

I feel that once a decision has been made, it's been made for the good or bad. That you can do things afterwards to help shift that decision's consequences on your character, but you can't go back and change the outcome of it unless you start over with a new character and make a different choice than you did before. I want MWM to make it so that you have to play the game multiple times in multiple ways to see how the decisions change the story. Is that possible? Maybe not. That's a lot of complex coding involved I'm sure, but it sure would make for one hell of a game.

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Here's an odd notion that

Here's an odd notion that might be worth considering.

When [b]Alignment Decisions[/b] happen in a Team Context, the Team Leader makes the choice for the Team (ie. they go first). The rest of the Team is then given the OPTION to support/agree with the Team Leader's choice ... or not. Members of the Team who opt to take the same choice as the Leader have their alignment adjusted accordingly, while Members of the Team who "opt out" of the Leader's choice receive no adjustment whatsoever.

The only one who Has To make a choice that affects their Alignment is the Team Leader. Everyone else can either Follow The Leader (and be adjusted accordingly) or Decline and receive no adjustment whatsoever. This would then prevent situations in which someone has the VALUE of their Alignment changed against their will.

In the event of a Branching Story situation, the choice that the Team Leader makes determines which branch of the story/content gets played, but Team Members who "disagree" with the Leader's choice are not automatically "penalized" on their Alignment for a choice made which they themselves did not control.

Net result? Team Leaders are "held responsible" for their choices, but Team Members are not "bound" by the choices the Leader makes, with respect to Alignment adjustments. This would mean that there would be a sort of "built in" way to "bypass" (or at least, get through) content which forces a choice that a Player would rather not have their character make (for whatever reason). If you Team with another Player(s) and are Not The Leader you can complete the content (and thus advance the story arc) without being required to Make The Choice that you don't want to make. In effect, there is an "out" clause of letting someone else being responsible for making the choice, and then your character becomes a sort of an Objector Of Conscience [b]as a Follower of the Team Leader[/b] and participating in group play of that specific content, rather than just Soloing it yourself.

Note that in this context, Solo Play is effectively considered a Team Of One with the Soloist as the "Team" Leader (with no Followers or other Team Members).

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oOStaticOo wrote:
oOStaticOo wrote:

I want the content to change with your character. I want the story to be ever-changing and evolving. I don't want the same outcome every time I play the game. I feel this will help MWM achieve part of their goal in making Alting the goal vs. the endgame.

I'm with you.
But at the same time i'm with others that want to play CoT as a purely Super HERO Game, or Evil Villain, meaning that they can feel pure of heart if that is what they desire, or Not, or something in between. ;)

Maybe one way to do that is to provide a Checkbox in the Options that turns On and Off Color coding of the NPC text PC required clickable Replies for GOOD (Blue tinted text maybe) and Bad (Red'ish tinted text).

On character creation, the Player is Asked what sort of alignment they want to lean towards. If you choose "Follow The Flow", the NPC text wont be tinted with Blue, RED, Gray, etc...

Otherwise, if you choose "Righteous Path", or "Vindictive Cur", then the NPC text replies WILL be color tinted.
But the great thing is, you can go to the Options and disable that option to No longer Color tint the NPC replies text. :)

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oOStaticOo wrote:
oOStaticOo wrote:

They will just never do any missions that could have an adverse effect to their 100%. Which you've stated you will do. I don't want to see that happen. Which is also why I hope the devs change their minds about putting some kind of indicator as to which decisions will do what to your alignment. I don't think we should know that. When we make a decision in real life it doesn't have any kind of indicator on it to tell us if we are making the right or wrong decision.
I'm not saying you can't keep an alignment in the good or bad while you play, I'm just hoping that it is an ongoing process to the character to constantly be striving for the goal you have in mind. Every decision every person makes has consequences to it, some good and some bad. There are a lot of unforeseen consequences to those decisions, we don't always know what those consequences are. BLAH BLAH BLAH.

Unforeseen consequences are morally Irrelevant.
Saving an innocent person is always the right thing to do.
If it turns out she was Hitler's Mom or Batman's mom that's just not you're responsibility.
You did the right thing no question about it.
Of course if you find out she's Hitler's mom and you're still there in that time period, you should certainly do something to try to change the course of Hitler's life. Maybe tell her you're Jewish. If you can stick around long enough, try to be little Adolph's friend and a positive influence. Teach him to love.

If you've been deceived, or you're incompetent both of these circumstances negate your personal responsibility, and therefore any change to your alignment.

But If you have your way and the mission writers are free to trick us, you're darn right I'll avoid missions. I won't touch one with a 10 ft pole.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

oOStaticOo wrote:
They will just never do any missions that could have an adverse effect to their 100%. Which you've stated you will do. I don't want to see that happen. Which is also why I hope the devs change their minds about putting some kind of indicator as to which decisions will do what to your alignment. I don't think we should know that. When we make a decision in real life it doesn't have any kind of indicator on it to tell us if we are making the right or wrong decision.
I'm not saying you can't keep an alignment in the good or bad while you play, I'm just hoping that it is an ongoing process to the character to constantly be striving for the goal you have in mind. Every decision every person makes has consequences to it, some good and some bad. There are a lot of unforeseen consequences to those decisions, we don't always know what those consequences are. BLAH BLAH BLAH.

Unforeseen consequences are morally irreverent.
Saving an innocent person is always the right thing to do.
If it turns out she was Hitler's Mom or Batman's mom that's just not you're responsibility.
You did the right thing no question about it.
Of course if you find out she's Hitler's mom and you're still there in that time period, you should certainly do something to try to change the course of Hitler's life. Maybe tell her you're Jewish. If you can stick around long enough, try to be little Adolph's friend and a positive influence. Teach him to love.
If you've been deceived, or you're incompetent both of these circumstances negate your personal responsibility, and therefore any change to your alignment.
But If you have your way and the mission writers are free to trick us, you're darn right I'll avoid missions. I won't touch one with a 10 ft pole.

Do you mean irreverent or irrelevant?

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Irrelevant.

Irrelevant.
Sorry and thanks.
I went back and changed it.
I'm dyslexic and very dependent on the spell checker, and I wasn't as alert as I should have been.

Actually I do have some villain characters that I've enjoyed creating and wouldn't mind playing, but I was very disappointed with the adventure options in COV. They just didn't fit any villain that I could get into playing, and I kind of suspect that the limits I faced were something inherit in an online game, so I can't expect any better from COT. Without a personal GM able to make content suited to my motivation, I doubt I can enjoy being a villain.

I'm not criticizing the game, I understand it's limits and I'm happy for anyone else who likes it, but I strongly suspect that my reaction is common, and that it's part of why COX was so heavy on the hero side.

If this game surprises me, and it can make the villain side fun, I might jump in with old Overmaster Vlaad, or Earthman.
Heck, I'm sure I'll at least try one of them. How will I know if I don't at least try?

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Irrelevant.
Sorry and thanks.
I'm dyslexic and very dependent on the spell checker, and I wasn't as alert as I should have been.
Actually I do have some villain characters that I've enjoyed creating and wouldn't mind playing, but I was very disappointed with the adventure options in COV. They just didn't fit any villain that I could get into playing, and I kind of suspect that the limits I faced were something inherit in an online game, so I can't expect any better from COT. Without a personal GM able to make content suited to my motivation, I doubt I can enjoy being a villain.
I'm not criticizing the game, I understand it's limits and I'm happy for anyone else who likes it, but I strongly suspect that my reaction is common, and that it's part of why COX was so heavy on the hero side.
If this game surprises me, and it can make the villain side fun, I might jump in with old Overmaster Vlaad, or Earthman.
Heck, I'm sure I'll at least try one of them. How will I know if I don't at least try?

Agree with you there Pally. While I wasn't more keen on playing a villain over a hero, I still found the whole villain side lacking for someone to play a villain, and I to think it's a limit of the MMO game itself.

Also, would have loved hero missions that felt a lot like the Rogue missions, but sadly they still kept you playing a villain instead of a hero, when the Vigilante missions turned you into cold blooded psychos.

Though I might have felt more evil playing a vigilante than a full villain. :p

You also felt to be very much the lackey in CoV and it's probably back to limits of the medium.

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It may have been a limit then

It may have been a limit then but we have a lot more options available to us now. As Dr. Tyche has previously stated we aren't joking that you're villain can take over the world as much as your hero can be its savior. None of us are overtly fond of forcing any character type (hero, villain, or in between) to be anyone's lackey. Unless of course your concept is a lackey to another pc but that's on you.

Also to be fair, there was something of a payoff in cov where your character can come into power - At least in a story line. It just had no real impact in how the world viewed your character which is why it felt a little hollow. One could say the same for hero side where an enemy is defeated but still persists as if nothing changed. Defeat and dismantle an organization and yet they would still spawn for you that sort of stuff. We plan on (hope to) things much further than that.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Unforeseen consequences are morally Irrelevant.
Saving an innocent person is always the right thing to do.
If it turns out she was Hitler's Mom or Batman's mom that's just not you're responsibility.
You did the right thing no question about it.

This brings up a really important question on which I'm still not clear: does MWM see alignment as a character's inner moral compass or as the way a character is perceived by others? These are significantly different concepts, as highlighted by your example: if your character unwittingly saved Hitler's mom in the past and people in the present found out about it, it's likely that many people would choose to ignore whether the character knew what he was doing at the time.

Can someone from MWM clear this up for us, or is it too early to say?

Spurn all ye kindle.

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Tannim222 wrote:
Tannim222 wrote:

It may have been a limit then but we have a lot more options available to us now. As Dr. Tyche has previously stated we aren't joking that you're villain can take over the world as much as your hero can be its savior. None of us are overtly fond of forcing any character type (hero, villain, or in between) to be anyone's lackey. Unless of course your concept is a lackey to another pc but that's on you.
Also to be fair, there was something of a payoff in cov where your character can come into power - At least in a story line. It just had no real impact in how the world viewed your character which is why it felt a little hollow. One could say the same for hero side where an enemy is defeated but still persists as if nothing changed. Defeat and dismantle an organization and yet they would still spawn for you that sort of stuff. We plan on (hope to) things much further than that.

Isn't that typically the state of usual MMOs though, and something that is usually expected in their creation?

If CoT really does permit a character to take over the world, and that take over to be significant in a way so that it has lasting effects on the game's setting, then more power to you guys, but I just feel like it might be a bit of a double edged sword, and could potentially be far more complicated than first envisioned.

The core reason, I believe, that MMO settings are typically unchanged in the long run is that to make them as malleable as possible would require far more coding and modelling to maintain; it might be hollow and meaningless to provide players with the status of 'Next Greatest Villain' or 'Chosen One' as everyone else in the game will have those titles to boot, but to give those titles more weight than they had would mean building enemies, changing the overworld and at worst re-building the whole game based on the choices one player among thousands.

Let's take City of Villains, for example. As the core storyline for any character when being broken out of jail, they would be enlisted into 'Project DESTINY', a program by which Lord Recluse would find the person who would be strong enough to take his place. Sadly, the future is malleable, and therefore there were thousands of candidates that could take up the task, and they even explained as such when you get enlisted, preventing the overbearing titles from being too meaningless. By story's end, you aren't Recluse's lackey any more, you're his equal.

Of course, as a villain you don't get the opportunity to take over the world, but like I said before, if a villain does so, and succeeds, then there would be a significant change to the maps, NPCs and missions at the very least on hero side.

Heroes aren't that complicated, and your efforts never really felt hollow, but that depends on how much attention you would pay to NPC chatter. As they walk by, some would look and say "Hey, it's _____! He stopped the Lost from kidnapping those people! Man, what a guy!" and, later, if you were doing alignment missions, they would be wary of your choices. Hell, even if you did the defacto hero choices, some would question if it was the right thing to do.

Champions, I think, went one further by having random NPCs run up to you, asking for an autograph.

For heroes, the reason to not have such a big world change is that, typically, they're fighting for the status quo. If the world hasn't significantly changed, at least for the worse, then they're doing their job.

As for enemy groups still spawning, that falls within the previous problem, but for a hero MMO, it makes some sense; bad guys come back all the time. Even when a slew of their forces are killed, they have some way to come back. It needs to happen in MMOs because taking them away entirely would mean less enemies to take care of, which in turn would mean the other players would have fewer things to do, slowing down gameplay and lowering the opinion of the game, all because one dude is doing his job too well. Then, if that enemy group is gone altogether, the devs then have to come up with a new villain group to fill the gap, or expand the influence of the groups that remain.

Finally, if all of this has been taken care of, in a sense, then there's one last problem that will occur, and that is contextual consistency.

Let's say, for the sake of argument, a Villain takes with him a group of comrades and goes forth to slay Anthem. The hero is overwhelmed and is taken down after a long and gruelling fight, and the villain takes her life cruelly and without mercy. Now, as you have said, the game will do its best to not attach you to the NPCs as much as other MMOs do, so for the most part, this might not be as big a deal, but the problem lies in that not many people will care.

I think the reason why Statesman's death was such a big deal was that he was a constant for the majority of CoH's life. He might not have had the biggest influence on your character, since it wasn't until CoV high level content that he was a contact or a regular enemy, but for the face of the game he did his job admirably. Then, out of nowhere, he just up and dies (Well, i say out of nowhere, I think we saw it coming).

I use Anthem as an example because she seems to have the same effective position of Statesman, and will provide a big target for Villains to go and take down. If the game were to reflect that choice enough as to remove Anthem, then the game loses a significant aspect of its lore before most players can become familiar enough with her to care, and the same applies to any NPC. Eventually, Villains will run out of targets to take out, and people will die so often that the Hero players will refuse to get attached to characters because they never stick around. The game world will no longer be memorable, because it changes so often.

I could be misinterpreting this entirely, and I don't mean to go on a tirade. As far as I am aware, in regards to the Alignment System, coupled with the mission system, I am still giddy to play this game, but I feel that an MMO world that changes as quickly as that will be rife with problems: we might have a huge impact on the world, but the world will have very little impact on us.

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Speaking of Statesman, can we

Speaking of Statesman, can we not have dev NPCs? If any of the known NPCs are created by one dev and not multiple, can we get rid of them now?

Statesman's death always felt like a jab at Jack more than a good idea, so it would be a good idea to avoid something like that, by not having one dev make a NPC.

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I swear I'll lose it if they

I swear I'll lose it if they have civilians constantly running up to me and shoving me from wherever I stand like they do in CO. The fact they do it so much and can move you from it was annoying enough but the fact I wasn't supposed to be the good guy made it even worst.

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Could some of this "You're

Could some of this "You're now The Guy" stuff be accomplished using phases, I wonder? Like there's a statue of Rocky in front of the Titan City Museum,but when you achieve "The Guy" status, it turns into a statue of YOUR toon, BUT only YOU see it that way, as other toons will still see Rocky or themselves, etc.

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Brand X wrote:
Brand X wrote:

Speaking of Statesman, can we not have dev NPCs? If any of the known NPCs are created by one dev and not multiple, can we get rid of them now?
Statesman's death always felt like a jab at Jack more than a good idea, so it would be a good idea to avoid something like that, by not having one dev make a NPC.

Oh, no doubt. Many saw the death of Statesman and Sister Psyche as removing major aspect of Jack Emmert from the game, but I felt that jab was at Jack mainly because he didn't leave CoH on good terms with the remainder of the dev team.

That, and the death of the character was still somewhat significant, at least in my eyes. It was the game's allegory for Superman who had been around for a very long time. It wouldn't have mattered nearly as much if Statesman was to have keeled over maybe three days after launch, because no one would have been familiar with the guy enough to build that connection.

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Cinnder wrote:
Cinnder wrote:

This brings up a really important question on which I'm still not clear: does MWM see alignment as a character's inner moral compass or as the way a character is perceived by others? These are significantly different concepts, as highlighted by your example: if your character unwittingly saved Hitler's mom in the past and people in the present found out about it, it's likely that many people would choose to ignore whether the character knew what he was doing at the time.
Can someone from MWM clear this up for us, or is it too early to say?

The update on alignment addresses this question. Alignment is both the player's perception of their character's moral compass and also has an initial effect on how the various factions react to your character. There will be applicable labels that apply to the tri-axis alignment such as hero, villain, and anything between.

What takes thus a step further is the reputation system and factions. One player may have a vigilante disliked by TCPD resulting in perhaps choice npcs who still view vigilantism on behalf of the city favorably. Meanwhile another vigilante has worked with TCPD enough to be generally liked except for a few that look down upon vigilantism. Does this mean they attack the vigilante? No. It means they tolerate his presence but don't 'work' with him.

If comp wants they can take this as far as creating dirty cops that will work with villains while the rest of the force would attack on sight.

Alignment and faction reputation work with each other.

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Radiac wrote:
Radiac wrote:

Could some of this "You're now The Guy" stuff be accomplished using phases, I wonder? Like there's a statue of Rocky in front of the Titan City Museum,but when you achieve "The Guy" status, it turns into a statue of YOUR toon, BUT only YOU see it that way, as other toons will still see Rocky or themselves, etc.

Now you're on to something...

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Tannim222 wrote:
Tannim222 wrote:

The update on alignment addresses this question. Alignment is both the player's perception of their character's moral compass and also has an initial effect on how the various factions react to your character. There will be applicable labels that apply to the tri-axis alignment such as hero, villain, and anything between.

Addresses: yes. Answers: not entirely. The closest thing I can find in the KS update is: "We can’t keep track of your character’s intent, but we can keep track of your characters actions! That is the basis of our 3-Axis Alignment System." So that seems to indicate it's not the moral compass (in contrast with what you just said), but it doesn't make clear whether the alignment effects resulting from actions taken are based on what the character thought would result from the action or the eventual outcome. So Paladin's type of example is still a question mark. Or something like the end of the Dark Knight film: is Batman's alignment at that point based on his selflessly taking the blame for murders he didn't commit, or the public's perception that he committed the murders?

Also, on another thread a while back (which I can't find at the moment) when Darth Fez and I were asking about hero/villain vs alignment, Doc Tyche said that the hero/villain determination would be in addition to the 3-axis alignment system, not resulting from it.

What I take from these various open questions and somewhat contrasting statements is that this is still a work in progress, and maybe we should stop speculating till MWM is ready to release the official details. If that's what you've been trying to say all along, I apologise in atrociously strained and mixed metaphor for not letting the dead horse rest until the sleeping dog is ready to wake.

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Alignment and faction rep

Alignment and faction rep work together to create a larger picture. The example you gave of the end of TDK is closest to providing an example where batman's alignment hasn't changed but his faction reputations have. Now he is wanted by police, but he still has a contact in the police dept that with him.

I'll try to frame it another way. The foundation of alignment is the tri-axis which provides the frame for the player's perception of their character's moral compass. The next layer are the labels of hero, villain, etc...are part of, but in addition to, the tri-axis alignment. The character's alignment is the initial setting for a faction's reaction to the character. Reputation with each faction uses the initial point and is adjusted from there.

If you are more of a visual thinker: tri-axis is the root, labels the trunk, reputation the branches. Some of those branches will be all but withered, some short' others long, some with leaves.

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Tannim222 wrote:
Tannim222 wrote:

If you are more of a visual thinker

Me. <----- ;D

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Radiac wrote:
Radiac wrote:

Could some of this "You're now The Guy" stuff be accomplished using phases, I wonder? Like there's a statue of Rocky in front of the Titan City Museum,but when you achieve "The Guy" status, it turns into a statue of YOUR toon, BUT only YOU see it that way, as other toons will still see Rocky or themselves, etc.

I am in full support of this idea

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ArticulateT wrote:
ArticulateT wrote:

Brand X wrote:
Speaking of Statesman, can we not have dev NPCs? If any of the known NPCs are created by one dev and not multiple, can we get rid of them now?
Statesman's death always felt like a jab at Jack more than a good idea, so it would be a good idea to avoid something like that, by not having one dev make a NPC.

Oh, no doubt. Many saw the death of Statesman and Sister Psyche as removing major aspect of Jack Emmert from the game, but I felt that jab was at Jack mainly because he didn't leave CoH on good terms with the remainder of the dev team.
That, and the death of the character was still somewhat significant, at least in my eyes. It was the game's allegory for Superman who had been around for a very long time. It wouldn't have mattered nearly as much if Statesman was to have keeled over maybe three days after launch, because no one would have been familiar with the guy enough to build that connection.

He was! Personally, I think CoT needs it's Superman (even if others disagree and think all heroes should be equal) but it's just something I think would be best avoided and easily done if done now. No dev NPCs.

I don't want to see some fan favorite NPC get killed because the dev left on bad terms, so the current devs go "Ha! We can kill him/her off now!"

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It may be too late to hope

It may be too late to hope against dev NPC's. Doctor Tyche is the forum identity of Nate Downes and is also a prominent supervillain according to [url=http://cityoftitans.com/content/4k-reveal-capechaser-10-most-wanted-thread]the CapeChaser update[/url]. Does that count as the kind of thing that's being referred to here?

Not for brownie points, but I sure hope they don't off Doctor Tyche---he's one of my favorite villains!

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Plexius wrote:
Plexius wrote:

It may be too late to hope against dev NPC's. Doctor Tyche is the forum identity of Nate Downes and is also a prominent supervillain according to the CapeChaser update. Does that count as the kind of thing that's being referred to here?
Not for brownie points, but I sure hope they don't off Doctor Tyche---he's one of my favorite villains!

Then yes. I don't know if I'd say it's to late, anything they've offered in a background can easily be changed now, but best to avoid Dev/NPC combos, so we avoid the whole Statesman thing CoH did.

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I'm seriously cool with devs

I'm seriously cool with devs having their toons in the game.
I think they deserve to be part of the game they've worked so hard to make.
My character, Paladin is the mascot of my own PnP game.
I usually ignore game lore so it won't bug me, and they can always agree in advance that departed devs won't have their toons killed.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

I'm seriously cool with devs having their toons in the game.
I think they deserve to be part of the game they've worked so hard to make.
My character, Paladin is the mascot of my own PnP game.
I usually ignore game lore so it won't bug me, and they can always agree in advance that departed devs won't have their toons killed.

I was never against the idea, until devs decided to kill off NPCs who belonged to devs they had a problem with. I'd rather not wind up liking a dev NPC, only to see them leave on bad terms and then have their NPC killed as some sort of hoorah!

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Brand X wrote:
Brand X wrote:

I was never against the idea, until devs decided to kill off NPCs who belonged to devs they had a problem with. I'd rather not wind up liking a dev NPC, only to see them leave on bad terms and then have their NPC killed as some sort of hoorah!

Agreed!

I wouldn't have minded if they made Statesman turn to the Dark Side. Not as gratifying as Killing him off, but eehhh! :p
Even if its just Mind Control, we are yet to find out about. ;D

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Technically American Star is

Technically American Star is our big name hero. He is dead from the start of the game, however. Anthem is his protégé and is shown trying to live up to his mark while being the "go-to" hero like her mentor was. Anthem and American Star are not devs, BTW. Other than Tyche, there are no "major" dev NPCs. Besides, the NPCs belong to MWM no matter what. Spite should not enter into anything about them.

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I always assumed the death of

I always assumed the death of Statesman was more an allusion to the death of Superman that was going down at DC comics than an allusion to Jack Emmert's sudden, possibly bitter withdrawal from the title. I'm not "in the know" about how and why Jack Emmert left. I do know many of the changes to the game that resulted from Matt Miller taking over were changes that I enjoyed, even though many players were opposed to them.

But, hey, my favorite signature NPC from CoX is still Ghost Widow. Her story, with its elements of betrayal, romance, power-brokering, assassination, and finally rebirth even more powerful than before, were all the kind of thing I really enjoy in a good narrative. The drop-dead sexy aspect was just a bonus. I always felt somewhere along the line there should have been a coup d'etat with Ghost Widow and her followers destroying Lord Recluse and locking him away in a closed time loop. To my mind, that would have been the perfect ending to the story of Arachnos.

But Statesman? Meh. To me he was always just a cheap copy of Superman. His passing really didn't affect me much.

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Brand X wrote:
Brand X wrote:

I was never against the idea, until devs decided to kill off NPCs who belonged to devs they had a problem with. I'd rather not wind up liking a dev NPC, only to see them leave on bad terms and then have their NPC killed as some sort of hoorah!

To be fair, there was quite a bit of time between Jack leaving CoH and Statesman's death. If it was just out of petty vengeance they sure held onto it for quite a while.

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syntaxerror37 wrote:
syntaxerror37 wrote:

Brand X wrote:
I was never against the idea, until devs decided to kill off NPCs who belonged to devs they had a problem with. I'd rather not wind up liking a dev NPC, only to see them leave on bad terms and then have their NPC killed as some sort of hoorah!

To be fair, there was quite a bit of time between Jack leaving CoH and Statesman's death. If it was just out of petty vengeance they sure held onto it for quite a while.

If it was just Statesman, I could believe it. They took out Sister Psyche too, killed them both off in poorly thought out storylines that screamed "Let's kill em off!", then brought up Positron.

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Revolution wrote:
Revolution wrote:

Technically American Star is our big name hero. He is dead from the start of the game, however. Anthem is his protégé and is shown trying to live up to his mark while being the "go-to" hero like her mentor was. Anthem and American Star are not devs, BTW. Other than Tyche, there are no "major" dev NPCs. Besides, the NPCs belong to MWM no matter what. Spite should not enter into anything about them.

That's said, but then remember what was said about Statesman's death...Jack left, many wanted to kill off Statesman, then finally they came and said "Who thinks it's time to kill off Statesman" and they cheered and said "About time"

Look at comics "Why'd you kill that character off" "Because I didn't like them"

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Brand X wrote:
Brand X wrote:

Revolution wrote:
Technically American Star is our big name hero. He is dead from the start of the game, however. Anthem is his protégé and is shown trying to live up to his mark while being the "go-to" hero like her mentor was. Anthem and American Star are not devs, BTW. Other than Tyche, there are no "major" dev NPCs. Besides, the NPCs belong to MWM no matter what. Spite should not enter into anything about them.

That's said, but then remember what was said about Statesman's death...Jack left, many wanted to kill off Statesman, then finally they came and said "Who thinks it's time to kill off Statesman" and they cheered and said "About time"
Look at comics "Why'd you kill that character off" "Because I didn't like them"

I suppose it can be said that City of Heroes, remarkably, was one of the few Hero Settings where, if memory serves me correctly, Death was kinda permanent. War Witch and Numina were ghosts, Statesman, Sister Psyche, a large number of the Praetorian counter parts, a sizable number of major NPCs in the War Zone, all of them were killed and there were no indications of them being brought back by any means. With comics, no hero could stay dead for long (in DC, this was actually a plot point for Blackest Night)

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ArticulateT wrote:
ArticulateT wrote:

Brand X wrote:
Revolution wrote:
Technically American Star is our big name hero. He is dead from the start of the game, however. Anthem is his protégé and is shown trying to live up to his mark while being the "go-to" hero like her mentor was. Anthem and American Star are not devs, BTW. Other than Tyche, there are no "major" dev NPCs. Besides, the NPCs belong to MWM no matter what. Spite should not enter into anything about them.

That's said, but then remember what was said about Statesman's death...Jack left, many wanted to kill off Statesman, then finally they came and said "Who thinks it's time to kill off Statesman" and they cheered and said "About time"
Look at comics "Why'd you kill that character off" "Because I didn't like them"

I suppose it can be said that City of Heroes, remarkably, was one of the few Hero Settings where, if memory serves me correctly, Death was kinda permanent. War Witch and Numina were ghosts, Statesman, Sister Psyche, a large number of the Praetorian counter parts, a sizable number of major NPCs in the War Zone, all of them were killed and there were no indications of them being brought back by any means. With comics, no hero could stay dead for long (in DC, this was actually a plot point for Blackest Night)

Well, I'd consider it more a long terrible running gag than anything, when it comes to comics.

They want some big story event. Want to be able to say "Will this be the end of Batman?!" Stuff to grab a readers attention, without realizing, while it may make for a big sale there, most people want to read the adventures of Bruce Wayne/Peter Parker/Diana Prince/Carol Danvers...basically...who ever is behind the mask originally!

Replacing them might work, but then it requires writers who are good and patience that it may catch on. Something they tend to lack.

But yeah, as for CoH and death, if they came back it was back as dead heroes/villains (War Witch/Ghost Widow). So maybe some of them should've grabbed that Revive ability instead of thinking it was a waste of a power pick :p

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Brand X wrote:
Brand X wrote:

, but then it requires writers who are good and patience that it may catch on. Something they tend to lack.

So how do good writers dangle you along till it gets Good? ;)

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The death of Sister Psyche

The death of Sister Psyche was just ... [url=http://en.wikipedia.org/wiki/Women_in_Refrigerators]Women In Refrigerators[/url] terrible.

What made it worse was that at the Player Summit, after Who Will Die episode 3 had been released, some women stood up and publicly denounced the writing of Dr. Aeon in which [url=http://paragonwiki.com/wiki/Miss_Liberty]Alexis Cole-Duncan[/url] got the [b]Women In Refrigerators[/b] treatment and gratuitously "offed" simply to motivate a male hero. They demanded (as did most of the audience in the room) that this kind of thing [b]*NOT*[/b] be repeated!

So when Who Will Die episode 6 came out and Sister Psyche got gratuitously and stupidly "offed" (by her HUSBAND no less!) it was just one of those "I Have Lost All Respect For The Writers" moments. I mean ... seriously ... Manticore didn't even PLAN for anything to go wrong! No backups, no alternatives, no thinking ahead ... just use the pointy stick instead of one of the myriad other non-lethal options at your disposal (including demolition charges on the altar, you worthless playboy!).

So who dies? Two women ... oh and Statesman.
Who kills them? A two-bit nobody with [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/PlotArmor]SCRIPT IMMUNITY[/url]™ granted to him by the writer.

Talk about a major disappointment.

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Izzy wrote:
Izzy wrote:

Brand X wrote:
, but then it requires writers who are good and patience that it may catch on. Something they tend to lack.
So how do good writers dangle you along till it gets Good? ;)

Good art! :)

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I have read about 10% of the

I have read about 10% of the entries here, and, while valid points are being made, it is too early to do anything that means anything with comments other than suggestions. That being said, I believe that there should always be open redemption quests, and, probably included as necessary to the story arcs if there are those alignment twister / public view (of character) missions... Hopefully, that statement will suffice as a summary of player wishes along the line of this forum topic.

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Redlynne wrote:
Redlynne wrote:

The death of Sister Psyche was just ... Women In Refrigerators terrible.
What made it worse was that at the Player Summit, after Who Will Die episode 3 had been released, some women stood up and publicly denounced the writing of Dr. Aeon in which Alexis Cole-Duncan got the Women In Refrigerators treatment and gratuitously "offed" simply to motivate a male hero. They demanded (as did most of the audience in the room) that this kind of thing *NOT* be repeated!
So when Who Will Die episode 6 came out and Sister Psyche got gratuitously and stupidly "offed" (by her HUSBAND no less!) it was just one of those "I Have Lost All Respect For The Writers" moments. I mean ... seriously ... Manticore didn't even PLAN for anything to go wrong! No backups, no alternatives, no thinking ahead ... just use the pointy stick instead of one of the myriad other non-lethal options at your disposal (including demolition charges on the altar, you worthless playboy!).
So who dies? Two women ... oh and Statesman.
Who kills them? A two-bit nobody with SCRIPT IMMUNITY™ granted to him by the writer.
Talk about a major disappointment.

I always thought women in refrigerator was over hyped by fans myself, but wasn't Alexis dead before the start of the game? So that's like 8 years of writing.

If we say dead character to motivate character is bad, then Bruce Wayne's mother fits the bill (or had parents in refrigerator), and secondary characters shouldn't be immune to death (they should be the ones being killed instead of the heroes people are reading...for a typical comic book anyways).

And I don't expect always having the best stories in MMOs (or comics or even entertaining book series) I just found the deaths there lacking, because they really were just to kill off Jack's characters.

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Brand X wrote:
Brand X wrote:

Redlynne wrote:
The death of Sister Psyche was just ... Women In Refrigerators terrible.
What made it worse was that at the Player Summit, after Who Will Die episode 3 had been released, some women stood up and publicly denounced the writing of Dr. Aeon in which Alexis Cole-Duncan got the Women In Refrigerators treatment and gratuitously "offed" simply to motivate a male hero. They demanded (as did most of the audience in the room) that this kind of thing *NOT* be repeated!
So when Who Will Die episode 6 came out and Sister Psyche got gratuitously and stupidly "offed" (by her HUSBAND no less!) it was just one of those "I Have Lost All Respect For The Writers" moments. I mean ... seriously ... Manticore didn't even PLAN for anything to go wrong! No backups, no alternatives, no thinking ahead ... just use the pointy stick instead of one of the myriad other non-lethal options at your disposal (including demolition charges on the altar, you worthless playboy!).
So who dies? Two women ... oh and Statesman.
Who kills them? A two-bit nobody with SCRIPT IMMUNITY™ granted to him by the writer.
Talk about a major disappointment.

I always thought women in refrigerator was over hyped by fans myself, but wasn't Alexis dead before the start of the game? So that's like 8 years of writing.
If we say dead character to motivate character is bad, then Bruce Wayne's mother fits the bill (or had parents in refrigerator), and secondary characters shouldn't be immune to death (they should be the ones being killed instead of the heroes people are reading...for a typical comic book anyways).
And I don't expect always having the best stories in MMOs (or comics or even entertaining book series) I just found the deaths there lacking, because they really were just to kill off Jack's characters.

Blame Edgar Allan Poe. He invented the trope. Mostly because so much tragedy in his own life was related to the premature deaths of women he loved.

The heroside suffered from bad writing for many reasons, but the key reason (it seems to me) is that it locked itself into a single definition of "heroism". On the villainside there were fewer limits placed on the material and although some of it was not good at all, overall I enjoyed the writing on the villainside.

Unfortunately, most people never bothered reading the narrative material on the villainside. Powerleveling a villain to whatever level was suitable for the PvP zone a player preferred was much more common. But that is not the fault of the game's writers.

Those who did take the time to read the narrative generally wound up with several story arcs they would go out of their way to repeat because they enjoyed the story so much. Being able to repeat missions from Ouroboros was a great convenience for these players.

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Greyhawk wrote:
Greyhawk wrote:

Brand X wrote:
Redlynne wrote:
The death of Sister Psyche was just ... Women In Refrigerators terrible.
What made it worse was that at the Player Summit, after Who Will Die episode 3 had been released, some women stood up and publicly denounced the writing of Dr. Aeon in which Alexis Cole-Duncan got the Women In Refrigerators treatment and gratuitously "offed" simply to motivate a male hero. They demanded (as did most of the audience in the room) that this kind of thing *NOT* be repeated!
So when Who Will Die episode 6 came out and Sister Psyche got gratuitously and stupidly "offed" (by her HUSBAND no less!) it was just one of those "I Have Lost All Respect For The Writers" moments. I mean ... seriously ... Manticore didn't even PLAN for anything to go wrong! No backups, no alternatives, no thinking ahead ... just use the pointy stick instead of one of the myriad other non-lethal options at your disposal (including demolition charges on the altar, you worthless playboy!).
So who dies? Two women ... oh and Statesman.
Who kills them? A two-bit nobody with SCRIPT IMMUNITY™ granted to him by the writer.
Talk about a major disappointment.

I always thought women in refrigerator was over hyped by fans myself, but wasn't Alexis dead before the start of the game? So that's like 8 years of writing.
If we say dead character to motivate character is bad, then Bruce Wayne's mother fits the bill (or had parents in refrigerator), and secondary characters shouldn't be immune to death (they should be the ones being killed instead of the heroes people are reading...for a typical comic book anyways).
And I don't expect always having the best stories in MMOs (or comics or even entertaining book series) I just found the deaths there lacking, because they really were just to kill off Jack's characters.

Blame Edgar Allan Poe. He invented the trope. Mostly because so much tragedy in his own life was related to the premature deaths of women he loved.
The heroside suffered from bad writing for many reasons, but the key reason (it seems to me) is that it locked itself into a single definition of "heroism". On the villainside there were fewer limits placed on the material and although some of it was not good at all, overall I enjoyed the writing on the villainside.
Unfortunately, most people never bothered reading the narrative material on the villainside. Powerleveling a villain to whatever level was suitable for the PvP zone a player preferred was much more common. But that is not the fault of the game's writers.
Those who did take the time to read the narrative generally wound up with several story arcs they would go out of their way to repeat because they enjoyed the story so much. Being able to repeat missions from Ouroboros was a great convenience for these players.

I often wondered if people didn't read it much because they either wanted their own lore which wouldnt fit into the games lore, didn't agree with the lore (while I read it, I thought some of it was dumb and chose to ignore some of it myself), or just one of the players who wanted to just play the game and kill things. :p

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Greyhawk wrote:
Greyhawk wrote:

But Statesman? Meh. To me he was always just a cheap copy of Superman. His passing really didn't affect me much.

Huh.

I always thought he was a rather nice pastiche homage to Captain America and Captain Marvel (SHAZAM), though of course filling a Superman-like role in the lore.

Patriotic soldier with magical power from the Greek gods? Really not much of a copy of the farm-raised alien last son of Krypton.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Empyrean wrote:
Empyrean wrote:

Greyhawk wrote:

But Statesman? Meh. To me he was always just a cheap copy of Superman. His passing really didn't affect me much.

Huh.
I always thought he was a rather nice pastiche homage to Captain America and Captain Marvel (SHAZAM), though of course filling a Superman-like role in the lore.
Patriotic soldier with magical power from the Greek gods? Really not much of a copy of the farm-raised alien last son of Krypton.

Weren't they all homages to established comic book characters?

I never had a problem with a NPC filling the Superman role. Yes, I want players to be able to reach A class super hero status (if they want) but the superman level hero...that should be NPC...and it's not a bad character to have around.

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Tannim222 wrote:
Tannim222 wrote:

Alignment and faction rep work together to create a larger picture. The example you gave of the end of TDK is closest to providing an example where batman's alignment hasn't changed but his faction reputations have. Now he is wanted by police, but he still has a contact in the police dept that with him.
I'll try to frame it another way. The foundation of alignment is the tri-axis which provides the frame for the player's perception of their character's moral compass. The next layer are the labels of hero, villain, etc...are part of, but in addition to, the tri-axis alignment. The character's alignment is the initial setting for a faction's reaction to the character. Reputation with each faction uses the initial point and is adjusted from there.
If you are more of a visual thinker: tri-axis is the root, labels the trunk, reputation the branches. Some of those branches will be all but withered, some short' others long, some with leaves.

Thanks for the extra clarification, Tannim. I'll refrain from asking for any more till MWM is ready to give us the full "press release."

Spurn all ye kindle.

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Brand X wrote:
Brand X wrote:

Redlynne wrote:
The death of Sister Psyche was just ... Women In Refrigerators terrible.
What made it worse was that at the Player Summit, after Who Will Die episode 3 had been released, some women stood up and publicly denounced the writing of Dr. Aeon in which Alexis Cole-Duncan got the Women In Refrigerators treatment and gratuitously "offed" simply to motivate a male hero. They demanded (as did most of the audience in the room) that this kind of thing *NOT* be repeated!
So when Who Will Die episode 6 came out and Sister Psyche got gratuitously and stupidly "offed" (by her HUSBAND no less!) it was just one of those "I Have Lost All Respect For The Writers" moments. I mean ... seriously ... Manticore didn't even PLAN for anything to go wrong! No backups, no alternatives, no thinking ahead ... just use the pointy stick instead of one of the myriad other non-lethal options at your disposal (including demolition charges on the altar, you worthless playboy!).
So who dies? Two women ... oh and Statesman.
Who kills them? A two-bit nobody with SCRIPT IMMUNITY™ granted to him by the writer.
Talk about a major disappointment.

I always thought women in refrigerator was over hyped by fans myself, but wasn't Alexis dead before the start of the game? So that's like 8 years of writing.
If we say dead character to motivate character is bad, then Bruce Wayne's mother fits the bill (or had parents in refrigerator), and secondary characters shouldn't be immune to death (they should be the ones being killed instead of the heroes people are reading...for a typical comic book anyways).
And I don't expect always having the best stories in MMOs (or comics or even entertaining book series) I just found the deaths there lacking, because they really were just to kill off Jack's characters.

Alexis Cole effectively dies in Who Will Die Episode 3, as she is kidnapped and killed by Darrin Wade so that he can incur the wrath of Statesman, to lure him into a trap to kill him in Episode 5. Episode 6 had Sister Psyche die out of nowhere, in all honesty and then episode 7 has you fight Rulawade alongside Lord Recluse while orbiting Earth.

To be honest, it occurred to me during these missions that the Mediporter system wasn't working for them. It was an active plot point in one of the later missions where you, as a hero, have to stop agitated and armed civilians who wanted access to the mediporter system, since only heroes could use it. It even functioned as a plot device in the City of Heroes comic to boot. It wasn't like they made the system as a respawn mechanic and then actively ignored it.

I guess they might have done for the deaths of these two since, when you think about it, death really held no consequence.

I will admit I never paid much heed to Villain stories, but that's because I don't like playing villain most days, and when it came to hero stories, only a few shone for me, and most of those were the Morality missions. In fact, I think the most involved I got into a hero storyline was way back when I was still on Union, and I had a fondness for the Faultline series of missions.

I do a DnD Podcast, which can be listened to here.

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

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*face palm* That's right.

*face palm* That's right. Alexis Cole, confusing her with a different character.

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SuperStatesman

SuperStatesman
BatManticore

There were plenty of others to go around ...

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I thought Manticore was green

I thought Manticore was green arrow.

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

I thought Manticore was green arrow.

He was Batman with a Bow. Though Green Arrow was just Batman with a bow at first. :p Positron was CoH's Ironman :p

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Manticore filled the roll of

Manticore filled the role of highly trained well equipped "normal" hero. Batman and Green Arrow both fit this trope, with I'm sure many others.

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Alright well I'm not above

Alright well I'm not above rehashing ideas in my own work.
I think most people can see that Last Crusader is Duncan MaCleod, and fills the same roll in my universe as Superman or Captain America.
Steel Head was created by one of my players but he's become a major figure in my universe even though that player moved away long ago. He's The Punisher with powers.
Der Übermensch is Captain Marvel.
Doctor Wyrd is Doctor Strange
Angry Alex is the Hulk
Captain Future is Iron Man (with an origin that involves time travel)
and Paladin is Spider-man

As far as super groups go the Knights of Saint George are the Justice League/Avengers
The Young Heroes are the Teen Titans
but the Vulcan's Heroes serve a unique roll as an official unit in the Birmingham Police force.

Who are the toons in your worlds and what roles do they fill?

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

Alright well I'm not above rehashing ideas in my own work.
I think most people can see that Last Crusader is Duncan MaCleod, and fills the same roll in my universe as Superman or Captain America.
Steel Head was created by one of my players but he's become a major figure in my universe even though that player moved away long ago. He's The Punisher with powers.
Der Übermensch is Captain Marvel.
Doctor Wyrd is Doctor Strange
Angry Alex is the Hulk
Captain Future is Iron Man (with an origin that involves time travel)
and Paladin is Spider-man
As far as super groups go the Knights of Saint George are the Justice League/Avengers
The Young Heroes are the Teen Titans
but the Vulcan's Heroes serve a unique roll as an official unit in the Birmingham Police force.
Who are the toons in your worlds and what roles do they fill?

FOr the most part, Aegis Warden/Cosmic Guard fills the niche of power that Superman or Captain Marvel (or Shazam, depending on who you ask) fill by being the typical flying brick/Paragon archetype of hero, but he's meant to be relatively unknown and reluctant to get to that point, so he doesn't reflect the fame or personality archetype of a true 'Superman' type character. For the most part, iof it can be helped, Aegis Warden's highest moral stat would likely be Non-Violence, followed by Honor and then Lawfulness.

There are other heroes who take the Superman role in regards to fame and methodology. I'm not sure whether I want to use it in my work-in-progress novel or as a character in City of Titans (it might be both) but I want to explore making a character who effectively grows with the RP community, and their starting point would be a typical Superman boyscout. Over time, he might realise the system is broken and dive head first into being a vigilante or a villain, or learn a moral lesson and become stronger by it, but this all depends on the influences provided by the people around him.

Getting slightly back on topic, I hope it can be answered here:

[b]Will this morality system benefit from large scale story events or vice versa?[/b]

I don't ordinarily read Marvel, but I am currently reading through the Avengers Infinity story, and [b]SPOILERS, though the story is almost 2 years old[/b] the multiverse is coming to an end, so the Illuminati plans on destroying the Earths of alternate universes to save their own, and, possibly in a way to restart Civil War, Captain America takes umbrage with this.

This story, I feel, isn't exactly as morally complex as Civil War was, as genocide for a noble cause is still, well, genocide, but it's stories like this, as well as things like Blackest Night, Fear Itself and so on, that can mimic comics closely by having one time events which had significance in the setting, and the pressure that would put on people would possibly be enough to make them act in ways they never thought they would.

That, and significant, one time events like that can stand out in the history of your character. "He's never been the same since the Drak'mar invaded," or "I used to think she was a monster, but what she did in the Killigan Virus Outbreak, makes me think she's a good person, deep down" might be heard among NPC chatter, and add a distinct diversity to the character.

Let it be said that in the long run, Good choices should be harder to fulfil than the Evil ones, but have a somewhat greater reward, either mechanically or just to give the player a greater sense of fulfilment. I can't remember who said it, it might have been Yahtzee when reviewing inFamous, that a good moral choice is to accomplish the same goal in different ways, and not "hug puppies or kill puppies". In the core game, I imagine that the abilioty to make that choice is allowed at the player's leisure, so if something truly gripping comes about, they can pause a moment and dwell on it. With world events that repeat, the same would apply, to allow players who are grouped to work together towards that same, moral goal.

With non-repeating story events, I feel that time would be a little less on the player's side to help the event truly 'shake things up'.

I do a DnD Podcast, which can be listened to here.

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

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Alright well I'm not above rehashing ideas in my own work.
I think most people can see that Last Crusader is Duncan MaCleod, and fills the same roll in my universe as Superman or Captain America.
Steel Head was created by one of my players but he's become a major figure in my universe even though that player moved away long ago. He's The Punisher with powers.
Der Übermensch is Captain Marvel.
Doctor Wyrd is Doctor Strange
Angry Alex is the Hulk
Captain Future is Iron Man (with an origin that involves time travel)
and Paladin is Spider-man
As far as super groups go the Knights of Saint George are the Justice League/Avengers
The Young Heroes are the Teen Titans
but the Vulcan's Heroes serve a unique roll as an official unit in the Birmingham Police force.
Who are the toons in your worlds and what roles do they fill?

You do realize someone can report your intended toons for genericizing based off this post?

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I should hope that the devs

I should hope that the devs would read the post first, and maybe look at the avatars, before acting on such a complaint. Paladin is talking about the roles, their place in their stories, not the names or appearances. Or even their powers.

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Brighellac, I could take what

Brighellac, I could take what you just said and apply it to the Holy Trinity ... Protection, Healing, Damage.

TheMightyPaladin was simply shorthanding links between characters and (known) popularized concepts, not a litany of outright rip-offs.

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Foradain wrote:
Foradain wrote:

I should hope that the devs would read the post first, and maybe look at the avatars, before acting on such a complaint. Paladin is talking about the roles, their place in their stories, not the names or appearances. Or even their powers.

Yeah That.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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Doctor Strange = Doctor Fate

Doctor Strange = Doctor Fate
Superman = Captain Marvel
Red Tornado = The Vision
Professor X and the X-Men = Niles Caulder and the Doom Patrol

In one interview, I think, Justice League creative guy Keith Giffen came out and SAID that his badguy team The Extremists were "inspired by" the famous Marvel villains Dr. Doom, Dormammu, Dr. Octopus, and Magneto.

I'm pretty sure in order to win a law suit about copyright infringement you have to show that the character in question LOOKS similar tot he original, has similar powers, and has a similar name.

I had a Kinetic/Electric defender toon generic-ed once because his name was Arc Angel, he had white feathery wings, and he wore a blue costume. I can accept THAT as crossing the line (unintentionally on my part, but still), but just because your toon was based on some known commodity, in your own mind, that fact alone doesn't make it a copyright violation per se.

R.S.O. of Phoenix Rising

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Now that I have read this

Now that I have read this entire thread, I have a few ideas. Sorry, prepare for a wall of text.

First, I think however they fit on the Honor/Violence/Lawful axises the choices presented whenever possible should conform to a basic hero/villain archetype for simplicity's sake, of which I have 4 examples. I realize this would be a bit much to apply to every possible situation, but I think some of the more broad choices could fit this.

For instance, say your character needs to get information from a stoolie for whatever reason. Each archetype would acquire that information in a different manner:

Caped Crusader [think "what would Superman do?"]: This hero would attempt to reason with the character, and use force and threats as an absolute last resort.

Dark-Hero/Anti-Hero [think what would Batman do?]: This hero would attempt threats, violence, and general intimation tactics to get the stoolie to reveal what they know.

Manipulative Bastard/Pragmatic Villain [think what would Lex Luthor do?]: This villain will prefer use manipulation and trickery to achieve their ends.

Ax-Crazy/Omnicidal Maniac [think what would the Joker do?]: This villain will torture the stoolie or kidnap someone the stoolie cares about, then kill them afterwards anyway.

I'd like to go further with Nominal Heroes and Noble Demons, but those a bit more nuanced than I think I can provide effective examples for.

This covers the gauntlet of heroism to villainy from the Paragon of Light and Justice to the complete puppy killing sociopath.

Second, I was noticing the group dynamic discussed here and I thought up and idea for it. I don't know if there is going to be a sidekick system done, but I'd love to see one of some sort, one that made teaming up in such a manner worth often for all 3 parties (I'm thinking a maximum of 2 sidekicks to one mentor). Mostly what I'd like to mention regarding the topic of this thread is, I think that for story purposes the sidekick and mentor should converse with each other at certain points while on missions that will affect their alignment a bit, but for the sake of ensuring that the sidekick can still enjoy the mission themselves once they get to it they will not take part in any choices or even view any cutscenes for it unless they are already qualified for that mission on their own.

Third, I saw the complaint that for most MMOs the player would be able to wipe out criminal organizations, only for members of that same organization to still be trash mobs standing around despite their organization going kaput. My solution would be that for this game, outside of missions the player would partake in there would be no trash mobs that are wearing overt colors or attire of any organization of any sort that aren't supposed to be permanent, and only are revealed to be members via drops acquired during missions and taking them out could be one way the player can locate the presence of these organizations to begin with. These mobs would just be seemingly random thugs, cops, wizards, robots, whatever, and only during indoor missions or enemies that otherwise only spawn in that particular player's presence would the player see any mobs that obviously wear colors and uniforms that obviously identified them as members of that organization. On a side note, I would also like the trash mobs that aren't part of an organization to have a wide variety of randomly generated attire appropriate to their supposed enemy type, to keep them from all looking "hey, I beat this guy up 50 times already" samey. In fact, if the devs could make the layouts of indoor areas and even some of the outdoor areas somewhat randomized it would help with replay value a lot.

Last, I saw a post about the player in CoV being able to conquer the world but it seemingly not affecting anything. My solution for this is making keeping that a hard won and even harder kept battle that would subtly effect the world around the player only if they manage to stay the ruler of the world for a while, sort of part of a passive PvP aspect. I doubt I can think of a really good system for this in it's entirety but I'll give it a shot.

Off the top of my head, I'm thinking of a sort of player ranking system that the player becomes eligible for for after a certain point that would be equal game for both solo, group, and PvP players, whoever is at the top, hero or villain is the ruler of the world. As to how this would work I'm thinking maybe a point system that assigns a point value to every mission, and the more missions that player does and the better they are at it the more points they get for it, going up the rankings until they hit number one and are declared leader of the free world or absolute tyrant, depending on alignment. Regardless of how this would be implemented, if the player manages to hold their position for longer than 24 hours it would effect the entire city on that server, for example, the city looking darker, dirtier, more destitute, and overall worse off with slightly less law enforcement, more thugs and other such things, and less citizens on the streets if the ruler is a villainous character, and a brighter, cleaner city with slightly more law enforcement, less thugs and such, and more citizens milling about.

This is just the first idea I came up with on these. That's all, hope I didn't ramble on too much.

"I never cared about justice, and I don't recall ever calling myself a hero..."

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immortalfrieza wrote:
immortalfrieza wrote:

Now that I have read this entire thread, I have a few ideas. Sorry, prepare for a wall of text.
First, I think however they fit on the Honor/Violence/Lawful axises the choices presented whenever possible should conform to a basic hero/villain archetype for simplicity's sake, of which I have 4 examples. I realize this would be a bit much to apply to every possible situation, but I think some of the more broad choices could fit this.
For instance, say your character needs to get information from a stoolie for whatever reason. Each archetype would acquire that information in a different manner:
Caped Crusader [think "what would Superman do?"]: This hero would attempt to reason with the character, and use force and threats as an absolute last resort.
Dark-Hero/Anti-Hero [think what would Batman do?]: This hero would attempt threats, violence, and general intimation tactics to get the stoolie to reveal what they know.
Manipulative Bastard/Pragmatic Villain [think what would Lex Luthor do?]: This villain will prefer use manipulation and trickery to achieve their ends.
Ax-Crazy/Omnicidal Maniac [think what would the Joker do?]: This villain will torture the stoolie or kidnap someone the stoolie cares about, then kill them afterwards anyway.
I'd like to go further with Nominal Heroes and Noble Demons, but those a bit more nuanced than I think I can provide effective examples for.
This covers the gauntlet of heroism to villainy from the Paragon of Light and Justice to the complete puppy killing sociopath.
Second, I was noticing the group dynamic discussed here and I thought up and idea for it. I don't know if there is going to be a sidekick system done, but I'd love to see one of some sort, one that made teaming up in such a manner worth often for all 3 parties (I'm thinking a maximum of 2 sidekicks to one mentor). Mostly what I'd like to mention regarding the topic of this thread is, I think that for story purposes the sidekick and mentor should converse with each other at certain points while on missions that will affect their alignment a bit, but for the sake of ensuring that the sidekick can still enjoy the mission themselves once they get to it they will not take part in any choices or even view any cutscenes for it unless they are already qualified for that mission on their own.
Third, I saw the complaint that for most MMOs the player would be able to wipe out criminal organizations, only for members of that same organization to still be trash mobs standing around despite their organization going kaput. My solution would be that for this game, outside of missions the player would partake in there would be no trash mobs that are wearing overt colors or attire of any organization of any sort that aren't supposed to be permanent, and only are revealed to be members via drops acquired during missions and taking them out could be one way the player can locate the presence of these organizations to begin with. These mobs would just be seemingly random thugs, cops, wizards, robots, whatever, and only during indoor missions or enemies that otherwise only spawn in that particular player's presence would the player see any mobs that obviously wear colors and uniforms that obviously identified them as members of that organization. On a side note, I would also like the trash mobs that aren't part of an organization to have a wide variety of randomly generated attire appropriate to their supposed enemy type, to keep them from all looking "hey, I beat this guy up 50 times already" samey. In fact, if the devs could make the layouts of indoor areas and even some of the outdoor areas somewhat randomized it would help with replay value a lot.
Last, I saw a post about the player in CoV being able to conquer the world but it seemingly not affecting anything. My solution for this is making keeping that a hard won and even harder kept battle that would subtly effect the world around the player only if they manage to stay the ruler of the world for a while, sort of part of a passive PvP aspect. I doubt I can think of a really good system for this in it's entirety but I'll give it a shot.
Off the top of my head, I'm thinking of a sort of player ranking system that the player becomes eligible for for after a certain point that would be equal game for both solo, group, and PvP players, whoever is at the top, hero or villain is the ruler of the world. As to how this would work I'm thinking maybe a point system that assigns a point value to every mission, and the more missions that player does and the better they are at it the more points they get for it, going up the rankings until they hit number one and are declared leader of the free world or absolute tyrant, depending on alignment. Regardless of how this would be implemented, if the player manages to hold their position for longer than 24 hours it would effect the entire city on that server, for example, the city looking darker, dirtier, more destitute, and overall worse off with slightly less law enforcement, more thugs and other such things, and less citizens on the streets if the ruler is a villainous character, and a brighter, cleaner city with slightly more law enforcement, less thugs and such, and more citizens milling about.
This is just the first idea I came up with on these. That's all, hope I didn't ramble on too much.

i think of Noble Demons is Nel Tu here link read http://bleach.wikia.com/wiki/Nel_Tu

whoever fights monsters should see to it that in the process he does not become a monster and when you look into the abyss, the abyss also look into you, -Friedrich
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dawnofcrow wrote:
dawnofcrow wrote:

i think of Noble Demons is Nel Tu here link read http://bleach.wikia.com/wiki/Nel_Tu

I know what noble demons and nominal heroes are, just I think they are too nuanced to be different enough from the other 4 hero/villain archetypes I mentioned for me to be able to come up with ways of having them do things that seems distinct from them. Both Noble Demons and Nominal Heroes are pretty equally likely to take villainous or heroic actions to handle any given problem, but both have very different motivations for doing so. For instance, a Noble Demon might like to claim to be evil but stop short of actually doing much that is truly evil even in service of their objectives, while a Nominal Hero fights for the side of good for entirely selfish reasons and wouldn't hesitate to kill to accomplish their objective. I suppose it's the motivations for both for doing something rather than simply their actions alone that are important.

"I never cared about justice, and I don't recall ever calling myself a hero..."

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As long as I get to be in

As long as I get to be in different shades of gray I will be fine. I don't like pure white and black factions.....

Formerly known as Bleddyn

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Bleddyn wrote:
Bleddyn wrote:

As long as I get to be in different shades of gray I will be fine. I don't like pure white and black factions.....

50 Shades? ;D

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Izzy wrote:
Izzy wrote:

Bleddyn wrote:
As long as I get to be in different shades of gray I will be fine. I don't like pure white and black factions.....

50 Shades? ;D

I knew someone was going to make that joke after I realized how I worded that post. I would go on a rant about how bad that book is for butchering the English language to the level of a 11 year old's piece of fanfiction, how it romanticizes abusive asshole boyfriends, and Mary Sues but I rather not detract from the topic of this thread.

But seriously that book is a bundle of idiotic schlock....

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[url=https://www.youtube.com/watch?v=0WCqnt88Umk]Do you want to be a hero?[/url]

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Bleddyn wrote:
Bleddyn wrote:

Izzy wrote:
Bleddyn wrote:
As long as I get to be in different shades of gray I will be fine. I don't like pure white and black factions.....

50 Shades? ;D

I knew someone was going to make that joke after I realized how I worded that post. I would go on a rant about how bad that book is for butchering the English language to the level of a 11 year old's piece of fanfiction, how it romanticizes abusive asshole boyfriends, and Mary Sues but I rather not detract from the topic of this thread.
But seriously that book is a bundle of idiotic schlock....

To be fair, it's level of literature is equal to pretty much every MMO!

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Brand X wrote:
Brand X wrote:

To be fair, it's level of literature is equal to pretty much every MMO!

[b][i]EXCEPT THIS ONE.[/i][/b]

I mean ... really ...

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Redlynne wrote:
Redlynne wrote:

Brand X wrote:
To be fair, it's level of literature is equal to pretty much every MMO!
EXCEPT THIS ONE.
I mean ... really ...

We'll see. I'm not so sure CoT will become the pinnacle of MMO storytelling, even if I am rooting for it to come out and be the best MMO around.

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I am aspiring to possibly be

I am aspiring to possibly be an author one of these days so I find that ''best-selling book'' an travesty of the english language and a slap in the face to good writers with it's popularity.

I really do hope that this game has at least adequate writing all around. I will admit the writing of any MMO but SWTOR has always bothered me. I think the only exception was Wildstar only because I had my eyes glued to the Scientist note sections which were essentially a in-game built lore book for me (And I LOVE reading lore)

Formerly known as Bleddyn

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Bleddyn wrote:
Bleddyn wrote:

I really do hope that this game has at least adequate writing all around. I will admit the writing of any MMO but SWTOR has always bothered me.

SWTOR... now THAT is a well written MMO. Perhaps too well written, I sometimes felt like the typical MMO busywork got in the way of experiencing that writing as well as I otherwise could have, and the need to stick standard MMO mechanics and pacing didn't do the story any favors. SWTOR could have been an absolutely amazing single player game, but as an MMO it seemed to fall flat.

"I never cared about justice, and I don't recall ever calling myself a hero..."

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immortalfrieza wrote:
immortalfrieza wrote:

Bleddyn wrote:
I really do hope that this game has at least adequate writing all around. I will admit the writing of any MMO but SWTOR has always bothered me.
SWTOR... now THAT is a well written MMO. Perhaps too well written, I sometimes felt like the typical MMO busywork got in the way of experiencing that writing as well as I otherwise could have, and the need to stick standard MMO mechanics and pacing didn't do the story any favors. SWTOR could have been an absolutely amazing single player game, but as an MMO it seemed to fall flat.

It only really falls flat after you finish chapter three. After that, they pretty much have to keep everyone going the same direction. Either they didn't plan ahead or they can't go with their original plan. Or the plan was to say "Haha...no continuing class storylines after 50!"

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