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Dynamic events

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ujoe
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Dynamic events

I'm new to the forums, so I apologize if this has been discussed already.

I didn't like the way CoX did their open world content. Having someone being mugged every few yards and gangs of super villains hanging out on the street corner.

I would like to see something closer to what Guild Wars 2 did with their dynamic events. I feel this would be a great fit for a super hero game. I envision having three versions of each event a common, uncommon, and rare. Here are some of my ideas for dynamic events in the game.

Alien invasion: 1. A bunch of big lizard type aliens to beat up. 2. Some Star Trek tribbles like aliens you've got to capture and send back into space. 3. A symbiotic alien race taking over human npc that you have to scan, subdue and remove from the host.

The prison: 1. Deal with a riot that breaks out. 2. Stop a group of villains trying to break out. 3. Stop a group of villains from breaking into the prison to release their super powerful leader.

The chemical lab: 1. prevent villains from stealing a chemical 2. A chemical is released that turns the surrounding npc into zombies that you must subdue and heal with out getting infected yourself. 3. Keep a fire from reaching an explosive chemical.

The Mayor:1. protect the mayor giving a speech from an assassination attempt. 2. Escort the mayor to some location and keep him safe. 3. The mayor is being controlled by some outside force that you must free him from.

The circus: 1. An animal's rights group releases all the animals and now they are running wild through the streets and must be stopped. 2. Clowns go on a drunken rampage through town. 3. The ring master is a criminal master mind hypnotizing the audience to steal from them.

Burning building: 1. Put out the fire 2. work your way through a maze of fire to rescue the victims inside. 3. Fight the super powered arsonist,

Robotics lab: 1. The robots take the humans hostage. 2. Nanobot escape the lab turning the npc into mutated monsters. 3. Giant super robot escapes and starts rampaging through the city.

You can also have single events you would have to deal with: help with a car chase, find the lost child, get the cat out of the tree, thugs or super villains pop out of a building they just robbed ect.

So basically instead of having bad guys hanging out waiting to get beat up events are popping up around the city that the heroes have to go deal with.

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Well first off to be fair GW2

Well first off to be fair GW2 was launched well over 8 years after CoH so it did have quite an advantage in having new game technology like the "dynamic events" you're talking about.

I'd agree that having more dynamic events in CoT would be interesting, but I don't think they should totally eliminate the idea of MOBs hanging around in the zones "waiting to get beat up". Sure maybe they shouldn't just pop up every few yards in every part of the city. But there should at least be areas (perhaps "rougher" areas of the city) where there are gangs or other bad guys hanging around on the lawless streets and alleyways.

Basically what I'm saying is there's nothing wrong with the general concept of "street MOBs" hanging around as long as they're spread around a little more logically in areas of the city where it might make a little more sense.

CoH player from April 25, 2004 to November 30, 2012

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CoX had it's share of dynamic

CoX had it's share of dynamic events. Zombie Hoard, Ritki Invasions, Supernatural Event, etc. I'm pretty sure CoT will incorporate these types of events in as well.

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I have a suggestion: Can we

I have a suggestion: Can we NOT have an alien invasion where the bad guys look like bugs? How about cyborgs or large dog-headed things or maybe lizards? Bugs have been done and to death. I DO subscribe to the idea though and yes, others have made suggestions too. I don't blame you for not being able to find them though...might be buried by now

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Comicsluvr wrote:
Comicsluvr wrote:

I have a suggestion: Can we NOT have an alien invasion where the bad guys look like bugs? How about cyborgs or large dog-headed things or maybe lizards? Bugs have been done and to death. I DO subscribe to the idea though and yes, others have made suggestions too. I don't blame you for not being able to find them though...might be buried by now

But the "bug" styled aliens are the natural enemies of the "Greys" and when the Greys come to harvest humans for their intergalactic wars they'll want to make sure we're conditioned to want to fight the "right" kind of aliens... ;)

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Comicsluvr wrote:
Comicsluvr wrote:

I have a suggestion: Can we NOT have an alien invasion where the bad guys look like bugs? How about cyborgs or large dog-headed things or maybe lizards? Bugs have been done and to death. I DO subscribe to the idea though and yes, others have made suggestions too. I don't blame you for not being able to find them though...might be buried by now

...The Rikti looked like bugs? When did this happen?
Also, I do wish that there was a Shivan attack every so often. Not as used as I woulda liked.

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syntaxerror37
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Even with the dynamic events,

Even with the dynamic events, GW2 has plenty of mobs just hanging out waiting to aggro on the next PC to run by. You don't want to get rid of that, you just need to supply enough of an in game reason for them to be standing there to suspend disbelief.

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syntaxerror37 wrote:
syntaxerror37 wrote:

Even with the dynamic events, GW2 has plenty of mobs just hanging out waiting to aggro on the next PC to run by. You don't want to get rid of that, you just need to supply enough of an in game reason for them to be standing there to suspend disbelief.

Thankfully they are generally in area's that make sense for them... the wildlife hangs around, the pirates can be found in caves/boats (and to extend this, one of the dynamic events *spawn* from the cave area).

I feel that they did a generally good job with mob placement overall in GW2

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Lord Nightmare wrote:
Lord Nightmare wrote:

Comicsluvr wrote:
I have a suggestion: Can we NOT have an alien invasion where the bad guys look like bugs? How about cyborgs or large dog-headed things or maybe lizards? Bugs have been done and to death. I DO subscribe to the idea though and yes, others have made suggestions too. I don't blame you for not being able to find them though...might be buried by now

...The Rikti looked like bugs? When did this happen?
Also, I do wish that there was a Shivan attack every so often. Not as used as I woulda liked.

They totally stole the idea from the movie Starship troopers.

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I vaguely remember reading

I vaguely remember reading that insects/arthropods are the most likely form of intelligent life on other planets. They do have very efficient respiratory systems and are the most diverse form of life here.


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I'm sorry, but insects only

I'm sorry, but insects only have a rudimentary nervous system and that what it takes to be 'smart'.

Is you want smart aliens, go with Cephalopods. Or Mammals, of course.

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desviper wrote:
desviper wrote:

I vaguely remember reading that insects/arthropods are the most likely form of intelligent life on other planets. They do have very efficient respiratory systems and are the most diverse form of life here.

Fireheart wrote:

I'm sorry, but insects only have a rudimentary nervous system and that what it takes to be 'smart'.
Is you want smart aliens, go with Cephalopods. Or Mammals, of course.
Be Well!
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I'd agree that most individual insects might not be "smart" when compared to us. But "hive oriented" insects here on Earth can manage some pretty complex and socially organized things as a group. I could readily see an alien civilization being insect based and controlled by a small number of "smart queens" or "brain bugs" like in Starship Troopers.

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I've been playing the PC

I've been playing the PC version of Spider-Man 3 (One of the few GOOD Movie Tie-In games) and though it's a wholly different beast than the PS2 version (different engine, gangs, combat system, etc.) they both feature dynamic events that can pop up out of anywhere, but in their own unique way.

PS2 version has the Police Scanner, a small scrolling text that pops up in the lower mid quadrant and says to press Triangle to respond to a sudden emergency. As the graphic is on the screen, you actually hear a radio broadcast detailing it. Now the scanner only has 5 set emergencies which are simple one offs and you can do in a minute: Missing persons report, fruit pie delivery, medical transportation, officer under fire, and Kidnapping (from what I remember.. it's been years.). The area to go to is usually close enough you can pop in the second you hit the respond button and you do get a nice little XP reward (nothing major).

The PC on the other hand is MUCH more engaging and requires you to stay alert. You can hear sirens suddenly go off and Spidey will wonder where they're heading to. Follow them for either a hot pursuit you have to stop or to see them stop at an emergency location where the cops are engaged with some gang members, which is a nice mission in itself OR is the lead in to a bigger one like a heist or hostage situation. You can also just randomly stumble on crimes in progress. I was walking to a mission and officers were looking around, prompting Spidey to wonder if a manhunt was going down. Swung around the area and sure enough was a gang member. Beating him got the mission to start and I was swinging around the area looking for more members to beatdown. Best part? The event related to the one I was actually going to do as the guy they were looking for was an Apocalypse member and had run into the subway where I had heard a base was laid out. Also, you can stumble onto possible gang hideouts, citizens in trouble, bomb squads, etc.

Personally, I would LOVE if either way made it into the game as the basis for Dynamic Events. If not, then no worries there. I know Arkham Knight might have a good idea for it IF there are any, and there's the GW2 model to try for.

Also, I do know that for villains this idea doesn't work as well. *shrug* Can't really come up with anything for them.

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Villains could maybe respond

Villains could maybe respond to the same events but just differently. Say there was a robbery in progress; a hero would stop the robbery and return property to the way it was before, but a villain might take it for himself... Or just kill everyone.

Keep in mind that, as of yet, CoT plans to have three gauges
that point a character somewhere between hero and villain. I believe they are lawful vs lawless, honourable vs wicked, and just vs violent. So, for above, the bank robbery, an honorable and lawful person would end the robbery and restore order, but a wicked, lawless person would take the goods for themselves. Either way, a just person would simply subdue the robbers, whereas a violent person would kill or otherwise injure them.


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It is difficult to develop

It is difficult to develop credible dynamic events for villains because what they do generally involves a fair amount of planning (unless the villains in question are content with the likes of purse snatching or knocking over the local drug store). There's precious little than can be presented as a random event that provides some additional fun for 15 or 30 minutes that exceeds what one might expect from a common crook.

I enjoyed CoH's mayhem missions as much as the next person, but they did not convey the element of a serious robbery very well at all. The bank heist was always a failure, in the sense that the police and a hero were alerted. All in all, the whole bank heist and getaway tended to be lost amidst the causing of general mayhem. One thought that came to me is to use the typical villainous mindset to advantage. One can reason that Titan City isn't a war zone or under the control of villains because villains will often fight each other as much as heroes. So, rather than having the snatch-and-grab bank robberies that make more sense for a setting in the 1980s or earlier, the mayhem missions would involve undermining the competition. Things like, "I just heard that Lord SuperCobra got held up fighting off police. Now is the perfect chance to go trash his base!"

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There's also the mercenary

There's also the mercenary approach for villains. The dynamic event could involve the player(s) being hired muscle by a given faction, whether it's for a heist or just causing trouble. I'm not saying every one should be that way, just an idea.

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syntaxerror37 wrote:
syntaxerror37 wrote:

There's also the mercenary approach for villains. The dynamic event could involve the player(s) being hired muscle by a given faction, whether it's for a heist or just causing trouble. I'm not saying every one should be that way, just an idea.

The problem with this is that you need some way to distinguish the mercenaries as professional hired muscle from the villains as de facto hired muscle. This was one of the ongoing complaints about redside -- you never felt as if you were becoming a stronger, more powerful villain in your own right, because everything you did was essentially being a legbreaker for someone else -- there was no way to be a 'real' villain with your own plans and goals.

syntaxerror37
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srmalloy wrote:
srmalloy wrote:

syntaxerror37 wrote:
There's also the mercenary approach for villains. The dynamic event could involve the player(s) being hired muscle by a given faction, whether it's for a heist or just causing trouble. I'm not saying every one should be that way, just an idea.
The problem with this is that you need some way to distinguish the mercenaries as professional hired muscle from the villains as de facto hired muscle. This was one of the ongoing complaints about redside -- you never felt as if you were becoming a stronger, more powerful villain in your own right, because everything you did was essentially being a legbreaker for someone else -- there was no way to be a 'real' villain with your own plans and goals.

Somehow, i knew people were going to bring up that old complaint. Although i personaly was never bothered by it, i do ackowlege that others were. Thats why i siad not for every event, just as a beliveable buy in for some.

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The basic difficulty is that

The basic difficulty is that heroes are much better suited to games than are villains. Heroes are fundamentally reactive, which is bread and butter for games. Furthermore, heroes are, at a basic level, very predictable. Another feature that lends itself superbly to games. Something happens, the player (character) responds. Why do they respond? Because they are a hero. It's what they do. Even if some of the details are left to the player to fill in, the basic formula works every time.

Villains tend to be at the opposite end of that spectrum. They are the proactive element to which the heroes respond. The problem is that the entire premise of the dynamic event implies an event to which the player (character) responds, when in this situation it is the player (character) to whom the mission should respond. The only solutions I see are to turn it into a PvP event or to follow a heavily scripted plot.* Either way, the dynamic element is lost.

The best solution I see is for those who play villain characters to select from a number of options which the game can use to create missions more or less tailored to the villain. Perhaps it is not feasible to have more than radio/newspaper missions on steroids, but I feel this would be a considerable improvement over assuming that knocking over a bank and blowing up cars is the pinnacle of villainous activities.

* It is true that having the hero responding to villainous activities is a heavily scripted plot, as well. However, since plot belongs to the NPC villain(s) and the hero is engaging in their expected role, it feels more natural than a villain play-acting a pre-scripted role.

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Way back when I was involved

Way back when I was involved we talked about how to make things work. The idea evolved into the Lead system missions with out contacts. Your character hero or villain over hears "What you think about the museums new security system." "it's a peace of junk half of it just for show the curator didn't want to spend the cash." Now your Villain in this case has a chance to be proactive and rob the museum.

It got more complex then that now. But that was an idea of how to have missions seem random for Villains. A hero would hear something like the same with an added line that so and so villain going to try to rob it.

All that would be done via NPC talking to each other.

Another way is say the Villain hears the Cops are busy with a jewel robbery. Now be the perfect time to swipe some of those priceless art at the museum across town. The hero being a hero would go to the Jewel store to stop the robbery.

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I think what darth was

I think what darth was getting to was more the mastermind type villain. Common robbers or even resourceful ones have plenty to do in a modern city. Your idea works great for those types. The gap to be filled is for the supervillains seeking world domination or destruction or other large-scale endeavors.

A success of CoT could be giving a place for masterminds to craft and/or execute his/her/its own master plans and the infrastructure to do so.


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The result of a system such

The result of a system such as I suggest is not particularly different from the leads system that has been mentioned. The difference lies primarily in the presentation and having the events tailored somewhat to the character's proclivities. Rather than getting the lead, "I heard the alarm system is broken over at Family Jewels" the PC would get the message, "We're ready to neutralize the alarm system and crack the save of the First National Bank" or "We have some of our people at a birthday party Thomas Stark is attending, so we can move ahead with your plan to kidnap him." At a minimum these would impart the impression that the character had been working on and planning this, rather than relying on luck or being hired by someone else.

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Oooh, nice, Darth! I like

Oooh, nice, Darth! I like that approach! A little illusion in text can go a long way towards creating an impression.

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