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Nemisis

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Nemisis

Superman has Lex Luther, Batman has The Joker, I have Milk. An Arch-Enemy every true hero has one.

My thoughts, Creation: an optional NPC created at character creation, give them a back story, or pick from a set of back story archetypes(stolen glory, "wrongful" death, imprisoned), give them a catch phrase, give them powers or they get randomly generated powers, they level just a little faster than you.

My thoughts, In Game: They are the main villain at the end of the tutorial(where the back story comes in maybe there is a different tutorial or at least dialog depending on the archetype chosen), they show up in certain missions, maybe they are a member of a certain nefarious group, clan, or race, maybe they use the members as minions. Once you reach max level have an entire story board just for killing, capturing, exiling, or rehabilitating your nemisis.

These are loose thoughts that came to me in a vision, but I think it would be awesome in game.

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Hmm.. Who designs the Costume

Hmm.. Who designs the Costume for the Nemesis? is it you, is it randomly generated 1st time you Create that character? :/ How much disk space will this take up if you have 40 ALTs? :o

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Champions Online has a

Champions Online has a similar system that I always felt was rather neat. When you reach level 25 or so, you're taken over to the Police Station to fill out information on a villain that you know about (a.k.a. "you get to make your nemesis in the Character Creator"), and every once in a while, when you were out punching normal mobs, a bunch of the minions that you had picked for them would spawn, try to kill you while you're weak, and if you defeated them, you'd get a clue that would set off a little mini-plotline involving whatever it was that your nemesis had planned. When you do all of the nemesis events, they're thrown in jail, and then you have the option of either having them bust out and continue their rampage, or making a new one to do different things with.

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By the sound of it, CO just

By the sound of it, CO just about nailed it. Unlocking content, creating an entirely original villain, giving him his own army of mooks, beating his ass and deciding his fate... It's just stuph like this that makes a player look up at the sun, flash a beaming smile, and proudly declare, [url=https://www.youtube.com/watch?feature=player_detailpage&v=9rvu6cr9Eaw#t=1213]"It's a living!"[/url]

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CO DID nail it and then left

CO DID nail it and then left it to die. I hope to DOG that CoT picks up THAT fumble.

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

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I'd like to have the option

I'd like to have the option for that nemesis to be an NPC version of one of my alts, and actually effect him when I log him in later--and vice versa for the protagonist. When I'm logged in as the nemesis, my other character would try to come in, and stop me. I made several nemesis characters in CoX. It was great to level up and see the world through that nemesis, actually giving him a soul. Even though there was no way for them to interact, it was fun to imagine that all my evil deeds were an offense against my protagonist. I could halfway do it in AE, which was great. In this system, there wouldn't be any loss of experience or items or anything, maybe a linked progress bar between the character that was some sort of eternal tug of war between the success of their actions. Hell in that case, this should be an option you can do with other people online.

Linking to a PC nemesis would be a slightly different system than linking to your alt or some NPC. You could get a pop up that says "Do you consider Mr. Insidious as your nemesis? Yes or No", and there could be some series of missions that'll link the two players together or one off instance missions you both would enter a building from different sides. It would strictly be a pact between two players sort of like the pact in CoX with shared experience. Like a radio mission that tells you if your nemesis defeated someone, blew something up, or was spotted somewhere, and you could try to stop them. I'm not sure what would prevent griefing or stop them from just following you everywhere, but I think it'd be a real fun RPing device, and switch up PVP. There should be a method for missions to separate both players from each other, then give both players a single object or area to meet at--It'd be real fun if the mission made you cross paths without warning. Both of you have to obtain the super sacred object, and not give any notice that your nemesis is after it, but you'd end up in the same room, battling it out.

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A nemesis system would be

A nemesis system would be fantastic for COT. In CO, that was the only thing they really did that kept me playing. It got old though because they never did anything to improve upon or add to it since it came out. I think that COT has huge potential to take the Nemesis system to a new level.

1. Custom Nemesis: Being able to customize not only your nemesis's look and powers, but also personality in order to effect what type of missions they will be a part of.

2. Custom Minions: Being able to customize the look and power set of the nemesis's minions. Maybe have like 4 minion slots.

3. End Game: Player created raids: If there was like a world crisis computer or something where players could build raids with custom maps, mission type, what size group it is meant for and even what appears in the dialogue bubbles. These raids would be able to be accessed by other players by looking through the available player created nemesis confrontations. If the devs were to add new content for this once in a while, it would allow an endless game filled with player created missions and let us create our own stories with our own arcs as well as witness the community's creativity.

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

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There was discussion in the

There was discussion in the old forums of a nemesis system that I liked better. I'll wait for those tech devs to chime in but it is a much more social system than the self created-self contained nemesis.

That goes to show that the devs are very committed to user generated content. I would still very much like to create NPCs.. I just would rather the player created NPCs be allies (Mary Jane, Aunt May, Jonah Jameson, Harry Osborne) than enemies. People who the game's enemies can kidnap, threaten, etc. It's just better storytelling to me than creating my own antagonist when the GAME ITSELF is the antagonist of my character's story.

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I remember something similar

I remember something similar to this being implemented near the end of COH. It wasn't nearly as customizable as you're suggesting here and I like your version better.
But I would definitely want to be able to customize my arch enemy just as much as my hero.
Paladin's Arch Enemy is a murdering Vigilante named Steel Head. Often we went after the same villains an I raced to bring them to justice before Steel Head could kill them.
Not sure how something like that could work in an MMO. (Kind of suspect that it wouldn't)
In COH I had to create a new arch enemy called Anti-Paladin because the game automatically gave him the same powers I had and made him look like me, with the colors changed around.

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Blue Steel vs Red Iron

Blue Steel vs Red Iron

Round 1

[b][i]FIGHT![/i][/b]

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The only problem I would have

The only problem I would have with a completely customizable nemesis would be players designing said nemesis to their advantage.

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Make a system that can be

Make a system that can be exploited and gamers will find a way to exploit it.

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Redlynne wrote:
Redlynne wrote:

Make a system that can be exploited and gamers will find a way to exploit it.

Thus my concern.

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And then there's the juvenile

And then there's the juvenile nemesis names ala pokemon.

"This is my Grandson, Asshead."

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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syntaxerror37 wrote:
syntaxerror37 wrote:

The only problem I would have with a completely customizable nemesis would be players designing said nemesis to their advantage.

It definitely couldn't be COMPLETELY customizable, but neither can any other systems. I don't think it would be too hard to keep it from being a significant unfair advantage. No harder than most other systems that we will have, anyway. It just can't be totally free.

Halae wrote:

And then there's the juvenile nemesis names ala pokemon.
"This is my Grandson, Asshead."

Yeah, that's annoying, but there will always be stupid names and concepts in the game, doesn't stop us from having other customizable systems.

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

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Heh ... I've got a "sabotage"

Heh ... I've got a "sabotage" deterrent to pulling that kind of garbage. Not a solution, mind you, just a deterrent. Why do I say that?

Because there is no such thing as FoolPROOF. Merely FoolRESISTANT.

So ... my idea?

Some story arcs may require you to PLAY AS YOUR NEMESIS.
In other words, be careful how dumb you make your nemesis ... you may have to wear that foolishness in public (where other Players can Report you). And ... if you make your Nemesis too "gimptacular" then there may be content you simply can't DO or complete successfully, because you gimped yourself (technically your nemesis) too hard.

In other words ... Sauce For The Goose.

Again, not a perfect solution, but it does offer an additional level of FoolRESISTANCE.

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syntaxerror37 wrote:
syntaxerror37 wrote:

The only problem I would have with a completely customizable nemesis would be players designing said nemesis to their advantage.

In my experience with the CO Nemesis, you didn't design your Nemesis so [b]you[/b] could beat it, you chose the power sets so that a group of players in the Alerts could beat it within five minutes.

I could always beat any Nemesis solo, but when they powered up the Nemesis in Alerts certain powersets became unbeatable for your average pickup team. Granted, that wasn't complete customization, but I don't think that allowing the player to pick the individual powers (as opposed to the broader powerset) of a Nemesis would ever be on the table.

Experience with CoH's player-designed content showed that too much customization of enemies was totally counterproductive. They destroyed the utility of the Architect by making its content second-class.

The customizability of the Nemesis should be essentially cosmetic, allowing users to select only powersets that the AI can handle well. Yeah, that means that the Nemesis and minions will be retreads of existing mobs, but development effort would be better spent making the story-telling aspects of the Nemesis more interesting, rather than spending a lot of time creating separate mechanics for Nemesis powers and combat.

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Red's solution is hilarious :

Red's solution is hilarious :). And I agree with Rodion--let us pick the overall role/power sets and fully customize the look, but other than that it should be Dev/game controlled.

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

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I agree with Rodion as well.

I agree with Rodion as well. Letting Players fully customize the appearance, because that has no game mechanical significance to combat performance, would be fine. Letting Players make "top level" but not detailed choices about what their Nemesis (not to be confused with [url=http://paragonwiki.com/wiki/Nemesis#Nemesis.3F]Nemesis?[/url]) is/are capable of ought to be acceptable. I also agree that too much customization capability in the area of Powers Selection(s) would prove counterproductive.

So ... + 1 to Rodion.

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Redlynne wrote:
Redlynne wrote:

Some story arcs may require you to PLAY AS YOUR NEMESIS

I would be totally opposed to this I do not and will not play a villain ever.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Redlynne wrote:

Some story arcs may require you to PLAY AS YOUR NEMESIS

I would be totally opposed to this I do not and will not play a villain ever.

Which is fine for YOU ... but what about everyone else? If the game has a playerbase of more than one player, it stands to reason that your opinion/view on this subject would not be held universally.

The objective here is not to limit the game to be exclusive to the features that only you (or only I, or ... you get the idea) want. Instead, you want the game's features to appeal to a wide variety of people.

Can't please everyone all of the time (that way lies madness!) ... but you can please a lot of people most of the time. I'd like to think that we're aiming for the latter.

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Redlynne wrote:
Redlynne wrote:

Which is fine for YOU ... but what about everyone else? If the game has a playerbase of more than one player, it stands to reason that your opinion/view on this subject would not be held universally.
The objective here is not to limit the game to be exclusive to the features that only you (or only I, or ... you get the idea) want. Instead, you want the game's features to appeal to a wide variety of people.
Can't please everyone all of the time (that way lies madness!) ... but you can please a lot of people most of the time. I'd like to think that we're aiming for the latter.

Will you Please just state your opinion and quit attacking me for stating mine. This is what you say every time you respond to me. It's totally unnecessary, and I'm sick of seeing it.

The game mechanic being proposed here would require me to do something I'm not willing to do and that's something I think most people would not want to do to any player. If this is implemented I wont make a nemisis. If I'm required to have a nemesis and to sometimes play as that character I just wont play city of titans.

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I would say that we should

I would say that we should make playing your Nemesis an option. The more options we have the better. So TMP could choose NOT to play as his Nemesis and other people COULD choose to play as their Nemesis.

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oOStaticOo wrote:
oOStaticOo wrote:

I would say that we should make playing your Nemesis an option. The more options we have the better. So TMP could choose NOT to play as his Nemesis and other people COULD choose to play as their Nemesis.

That would be much more acceptable.

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

oOStaticOo wrote:
I would say that we should make playing your Nemesis an option. The more options we have the better. So TMP could choose NOT to play as his Nemesis and other people COULD choose to play as their Nemesis.

That would be much more acceptable.

+1 word. Options whenever possible.

But unfortunately it would totally negate the whole point of Red's idea of making you play your Nemesis as a goober-repellent :P.

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

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True but I think the best

True but I think the best goober repellent to use in an MMO might be none at all. Other players will always make characters we don't like and wouldn't want to be seen near, but maybe that's what they were going for or maybe it's something that has meaning to them IDUNO.

To keep you from making a nemesis you can easily beat there can simply be a restriction on giving him attacks you're protected against or defenses you can bypass. That would require a little complexity but it wouldn't be too much to handle. Also your nemesis should always be higher level than you, and like most arch-villains he should have a ton of HP. That would help to offset the fact that you have enhancements and (as an NPC) he doesn't.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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Now, now. If it's really your

Now, now. If it's really your nemesis, he's going to [i]study[/i] you. He's going to learn your weaknesses.

If I have my druthers (and this is not guaranteed to even be doable), the overall computational intelligence within the game will know from watching you play what you're weak against, and your nemesis will adopt those tactics and powers. Even if it means he has to hire help.

Of course, you'll know your nemesis, too, so you can plan your own counter-measures against his powers and tactics.

After all, isn't that what separates a nemesis from a random member of a rogues' gallery?

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Maybe if there was some kind

Maybe if there was some kind of mythical "Wheel of Opposites" when it comes to power selection. Like Green Lantern, whose weakness was the color yellow (stupidest weakness ever), had Sinestro, whose power was, you guessed it, based on the color yellow. Like if your powers are Fire based, your arch-enemy is Ice based, etc. Just an idea. For the record, I'm more in favor of total customization at inception, with the stipulation that they are always slightly more dangerous than you think they are. ;)

Mighty Paladin, regarding your concern about playing the villain: I get that. However, let me submit that many Villains, arguably the best, most interesting villains, don't think of themselves as the "Bad Guy". Even your stated nemesis thought of himself as doing a public service, I'm sure. I was very uncomfortable at first playing CoV. But I eventually got philosophical about it, wrote my villain character as being born and raised in "The Isles" and was a product of that environment. Eventually, when Going Rogue was instituted, most of my Villains started changing sides. Even further along, some of my Heroes even started to drift to the dark side, (in my RPing mind) becoming more "extreme" in their methods for cleaning up the city.

I like Redlynne's idea of having a few missions where you play your Arch-Enemy. Partly for the deterrent factor, but more because if I've spent as much time as I always do designing the character, I'd like to at least test drive him! :) If this is the case, I'd really like/prefer the writers to give those missions some moral ambiguity, so the player can make some choices and establish the villain's character for themselves. Wasn't something like that going to be a staple of the three-axis alignment thing anyway? Why couldn't that be applied to the "villain missions" too?

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Segev wrote:
Segev wrote:

Now, now. If it's really your nemesis, he's going to study you. He's going to learn your weaknesses.
If I have my druthers (and this is not guaranteed to even be doable), the overall computational intelligence within the game will know from watching you play what you're weak against, and your nemesis will adopt those tactics and powers. Even if it means he has to hire help.
Of course, you'll know your nemesis, too, so you can plan your own counter-measures against his powers and tactics.
After all, isn't that what separates a nemesis from a random member of a rogues' gallery?

+1 This would be sweet. like an amiibo from the new smash bros.

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WarBird wrote:
WarBird wrote:

Mighty Paladin, regarding your concern about playing the villain: I get that. However, let me submit that many Villains, arguably the best, most interesting villains, don't think of themselves as the "Bad Guy". Even your stated nemesis thought of himself as doing a public service, I'm sure. I was very uncomfortable at first playing CoV. But I eventually got philosophical about it, wrote my villain character as being born and raised in "The Isles" and was a product of that environment. Eventually, when Going Rogue was instituted, most of my Villains started changing sides. Even further along, some of my Heroes even started to drift to the dark side, (in my RPing mind) becoming more "extreme" in their methods for cleaning up the city.
I like Redlynne's idea of having a few missions where you play your Arch-Enemy. Partly for the deterrent factor, but more because if I've spent as much time as I always do designing the character, I'd like to at least test drive him! :) If this is the case, I'd really like/prefer the writers to give those missions some moral ambiguity, so the player can make some choices and establish the villain's character for themselves. Wasn't something like that going to be a staple of the three-axis alignment thing anyway? Why couldn't that be applied to the "villain missions" too?

I'm totally cool with letting people play as their arch enemy, or any other villain, if that's what they Want to do. But I'm not OK with being forced to.
Steel Head was another player in a series of PNP RPGs played over the course of many years. (it was now many years ago). Later Steel Head appeared in the Paladin Comic books I made, and now appears in my book "Knights of Saint George". I got him, because I spent years with the player. He was a close friend and intellectual sparring partner.
I don't have the same relationship with mot other villains.
The only villain I ever enjoyed playing (As a GM) was a character named Overmaster Vlaad, who was the ruler of Romania. He drove all the vampires out of Transylvania and then drove the communists out of Romania before establishing himself as a fascist dictator. He certainly saw himself as a hero and so did a lot of the Romanian people in that game world. But when I tried him in COV he didn't fit in and I realized that the kind of villain he was simply couldn't work in that game.
I tried a few other villains before deciding that I seriously just don't enjoy it. I even tried making a character in COV who's backstory said he was really a hero working undercover. I enjoyed him the most.
Since this is a different game I might try a villain again but I don't have high expectations and I definitely don't want to be forced to do it.

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I could be mistaken, but I

I could be mistaken, but I don't think any [i]particular[/i] missions or even story arcs will ever be [i]required[/i] to play your character.

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LIES!!!

LIES!!!

There must be a tutorial!

BAM! I pwnd a dev.

::leans back, nods, then realizes these are the people he's going to be to join Alpha/Beta.

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Well until Stutty came along,
Segev wrote:

I could be mistaken, but I don't think any particular missions or even story arcs will ever be required to play your character.

Well until Stutty came along, no one was saying there were. But someone Was suggesting there could or even should be.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Segev wrote:
I could be mistaken, but I don't think any particular missions or even story arcs will ever be required to play your character.

Well until Stutty came along, no one was saying there were. But someone Was suggesting there could or even should be.

I'm guessing you never liked the [url=http://en.wikipedia.org/wiki/Mirror_Universe]Star Trek Mirror Universe[/url] storylines either. ;)

To each their own. Some people never play villains, other people never play heroes and of course there's all sorts of in-betweens as well.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

WarBird wrote:
Mighty Paladin, regarding your concern about playing the villain: I get that. However, let me submit that many Villains, arguably the best, most interesting villains, don't think of themselves as the "Bad Guy". Even your stated nemesis thought of himself as doing a public service, I'm sure. I was very uncomfortable at first playing CoV. But I eventually got philosophical about it, wrote my villain character as being born and raised in "The Isles" and was a product of that environment. Eventually, when Going Rogue was instituted, most of my Villains started changing sides. Even further along, some of my Heroes even started to drift to the dark side, (in my RPing mind) becoming more "extreme" in their methods for cleaning up the city.
I like Redlynne's idea of having a few missions where you play your Arch-Enemy. Partly for the deterrent factor, but more because if I've spent as much time as I always do designing the character, I'd like to at least test drive him! :) If this is the case, I'd really like/prefer the writers to give those missions some moral ambiguity, so the player can make some choices and establish the villain's character for themselves. Wasn't something like that going to be a staple of the three-axis alignment thing anyway? Why couldn't that be applied to the "villain missions" too?

I'm totally cool with letting people play as their arch enemy, or any other villain, if that's what they Want to do. But I'm not OK with being forced to.
Steel Head was another player in a series of PNP RPGs played over the course of many years. (it was now many years ago). Later Steel Head appeared in the Paladin Comic books I made, and now appears in my book "Knights of Saint George". I got him, because I spent years with the player. He was a close friend and intellectual sparring partner.
I don't have the same relationship with mot other villains.
The only villain I ever enjoyed playing (As a GM) was a character named Overmaster Vlaad, who was the ruler of Romania. He drove all the vampires out of Transylvania and then drove the communists out of Romania before establishing himself as a fascist dictator. He certainly saw himself as a hero and so did a lot of the Romanian people in that game world. But when I tried him in COV he didn't fit in and I realized that the kind of villain he was simply couldn't work in that game.
I tried a few other villains before deciding that I seriously just don't enjoy it. I even tried making a character in COV who's backstory said he was really a hero working undercover. I enjoyed him the most.
Since this is a different game I might try a villain again but I don't have high expectations and I definitely don't want to be forced to do it.

I recognize that anyone and everyone has the right to lobby for their personal preference in these forums. I can further allow that it can be argued that if one person thinks like that, there are likely others that do, too."

The idea of having an arch-enemy is an un-arguable staple of the genre. The ability to create one for yourself that is completely custom, and can interact with your hero seems like a popular notion. I tend to believe that more people would be excited, rather than repulsed, by the opportunity to play them as well.

With all the creative writing credits and GM experience you cite, I am surprised that you don't think you could find a way to bend the system to create at least an anti-hero for this purpose. What you think of as a mandatory burden, I've got to think many would consider a marvelous opportunity. (Especially if we can learn some lessons from Champions Online)

Anyways, I'd rather not be forced into any type of playstyle either. But I have to recognize this is a game designed by somebody else, with perhaps (god forbid) slightly different motivations and intentions than my own. I'm looking for bright spots and ways to adapt rather than saying "Nope, I don't like it. Don't do it."

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I only saw the mirror

I only saw the mirror universe in the original series. As a kid I found it frightening and disturbing but I still thought Spock looked better (More serious and intelligent) with a beard. I also agreed with Cornelius in Planet of the Apes when he said that Taylor looked less intelligent without his beard.
In case you're wondering I don't have a beard. In my case it just made me look old.

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Warbird.

Warbird.
I wouldn't mind it if it were an opportunity. I mind it because as it was proposed, it would have been a requirement.
Also remember that the Only reason Steel Head is Paladin's enemy, is because he kills people.
I explored the possibility of a Steel Head type character by starting this thread: http://cityoftitans.com/forum/deadly-force-and-law
The conclusion is clearly that it would Not work in this game.

My Overmaster Vlaad character simply couldn't fit into a game where all of the villains are forced to serve Aracnos. (That was a major turn off to me) and other villains who think they're doing good simply don't work in a game where you're given assignments by an overlord or search the newspaper for opportunities to steel stuff. If I want to play an eco terrorist, then I want him to go attack some polluting industry and an MMO simply can't allow me the kind of freedom I would need to play a villain I'm interested in.
Since I don't have any faith at all that the villain side will be or even can be worth playing. I have no interest in playing it and certainly don't want to be forced to play it.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Also remember that the Only reason Steel Head is Paladin's enemy, is because he kills people.
I explored the possibility of a Steel Head type character by starting this thread: http://cityoftitans.com/forum/deadly-force-and-law
The conclusion is clearly that it would Not work in this game.

Not sure how you came to that conclusion. If you want to RP that those that Steel Head defeats are dead, that's up to you. As for alignment, I'm pretty sure you'll be able to find a variation that fits.

Quote:

My Overmaster Vlaad character simply couldn't fit into a game where all of the villains are forced to serve Aracnos. (That was a major turn off to me) and other villains who think they're doing good simply don't work in a game where you're given assignments by an overlord or search the newspaper for opportunities to steel stuff. If I want to play an eco terrorist, then I want him to go attack some polluting industry and an MMO simply can't allow me the kind of freedom I would need to play a villain I'm interested in.
Since I don't have any faith at all that the villain side will be or even can be worth playing. I have no interest in playing it and certainly don't want to be forced to play it.

I'm also not sure there will be anything like that requirement in CoT.

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If they're not dead then

If they're not dead then Steel Head isn't my enemy. It's that simple. Without the killing, Steel Head is just a superhero, no different from Paladin.

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Well, then, for purposes of

Well, then, for purposes of your story-line, Steel Head is clearly a lethal combatant. I don't see why we'd need or want some explicit game mechanic to decide this ambiguity.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

Well, then, for purposes of your story-line, Steel Head is clearly a lethal combatant. I don't see why we'd need or want some explicit game mechanic to decide this ambiguity.
Be Well!
Fireheart

HUH?

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Fireheart wrote:
Well, then, for purposes of your story-line, Steel Head is clearly a lethal combatant. I don't see why we'd need or want some explicit game mechanic to decide this ambiguity.
Be Well!
Fireheart

HUH?

He's just saying as far as playing the actual game goes, just play the game and in your mind whenever Steel Head "defeats" someone he has killed them. There doesn't have to be a "kill" vs "subdual" mechanic built into the game.

It's actually less flexible game-wise if you can only choose to subdue or kill because that makes it binary--either or. If the opponent is "defeated", you can decide for yourself and your own character's storyline if you defeated them by killing them, subduing them, roughing them up good or maiming them.

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

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I'm not asking for a game

I'm not asking for a game mechanic for this
I'm just saying my nemesis doesn't work without it.
I'll make different nemesis for COT.
Maybe someone else form Paladin's Past Like Doctor Giant or Danny Delasco,
Maybe someone totally new.
Ah, I've overused those guys for too long
I'll definitely make someone new.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

I'm not asking for a game mechanic for this I'm just saying my nemesis doesn't work without it.

Well, I think what Fireheart is suggesting is that if all that needs to happen for you to be able to play Steel Head in a game is that he kills, then an intentionally vague term like "defeat" gives plenty of leeway for you to consider it "defeat by death". So no specific mechanic needed.

If, however, you're just saying that you don't WANT to play Steel Head unless there is a specific killing mechanic in the game, fair enough. I didn't want to play every hero and villain idea I came up with in CoH either. Some of them just didn't fit well.

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

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Actually Steel Head was never

Actually Steel Head was never My character
He was my nemesis (played by another player)
I wouldn't want to play As him, ever.
But I would like to go up against him.
The reason he wouldn't work is that I doubt a mission could be made in an MMO where I have to stop Steel Head And some villain And protect the villain and Steel Head from each other.
Which is what we used to do all the time.

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Ah. I see. For that to

Ah. I see. For that to happen I guess Steel Head would have to be an NPC in a mission designed especially to play out that way. Which maybe you could do in something like AE?

I rarely played villains either and my son and wife didn't get why. I just... don't enjoy being part of the problem, even just in fantasy. I like being part of the solution. But we need villains out there to give us fun stuff to do :P.

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

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what if add Nemesis to

what if add Nemesis to dungeons/raids mini boss and boss make randomly generated rooms for the hero/villains (i.e if group leader Nemesis in dungeons/raids if nemesis rank 1 to 5 1 easy to 5 hard and high rank more loot u gets and make dungeons/raids hard to beat)

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

I wouldn't mind it if it were an opportunity. I mind it because as it was proposed, it would have been a requirement.

The intention and purpose of what I wrote boils down to this:

[b]IF[/b]
Nemesis = True
[b]THEN[/b]
Player Must Play Nemesis Character some of the time.

[b]ELSE[/b]

[b]IF[/b]
Nemesis = False
[b]THEN[/b]
Requirement to play as Nemesis character is waived (because Nemesis character does not exist).

Whether your character has a Nemesis or not is up to you ... and presumably would be something decided at character creation. As a game designer I'd be very leery of allowing a Nemesis to be turned on/off after character creation, simply because doing so then opens up opportunities to exploit, but that's the basic shape of what I was suggesting.

Your turn.

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I'm not sure what would force

I'm not sure what would force anybody to play a mission they didn't want to.

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Segev wrote:
Segev wrote:

I'm not sure what would force anybody to play a mission they didn't want to.

Two words.

[b]Gated Content[/b]

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I suspect there would a great

I suspect there would a great number of people who would like to have a nemesis, because it's fun but would not want to have to play as their nemesis, because it's not fun.
I know for certain that I feel that way.

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Ok, Red, that was a funny

Ok, Red, that was a funny suggestion, but trying to get rid of gooberish names and looks would not be worth required or gated content for everyone else even if it would actually work, which it wouldn't. People will always find ways to do stupid, tasteless things in a game.

On the other hand, some people would like to play their Nemesis and some wouldn't. So, if we did have this feature ingame, which would be great, make it optional.

And it's not like anyone has to actually worry that the Devs of this game are going to force anyone to play their Nemesis.

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

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Redlynne wrote:

Some story arcs may require you to PLAY AS YOUR NEMESIS

I would be totally opposed to this I do not and will not play a villain ever.

Betcha I could come up with a scenario which would work even for you, MP.

Steel Head comes across a device (magical, tech, alien, whatever) that causes his mind and Mighty Paladin's to swap places. (A classic comic book scenario) Now MP has to race to find Steel Head and prevent him from wreaking havoc in Paladin's stolen body and find a way to switch back all while dodging the cops (who think he's the real Steel Head, naturally) and taking care not to harm anyone with Steel Head's more lethality-oriented powers.

There. Playing as your nemesis (powerset-wise, which serves the purpose RedLynne was aiming at) while in no way playing a villain.

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Yea I'd be cool with that.

Yea I'd be cool with that.
But not using Steel head's lethal attacks would be as simple as putting his gun down.
Mind you I'd have no effective attacks in that case but with his teleportation, maybe I wouldn't need it.
One problem with a scenario like that is that Paladin's Martial arts are knowledge
that should go with his mind and be usable even in a different body (so long as it's still a humanoid body)
Likewise with steel head's ability to use firearms
Though Steel Head would get Paladin's Regeneration.

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Yeah, it wouldn't work

Yeah, it wouldn't work perfectly in an MMORPG. You could handwave away some of it via muscle memory or that 'the mystic artifact imbued each mind with the knowledge necessary to utilize its new body', but lots of things work much better in a PnP game than a computer game.

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For what it's worth, I think

For what it's worth, I think many of us would rather not have had to do, say, all of the Striga Island missions just to unlock the Ernesto Hess TF, or even being "forced" to defeat 50 Infected in Outbreak to get the Isolator badge. Those things were still required of those things though. Is anyone seriously suggesting that there shouldn't be some things that are required to do other things? Because I think that sort of thing is probably inevitable. I don't think having a nemesis in the first place will ever be required of anyone, at least I can't see why it ever would be. That said, I think if you decide you want a nemesis, then you're basically agreeing (up front) to do the nemesis content whether or not all of it is something you feel is really 100% something you really want to do. Or else you just stop doing it when you hit the part you don't like and never really use the nemesis game function again. I mean, nobody liked the "Go defeat X baddies" missions from contacts either, but when you did them you did them to move the arc forward, if that was what was required of you at the time to progress in that arc.

I mean, if you go to start a Manticore TF, you might not LOVE the idea of having to fill a team to the required start size, you might not LOVE the first couple of missions, you might feel like it's a drag to have to go to that map in the middle of Crey's Folly, etc, but those are all things you're signing up for when you go to do the TF, right? They are essential parts of a larger thing (the TF itself) which you want to accomplish. If you're suggesting that people ought to be able to opt out of any part of any larger thing just because they personally don't like it, then I can't say I agree with that.

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Yes but those are also the

Yes but those are also the reason I didn't do the task force and wouldn't even consider it
There were other reasons as well but you get the point.
If for some reason I really really wanted to do the task force and felt like the requirements were unreasonable I'd complain about that too
You can't just dismiss the complaint by saying "well that's the price you pay" when we're arguing that it shouldn't be. That's not engaging in the discussion.
If you want to argue that it should be then go ahead, tell me why it should be
but, as I've already said, if that is the price you pay, I just wouldn't bother playing that content.
It's not worth it to me.

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D-Pad wrote:
D-Pad wrote:

Champions Online has a similar system that I always felt was rather neat. When you reach level 25 or so, you're taken over to the Police Station to fill out information on a villain that you know about (a.k.a. "you get to make your nemesis in the Character Creator"), and every once in a while, when you were out punching normal mobs, a bunch of the minions that you had picked for them would spawn, try to kill you while you're weak, and if you defeated them, you'd get a clue that would set off a little mini-plotline involving whatever it was that your nemesis had planned. When you do all of the nemesis events, they're thrown in jail, and then you have the option of either having them bust out and continue their rampage, or making a new one to do different things with.

I know this is an old discussion, but I didn't see any definite answer so I would like to add my 2¢. I think Champions did a great job with their nemesis system although like it was point out they never expanded it. They even had a task force that pulled in everyone's nemesis which was pretty cool. A couple of things I didn't like were that you could eventually throw them in jail but they never escaped, and the task forced only used your second nemesis. I personally liked my first nemesis over my second so it was kind of too bad he got stuck in jail while the second one would show up in the task force. I think adding a nemesis system would be pretty cool, although having it at launch wouldn't be necessary because even in Champions you had to wait until level 25 before you could create one.

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zyric wrote:
zyric wrote:

D-Pad wrote:
Champions Online has a similar system that I always felt was rather neat. When you reach level 25 or so, you're taken over to the Police Station to fill out information on a villain that you know about (a.k.a. "you get to make your nemesis in the Character Creator"), and every once in a while, when you were out punching normal mobs, a bunch of the minions that you had picked for them would spawn, try to kill you while you're weak, and if you defeated them, you'd get a clue that would set off a little mini-plotline involving whatever it was that your nemesis had planned. When you do all of the nemesis events, they're thrown in jail, and then you have the option of either having them bust out and continue their rampage, or making a new one to do different things with.
I know this is an old discussion, but I didn't see any definite answer so I would like to add my 2¢. I think Champions did a great job with their nemesis system although like it was point out they never expanded it. They even had a task force that pulled in everyone's nemesis which was pretty cool. A couple of things I didn't like were that you could eventually throw them in jail but they never escaped, and the task forced only used your second nemesis. I personally liked my first nemesis over my second so it was kind of too bad he got stuck in jail while the second one would show up in the task force. I think adding a nemesis system would be pretty cool, although having it at launch wouldn't be necessary because even in Champions you had to wait until level 25 before you could create one.

Personally I don't think that CO's nemesis system was a "great job", only a great concept. Outside of customizing the villains and minions aesthetics and power set the rest of it was the same. Heck even the villains mannerism was the same since the personality type only affected "exit animation".

My guess is that they did have grander plans for the Nemesis system but just didn't get enough resources to even make it decent.

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blacke4dawn wrote:
blacke4dawn wrote:

My guess is that they did have grander plans for the Nemesis system but just didn't get enough resources to even make it decent.

Yeah this was pretty much what I thought of the CO Nemesis system. It was the start of an interesting idea that never got fully developed.

There are many different ways something like this could be handled in a superhero MMO. I figure it's an idea the CoT Devs could explore as a post-launch expansion.

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Lothic wrote:
Lothic wrote:

blacke4dawn wrote:
My guess is that they did have grander plans for the Nemesis system but just didn't get enough resources to even make it decent.
Yeah this was pretty much what I thought of the CO Nemesis system. It was the start of an interesting idea that never got fully developed.
There are many different ways something like this could be handled in a superhero MMO. I figure it's an idea the CoT Devs could explore as a post-launch expansion.

We already have an idea for this but not free to discuss specifics.

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Redlynne wrote:
Redlynne wrote:

Segev wrote:
I'm not sure what would force anybody to play a mission they didn't want to.
Two words.
Gated Content

I think the more accurate answer would be "gated rewards". People in CoX that did gated content that they didn't even want to do most often did it to get the rewards that the game doled out at the end of the thing: Rare IO recipes, later on Reward Merits, Incarnate shards, threads, components, etc. I myself didn't want to participate in forced PVP in the PVP zones but went to them solely to get the Warburg nukes and jellomen because they were powerful cool temp powers to have. I logged in at very unpopular hours on a very low pop PVP server (Triumph, early Saturday morning, and early on weekday mornings) to accomplish that. I did TFs because they were a guarantee of getting a rare IO drop or something at the end. I did incarnate trials to get like ALL of the incarnate stuff that was available. I was as reward-driven as anyone else, but I at least understood that the reason I wanted the rewards was to be able to do the content itself better, faster, or on a harder difficulty setting. If the devs cave in to pressure to just eliminate the "work" and hand over the rewards, you're allowing people to bypass playing the game in the first place.

What's the solution to that? Just hand people whatever they want for doing nothing? Tell the devs to stop writing story lines with content that makes some sort of a story come together? For what? This line of thought is basically about how people don't want to have to actually PLAY the game to get the items if they can get them by some easier means, like whining about it to the devs, or farming. And what purpose does that "more easily earned swag" serve then? To allow one to cut through the content faster? Why do you (the player) care about that anymore? You already got the cheese at the end of the maze, why go back and run the maze now?

Every DM knows you don't just hand out the +10 Holy Flaming Burst Greatsword on day one, for nothing.

R.S.O. of Phoenix Rising

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Tannim222 wrote:
Tannim222 wrote:

We already have an idea for this but not free to discuss specifics.

Word. It's a great concept and a great feature for a Superhero MMO. I'd love to see someone do it right.

That being said... while CO is a sad, misbegotten, abandoned thing for the most part, there were some spectacular ideas. The "Comic Series" missions Aftershock and Whiteout, for example. There's a lot to learn mining through that game, and I hope MWM is taking full advantage of it.

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

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Empyrean wrote:
Empyrean wrote:

Tannim222 wrote:
We already have an idea for this but not free to discuss specifics.
Word. It's a great concept and a great feature for a Superhero MMO. I'd love to see someone do it right.
That being said... while CO is a sad, misbegotten, abandoned thing for the most part, there were some spectacular ideas. The "Comic Series" missions Aftershock and Whiteout, for example. There's a lot to learn mining through that game, and I hope MWM is taking full advantage of it.

CO actually came up with the idea of buying additional costume slots for characters a couple of years before CoH did it. That alone means it wasn't a total loss. ;)

CoH player from April 25, 2004 to November 30, 2012
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Lothic wrote:
Lothic wrote:

Empyrean wrote:
Tannim222 wrote:
We already have an idea for this but not free to discuss specifics.
Word. It's a great concept and a great feature for a Superhero MMO. I'd love to see someone do it right.
That being said... while CO is a sad, misbegotten, abandoned thing for the most part, there were some spectacular ideas. The "Comic Series" missions Aftershock and Whiteout, for example. There's a lot to learn mining through that game, and I hope MWM is taking full advantage of it.
CO actually came up with the idea of buying additional costume slots for characters a couple of years before CoH did it. That alone means it wasn't a total loss. ;)

CO also had power tinting while CoX was still claiming it couldn't be done as well as changeable emanation points.
With all of the good ideas they had, it's sad that the whole was so underwhelming.

"I don't think you understand the gravity of your situation."

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Tannim222 wrote:
Tannim222 wrote:

We already have an idea for this but not free to discuss specifics.

If I may offer a suggestion.

Instead of making Nemesi (?) a requirement. Turn getting one (or more) into an optional quest.
At some point early in a characters career they are given the option to stop or start a particularly involved caper. Much like how characters were directed to talk to certain NPC's in CoH but were never required to start that quest line.

If they choose to they will gain the ire of a procedural (or player) generated foe. Not all foes are created equal, Kingpin does not have the same motives and machinations as Sandman so these things should be a factor in nemesis design. Personally I don't think a completely character designed nemesis would be that interesting (or offer as much for the cash shop) as a procedural generated one. A simple flagging system would be sufficient to create some random and unique foes. Something along the lines of 10 or so questions that let the players tune a foe should be enough. Stuff like motive, goals, tactics and of course general ideology. The games lore can also be represented in nemesis foes by flagging them as part of a NPC group. These flags would influence the quests that the nemesis would be involved in, a rage monster nemesis is unlikely to be involved in intricate plots to destabilize a government. Obviously this would require a decent amount of quests designed for multiple flag options.
Of course, a player could meta design the costume of a foe if they desire but to avoid potential exploits I just think procedural generated powers (as a part of the flagging) is the better way to go.

A player can repeat this process as many times as the devs feel appropriate. It could be 1 nemesis for every 10 levels or a simple max of 5 nemesis total, whatever the devs decide. This can even be fed into the cash shop with certain foe customizations and unlocks. If a player grows bored of or finds a nemesis inappropriate they can choose to replace him through a fun little 'final battle' nemesis respec quest.

I don't particularly find the idea of your nemesis just 'showing up' at random to be that fun so I would prefer specifically design nemesis quests. It could be interesting to see a trial that involves every players nemesis as the final foes, with appropriate difficulty scaling. This idea of multiple nemesis can be fun to explore through teaming even outside of trials. This also offers a good repeatable content aspect to the game that fits thematically, has random foes (never know which nemesis you may face if you have multiples) and has dynamic elements through teaming (which also encourages teaming).

I think this is an interesting way to tackle the rogues gallery concept in a game setting. It's optional, random, customizable, feeds the cash shop, is repeatable and relatively unique content, can be applied to trials, is moderately dynamic and offers the chance for players to feel more attached to their foes.

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You're surprisingly not too

You're surprisingly not too far off the mark there Brainbot

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Tannim, tell your fellow Devs

Tannim, tell your fellow Devs I really love this game. Every little hint of what you have in store for us shows a lot of time and love poured into this game.
Thank you for going the extra mile.

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Tannim222 wrote:
Tannim222 wrote:

You're surprisingly not too far off the mark there Brainbot

Dagnabit, I was hoping I could contribute but you beat me to the punch again.

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City of Tabbies is ...!

City of Tabbies is ...! 'scuse me a moment!

*defeats The Amerikatt Revenge Squad*

... PAWSOME!

*flops over and takes a snooze*

*dreams of Mr. Boots!*

[center][color=purple][size=16][b][I][url=https://www.youtube.com/watch?v=78N2SP6JFaI]Just a cat from another star![/url][/I][/b][/size][/color][/center]

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I thought Nemesis was where

I thought Nemesis was where they turned one of your friends into a hulking, mutated beast with a Gatling mini-gun. Glad to be mistaken (I hope).

(insert pithy comment here)

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Dark Ether wrote:
Dark Ether wrote:

I thought Nemesis was where they turned one of your friends into a hulking, mutated beast with a Gatling mini-gun. Glad to be mistaken (I hope).

Though I won't discount the possibility of such a nemesis it will most likely be an extreme exception, not the rule.

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Brainbot wrote: Nemesi (?)
Brainbot wrote:

Nemesi (?)

Nemeses (pronounced nema-seez)

Not often I can beat this crowd to something like that :)

"I don't think you understand the gravity of your situation."

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Was a joke

Was a joke

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I wonder if we could share a

I wonder if we could share a Nemesis between multiple alts? I know some of my CoH characters could be seen as at least knowing of the others, if not being friends or related. Would make sense from them to be menaced by the same bad guy.

Also, will missions generated by the actions of a Nemesis be labeled a "Nemesis Plot" or would that make lawyers unhappy?

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McNum wrote:
McNum wrote:

I wonder if we could share a Nemesis between multiple alts? I know some of my CoH characters could be seen as at least knowing of the others, if not being friends or related. Would make sense from them to be menaced by the same bad guy.

It would likely be pretty complicated for any Nemesis system to be "smart enough" to have some kind of interconnected ongoing plot that would involve multiple alts of the same player. Not saying that it would be impossible (or that it wouldn't be cool) just saying I wouldn't count on it.

Having said that if we can assume any kind of CoT Nemesis system will allow us to custom design our own "Nemesi" then I see no reason why you couldn't reuse the design of a single Nemesis for multiple alts and just more or less "pretend" it's the same individual NPC that's harassing all of your characters one-by-one.

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I want a nemesis that appears

I want a nemesis that appears in front of me every time I die and just points and laughs.

-----------

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The QA tester in me is

The QA tester in me is screaming that they are way behind schedule if MWM wants to release by end of year 2018. If they are posting (and then hiding) quandaries about hiring some people full time while shunning others at this particular point in the project makes me think they don't have a full grasp on the project. The fact that they are considering complexities of this nature is really inspiring. However I am really concerned that MWM is not paying enough attention to the full spectrum of the product release cycle given how much information is leaking out (from a non-kickstarter perspective).

I want this project to succeed.
I have no grasp on the MWM braintrust's capability to deliver on their promises.

"Just, well, update your kickstarter email addresses, okay? Make sure they're current?" - warcabbit

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How does that relate to this

How does that relate to this topic?

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Lothic wrote:
Lothic wrote:

It would likely be pretty complicated for any Nemesis system to be "smart enough" to have some kind of interconnected ongoing plot that would involve multiple alts of the same player. Not saying that it would be impossible (or that it wouldn't be cool) just saying I wouldn't count on it.
Having said that if we can assume any kind of CoT Nemesis system will allow us to custom design our own "Nemesi" then I see no reason why you couldn't reuse the design of a single Nemesis for multiple alts and just more or less "pretend" it's the same individual NPC that's harassing all of your characters one-by-one.

I was thinking it much simpler, to be honest. Just have it so you can select an existing Nemesis when you unlock one or however it works for it. So my first character creates a Nemesis, but then when I play a fourth character who is similarly themed or actually related to the first, I can select my first Nemesis from a drop down menu or create a new one to use.

I mean in essence, a Nemesis is a companion NPC character slot for your account. Why not allow an easy reuse?

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McNum wrote:
McNum wrote:

Lothic wrote:
It would likely be pretty complicated for any Nemesis system to be "smart enough" to have some kind of interconnected ongoing plot that would involve multiple alts of the same player. Not saying that it would be impossible (or that it wouldn't be cool) just saying I wouldn't count on it.
Having said that if we can assume any kind of CoT Nemesis system will allow us to custom design our own "Nemesi" then I see no reason why you couldn't reuse the design of a single Nemesis for multiple alts and just more or less "pretend" it's the same individual NPC that's harassing all of your characters one-by-one.
I was thinking it much simpler, to be honest. Just have it so you can select an existing Nemesis when you unlock one or however it works for it. So my first character creates a Nemesis, but then when I play a fourth character who is similarly themed or actually related to the first, I can select my first Nemesis from a drop down menu or create a new one to use.
I mean in essence, a Nemesis is a companion NPC character slot for your account. Why not allow an easy reuse?

That's pretty much what I'm saying here: Each of your alts would more than likely be able to "select/design" the same personal Nemesis by "cloning" the same guy multiple times.

The point I was trying to convey is that I doubt the game would be able to tie multiple alts together into some kind of shared storyline. For instance let's say as a hypothetical you have Character X who has a Nemesis ABC who manages to temporarily steal his superpowers. I doubt the game will be sophisticated enough that when you log into Character Y (who "shares" the same Nemesis ABC) that Character Y's Nemesis will be able to say something like "I'm going to steal your powers just like I stole Character X's powers".

Basically whatever happens between X and ABC won't have any connection to Y because the game will treat both X's and Y's version of ABC as completely separate NPCs. You could set it up so that both X and Y "share" a Nemesis ABC that you can "pretend" is the same guy but as far as the game is concerned each of your alts will have their own unique copy of ABC.

CoH player from April 25, 2004 to November 30, 2012
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Wolfgang8565 wrote:
Wolfgang8565 wrote:

I want a nemesis that appears in front of me every time I die and just points and laughs.

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