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Villains beating up civilians

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snate56
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You certainly have a point.

You certainly have a point.

And [i]that's[/i] why we're hashing this out now! ;)

Steve

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Two things gave meaning to

The pleasure of a new, flashy move will wear off very quickly if it doesn't actually change your combat. Visuals alone can only carry things so far.

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Flow said: "I completely

Flow said: "I completely agree, defiance is a nice example, you never really get any better, it makes the game kind of... tedious "

Having played Defiance for a few months I agree. The best time I had playing it was when I was first starting out and everything was new. After beating the main story twice through and maxing out 2 weapons, nothing ever seemed to get easier. I mean I got better at defeating various opponents because I got to know the intricacies of the game mechanics not because my character ever felt like he was improving. I eventually got to the point where it just felt like I was doing the daily/weekly goals in one day just to get them out of the way, like doing unpleasant chores.

I would hate the same thing to happen with this game.

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Exactly. Having different

Exactly. Having different levels of enemies and zones allows you to get noticeably better while maintaining a challenge. As far as satisfaction goes, it's really a very effective system not easily replaced. When the enemies you couldn't beat you now can, and when the enemies you fight regularly now are clearly in a different class than what you used to, your progress can be *felt*. We take it for granted because almost everything works this way. So I have to agree with MWM's decision to treat level-less content as an option for solving very particular cases and problems.

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Actually, I was always

Actually, I was always annoyed with the fact that no matter how good I got, the frickin' Rikti would grind my face into the asphalt...

Steve

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That's the downside of the

That's the downside of the equation lol. There are also the guys that remind you that you're not all powerful yet. Something to strive for (and to gripe about).

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I remember in CoH, after i

I remember in CoH, after i got incarnated out i just went on a rikti rampage in RWZ. It was quite a bit of fun and ended with me saying hello to a pylon...

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Now that tech has weighed in

Now that tech has weighed in a bit, let me voice my main concern.

I log into the game. I intend to play a true blue hero type. I see a PC beating up on a helpless civilian. I want to interfere, I am willing to PvP, but I can't, because he hasn't defeated/harassed enough civilians to set off his PvP flag yet.

This situation would appear to me to be not only an RP problem, but a mechanical imbalance as well (especially if the criminal player is getting rewards from harassing civilians).

It only gets worse if I am unwilling to PvP (although partly my fault, we don't want to discourage PvE). Now the criminal can follow me around beating up the helpless in my presence, but I can't do anything about it. Even worse, NPC crime fighters can jump him in my presence, but I can't. It would seem like Superman telling Batman "you can't help us fight Doomsday, go home."

This is why I think you should get the option to go PvP whenever menacing an NPC on the street, and have to go PvP to continue, and that street PvP should take place in an instance so you aren't forced to witness harm being done to civilians you cannot deal with.

Maybe we could use phasing to service dedicated street sweepers, so they don't have to deal with PvP flags and such. Maybe targeting a street NPC gives you the option of a 'street sweeper mode' that puts you in a phase of the world with all other street sweepers of a similar alignment/reputation?

Not a tech, just some thoughts...

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snate56
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Maybe the PvP flag is only a

Maybe the PvP flag is only a trigger for NPC reactions, it starts immediately for PCs.

However, another problem is the high level villain trashing civilians just to get your low level hero to commit.

Steve

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kitsune9tails wrote:
kitsune9tails wrote:

Now that tech has weighed in a bit, let me voice my main concern.
I log into the game. I intend to play a true blue hero type. I see a PC beating up on a helpless civilian. I want to interfere, I am willing to PvP, but I can't, because he hasn't defeated/harassed enough civilians to set off his PvP flag yet.
This situation would appear to me to be not only an RP problem, but a mechanical imbalance as well (especially if the criminal player is getting rewards from harassing civilians).
It only gets worse if I am unwilling to PvP (although partly my fault, we don't want to discourage PvE). Now the criminal can follow me around beating up the helpless in my presence, but I can't do anything about it. Even worse, NPC crime fighters can jump him in my presence, but I can't. It would seem like Superman telling Batman "you can't help us fight Doomsday, go home."
This is why I think you should get the option to go PvP whenever menacing an NPC on the street, and have to go PvP to continue, and that street PvP should take place in an instance so you aren't forced to witness harm being done to civilians you cannot deal with.
Maybe we could use phasing to service dedicated street sweepers, so they don't have to deal with PvP flags and such. Maybe targeting a street NPC gives you the option of a 'street sweeper mode' that puts you in a phase of the world with all other street sweepers of a similar alignment/reputation?
Not a tech, just some thoughts...

I get what you mean, and i completely agree, not much of a hero if oyu are confined to saving random civilians while a villain beats on them.

That being said, i don't think flagging for PVP is the solution, one misclick can lead to someone being horribly ganked, a big killer on fun in my own opinion. I like the instance idea though.

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kitsune9tails wrote:
kitsune9tails wrote:

Now that tech has weighed in a bit, let me voice my main concern.
I log into the game. I intend to play a true blue hero type. I see a PC beating up on a helpless civilian. I want to interfere, I am willing to PvP, but I can't, because he hasn't defeated/harassed enough civilians to set off his PvP flag yet.
This situation would appear to me to be not only an RP problem, but a mechanical imbalance as well (especially if the criminal player is getting rewards from harassing civilians).
It only gets worse if I am unwilling to PvP (although partly my fault, we don't want to discourage PvE). Now the criminal can follow me around beating up the helpless in my presence, but I can't do anything about it. Even worse, NPC crime fighters can jump him in my presence, but I can't. It would seem like Superman telling Batman "you can't help us fight Doomsday, go home."
This is why I think you should get the option to go PvP whenever menacing an NPC on the street, and have to go PvP to continue, and that street PvP should take place in an instance so you aren't forced to witness harm being done to civilians you cannot deal with.
Maybe we could use phasing to service dedicated street sweepers, so they don't have to deal with PvP flags and such. Maybe targeting a street NPC gives you the option of a 'street sweeper mode' that puts you in a phase of the world with all other street sweepers of a similar alignment/reputation?
Not a tech, just some thoughts...

I agree that it could be of particular concern. It's why I believe that *IF* we are to explore this possibility, we'll need to discuss all the merits and flaws and how to best address them. The result of which will tell us if we can move forward into actual implementation.

One of my talking points for when we discuss this includes the issue of hero PC's encountering the villain PC causing a disturbance and essentially being powerless to help the citizens if the offender isn't willng to PvP.

There are three ways to possibly resolve this:

1. Attacking a civilian triggers a phased event. The villain PCs then deal with escalating threats based on the location. Triggering the Disturbance is a mandatory flag for PvP allowing heroes who are notified of the Disturbance to decide if they wish to engage allowing them to enter the phase. If heroes enter the phase this concluded the pve portion of the event as the pve mobs "back" off.

2. Attacking a civilian triggers a phased event. The villain PCs then deal with escalating threats based on the location. Triggering a Disturbance creates an optional PvP flag. Villain PCs can opt to stay in the event as pve only and continue until completed or defeated.

3. Attacking a civilian triggers the open-world event which can allow or pvp or not. But everyone can see what's going on and leave players to feel powerless to get involved. Or its a forced pvp trigger by which players can get involved and everyone can see the pvp while its happening.

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Option # 2 sounds good, if

Option # 2 sounds good, if the villian want to be PvE only, and add option # 1 as the result if the Villian wishes for PvP

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Tannim222 wrote:
Tannim222 wrote:

One thing we want to put in is a faction / repulation system which even civilians will play a part. Attacking civilians in a given area may fall under perview of a particular gang (good or bad - yes there can be "good" gangs too) and that faction could take exception to someone messing around on their turf.
I do like the concept of escalated events based on actions of the player as this gives the game more of a "live" aspect. Random chance of escalation based on location and any nearby factions. Since this is something of a modern / post modern city, everyone having access to the internet in the palms of their hands should make it easy to provide a "reason" for sudden escalation. Why did the cop show up after I first attacked this guy today but yesterday I took mugged 4 people before anything happend?
Weighting the random chance of occurance based on faction / rep standing. If your character is publically known "infamous" for violent acts / attacks on civilian targets, reknown bank robber, etc...the escalation may skip steps. Instead of going: Beat Cop > Squad > SWAT > National Guard >...Your rep upon the random chance triggering the event, place you at SWAT, or higher up (this is all example only).

That was the thought that came to me as I read/skimmed through this thread. The more of a reputation the villain has for harming civilians, the likelier they are to be accosted by the police or the like. Naturally this should vary by zone, as well, such that in some zones the responses are still manageable whereas in others (say, the equivalent of Atlas Park) the villain would occasion a sufficiently severe response that it would discourage most of them from staying. In order to avoid potentially creating a kind of farming situation, I suggest considering having these response units be worth little or no XP and loot.

Such a system would have to present the means to reduce or mitigate such a reputation, perhaps something as simple as having that reputation decay over time. It couldn't be entirely that simple, of course, or someone who couldn't log in for a week or two could be rather irked when they logged back in to their villain.

The whole situation on how a hero could meaningfully intervene to protect civilians has no good answer. Such are the limitations of computer games. I'm not one for PvP and it has always irked me that, in some situations, it's very easy to be flagged for PvP whereas it often requires jumping through hoops to drop the PvP flag (be in an uncontested area for 5+ minutes, etc.). If I'm on a PvE server I want it to be a conscious choice to participate in PvP, not a case of "got too close to that zone, you're now flagged for PvP (/Nelson)".

Last but not least, there needn't be direct parity between heroes and villains in the sense - to put it crudely - that villains beat up 'good' civilians and heroes beat up 'evil' civilians. So long as there is a balance with what there is available to do I, for one, will be content.

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Well said about jumping

Well said about jumping through hoops with PVP, i completely agree.

A solution instead of the reputation decaying could be to kind of mirror the allignment system of CoH. Make it so every time you kill a civilian you add to a bar that eventually goes up a tier. The tiers could be, Hero, Viligante, Rouge and Villain or something along those lines. These tiers would not affect the actual allignment of the character, but it would act as a checkpoint to decaying reputation.

If a Hero goes and kills 50 civilians the bar could fill and he/she could have a reputation as a vigilante, and the police would react as such. Logging off for a matter of weeks after reaching this tier would eventually set the vigilante bar to full, but they wouldn't be known as a Hero unless they completed a tip mission set to the heroic allignment.

To clarify:
You are at a hero reputation of fifty. You attack and kill a civilian. The death of the civilian results in your hero reputation dropping down to 49. You continue to kill civilians. By the tenth or so death the cops react (due to the % chance that the police will notice your actions that was explained previously). Several street cops are sent to ask you to stop. Killing the cops does not lower your Hero reputation, this is to prevent a snowball effect of killing one civilian and not being able to stop killing cops because of spawns. For the next few days you keep doing the same thing and killing civilians. At this point your hero reputation is down to 1. You take a day without logging on or killing civilians. Your hero rep goes up to 6. That day you kill 6 more civilians, and your hero rep goes to 0. You are now known as a vigilante. Now when the cops come they are not street cops, instead they are more difficult, more skilled cops. After you log off that day your vigilante reputation (previously hero reputation) is at 45/50. You go on vacation and do not play for two weeks. You log on and are still a vigilante due to your past actions, except your vigilante rep is at 50/50. You do several tip missions to redeem yourself and get back to hero status.

Thoughts or concerns on this?

Edit: I jumped around a lot when making this post, there may be some discrepancies in the text. Apologies.

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Interesting. I kinda like

Interesting. I kinda like that. You still suffer consequences. Would I, as a villain, be able to walk around with impunity as long as I didn't "do" anything? And then when I did, I would get the high level reaction.

Steve

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Tannim222 wrote:
Tannim222 wrote:

kitsune9tails wrote:
Now that tech has weighed in a bit, let me voice my main concern.
I log into the game. I intend to play a true blue hero type. I see a PC beating up on a helpless civilian. I want to interfere, I am willing to PvP, but I can't, because he hasn't defeated/harassed enough civilians to set off his PvP flag yet.
This situation would appear to me to be not only an RP problem, but a mechanical imbalance as well (especially if the criminal player is getting rewards from harassing civilians).
It only gets worse if I am unwilling to PvP (although partly my fault, we don't want to discourage PvE). Now the criminal can follow me around beating up the helpless in my presence, but I can't do anything about it. Even worse, NPC crime fighters can jump him in my presence, but I can't. It would seem like Superman telling Batman "you can't help us fight Doomsday, go home."
This is why I think you should get the option to go PvP whenever menacing an NPC on the street, and have to go PvP to continue, and that street PvP should take place in an instance so you aren't forced to witness harm being done to civilians you cannot deal with.
Maybe we could use phasing to service dedicated street sweepers, so they don't have to deal with PvP flags and such. Maybe targeting a street NPC gives you the option of a 'street sweeper mode' that puts you in a phase of the world with all other street sweepers of a similar alignment/reputation?
Not a tech, just some thoughts...

I agree that it could be of particular concern. It's why I believe that *IF* we are to explore this possibility, we'll need to discuss all the merits and flaws and how to best address them. The result of which will tell us if we can move forward into actual implementation.
One of my talking points for when we discuss this includes the issue of hero PC's encountering the villain PC causing a disturbance and essentially being powerless to help the citizens if the offender isn't willng to PvP.
There are three ways to possibly resolve this:
1. Attacking a civilian triggers a phased event. The villain PCs then deal with escalating threats based on the location. Triggering the Disturbance is a mandatory flag for PvP allowing heroes who are notified of the Disturbance to decide if they wish to engage allowing them to enter the phase. If heroes enter the phase this concluded the pve portion of the event as the pve mobs "back" off.
2. Attacking a civilian triggers a phased event. The villain PCs then deal with escalating threats based on the location. Triggering a Disturbance creates an optional PvP flag. Villain PCs can opt to stay in the event as pve only and continue until completed or defeated.
3. Attacking a civilian triggers the open-world event which can allow or pvp or not. But everyone can see what's going on and leave players to feel powerless to get involved. Or its a forced pvp trigger by which players can get involved and everyone can see the pvp while its happening.

The more I read this, the more convinced I am that the simple and elegant solution is the right one. If you're blue-side, you will never see a villain attacking an NPC that is not themselves an NPC. Period. Anyone attacking an NPC is thus fair game.

If you're red-side, beating up a civilian triggers exactly what beating up a villain on blueside (*or* redside, most likely) does: if they have friends, you may be in for more of a fight than you expected. If they don't, they're pavement pizza. Or you may be, if you picked the wrong civilian (for example, one who just happened to be a disguised do-gooder trying to bait villains). But they will be NPCs of an appropriate level and nature, if something like that happened. If police help you on blueside, other villains might help you on redside (what controls that is a separate question). Quite simply, you're playing a villain not dumb enough to pick on civvies in front of obvious heroes.

If you walk in the valley of the shadow of PvP (co-ed streets), then you're either doing it to get a hero's attention (fine, they can decide whether to give it to you, or to call in backup, if they have any; you might or might not have a passel of do-badders waiting to ambush them, too. All's fair, and you signed up for it when you clicked to enter the PvP phase. The only real question to me is a much more general one that has nothing to do with who you can or can't beat up, and everything to do with balancing an open-world PvP phase where both 5s and 50s can show up.

Trying to make it more complex that that is really just begging to build a completely broken system in one fashion or another, because folks *will* find a way to abuse it. Don't try to solve social problems with technical solutions, because it never works.

Solve them with an orbital strike, instead.

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I want to make sure I

I want to make sure I understand what you're getting at. On the hero streets, villains will not be able to attack a civilian, but only other attackable npcs. A hero will then never see a villain attack civilians in these locations.

In villain areas, a villain character may attack civilians. these will be special designated civilians for targeting which may or may not be able to get help from some other faction they're associated with, or happen to be an npc hero in disguise. These "civilians" (npc attackable civilians) will be of appropriate level as to not allow any possibility of high level villain pcs go into low level areas, attack a "civillian" and have a gang or something show up to help their friend out and cause problems for low-level players trying to get around.

In co-ed areas, villains may attack civilians only as a means for "role play" to goad hero players into fighting them. There would be nothing else gained, except perhaps enjoyment of pushing a civvie around for a bit.

If so, it kind of gives what some of the players have asked for here. Though I would have liked to see the possiblity of villains causing actual problems which escalated in threat, allowing them to create a self-styled event and gain some notoriety through achievements by winning through various levels of escalation. This would also only allow for PvP in already PvP designated areas instead of a more open-world approach we've discussed in the past. At least not using civilians as a form of trigger.

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DeathSheepFromHell wrote:
DeathSheepFromHell wrote:

Don't try to solve social problems with technical solutions, because it never works.

I definitely agree with this sentiment, in general. I would not say it applies in this case because this is not a social problem.

I see the discussion to be one of allowing villains to do something and then speculating if there is any good, meaningful way to allow heroes to respond. As I said, I think it's quite alright if there is no such option for heroes. For all that, there does need to be some limiting factor in place to prevent villains from depopulating entire areas/zones. This is where I see the need for possible technical solutions: if such a system is in place 1) can heroes respond, if so how?; 2) how do you prevent the villains from going on genocidal rampages?

While I see the appeal in limiting the villains to attacking civilians only in "safe" zones, that guts the spirit of the initial suggestion. I've never been a fan of the approach that you can be a bad guy, but only so long as you're in Bad Town.

On a PvP response: if the means for a hero to respond to a villain engaged in such activity is PvP, then this becomes PvP content.

ETA:

On a not entirely unrelated note, I thought it could be amusing for villain bases to have some mooks which the villain, if he so chose, could smack around a bit. ("Renfield, you idiot!")

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How about a Toggle with

How about a Toggle with Disclaimer?

Civvies/Thugs are un-attackable under Default standards.
Many games give you a pop up warning when you are about to commit a crime or commit to a PVP action. Hell Aralon the IPhone Open world RPG has it.
So you can select, talk to...etc. but when you use a power against them as a new player - you get a pop up that stops the attack from happening completely and gives you the option to

1. Attack and become flagged for PVP
a. Check box to Never show this again (which just allows/or blocks attacking civvies in the future with no pop up)
2. Cancel attack and close

This eliminates the need for all of the what-ifs if you put the choice into the players hands.
The devs can choose to make the lives of the NPC civilians precious and add the above consequences – PVP + an NPC response when you go overboard.

Tamorand

Tamorand = (Tahm-o-rand) This name originated from the days of Ultima Online. My first character was a Tamer and a Minstrel and an Archer and a Mage - I couldn't figure out a name to portray all skills in a single word. Hence **Tamer + And ** /shrug

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Tamorand wrote:
Tamorand wrote:

How about a Toggle with Disclaimer?
Civvies/Thugs are un-attackable under Default standards.
Many games give you a pop up warning when you are about to commit a crime or commit to a PVP action. Hell Aralon the IPhone Open world RPG has it.
So you can select, talk to...etc. but when you use a power against them as a new player - you get a pop up that stops the attack from happening completely and gives you the option to
1. Attack and become flagged for PVP
a. Check box to Never show this again (which just allows/or blocks attacking civvies in the future with no pop up)
2. Cancel attack and close
This eliminates the need for all of the what-ifs if you put the choice into the players hands.
The devs can choose to make the lives of the NPC civilians precious and add the above consequences – PVP + an NPC response when you go overboard.
Tamorand

^This.

When in doubt, follow the way of Total Biscuit and make a bigger options menu.

A tailored experience if you will.

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Personally, I like the

Personally, I like the ability for villain players to go into the good part of town and actually do bad things in the open world and when on a particular mission. Allowing them to create a disturbance is at least an opportunity to be something more than a flavor of hero if they were only able to attack the same npcs heroes can attack in the "blue" side streets.

If we want players to click on civilians for things other than combat, like getting in-game info and such, a pop-up box excluding this possibility due to the possibility of pvp isn't the way to go. Instead, it would probably have to be a menu option to not show the warning box, so you'll always be able to click on an npc, for either info or attacking.

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Something I think you could

Something I think you could do in a positive manner is have a "witness" button for heroes, much like cops have in APB; say I'm on my hero, speeding to go train or buy a new item, but I see a villian punching a civilian in the gut for his lunch money. Maybe I need to log off soon, maybe I'm just not up to PvP, maybe the villian has 10 levels on me. But since he was brazen enough to do this in full daylight in a city zone, I do have the witness button at my disposal; this immediately moves the villian up a tier on his 'response meter', escalating either his PvE or PvP response. As a hero, I've done my part; I've notified the authorities. If Spiderman is heading off to fight Doomsday and he passes some guy trying to mug grandma for her social security money, he doesn't let Doomsday destroy the planet - he gets the appropriate authorities involved.

By doing this, you enable people who don't want to PvP the villian a way to stop his rampage. They're still doing their part. You also incentivise villains to do thier dirty work in back alleys and sidestreets; and give them a way to draw a lot of heat at once if they choose to. If I'm mugging a civilian right outside Atlas Park, I'm looking for a challenge.

APB handled this by requiring Enforcers to witness civlians even before they could get involved; this prevented level 50s from stalking 5s until they committed a crime then jumping them, because a level 5 enforcer would be dispatched to handle it if possible. This might also be a good solution to borrow.

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In the good part of town, I

In the good part of town, I think you could do a instant spawn of police officers (Like the COH events where the MOBs were even level no matter the player level.) with a pop up window telling you the Cops are on their way and if a villain decides to hang around and attack, the Police Violent Powers response team will spawn. Then you should be flagged for PvP if you decide to stay and fight. Thus allowing a villain to grow in Infamy if they win or a hero to gain in Fame if they arrest the villain. Allowing access to PvP centric items, boost, and epic PvP loot. Also, so that way if a villain accidentally shoots a NPC they don't get accidentally flagged for PvP and trounced by a high level Hero camping the area.

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I am against people attacking

I am against people attacking NPCs, since that could lead to griefing of mission givers and other NPCs/critical spawns.

I am also against open world PvP. If folks want to PvP, then there should be a PvP-only server.

In a PvE environment, the PvP zone could be a tiny caged-in island at the most remote corner of the world map and surrounded by radioactive megalodon sharks. On that island, there should be *no* non-PvP content (no badges, plaques, item components, NPCs/mission givers, etc). Pretty please! On that island, the PvPers would be in auto-Hardcore mode -- get a hangnail, die, and have your character auto-deleted! *sage nod and evil grin*

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My only real concern is just

My only real concern is just seeing a player run around beating up NPCs all over the place just for kicks. Seeing in game mobs run up to a NPC and mug them or walk up them and suddenly bolt as they stole a purse and then get flag as a mob would be interesting. Then ya could chase them down and stop them.

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kitsune9tails wrote:
kitsune9tails wrote:

Let me stress that We currently plan to have NO forced pvp in the game. There will probably be some things that will be easier to do if you are in pvp mode, like attack civilians in public. But nothing is set.in stone, so idea away!

Glad to hear, i for one will be extremely disappointed if i'm forced into PVP, getting ganked by a but load of NPC's as a result of my actions on the streets i'm OK with, i just don't want to deal with the hardcore PVP'er while I"m having fun street sweeping. PVP is a separate art form in MMO that i respect but have no interest in.

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I am also very happy with the

I am also very happy with the idea of not being forced into a situation where I have no choice but to PvP...

...Unless I voluntarily walk into a PvP zone, in which case I know exactly what I am getting myself into and, as with CoX, I expect to spend a lot of time chewing on dirt if this happens.

My thoughts on attacking civilians are pretty straightforward, but I'm long-winded and opinionated, so it's going to take awhile to express them.

- There is a lot of talk about killing, and I don't see why that's necessary. Being able to hospitalize civilians is an appropriately villainous act. If someone has the ability to telekinetically lift a civilian up into the air, flies them to the top of the zone, and drops them, well... I just hope the people of Titan City have good health insurance. And that a hero who sees it happening can, without necessarily entering PVP, use their own powers to "catch" the citizen before he hits pavement. No need to directly attack each other. There are hundreds to thousands of examples of heroes and villains "duking it out" without ever laying a hand on each other. From throwing trains full of civilians to just having them trapped somewhere that a hero has to get them out of, there are plenty of ways for heroes and villains to compete without any danger to each other.

- I think there should be zones where attacking civilians as a villain should have no consequences. These are the bad parts of town, where a heroic presence is rare and the police tend to get beaten up just like the civilians (though they can at least put up a fight). Maybe these are the starting Villain zones, maybe they're not, but I think it would be great if places like that exist. You want to play Telekinesis Pong with civilians, or possibly Civilian Tennis? This is where you go.

- I think there should be zones where the civilians are hideously well protected. These will be the good parts of town, maybe the heroic starting areas, maybe not, but as a rule only NPC thugs should be pounding on/mugging civilians. And villains who try to hang out here are probably going to get swarmed by NPC heroes and/or guardian droids who are going to be very, very difficult to deal with.

- I also think there should be PvP zones where, if you go in as a villain intending to cause a ruckus, you should expect that there will be PC heroes intending to protect the people you're trying to harm. In places like this, I would expect that if there is a low population of heroes, NPC heroes can show up. And if there is a low population of villains, NPC villains can show up. This way nobody is bored. I don't know how someone could get bored throwing civilians around like tennis balls, but it could happen. Then again, I enjoyed the idea of Hellion Bowling in Atlas Park (level 50 Energy Blast + knockback set = win)

I think there are a lot of options here, and I think it will be interesting to see how things are implemented, but it should be possible to have something that is awesome for everybody.

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Shadow Elusive wrote:
Shadow Elusive wrote:

In the case of RPing villains though, it may be more common.

Whaaaa? Everyone knows a good villain wouldn't do that!

That's what the help is for :D We're too busy dealing with you incessant heroes to bother with the police.

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Um, can I just point out that

Um, can I just point out that randomly killing civilians on the street is what terrorists do and we shouldn't encourage that?

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I am afraid if heroes and

I am afraid if heroes and villains (or shades of gray) are allowed in the same area, there are only two options:

1) PCs become PvP-attackable when they do certain things in the zone.

2) You have to accept that someone can do something right next to you and you can not directly intervene. (like in DCUO e.g.)

If you want to make sure no hero will ever see a villain do something they cannot react to (and vice versa!), be it attacking civilians, committing or preventing a petty crime, fulfilling mission objectives, or mooning the mayor, you should imo not try to make everyone and everything involved in the interaction fade from the view of all who don't want to see it when it happens, but not allow them to be in the same zone from the start.

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Blue Raptor wrote:
Blue Raptor wrote:

I am afraid if heroes and villains (or shades of gray) are allowed in the same area, there are only two options:
1) PCs become PvP-attackable when they do certain things in the zone.
2) You have to accept that someone can do something right next to you and you can not directly intervene. (like in DCUO e.g.)

I also believe that this is the crux of it. Either any such system will allow limited to no involvement or response by heroes, or it will have to be restricted to PvP zones (which is likely nonsensical, since people don't generally go to PvP zones to beat on NPCs). A limited approach, such as knocking civilians about and destroying things, like a spruced up bank heist mission (although not necessarily instanced), might be the best option if such a feature is included.

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I thought about it some more

I thought about it some more and think it might be a working trade-off if, unless you flag yourself PvP or are on your faction's home turf,
you can only do heroic / villainous acts while noone from the opposite faction is close or watching.

It would make some sense, as when you're explicitly not out for trouble, you can't mug someone under Superman's nose nor beat up a clown while the Joker is watching.
It may require exceptions to prevent a single lounging non-PvP villain from inhibiting all hero activity in an area and vice versa (like large numbers of one faction being allowed to ignore the presence of a few opposing ones or something), and will not help opposing faction players being able to annoy with their presence as long as don't do anything, nor having to go PvP if you want to actually intervene. But it'd allow players to PvE without interfering with the other faction's experience most of the time?

I still don't think making a big portion of players AND their actions be or become invisible to a select portion of players is a feasible or satisfying approach.

rah.

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Darth Fez wrote:
Darth Fez wrote:

On a not entirely unrelated note, I thought it could be amusing for villain bases to have some mooks which the villain, if he so chose, could smack around a bit. ("Renfield, you idiot!")

Ohhh yes! I loved walking around to NPCs on redside and using /emote smack on them, barking idiotic things.
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"Chin up, stomach in!"
"I SAID DECAF, YOU SPINELESS, DISGUSTING, CRETIN!"

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Fireheart wrote:
Fireheart wrote:

Um, can I just point out that randomly killing civilians on the street is what terrorists do and we shouldn't encourage that?
Fireheart

There's a lot of things that villains do that shouldn't be encouraged. Poisoning orphans, stealing money from banks, assisting a megalomaniac taking over the world are all things that happened in City of Heroes, that players did. I think it is readily apparent to people that play villains, in CoH or CoT, that what they are doing is make believe, and not to be emulated in the real world.

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Felderburg wrote:
Felderburg wrote:

Fireheart wrote:
Um, can I just point out that randomly killing civilians on the street is what terrorists do and we shouldn't encourage that?
Fireheart

There's a lot of things that villains do that shouldn't be encouraged. Poisoning orphans, stealing money from banks, assisting a megalomaniac taking over the world are all things that happened in City of Heroes, that players did. I think it is readily apparent to people that play villains, in CoH or CoT, that what they are doing is make believe, and not to be emulated in the real world.

*spit takes* WHAT?! What do you mean? My entire existence, the countless hearts I've struck fear into, they all are make believe? No.. this cannot be!

And now, let me break character for but a moment. As a villain roleplayer, I do acknowledge that, as best put by a certain Merc with a Mouth, "It's all pretendy funtime games". I also believe that allowing villainous acts within a game do not influence the players into thinking that such things are OK in reality. Many of us prefer not to be the goody-two-shoes character that most games force you into and we'd like to go against that ideal as far as we can without getting into truly gruesome things. And even though the games always punish us for this, making everything come our way and try to down us, we still press on for the pure fun it is.

Also, while I despise most things about it, DCUO has a great way for civilian encounters with villains and heroes. There will be very low level ones being mugged or beaten on and the hero can stop this by whomping the criminal (or a criminal breaking into homes, buildings, looting ATMs, so on and so forth.. very minor crimes) for a quick, small XP and currency gain. Villains can also do the reverse and replace the role of these criminals (mugging civs and such) or also whomp on specially marked civs for the same small gain. Some missions even include messing with civs in order to complete, like turning them into demons or spirits and such. *shrug* I personally like this system.

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I've been having fun reading

I've been having fun reading this post string so far, and I have a couple suggestions.
First:
Besides the occasional need to go slap around some civvies because you had a bad day at work, why would my lvl 50+ arch villain of super awesome badness bother with mugging/attacking some old lady on the street for her $20 and some hard candies? I mean, I guess, sure, why not, but doing some RP in my head leads me to more grand and nefarious deeds. How about scaling my crime activities from mugging-convenient store robbery-bank heist-ect... So lets say lvl1-10 mugging/attacking grandma, lvl 11-20, Convenient store robbery, lvl 21-30 bank heist, and so on. That should curb some of the gratuitous violence while still promoting a villain to be just that.
Second:
I agree with the % based response idea, though I'm thinking something like CoH's Halloween trick or treat event, which scaled depending on your(or your group) lvl. The discovered % grows higher as you lvl and the response grows as your infamy grows. Additional infamy gained when you are discovered and you successfully defeat the response. I don't think any additional consequences should be placed on someone for being defeated doing a off-story line side job, just no partial rewards. Just standard XP debt, or whatever the devs come up with.
Third:
PVP and PVE responses could be limited to whatever zones a player is in. If you are in a PVP zone, you already made the decision. If you really want to be left alone from your bad day at work, PVE it is. PVP would obviously be more difficult, therefore, should have greater rewards. New players that don't pay attention to warnings, understand the warnings, or just don't speak English would not have to scratch their head why they just got spanked in PVP, discouraging them from ever trying it again.

I know this is a bit more limiting than some of the other suggestions, but I think it would be much easier to implement at first. I'm no programmer, so this is just my two cents.

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charlieranger wrote:
charlieranger wrote:

Besides the occasional need to go slap around some civvies because you had a bad day at work, why would my lvl 50+ arch villain of super awesome badness bother with mugging/attacking some old lady on the street for her $20 and some hard candies? I mean, I guess, sure, why not, but doing some RP in my head leads me to more grand and nefarious deeds.

I had thoughts along a similar line.

Ultimately it is a little unthematic to see villains attacking, or especially killing, civilians. That's generally in the realm of gang members, thugs, and other riffraff. The real villains will certainly threaten civilians (hostages and whatnot) and slap them around a bit in the pursuit of a larger goal. They'll even kill civvies in some grand gesture, typically far removed or off-screen ("Oh my god, that build blew up! There must have been at least two people in there!" "And a puppy!" "OH MY GOD!") Walking down the street and punching random pedestrians through plate glass windows and throwing them into traffic? Not so much.

In summary, I suggest that the better approach is "villains causing chaos" rather than specifically targeting civilians. (A game mechanic that is designed to allow people to assault civilians might also create problems with the 'Teen' rating the game is shooting (I made a funny!) for.)

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If the thinking is if you

If the thinking is if you attack a civilian you flag for pvp, then there should be something equal for the villians if the heroes and villians are gonna "live" in the same zones. How about there is such a thing as a "common" criminal. Like a mugger for instance. He is not a member of any villian group, just a common mugger. If a hero attacks him then the hero is flagged for pvp as well.

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Awww.. I though maybe a

Awww.. I though maybe a Villans WANTED level would go up, GTA like, and police NPC's would come to arrest him/her. If the villain gains a certain Wanted level, Heroes can Que up and join the police to fight the Villain(s).

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Flow- wrote:
Flow- wrote:

That's a good idea! Except i'm not sure i agree with the forced PVP.
Didn't CoH have that in mayhem missions minus the PVP? All i remember is having fun hitting NPCs there

Nobody "forced" you to attack the npc either. I like the idea that if you attack an npc your flagged as a target.

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Does this mean that heroes or

Does this mean that heroes or Villains can regain control of a heighbourhood? 30/70. Hmmm... so... what if Villains (scheming little buggers), got together, unbeknownst to the heroes, focused their efforts only in certain neighbourhoods and in certain zones? Ohhh Noessszzzz! :O

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[Necro Thread, I'm sure]

[Necro Thread, I'm sure]

Has there been any updates in this area. I'm with the Optional PvP form of consequence of civilian attacking.

An idea i didn't catch here: Simply have very few civilians targetable. Instead of having a huge, busy city full of meatbags for the "watch the world burn" brute of a villain to pumble, we could have 1 in 100 civilians be attackable. This relieves the issue of having a villain mass murder in the streets, and could lessen the need for consequence (hint: New York). That being said, what it doesn't do is allow a hero to make a villain force bolting a random civilian pay. So a wanted level or PvP system is still somewhat necessary.

On that note, why not combine the two. Have a wanted level (say 1-6) that makes cops, strong cops (shotguns and AR-15s instead of pistols), swat, high tech swat, army, super cops attack you in corresponding wanted levels, and have wanted level of 1-4 be PvP optional, and 5-6 PvP forced.

I liked the way Hulk: Ultimate Destruction handled destroying the environment, but in at the end of the game, the mobs that come to attack you for stepping on a car became far too powerful. So much so that I couldn't even just take a break and destroy some s***.

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Ultimately I think random (or

Ultimately I think random (or frequent) attacks on civilians can be ruled out due to it being a self-correcting problem. First of all, Titan City is also the villains' home. One doesn't poop on one's own rug, and all that. If some nihilistic "fire it up" type comes along, no doubt more than a few villains would consider it in their own best interest to put a muzzle on that individual. Second, targeting civilians is likely the number one method to become public enemy number one. No doubt there will always be some particularly dim bulb, now and then, who thinks that's an awesome way to make a name for themselves in the world at large. Right up to the point when they realize that they now have literally thousands of heroes looking for them. After all, as Fireheart has pointed out, specifically targeting the civilian population is an act of terrorism. The world took a dim view of that even before certain aircraft were flown into certain buildings.

In summary, I'll reiterate my earlier point: seeing villains attack civilians for the sake of attacking civilians is unthematic.

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First, as Doctor Tyche noted,

First, as Doctor Tyche noted, 9/11 didn't happen in the CoT universe.
Second, I feel I'm not alone here when I feel I just don't feel ruthlessly villainous without the [I] ability [/I] to pwn an occasional civilian (in the bad part of town).

I do hope there's some way to attack randos, consequence or no.

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Even if it's limited to

Even if it's limited to outlying "hazard" zones, I have to agree - just knowing that you *could* one-shot that civilian or destroy that police car, really helps immersion and the feeling of free choice and power for a villainous/lawless character...even if you choose not to.

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Thought: It's a great way to

Thought: It's a great way to realign yourself.

Say you've been on some TFs and sewer raids and Arachnos (equivalent) raids, some rather goody goody stuff, as a consequence, your lawful and honourable sliders have slid blue. Blasting a few civilians is pretty violent, lawless and, to most, dishonourable. It's a quick, dirty way to reestablish yourself as a ruthless villain.

Like in SWKotOR or Fable, to maintain evil stats, you had to counterbalance your recent good acts.

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I like it.

I like it.

+1

Villians should be able to make evil things and Heroes should be able to stop them from doing so...

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