Showing posts with label Supers. Show all posts
Showing posts with label Supers. Show all posts

Monday, September 7, 2015

6MMRPC Midway Report

Copying the idea of a "midway report" for the 6MMRPC from Richard Barnes' Flames of Nerd blog, I wanted to provide a quick recap of the progress made during the last three months.  Granted, the halfway point was technically at the beginning of September, but I did get a late start on the 6MMRPC so it sort of works out.

Here is my current progress on my 6MMRPC Hit List:

  1. (2) Troops of Abyssal Dwarf Slave Orcs (Kings of War) - completed
  2. (5) Security Forces squad (Salvage Crew) - completed
  3. (2) Orcs and (9) Goblins (Reaper Bones) - completed
  4. Demon Marbrezuk (Reaper Dark Heaven) - completed
  5. Deathsleet or Ebonwrath (Reaper Bones) - Deathsleet completed
  6. (3) Doctrine Novitiates (Relic Knights) - completed
  7. (6) Salvage Crew freelancers (Salvage Crew) - completed
  8. (4) Pirates (Reaper Bones) - completed
  9. (8) Edofleini core set (Counterblast) - currently being prepped
  10. (7) Robots and Drones (Counterblast) - no progress 
  11. (9) Robots and Drones (Salvage Crew) - no progress
As you can see, I've pretty much been moving in order down my list.  When I first drafted my 6MMRPC Hit List in June, I tried to mix up genres, game systems, and even material (plastic vs. metal) between my targets.  I think that was definitely a good call, as it's kept the challenge fresh and avoided potential burnout on any one thing.  That's definitely something I would recommend to any 6MMRPC participants who might have lost steam partway through.




As you can see, in addition to my "official" targets I've also completed a variety of other figures.  I'm still looking to finish the Bones I Vampire Set and earn the "Vampire Slayer" accolade (however unofficial it may be!).  I'm also really excited about Kings of War, and that's inspired me to dig out and repurpose some old Warhammer Fantasy models that have been lying in storage for years now.

For the less-than-great news:  I've totally lost track of Jokers.  Unfortunately, because I've been painting such an erratic selection of miniatures, it's hard to determine how many Jokers I've legitimately earned.  Also, my aforementioned excitement for Kings of War has resulted in a few eBay purchases to round out potential units (but by more than just a couple of figures, so they don't fall under that exemption on purchases).  And that's not including spending on the Bones III Kickstarter (um... let's not talk about that).

In conclusion, I think I'm doing very well in terms of painting existing figures.  I expect to complete my 6MMRPC Hit List by the end of the challenge, as long as I don't get too distracted by other projects along the way.  However, in terms of new purchases I've probably deviated and need to rein that in.  Still, the "mountain of metal (and plastic)" is slowly diminishing!

- M:M

Sunday, December 22, 2013

Redside: Environments


As a continuation of the Redside series of articles, I want to discuss the topic of environment.  In this case, a comparison of the zones in City of Villains to the original zones from City of Heroes.

One of the more common reasons for players preferring heroes to villains was that the environments of the Rogue Isles (where the villains were located) were much less appealing than the heroes' zones in Paragon City.  The redside zones universally had an element of urban decay (though in varying degrees), and almost all of them had a much more muted color palette than the zones found blueside.

It is fair to say that the blueside zones were much more colorful than the ones redside, though I found the latter to have much more detail and interest, as well as having a more organic design.  Simply put, it looked like a place where people lived and which had grown over time, compared to the very organized (and somewhat cookie-cutter) layout of Paragon City.  For example, there was practically nothing to differentiate Atlas Park, Galaxy City, and Steel Canyon aside from a couple of major landmarks.  By comparison, every zone in the Rogue Isles felt significantly different, as well as having its own story or theme (such as the Family civil war in Port Oakes or the trapped demon in Cap au Diable).  From the gambling strip in St. Martial to the docks of Port Oakes, the redside zones were fairly recognizable no matter where you were.  I am sure that some of this differentiation can be attributed to lessons learned during the development and subsequent live phase of City of Heroes.

With the introduction of Praetoria in the Going Rogue expansion, a newly themed area was added in the form of  a slightly futuristic utopian setting.  The color palette was relatively sterile, but was not as drab as the Rogue Isles.  The developers had returned to having more colorful zones, and even the relatively run-down areas didn't see as bland of color as those found redside.

I'm curious how the developers would have redesigned the original zones in Paragon City, given the lessons learned from later development.  Faultline had been rebuilt/redesigned, though it was a changed from a Hazard Zone to a standard City Zone so it wasn't a direct comparison (though the new version was far superior to the old).  Dark Astoria was also rebuilt, though I did not get a chance to see the new version.

I also wonder what changes (if any) would have been implemented in the Rogue Isles to make the setting more visually appealing to players.  I felt the higher level zones (Nerva Archipelago and St. Martial) were the weaker ones in City of Villains, as there seemed to be a lot of unused space.  Not to say that NPCs didn't spawn there, but rather the story or theme for the area was never really used to great extent.  I would rather have seen more content in the less-used areas of existing zones, rather than new zones added.

Overall, I think the general urban blight and bland colors of villain zones really didn't appeal to some players.  However, I found the zones to be much more thematic and to have a better overall design than a lot of the original blueside zones.  I think urban blight has a place in a villainous setting, but it probably should not be spread across all villain zones.  Give villains some variety, as more well-to-do characters would not want to live in such squalid conditions!  And while it's understandable to leave room for growth in your zones (for future content), it's important not to make an area feel like it's forgotten or strangely untouched by surrounded factors (at least not without a good reason for it).

Sunday, December 15, 2013

Redside: An Overlord's Thoughts on Player Villains

When NCsoft shut down City of Heroes last year, I started thinking about my time and experiences in the game over the eight or so years that I played.  With the recent success of City of Titans (its spiritual successor) on Kickstarter, the game once again returned to mind.  One aspect I always found intriguing is that after the release of City of Villains (the stand-alone expansion for City of Heroes), many players still preferred to play a hero rather than a villain. I'd like to share a few thoughts on various aspects to this in a new series of articles called "Redside".

For those who might not understand the reference, City of Heroes' UI was colored blue, while City of Villains' was colored red.  As a result, "blueside" and "redside" became shorthand for playing as a hero or a villain, since the two sides had very little crossover (except for PvP zones).

Personally, I've always been drawn to the "bad guys" in any setting.  Even as a kid, I liked Cobra more than G.I. Joe; the Decepticons more than the Autobots; Skeletor more than He-Man; and so on.  The bad guys always seem to look cooler, and they don't play by the rules (or if they do, it was by their rules).  So naturally, when City of Villains came out, I was excited!  There are very few games which allow you to play as the "bad guy" (the most obvious one that comes to mind is both the Overlord series and the Dungeon Keeper series), and City of Heroes' gameplay was fun.  My goal is to draw upon my experience with various villains and combine it with my observations in City of Villains to provide some thoughts on what worked and what didn't, and what I hope to see done in City of Titans should things come full circle and villains are once again playable.

In closing, I will leave you with a quote from Ghost Widow, one of the lieutenants of the villainous faction called Arachnos in City of Villains: 

But such is the nature of villainy... to do the unthinkable, to challenge the impossible, to conquer all before you and make destiny your own.