Spanish Matlock posted:When City of Villains came out it was loving amazing. I remember blowing off RA training in college to get in a few more hours of grinding out missions. The bank robbing missions promised that the villain content would be more proactive than the hero content, which made a ton of sense. Villains don't respond to poo poo; they make the poo poo happen. When CoV was first announced, the marketing material made it sound like the game would be all about building your secret lair and growing your organisation, while pursuing your evil plots. A lot of people were disappointed when it turned out that the lairs/bases were just guild halls, with no real effect on the game play. I mean, look at this: This makes it sound like villains were originally supposed to be way more proactive than they ended up being in the final product.
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# ¿ Jul 1, 2019 21:51 |
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# ¿ May 10, 2024 17:36 |
Deadmeat5150 posted:My MMs always have far too many macro buttons assigned to dumb poo poo like minion dancing or saluting or costume changes. The best thing is that you could load new macro configurations from a text file on your harddrive. I would have my minions perform entire plays, by having macro files for each scene, and then the final macro would load the macros for the next scene. I don't know you if you can still do that.
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# ¿ Dec 14, 2021 16:37 |
Inzombiac posted:Also loads of people refused to use confuse powers because it would slightly reduce the XP you got. It's also stupid because the lower xp/mob is more than made up for by the fact that you finish fights and missions faster, increasing xp/time. At least, that's how it was back in the day.
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# ¿ Jan 21, 2024 18:42 |
They could have just made villain contacts your minions who find opportunities for you. Instead they were dead set on making villain characters basically mercenaries doing jobs for more important people.
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# ¿ Mar 28, 2024 21:29 |
Spanish Matlock posted:This and also they were heavily constrained by the game engine itself. It would have been a lot of work to graft an entire Evil Genius base and minion management game onto the backbone of a running MMO like the players wanted. I mean, like I wanted. I wanted that. Like I posted several years ago, this seems to have been the original design goal, but I guess they couldn't make it work: SimonChris posted:When CoV was first announced, the marketing material made it sound like the game would be all about building your secret lair and growing your organisation, while pursuing your evil plots. A lot of people were disappointed when it turned out that the lairs/bases were just guild halls, with no real effect on the game play.
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# ¿ Mar 28, 2024 21:42 |