It would be amazing with a Nemesis 'motivation' option where the Nemesis starts out having a bone to pick with your hero.
I think I can speak for all roleplayers when I say that we tend to build backgrounds around our characters which become even more awesome when we get to include a Nemesis in it.
That said, many, many Hero/Nemesis relationships get personal - or more importantly, starts out that way. This is an option that I'd really, really like to see in Champions Online; To see 'Vengeful' or some variation thereof as an alternative to 'Mastermind,' 'Maniac' and 'Brute'.
It wouldn't have to be all that specific - just writing down a few vague lines implying that this Nemesis is pleased that *you* are the one trying to stop him, seeing as he really wants you dead.
It would just open up so very, very many options for roleplayers to create stories and contexts around their character, and I don't believe that it would take a lot of extra effort to program.
It would be amazing with a Nemesis 'motivation' option where the Nemesis starts out having a bone to pick with your hero.
Isn't that the main motivation for someone to become your nemesis?
I don't believe that it would take a lot of extra effort to program.
You have no idea how great the effort behind this would be.
Slipping something, even tiny little line of code into an years old programming is an effort they are not willing to make. Reason of the way the Nemesis System is and has been for years.
-Hey, atleast they did fix them invisible minions in the Nem Creator....
-I know. And it is great.
We just have to wait The Foundry and implemention of Overhauled Nemesis System in it.
CHAMPIONS ONLINE:Join Date: Apr 2008
And playing by myself since Aug 2009 Godtier: Lifetime Subscriber
I'll let my suggestion stand, however, for when they *do* have the ability to do it with a reasonable amount of effort - if they overhaul the Nemesis system with The Foundry, it'd still be cool to have a revenge-based motivation option then.
My nemesis is someone who fell in love me but got heartbroken when I didn't reciprocate the same... Unfortunately mastermind was the closest I coul get she never meant to hurt anyone... It was an accident
"Good can be found in heights, even in the deepest pits of evil" but "The valleys of evil always exist in the mountains of good."
The biggest issue I have with the Nemesis system is that it has so much potential, but it's just so lacking. The personality traits you choose for your nemesis make no difference what so ever. The Brute, the Mastermind, the Lunatic, they all give the exact same missions. The only difference is they use different wording in their dialog, but the dialog is still pretty much the same every time.
Everyone's first hero is the same. They rob the museum, then say they didn't expect you to stop them and run off. You get a handful of random filler missions, then you get a random nemesis mission. Then you face off with that nemesis in a one on one battle and jail him.
After that, every nemesis becomes the same. Break out of jail. Random filler missions with minions. Handful of random nemesis missions. Then the death ray mission, and jailed again with Shadow Destroyer breaking them out. The best parts are the random Nemesis missions you get before the Death Ray mission. But you don't get very many, and you have to go through a bunch of Minion filler missions just to get them.
There have been hundreds of suggestions to improve the nemesis system over the years, but none have been implemented. And, unless they decide to release some sort of Foundry for CO, where the players can make their own Nemesis missions, I don't think we'll ever see any changes or new additions. The best you can hope for are more Nemesis cameo appearances in future story missions.
That said, many, many Hero/Nemesis relationships get personal - or more importantly, starts out that way.
Finger, interesting point. I'm just bouncing back an idea of my own, see how you feel about it.
Instead of modifying the existing Nemesis system, let's say we add a Summon Nemesis device.
This device looks up your current Nemesis information, then spawn him with a few commands:
1. Taunt your character
2. Attack your character (and only your character, like Minions)
3. Stand by until dismissed
4. Dismiss
There's more details to work out, but this is the gist. Then we add a new chat command:
/nemesis
This is like Local or Team or Zone chat, but whatever you type, it comes from your Nemesis.
---
Now let's say you can get this device. Would you:
- mind paying around 400-500 Zen for it?
- maybe get it as a lockbox item?
- have it as a Nemesis Token Vendor item?
---
This is just brainstorming, and there's 2 problems I acknowledge:
1. We don't know the feasibility of this with CN's resources, they're doing the best they can
2. We don't know (at least I don't) what CN is doing with Nemeses or the Foundry
But I think it's easier for them to add new content than to modify what other people coded. I say this as a former coder myself, it's easier and safer to do a new creation myself than learn then change someone else's work.
And I wanted to make sure if the goal of your idea was a.) to make Nemeses more personal and b.) do more with your Nemeses in RP with other people. You're after those elements, rather than more Missions or more canned lines.
Well, to me the most important thing is just that I feel like whichever story I've spun around my character and his nemesis is happening. I want to be able to tell the people in my RP guild what happened between me and him/her in a way where it doesn't feel too contrived, and where I'm basically flat-out lying abaut what happened in-game in order to make it fit with my story.
Obviously, more nuances would be amazing; more ways to create an intrcate story between the characters you've created should IMO absolutely be one of the priorities when figuring out how to make the Nemesis system work.
With that said, restrictions DO breed creativity. Having to make your story fit within the boundaries of an existing system is often doable, and as a player I don't as much crave a fully customizable Nemesis system as one that is fun, feels right to play, and is nuanced enough that your story doesn't end up feeling completely 2-dimensional. There are a ton of things that prevents the current system from being this way, but I'm sure that CN knows about a whole lot of it, and at least *wants* to figure out a way to make it awesome.
To adress Tiger's post, I don't think I'd feel great about a system where I'm basically in full command of my Nemesis' every action. I'd much rather want him to act on his own, and pullng my character into his plots.
Comments
Isn't that the main motivation for someone to become your nemesis?
You have no idea how great the effort behind this would be.
Slipping something, even tiny little line of code into an years old programming is an effort they are not willing to make. Reason of the way the Nemesis System is and has been for years.
-Hey, atleast they did fix them invisible minions in the Nem Creator....
-I know. And it is great.
We just have to wait The Foundry and implemention of Overhauled Nemesis System in it.
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
I'll let my suggestion stand, however, for when they *do* have the ability to do it with a reasonable amount of effort - if they overhaul the Nemesis system with The Foundry, it'd still be cool to have a revenge-based motivation option then.
"Good can be found in heights, even in the deepest pits of evil" but "The valleys of evil always exist in the mountains of good."
~me
Everyone's first hero is the same. They rob the museum, then say they didn't expect you to stop them and run off. You get a handful of random filler missions, then you get a random nemesis mission. Then you face off with that nemesis in a one on one battle and jail him.
After that, every nemesis becomes the same. Break out of jail. Random filler missions with minions. Handful of random nemesis missions. Then the death ray mission, and jailed again with Shadow Destroyer breaking them out. The best parts are the random Nemesis missions you get before the Death Ray mission. But you don't get very many, and you have to go through a bunch of Minion filler missions just to get them.
There have been hundreds of suggestions to improve the nemesis system over the years, but none have been implemented. And, unless they decide to release some sort of Foundry for CO, where the players can make their own Nemesis missions, I don't think we'll ever see any changes or new additions. The best you can hope for are more Nemesis cameo appearances in future story missions.
Finger, interesting point. I'm just bouncing back an idea of my own, see how you feel about it.
Instead of modifying the existing Nemesis system, let's say we add a Summon Nemesis device.
This device looks up your current Nemesis information, then spawn him with a few commands:
1. Taunt your character
2. Attack your character (and only your character, like Minions)
3. Stand by until dismissed
4. Dismiss
There's more details to work out, but this is the gist. Then we add a new chat command:
/nemesis
This is like Local or Team or Zone chat, but whatever you type, it comes from your Nemesis.
---
Now let's say you can get this device. Would you:
- mind paying around 400-500 Zen for it?
- maybe get it as a lockbox item?
- have it as a Nemesis Token Vendor item?
---
This is just brainstorming, and there's 2 problems I acknowledge:
1. We don't know the feasibility of this with CN's resources, they're doing the best they can
2. We don't know (at least I don't) what CN is doing with Nemeses or the Foundry
But I think it's easier for them to add new content than to modify what other people coded. I say this as a former coder myself, it's easier and safer to do a new creation myself than learn then change someone else's work.
And I wanted to make sure if the goal of your idea was a.) to make Nemeses more personal and b.) do more with your Nemeses in RP with other people. You're after those elements, rather than more Missions or more canned lines.
Finger, anyone, please share your thoughts.
More action at Champions Online Comics @ http://co-comics.webs.com
Obviously, more nuances would be amazing; more ways to create an intrcate story between the characters you've created should IMO absolutely be one of the priorities when figuring out how to make the Nemesis system work.
With that said, restrictions DO breed creativity. Having to make your story fit within the boundaries of an existing system is often doable, and as a player I don't as much crave a fully customizable Nemesis system as one that is fun, feels right to play, and is nuanced enough that your story doesn't end up feeling completely 2-dimensional. There are a ton of things that prevents the current system from being this way, but I'm sure that CN knows about a whole lot of it, and at least *wants* to figure out a way to make it awesome.
To adress Tiger's post, I don't think I'd feel great about a system where I'm basically in full command of my Nemesis' every action. I'd much rather want him to act on his own, and pullng my character into his plots.
Just my 2 cent.
More action at Champions Online Comics @ http://co-comics.webs.com
I would be super pissed and want to stop him!
Robin....NOoOoooooooOOOOOoooo