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Posts
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There's an Ally PBAoE power called Instant Snowstorm you can use to create the weather effect available for the event.
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Quote:If that's what your team is doing, then most of them would really rather be doing something else but feel that they're forced to go through whatever particular task they're doing at that moment. That's really all it comes down to, regardless of whether they actually like everything in between the start of the task and the end reward or not.My question was kind of asking the reverse, though. I get that people want to complete missions - that's the point of the game, loosely speaking. But is that the ONLY thing people want, to the exclusion of anything and everything which stands between one "Mission complete!" and the next? Sometimes I get the feeling that if people could auto-complete every mission, they actually would. At least that's the impression I get when I'm ordered to sit by the door with the rest of the team while one person stealths to the boss, teleports us all there for a 15-second fight, then kicks us all out of the mission so we can do it again about five more times.
Quote:I get that we want to complete missions, but I was sort of hoping we actually liked PLAYING said missions to completion, not just skipping a step and jumping straight to the rewards and congratulations. That's kind of why I like missions with lots of objectives like the 21 mystics - I can't just jump to the end, because there is no end. There's something to do in almost every room, so there's nothing that can be skipped.
Some folks on Justice finished an ITF in less than ten minutes some months back. Stellar stuff. -
Well, alright, those are some good points.
I'd really like to go back to your original post to answer the questions you really brought up in the first place, since I must have missed them the first time, since I think it will help summarize my own views.
Aside from badging, it was never really given a reason to exist in the first place. Furthermore, I've never been under the impression that it was important in CoH at all, aside from the aforementioned badging. Thirdly, I'm still not sure why it should be, on its own. The developers haven't focused very hard on getting anyone attached to much of the city at all.
"Oh look, Battle Maiden knocked over M1. I guess that's a drag."
"Ah, the mixmaster over in Skyway done got collapsed. That's gonna be a bummer for someone to clean up."
"Galaxy City, hit by meteors? What's Galaxy City?"
Rather, it seems that players have to form the attachments themselves, which has unintended consequences. Anyone remember the dissonance when the AE buildings or Wentworths' were put up?
Quote:Is there no way to make tasks and missions which centre around exploration without people seeing them as "annoying?"
Quote:Is the only way we feel like we're progressing by seeing the "Mission complete!" text with everything in-between being just a nuisance? -
Quote:I reiterate that there would have to be a lot of cool things to do along to the way to keep people from getting bored, and none of them could be tedious or else people would be thinking about those particular tasks the entire time they were heading there.Well, my point really isn't to see new things I haven't before, though that would be cool. I more mean the basic satisfaction of a good dungeon crawl, or the the fun of travelling a long distance cross country.
Even then, I'm not sure that people would want to run it more than once unless it was executed very well...or, unless if gave good rewards...or unless they were RPing or something.
Quote:That's why I bring up the concept of "traversal" missions, as a task that doesn't make you just go to a LOCATION and do something near there, it actually sends you down a PATH and preferably deep down the rabbit hole where nasty things lie. Of course, if it's JUST a sewer run, it would grow old fast. Not to me - I love that stuff and would run Atta's cave every chance I get - but for other people, for sure. But you CAN put interesting stuff along the way. A scripted boss to hold the key to the door leading to the next sewer section, an enemy camp that needs to be cleared so your escort can settle for the night, a machine that has to be destroyed so a forcefield would go down, there are possibilities.
Prisoners of Eden, which has been around for a very long time. It's relatively easy these days, people still try and speed it, somehow. Most teams try to clear out the crystal critters in the last room and as far as I'm aware most of them find that to be the most boring part. Despite the two Walls, required Ambrosia farming, no rez support, and fairly standard rewards, you don't hear a lot of complaints regarding 'gimmickiness' or disproportionate time investment regarding the trial, as opposed to:
The Underground Trial, which has added an escort in the form of Desdemona, has rez support, and has more difficult obstacles and more of them, which many people consider 'gimmicky' and unnecessary time sinks even after the trial rewards were increased.
Both trials send you down the proverbial rabbit hole, but incite very different reactions. However, I'm not convinced that this is what attracts people to these trials. I'm not even sure if its an attractive feature for the player base at all.
However, I'm fairly certain that ease of completion is.
Quote:More than anything, though, I really wish the actual act of travelling around could be incorporated more thoroughly into the game itself. Right now, it's really just a chore, to the point where many have suggested doing away with the overworld entirely. Why do we need it, they ask, if all it does is get in the way? Frankly, I know it's not a good idea, but I'm starting to run out of reasons to explain why that is. How can, say, Half-Life 2 make the act of driving a car down what feels like 50 miles of broken-up highway seem like a fun adventure, yet if you did the same in City of Heroes, most players would see it as a time sink? It's not like things don't happen along the way, but why do people want to always skip all these things and just go for the end boss when really, everything gives experience?
As with my "guns for non-quishies" musings, I really don't know why the problem exists or what might be done to address it. It just... Bugs me, I suppose. I see a mission like Atta's cave or the "Save 21 Mystics from Oranbega" and I'm excited to try them, yet everyone else sees them as a waste of time. Why? Why is it so important that the things we fight only be the ones that end the mission? What's the rush, when the next mission will bring much of the same?
Gordon Freeman, even before he put on the hazmat suit back in Black Mesa, was presented as the underdog. Even when he's got the suit, and has a machine gun, homing bug gauntlet thing, or a tractor beam in his arsenal, his identifying weapon is a crowbar. In the race to get to Nova Prospect, he was lucky to have a good enough rep to get a go-cart so he wouldn't have to hoof it, and that might've only been because everyone else wanted to save Eli, too. He's still only lucky enough to find supplies on the way for when (if!) he eventually does get to Nova Prospect, and hopefully he doesn't blow it all before then. There's a lot of suspense involved; everyone cheers for the underdog because they can sometimes empathize with him, so they're willing to go the distance to help him out.
Our characters are archetypal super-powered beings; we aren't presumed to be the underdogs...at least, for not very long. This is the first problem the developers would have to deal with when making a dungeon-crawling scenario. We have very fast methods of travel, most of the time. We have all the supplies we need, most of the time. If there's any reason, any reason at all, why we should be slowed down in spite of our presumed and often collective might, it absolutely must make sense. I'm sure you've heard arguments that Incarnates etc. etc. shouldn't be destroyed by security lasers etc. etc. by now.
The story being sold has to be believable within the context of the character whose eyes we're reading it through.
On another point, consider my comparison between Eden and UGT above. Both have elements that you've given in your description of dungeon crawling, but many people are indifferent towards even while many dislike UGT. I suspect that this is because UGT is not easy. Many folks don't like saving 21 hostages or grinding through Atta's lair because they may consider it tedious and boring. If a task must be tedious and boring I imagine they would really rather have it be relatively easy and quick as well so they can go about doing the things they really want to do, which is usually along the lines of getting to the heart of a problem and quickly turning it concave.
Finally, consider for a moment that you can save your progress in Half-Life. You can't do that in CoH in the middle of a trial. Some people just don't want to sit around that long and do stuff. That's why they speed through things. -
Quote:It's exactly the same map except for the plaque for Scholar and the Hydra trial entrance.Their network feels at least a little bit bigger and it dips down significantly lower, I believe.
Quote:Or how about a different approach? An outdoor mission somewhere out of the city with an objective of reaching a number of "outposts" in a particular order. Why not just fly/speed to them? Because you have to escort an NPC who doesn't move very fast and can't fly. Said NPC also can't die, but it serves as an anchor to keep us moving in a more conventional way - by walking.
Quote:Moreover, I feel that City of Heroes lacks a certain something that many other MMOs have, and that's a sense of discovery and exploration, a sense of... Seeing the world. Travel powers are very convenient, I don't deny that. Hell, I LOVE my travel powers for when I don't feel like "exploring" and just want to get to my next mission. But sometimes, I just want to see a task of some sort which requires me to get down to the actual world, get down to the small-scale terrain and see the boulders, the street curbs, the fences, the benches and the people walking on the street. Sometimes I DO want a dungeon crawl which takes me through a maze of tunnels descending ever downwards into the unknown.
Quote:Somehow, we seem to have developed a very rushed culture here in this game. Teleport the mission, stealth to the end, click one thing, then hit Exit and teleport to the next one.
It's good that this exist as a form of convenience, but it seems to have disconnected us from the world within which our adventures take place, to the point where a narrow bridge over a deep pit is seen as oh-so-inconvenient, as opposed to a pretty vista and a large room as a drag because it has so many enemies, as opposed to a visually impressive location.
As I keep going through those zones, though, I expect that the time I take to look around is going to shorten considerably. I'll have seen what's to be seen before and I won't expect it to change. This right here is key to the subject you're discussing: I don't expect anything to change or be different from the last time I was there.
This is why people speed content, even new content: They believe they've seen it all before. Even if they actually haven't, they believe that it's going to be very similar to what they've seen previously. Me? Whether I'm vaulting over the fence behind the Ice Palace in St. Martial to land on a huge pile of bodies, or touching down on the sidewalk near Praetor White's PPD recruitment poles in First Ward to see they've been replaced by 'Missing' boards, I only encounter such things by luck, and that's how I expect things will be for a while.
In the absence of being awestruck by a pretty but relatively non-dynamic environment, people are just going to want to get their business done and leave to do other things they want to do...I mean, unless they're RPing or something. I think this holds for MMOs in general. -
Quote:It sounds like the only reason you care about any 'gimmicky-ness' is because your league/cat herd won't read the instructions. That's not the devs' fault.The learning experience over the course of the 4 or 5 attempts would have gonen much easier IMO if we'd stopped to take a breather and stuff, but it's the trial mindset I guess. I wonder why the devs put stuff like that in if nobody's going to read it.
...
...but so far my experience of the two new trials has me wishing that they weren't quite so gimmicky.
I know some league leaders on Justice who know how to get people to pull their heads out of their rear ends with some well-delivered criticism. Seems like a useful skill to pick up. -
Because he might not be standing around in his usual spot when folks go looking for him?
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So you haven't run any of the WWD arcs redside beyond the first one then, eh?
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Quote:Record scratch, full stop, double take. What?So, there's really no in game event over the Summer. We've got the Winter Event opening soon, the Halloween event for Fall and the Spring Fling/Valentine's Event.
Positron I think said he's been kicking around an idea or two. I thought we could take another run at generating some ideas and interest.
One thing I read recently at Paragon Wiki got me thinking.
Apparently in addition to the Winter Lord, there's an opposing figure mentioned called the Summer Lord.
Is this another one of those things like that article regarding the other avatars of Rulaaru, that somehow appeared on ParagonWiki one day, but was never seen anywhere before somehow? -
Regretably, I think most folks' experience with the genre is from a Buffalo Bill-type source.
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Looks like it could be a handle for Golden Roller's character model regarding which way he's supposed to face. I guess it was accidentally made visible somehow. I've seen handles for light sources in sewer maps before, too, so it's not the first time this has happened.
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Has anyone noticed this? Any character I've got who I haven't hidden the Paragon Rewards/Market buttons for since Freedom hasn't had an issue with their UI being reset on login. In fact, switching to other successive characters sets their UI to the first's, sans the two buttons.
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Quote:Rikti society is largely hegemonical; distinguishment for personal gain or just for distinguishment's sake is almost literally incomprehensible, and the closest thing they've got are ranks for the Lineages of Science and War...and its one of the reasons why the Rikti have trouble profiling Hro'Dtohz.One thing that has me thinking, though, is- were there ever any superheroes on Rikti World before or after they first contacted Primal Earth? If not, why? And is their parallel Earth like the Praetorian Earth in that it has duplicates of Primals (ie, a Rikti Marcus Cole).
Basically, Hro'Dtohz is the closest thing the Rikti have to their own 'super'. -
Quote:The 'gods' of CoH have been concatated with the Incarnates for many years now. Any choice made by the developers as to whether the BP gods will have some tie to the Well has nothing to do with succumbing to some new temptation.Do you honestly think the revamped lore for Dark Astoria would be any better if it wasn't tied to the Incarnate system? And if you answer "yes," need I remind you that both the Puddle of Annoyance and Evil Goatee Paragon have shown up in non-Incarnate content too, because the devs love them and will use any excuse to include them in everything. Do you honestly think they will be able to resist the temptation to tie the BP in with the Puddle somehow? I don't.
EDIT: Sorry, I know you might think I'm ignoring your opinion here that the whole concept of the Well of the Furies is kind of bad in general, but I think that argument isn't the same as the one discussed here specifically.
Quote:Addressing it would first require them to acknowledge that it exists and that their new idea isn't automatically better just by virtue of being new.
I'll mention that we don't actually know what the story is yet for what's coming up. -
I'm not sure that Darkness Control is going to be 'it', so to speak, in terms of new Control sets available post-I22. Remember, we do have Sorceress Serene's power sets to think about...
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Quote:Probably for the same reason that WotC thinks its acceptable to sell booster packs.Randomization of available items on the Paragon Market is such a jaw-droppingly bad idea I'm still trying to comprehend how the devs thought it would be acceptable to the playerbase.
Though, again, you can sell the stuff you don't want...or do alternative things with booster packs... -
Quote:Initial thoughts.Random CCG-style packs of stuff in the store! Prizes include AT IOs and items exclusive to this offer!
Audience: *uncomfortable silence*
This sort of thing works best when people have the option to sell off the stuff they don't like to try and mitigate the cost of purchasing things they didn't want.
Locking it to an account, not great. 'specially since it'll be bought with real cash. -
Something something "DARK ASTORIA"
"Fight the Banished Pantheon, Tsoo"
something "lair of the dark god Mot"
New Incarnate Trial: "SOMETHING SOMETHING"
something. something "Incarnate Path!"
something "the Endgame & Beyond panel" something
"DARKNESS CONTROL: FREE FOR VIPS!"
"STAFF FIGHTING: Purchaseable in the Paragon Market."
something "NEW Tier 9 VIP Paragon Rewards! FIRE, ICE"
"FLYING CARPET"
Other slides unintelligible.
EDIT: Oh, it says: "Revamped Zone: DARK ASTORIA; LVL 30+" -
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I'm having the same problem that's being discussed in this thread. After purchasing Beam Rifle during its sale for 400 points, I think I tested it out with one character first and haven't checked it since, since I expected it to be there at a later date...
The only server it's available on currently is Exalted. Pretty odd. I can haz bugfix? -