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I suspect that most stories that stretch across arcs are not going to be as interesting to players as they are to the author. So I'd be in the camp that suggests cramming what you have into a smaller space.
If people need to play arc 1 before they play arc 2, chances are pretty good arc 2 is going to see very few hits.
It was suggested that you try to make the arcs somewhat independent. This is a good idea. Break it up so you have a complete story in each arc, but with continuing characters or a continuing milieu. That way when players play either of your arcs, if they like it, the experience acts as a teaser to prompt them to play the other one.
And I would say don't worry too much about order of events between the arcs. People read prequels about as often as they read sequels. -
I remember several people complaining that the devs should have been spending their time on more meaningful projects, like new/revamped content and bug fixes.
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I don't know if this actually works, but using using Radiation Infection to drop the def on foes around you might help Choking Cloud hit?
I don't play my toons with Choking Cloud much, but I've had my best success with Choking Cloud when it is fully enhanced for hold.
Seeing as you have Illusion, I suppose it stacks best with Flash. -
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While I look upon GR with some trepidation as a likely new source of continuity errors, I try to find the bright side.
And I think the bright side is that Castle was testing really, really big Mechmen some time ago, and that may have been a prelude to having a really, really big Greater Devoured.
Maybe Hamidon turned Atlas into a Devoured. -
Quote:Well, I meant MA seems to have a lot of what everyone would want. I'm sure you guys know the sets better than I do, but it seems like a great fit to me. I'll spell it out.It's not a case of what players want, it's a case of what the devs want. The purpose of manipulation sets is poorly defined by them (probably deliberately) but they are not the same as melee sets. Besides the changes to the powers themselves (primarily higher damage and longer recharge) the structure of the sets is very different. Even the most melee heavy set (Energy Manipulation) only has 5 melee attacks of which two are basically pure controls with minimal damage. Manipulation sets are filled out with other powers. Primarily control powers, self buffs and the occasional damage aura. Electricity Manipulation has the most damaging melee attacks but even it only has 4 of them.
Martial Arts provides a fair bit of the mitigation a manipulation set has.
Ice, Fire, Mental, Device, and Elec manipulation sets all start off with an immob that does decent damage. MA has a power that does that: Crippling Axe Kick.
Energy Manipulation starts off with a power that does kb for mitigation. Mental has TK Thrust. MA has Crane Kick, which does kb.
Energy Manipulation has a Stun power, while MA has Cobra Strike.
All of the manipulation sets have a build up power. MA has Focus Chi.
Each of the sets has a PBAoE attack. MA has Dragon's Tail, which also does kb as mitigation.
Each manipulation set (not counting Devices) has one or two basic, no frills attacks. MA has Storm Kick and Thunder Kick.
Eagle's Claw could be kept as the nuke, resembling the use of the single target tier 9 in Energy.
The only MA power we have left over is Warrior's Challenge.
Warrior's Challenge could be replaced with something else. Thematically, I could suggest Physical Perfection, from the scrapper Body Mastery epic. It would compare to the various +end or +rec powers in the manipulation sets in terms of its effects on the player, with a small heal component in place of an attack. (Physical Perfection is also an auto power, so if a click power is preferred, you could make it like the scrapper power Energize.)
Alternatively, you could pick something more controller-ish from the Ninjitsu set, such as Caltrops, Smoke Flash, or Blinding Powder. I'd think Caltrops would be the best choice from this list (though the power is overused). Smoke Flash or Blinding Powder would be more interesting, provided they have long enough recharge times to stay out of the regular attack chain.
Smoke Flash or Blinding Powder could even be used as the tier 9, bumping Eagle's Claw down to tier 8.
Naturally, the damage, recharge, endurance, and so on would have to be adjusted to bring the powers in line with other blaster secondaries, but it seems like an exceptionally good fit to me. -
Quote:Haha ... yeah, a designer could abuse patrols like that.Open map + Defeat all + Patrols (that start AFTER a certain amount of time) should equal guaranteed purple.
Regardless of level
I just mean a troop of foes coming down a hallway, though. Some players complain about it. -
Quote:Heh, we could change the AI to make foes act more realistically - and I'd be all for it - but can you imagine the outcry from all the players who like it easy and predictable?The thing that would make new enemies unique and could even make older enemies harder is better AI. Dumb enemies has been bugging me recently with an AE mission I've been working on and specific enemies like snipers really do stand out.
I mean ... I've even heard some people complain about patrols.
Believe me, there are players who depend upon those predictably placed fist-smacking mobs who have their backs to the door.
So if I was a dev who was developing a new AI, I'd be sure it was used only in a few segregated missions at first, to test the reaction, and even if it did prove popular, I would probably try to leave the AI for older missions in the original state. -
Quote:Honestly, animations and powers are two of my least knowledgeable areas.But it doesn't solve the redraw issue unless they make three new sets of animations for all of the attacks.
The other issue is how to do it? The most popular suggestions seem to be either an Energy Manipulation clone or Devices with kicking instead of explosives but personally I don't care for either.
But my thought was that whatever was done to get MA working with Shields might be sufficient to get it working with the 3 blaster weapons (that's counting the DP set that's on its way).
As for adapting the powers, I think most if not all of the MA set could be used as is. There's an immob power, a stun, a build up, a kb, a pbaoe ... I'm not sure what else players would want. -
Hey WW ... congrats on the promotion!
Since my primary interest for years has been improving the content, I'd like to know if you have any plans you can share about that.
I'd like to see better missions, better maps, better storytelling, improved handling of transitions (doors, portals), and an easing of the level restrictions that presently exist on foe groups and missions.
Also, while creating new content is fine, I'd particularly like to see new life breathed into old zones and foe groups.
And while I'm sure you have plenty of help, if someday you need to threaten your designers with the idea of some no-name guy on the forum who wants to take their job ... I'm your guy. -
Venture asked me to review his arc, "The Christmas We Get." This is my first stab at any sort of arc review, so this may be a bit rocky, but I appreciate Venture giving me permission even though he probably knows I'm going to rake him over the coals.
I played the arc twice, once with friends (I had the star so I could read everything), and a second time, solo, to grab details for the review.
My comments are intended for the author and not for players, so there is no rating given.
Here's my perception.
What worked:
- The player gets xp and tickets.
- The play is reasonably quick and easy right up till the end. (Probably one too many ambushes at the end.)
- It is canon-related without violating canon.
What didn't work:
- The basic premise seems flawed.
- Not sure which plot was intended to be the main plot and which was the subplot.
- The player is given miscues throughout.
- The player is strung along by the contact.
- There are a lot of extraneous details.
- The story wanders back and forth between humor and seriousness, without really establishing a foothold in either area.
- The story doesn't seem big enough for 5 missions.
- Was there supposed to be a theme? 'Cause I didn't see any theme.
What I would have like to have seen:
- One main plot that is bigger in scale, with a smaller subplot.
- Preferably a serious tone, as opposed to humorous. There can be humorous instances, but the player should know for certain whether he is in a humorous or serious arc.
- An author's note explaining any significant external references in the arc.
Fix the Main Premise
As I saw it, the basic premise of the arc is that a villain attempts to gain power by encouraging a celebration of Christmas in the Rogue Isles. This is a hard sell. It sounds ridiculous. I think there are probably different ways of achieving whatever it is that the author is seeking to do.
First of all, if the main action of the arc is simply to recover some Christmas supplies from a warehouse, then it sounds like it could be accomplished in a single, unelaborate mission. The rest of it seems like it is being unnecessarily stretched out.
If, on the other hand, the main action is to explore the character and motivations of Ramiel ... I don't think that worked so well. He looked like a villain from the start, and guess what? He is one, at least so far as I can tell. But it's kind of iffy, because he didn't really do anything.
The way the arc is presented, it portrays the investigation of Ramiel's character as the main plot, with the Christmas supplies as the subplot. But since there is no real action with the investigation of Ramiel's character, just a mini-reveal, I think it is actually the subplot, and the Christmas story should be more dominant.
My recommendation is to shift from Ramiel as the contact to Father Jack. If desired, Ramiel can be a background character and the subject of a subplot.
The author could open the arc with the mission where the player steals the impounded Christmas supplies from the warehouse. Next could be a series of other good deeds, like rescuing innocent citizens from oppression by Arachnos. Surely there are a few good people in jail, or in the process of being arrested that the player could save, and the author could take the opportunity to work in a subplot, maybe featuring the mysterious Ramiel who appears somehow connected with this. Then close the arc with a description of the Christmas supplies being used, and perhaps a stronger emphasis on some sort of closure.
Miscues, Extraneous Details, and Holes
There are a lot of these in the arc, or at least I thought so. I'll list a few to give an idea of what I'm talking about.
Each thing a player reads or experiences, and the order in which these come, acts to set up an expectation of where the story is going. Players are held in suspense between the point where the hint is first dropped to where it is resolved, and they wait in suspense from hint to resolution to see if they guessed correctly.
Miscues can screw this up. A miscue is where something is said or done that gets the player believing something is going to happen that never really happens or which turns out to be unimportant. A few purposeful miscues can be fine; dragging a red herring across the trail can be appreciated if it is done well. But you don't want to make a habit of abusing player expectations.
In this arc there are numerous cues that tell the player to expect Ramiel to do something villainous, but he never really does. There also aren't many cues that he is going to turn out to be good (red herrings).
Frankly, judging from the cues I was picking up on, I expected him to announce at some point that one of the things he'd asked me to do was really for some evil purpose, and that he was lying and taking advantage of me. And he kept asking me if I wanted to stay in the arc, as if something really objectionable was about to happen next.
There are also cues indicating an important operation is underway, but it really isn't very important, so that's a miscue. And then there are all the extraneous cues which never really amount to anything, like the use of a Council base that has been taken over by the 5th Column, Murano's apparent familiarity with Father Jack, and so on.
As a player going through the arc and following the cues, I felt like a dog whose owner keeps taking the leash down from the wall, waving it around, then putting it back on the hook. Then the owner grabs a box of dog biscuits, waves it under my nose, and puts it back. Then the owner goes for the leash again. And at the end of the day I've neither gone on a walk nor had a treat.
To maintain the integrity of the story it's important to be as clear as possible about what's important for the reader to note, and what isn't.
What I perceived as cues, but were miscues, probably made it seem like there were more holes or loose ends than there were, but I'd still say there were some significant question marks raised during the action of the story.
Here are a few, in no particular order:
- Is it Longbow's usual practice to determine a superpowered person's moral alignment by sending a hero do this person's bidding? That really seemed odd.
- Why in the world did Ramiel need to trigger a maximum alert of Arachnos forces just to break into a warehouse and grab Christmas supplies? And might the ploy actually backfire and tighten security?
- And why did Scirocco go to such an unnecessary length for something so frivolous? (Yeah, spiritual blah blah, not buying it, even Ramiel said it was artificial.)
- If Christmas supplies are forbidden by Arachnos, then why weren't they rejected upon arrival? If they were identified upon delivery, the freighter or airplane should have had the cargo refused and been forced to take it away.
- Or if the supplies were smuggled in, how were they discovered?
- If the supplies were smuggled in and discovered, then is it that they are being kept as evidence while an investigation seeks out the intended receiver?
- Why is Father Jack a supporter of Ramiel?
- Why is Father Jack being arrested by Arachnos? Is it because he was the intended receiver of the smuggled goods?
- It is implausible that it takes so long to arrest Father Jack that Ramiel is able to find out about it, wait for the player to return, and send the player to the site of the arrest in time to prevent word of the arrest from reaching Arachnos HQ. What is the excuse? Does it take Arachnos a few hours to do the paperwork in the field? If so, how do they ever manage to get around to oppressing people?
- What was Ramiel doing during the Father Jack rescue? He said he was "distracting Arachnos" but he ends up with Arachnos in his newly won lair?
- And how did Arachnos damage the ability to remotely activate the big distraction, yet still leave the ability to access the Arachnos network?
- How did Ramiel know the Council base was a listening post?
Anyway, those are the basic sorts of issues I saw with the arc.
I'd say clarifying the basic premise is the most important thing to do. With a probable villain as the contact I doubted every single thing he said and dreaded the moment when he'd turn the tables on me.
Second would be being particularly careful with what's said to avoid miscues.
External References
I had the strong feeling during the arc that I might be expected to pick up on certain external references. I found myself thinking perhaps this story was supposed to parallel some other story, like maybe some sort of WW II story about Christmas in Nazi Germany or something.
Ramiel's remark about passing out trinkets and food, for example, reminded me of how Hitler did the same thing in the Depression, during his rise to power.
The note that Father Jack chose to hide his religious affiliation also made it seem like the story was supposed to resemble some other story.
But I couldn't come up with anything.
In the end, after Googling a bit, I came to the following conclusions.
The title, "The Christmas We Get," probably comes from a line from a U2 song I'm not familiar with. The gist of it is that "the Christmas we get is the one we deserve." If there was supposed to be a theme, I'd expect it to relate to this title. But with so much of the action revolving around Ramiel and his apparent inaction, I am at a loss for how to apply this notion of a theme to the story.
"Father Jack" might be named after the opposite type of character with the same name on the BBC show "Father Ted."
Operative Scott is maybe a "The Office" reference? I don't know, I don't watch the show.
Operatives Lucci and Scott and Scirocco probably show up in that other arc with Ramiel in it. Maybe Father Jack as well.
Operative Carrey was probably a reference to "The Grinch Who Stole Christmas."
I realize this is a long review with maybe just a few main points, but really it IS a condensation of my 3.5 pages of notes. -
Quote:I think Chase is suggesting that level ranges be increased for the low level zones and foes as a relatively easy way of ensuring that players don't outlevel an arc while they are playing it.What's wrong with outlevelled content? The whole design principle of the game was to create more content than anyone could do on a single playthrough, so as to foster replayability. There WAS no such thing in the old days, because you ran through all the contacts and you STILL ran out. This is no longer the case, and I feel that's a GOOD thing. Granted, contacts or content that you can never even GET to, such as the second Family arc in Port Oaks (I've never seen it, myself) is a problem, but it's hardly the fault of levelling OR the fault of tight level ranges. Granted, I wouldn't mind contacts being given wider berth in levels, but that can't be all we're talking about.
I believe part of the problem is that some of the blueside arcs are coded with an upper limit that reflects the intended range of the arc / contact, and not the actual upper limit of the enemy group. Thus if you expand the range to the upper limit of the enemy group, you've extended the range at which the arc can be played.
It's also my belief that this level limit would be contained in a single cell of a spreadsheet or a single line of text - in one spot for each mission - and these could be located and changed by someone.
Likewise, zone encounters could be given higher level ranges, if desired, and the lists for mission doors could be reorganized (ala The Hollows) to better concentrate missions in areas with appropriate zone encounters.
Personally, I'd also like to see the range levels of enemy groups increased wherever possible. For instance, I can think of no reason for the Skulls group to have their level range end at 14. Also, I can think of no reason for groups like Trolls, Outcasts, Tsoo, or Wyvern to start at 5, when it seems they could start at 1, just like Longbow, Hellions, and Skulls.
This applies to certain bosses as well. Frostfire is level bound to 15 while the group he leads goes up to level 20. -
I think the best solution for blasters troubled by redraw is to create a Martial Arts secondary.
Martial Arts fits with AR, Archery, and Dual Pistols themes; basically, anyone who has redraw problems. It has an immob attack, a stun, a build up, an aoe attack ... a lot of the elements you'd expect in a secondary. Just re-arrange the powers a bit, adjust some of the properties to fit the usual mold, and maybe add a power or two if needed.
I predict it would be a popular secondary. -
Quote:Personally, I don't mind it if some of the material is very challenging. I think that if it is done right, challenging content can be its own reward.I have to wonder...
How difficult with GR be and how will fans react to that difficulty? There was mention a while back of new, more challenging level 50 content but there were various complaints about the past two holiday events.
However, if I have to depend on gathering a large number of people at a moment's notice - as with the winter event - that might make me a bit cranky. It's better if any challenges I face can be met by myself and a few friends, and on our own time. -
In addition to solo play, people might also consider how it would work out if a team had more than one def on the team. Also what would happen if you had a team of 8 defs.
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Quote:At one point, less than a year ago, one of the devs (Synapse?) said that content was the easiest thing they could do. If all we wanted was content, they'd have no problem churning it out, but they believed players had enough content and desired other things.As others have suggested, you appear to grossly underestimate the effort it takes to produce new content. The AE tools aren't the tools the devs had available to them, nor were they as refined until the AE tools were developed.
Quote:Right... so what IS your design for dumping new content into a zone that already has the old content... and already has starter contacts that spoon-feed you that old content... and already has you leveling past existing content too often...without actually removing that old content?
Give a new contact and make the other one... what? Unlockable? Buried? Removed? You either make it functionally inaccessible (and therefore might as well remove it) or you make the new user experience potentially divided between them...
My assumption is that some veteran players will like parts of the old content and reject change. So I'd try to give both the old and the new content side by side and let people choose.
Conceptually, there are a few approaches that somewhat resemble each other. I'll address them with the idea of putting new starting material in Atlas Park, but it's really about the same for any zone.
One method would involve inserting optional material into an existing contact. You could take Azuria's mission list, go to the top of it, and insert an optional mission using coding that's been in the game since day 1.
The player would see something equivalent to:Rise of the Shadows: The street gang known as "The Shadows" is attempting to gain a foothold in Atlas Park with the aid of a mysterious magical device. MAGI wants this device recovered or destroyed, and the Shadows dispersed.
When the player clicks on one of these it starts either the new arc ("Rise of the Shadows") or the old arc (which we can title "The Merchants of Magic" if we lack an already existing title).
----- OR ----
The Merchants of Magic: The Hellions have been on a tear lately, and are rumored to be running an illegal market for magic items. MAGI needs a hero to take the Hellions down a peg and return the stolen magic items to their rightful owners.
That method could be used to add one arc for each origin in Atlas, and I think it would be the easiest one to implement.
Another method would involve intercepting players entering Atlas for the first time. The existing mechanism points the player to their origin contact. You could change this pointer and send them to one or more different contact which could offer players new content, in addition to opening up the traditional starting contact. In that way the new content is offered and the old content is still available if it is what the player prefers.
Yet another method could involve using a glowie or unique encounter spawn in the zone to unlock a new contact / arc. This method could give new arcs that would be used primarily by veteran players, and you'd let them know it was available simply by telling them on the forum and letting word spread. It would be an easter egg type thing.
Any of those methods should allow for new content to exist in the game alongside the older content.
Quote:The issue WAS worse before, then was "fixed" as well as they could with the tools they had. Some contacts were missed because, as I've said, you've grossly underestimated the ease of such changes and errors are made. Some may have been missed because something in the arc's design would have required redesign for it to work.
I think it was a bad feature. We should just get cellphones from the start and not have to physically visit contacts. Or if we do visit them, it should be at the end of the arc for the reward, or for some purpose other than the same sort of communication we can have with them via cellphone.
Personally, I'm okay with getting missions from a radio, a computer, or someone who isn't standing in a zone all the time.
Quote:And you would have failed miserably. The problem with faultline, as well-explained by the dev notes of its release, was inherent in the whole zone design. people would've avoided the zone- and your precious 3-6 arcs- just like they do with the shadow shard.
It was inconvenient to play in... and that'd have been a thoroughly wasted 3-6 arcs.
I entered the zone a few other times after that, but since I'm not a street hunter type of player, I didn't really find much to do there.
Quote:As for how long it can take? More than you probably think.
Writing 3-6 arcs for Faultline wouldn't be that big of a project, unless you started asking for all kinds of new art assets, special effects, animations, and so on.
Quote:That's my thinking: and there are other second-tier contacts like that in Atlas, Galaxy (grossly underused zone there) . Port Oakes, and Kings' Row. Before writing new ones, they should be redefining these to be first-tier contacts, then perhaps look at the quality of the stories & tweak what we see. That might be the simplest way to increase variety for altaholics in the time-being.
I think possibly the original idea was probably to give each of them unique origin-specific content, but that notion got scaled back in order to meet the game's deadline for publication.
If there was a desire to do so, each of these contacts could receive unique alternative content. But that sort of thing would obviously be around the lowest priority, coming after new entry level content and new hazard zone content. -
Quote:No story arcs in the Shard?You are aware that the Shadow Shard HAS no story arcs, right? It has four of the worst, most boring, most repetitive, most time consuming Task Forces known to man. Even if the whole zone was a flat-floored white room 10x10 big, there is NO POINT to go there, and what little there is to do is wretched. People keep claiming it's the zone that keeps them out, but if there were anything at all to draw them in, I'd bet my metal-tipped tail that you'd see a lot less of that complaint.
I'm not sure how you're breaking it down, but the game has the following contacts for missions at Firebase Zulu and Cascade Archipelago:
General Hammond
Dr. Boyd
Lt. Volkov
Dr. Huxley
Lt. Col. Flynn
Granted, the stories on these arcs are very thin, so maybe you were judging against them for that. -
Quote:It would be nice if there was a refresh coming, but I'm not sure what you've mentioned is really an indicator of that.I think Major Deej is spot on, at Herocon last year it was mentioned by more than one dev that CoX isn't just CoH/CoV but a line, and that other games were in the works.
I'm not going to name names, but one of the devs mentioned how frustrating it was that they were limited to creating things that matched the original graphics - basically having to 'crap up' their cool designs because it would look to good compared to the originals.
CoX Next Gen ( or whatever it will be called ) should fix that.
It's possible that someone talking about CoH being a "line" is meant to convey the idea that devs keep working on it, as opposed to starting the game up and moving on.
If that's the case, we may continue to see new developments, but not necessarily revisions or replacements. -
Quote:I see no problem with putting new missions into Atlas and Galaxy. It's where new players start. It wouldn't require a huge effort; one person could do it, and it should have been done years ago.1)Adding new content missions to the same old zones. If you were going to add new content with new tech that's easy for people to find, do you put it in a fresh area that also hilights emerging tech, art styles, and advancing storylines, where someone will find ONLY new stuff, or mix it in with the older stories, so someone has to sift through or play trial-and-error to find the new "good stuff?
And no, you don't have to set it up so players must "sift through" the old material to find the new stuff. That would be terrible design.
Sure, when GR comes out the people who purchase that will probably start in Praetoria. And veteran players who don't purchase GR will know to continue avoiding all content in Atlas and Galaxy and the other sub-20 zones.
I'm a veteran player, and I'd have to say the devs have not sold me on GR yet. Am I supposed to buy it for the new level 1-20 content? You mean the stuff that was so unimportant they couldn't be bothered to fix it for years?
Or am I supposed to buy it so I can have my villain toons cross over to the hero side and do all the old content thre? Or have my hero toons cross over to the villain side to do all the content I've already been doing since 2005?
It's kind of crazy thinking to me. Not sure where the appeal is, except for the two new power sets. And out of that, all I really like is the whip.
Quote:2) Contact "display phone number" early in the arc... If I'm not mistaken, the phone number used to be given at the SECOND relationship point but at around the time of CoV's release (which made you get them earlier) this was changed to the FIRST contact point, so they've already streamlined that once as a QOL issue.
Quote:3) I'm not entirely a naysayer to revising old content, I just think there are systemic issues that should be addressed- and that will probably be addressed BEST by a zone re-imagining (like Faultline) than wasting time tweaking existing arcs very much or slapping new arcs into the same aging instance. Heck, some of these issues are side effects of other game improvements that have changed some of the core assumptions that went into the zone design.
I mean, how long would it take a single person to put 3-6 arcs in the zone? Not long.
Quote:a) We level too fast. (...)
We barely touch those (early) zones.
New users that don't "know better" easily outlevel the first safeguard/mayhem and miss one of the better rewards. (...)
Add more content to those zones? (...)
Count me as one player who was seriously disappointed by the devs' decision to accelerate leveling at the start of the game as opposed to adding more content options.
Quote:b) We travel too easily.
I actually enjoyed the challenge of Sprinting through The Hollows. What the devs did was add jetpacks and zero-g packs instead of correcting the "distant door" problem in the lower levels of the game.
It's a pattern they have. They tend to pick the wrong solution for the problems.
Quote:c) We have multiple starting zones, but many players have shown a determination to run the same pattern over and over again. They'd rather roll a new player through another Sewers powerleveling session than try new arc x or y. They're oblivious to changes that were done to other arcs because they've already mapped the "optimal" reward path (or, as I confessed earlier, see some things like mayhem/safeguard travel powers as "essential" and skip over other content to make sure they get it). Will new parallel content in a zone mean more options taken, or just mean another single path people take (and complain about) as the rest go underused?
Other people prefer actual playing, and they play games like D&D or whatever not to level up, but because they enjoy playing.
While the devs did eventually create a toolset for players to make their own content, they've actually done very little since 2005 to help people enjoy playing. Most of their attention has been focused on adding rewards, such as the IO system, the xp smoothing, the day jobs, and so on. -
Quote:When you do the Synapse TF, you get the cellphone right after the 2nd mission "Defeat 30 Clockwork." It seems like you could become his crony or whatever a mission earlier, but getting it after second mission is not a huge disappointment.Cell phones are given at first relationship upgrade (and suddenly I feel like I'm describing a dating sim...), which is pretty much a fact for almost all contacts. When you reach that first level isn't always static, because it's a percentage of completed objectives, and some contacts just have an assload of missions, so it takes longer.
However, I recently joined a friend on a higher level arc and we went through a ton of missions before getting the cellphone, which we finally received just before the last mission.
I suppose it's possible that there's just no way to fix this. But I would be surprised if that's actually the case.
Quote:See, the thing is... Some of the old content is WRETCHED. And not just low-level content. (...)
A lot of the ways the old content needs to be redesigned don't involve new graphics, tilesets or enemy design. It involves cleaning up embarrassingly bad writing and purging utterly pointless missions that add nothing to the plot. (...) Some need shortening, some need spell-checking, some need an actual WRITER to look through them and set all the terrible exposition straight, and some just need their needlessly sinister objectives reviewed.
And this needs to happen, because these missions and arcs honestly ARE a blight upon the game.
I agree that more attention needs to be paid to the storytelling aspect of the game, including better use of storytelling tools. -
Quote:Yup, it would be good if we could be prevented from outleveling content through a use of the SSK / ex-xp coding.Stuff like this is why I was excited when I thought that they said that the SSK system would make the entire team the level of the currently active mission. I could pick up an arc at level 14.5 without worrying about outlevelling it in five bubbles.
Theoretically, we could have every game contact bring us to the level of their content, in just the same way it happens in AE.
I suppose it is possible this might be implemented with new content in any revamp that might occur. -
Quote:From what the devs have said before, I think it is a bit difficult for them to mark a new door in a zone as being available for transitions.I suspect that would either be blamed on programming or internal miscommunication - probably the former so that it could be handwaved with "standard code rant applies" and "we'll look into fixing it when we can"
So while doors exist in City Hall, since they weren't enabled for transitions to missions before, it's not going to happen now. The easiest thing for a dev to do is have the game randomly select a door from the list of zone doors, and that's what is happening.
Quote:Tbh that would probably be a lower priority "bug" than the mission door in Mercy where the map shows the correct location, but the in-game arrow points to the wrong location - and that's been broken for 4.5 years
Having said that, Mercy has a lot of special purpose doors, and not many general purpose doors. They've got the snake holes, the water treatment plant, Ghost Widow's tower, a sewer entrance, a boat on the pier, a van, a casino, and a bank. I'm not sure how many office or warehouse doors they can pick from.
Still, any functional door would be better than a non-functional door. -
Quote:I think there must be a "healer" mentality that for many people defines a defender, much as players use "herding" and "scrapperlock" to restrict the roles of tanks and scrappers.Not sure on that since they are rather explicitly intended to be a team based class.
The truth is you CAN solo with a defender. And the game embraces soloing as much as it does team play.
If it is possible, shouldn't an inherent benefit a solo player?
Look at the two ATs closest to the defender. They both have inherents that help them while teaming or soloing.
Controllers have Containment, which works whether they are solo or on a team.
Corruptors have Scourge, which works whether they are solo or on a team.
So it seems an inherent that enhances solo as well as team play would be appropriate for defenders. -
Quote:I'd be okay with it too, as the old content was so sketchy anyway, but you know how it is ... SOMEONE will be miffed if the old missions are removed.I'd be totally ok with them stripping out the old Atlas starter misisons, for example, and replacing with newer ones - the old ones could be moved to Ouroboros.
On the other hand, it should be perfectly easy to add more content, and do it in such a way that people can choose to do the "old Azuria" or "new Azuria," for example. -
Quote:I'm not sure why, but it seems there's a communications issue related to revamping.My point: "Revising" old content may not be much more of a time-savings than producing all-new content. You might not be able to say "you can do two revisions in half the time of a new arc" or any other kind of estimate. And since some of them aren't notably "bad" - they've just been "run too often" - you hate to remove that content entirely from the game when newer players may not have tried it. Why add 20 hours of play but remove 10 old usable hours' worth rather than just add 20?
What I've called for is not so much retouching the old material as adding new lower level missions without creating new zones.
Yes, I think we should be able to make some fairly easy changes in the old arcs, such as changing when the contact gives the player the cellphone button. I would be sincerely surprised if it isn't just a matter of going to each contact and putting the command to display the cellphone button earlier in the contact's mission list. We see arcs that give cellphone at all different times; surely this is because it is hand-coded as to when the cellphone will be given.
Fixing the cellphone issue is completely different from going in and making changes to spawning points on specific old maps, or developing completely new artwork, or whatever it is that people are associating negatively with the term "revamp."
To me, a reasonable revamp of the lower levels and under-utilized zones simply involves adding new, optional content.