FAULTLINE!
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(c) Spawn groups on the shared maps aren't generated at the optimal size & levels for the team size & desired difficulty.
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Spawns generate in the world are based upon the size and amount of players in the area at the time. You should have seen the spawns which could take place in Perez Park when it was an active zone, seeing 2 or 3 bosses during the peak playing hours with a ton of leuitenants and minions in the minority was common place. As for being optimised, the players were able to pick and choose who they could have a fight with. A mission tells you what to fight so infact the missions are less optimal compared to street sweeping.
However now with recent changes the much reduced risk in missions sways players totally in their favor.
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Man-o-man Hydra and Perez sweeping was awesome back in the day, the Hydra spawns were HUGE! It was the reason why people went to Perez park, was cause of the Hydra gave off great XP and they came in large numbers. I occassionally street sweep myself nowadays, but it would be nice for an incentive of street sweeping, I would actually do it more if there was a higher Influence/Infamy/Prestige or Inspiration/Enhancement/Salvage drop-off rate on street mobs.
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The Activist outside the cityhal in the game regularly blurts out various things which essentially are reflections of what players have been saying. In a way, its kinda like a little joke but also the devs letting players know that they have heard the community.
One of the things the Activist shouts is asking the city to begin to rebuild Faultline. Meaning the devs are no doubt looking into revising the zone.
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I couldn't have said it better myself.
War Witch
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War Witch posted?
I have to check my list, but I think it is one of the things that I have listed that means the end of the world is near.
[color=gold][b][size=5]♪ Sometimes you feel like a Tank, Sometimes you don't! ♪[/size][/color][/b]
[url=http://boards.cityofheroes.com/showthread.php?t=114726][color=black][b][size=5]Moon [color=red]Hazard [color=black]Zone![/size][/color][/color][/color][/b][/url]
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(a) Street sweeping is boring -- even compared to grinding the same instance maps over and over again.
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Thats complete nonsense. Moving from one spawn to the next is the same in missions as it is on the streets.
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I didn't say combat or tactics were different. I said it's boring. Door missions have backstories and objectives, which while pretty simplistic, at least give you a reason for what you're doing, and each mission advances a plotline that has an ultimate payoff. This is the part that is lacking in street missions.
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The hazard zones are so large that you didn't often see two groups competing for spawns. In fact it encouraged those wonderful occasions where two seperate teams worked together while sweeping leading to them being able to take on even tougher spawns.
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Your experiences and memories are obviously different than mine -- I remember the awkward etiquette of trying to determine which team had first dibs on a spawn group, and the inevitable arguments over the local chat channel.
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Name me one mission which supports multiple teams inside it.
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None, thank god!
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(c) Spawn groups on the shared maps aren't generated at the optimal size & levels for the team size & desired difficulty.
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Spawns generate in the world are based upon the size and amount of players in the area at the time. You should have seen the spawns which could take place in Perez Park when it was an active zone, seeing 2 or 3 bosses during the peak playing hours with a ton of leuitenants and minions in the minority was common place. As for being optimised, the players were able to pick and choose who they could have a fight with. A mission tells you what to fight so infact the missions are less optimal compared to street sweeping.
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Point conceded. You can certainly pick and choose your targets when sweeping, for the desired size and levels.
"Destiny's powerful hand has made the bed of my future, and it's up to me to lie in it. I am destined to be a superhero. To right wrongs, and to pound two-fisted justice into the hearts of evildoers everywhere." -- The Tick
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Well the one "we never play" is only one of two zones, Faultline or Boomtown.
Atleast Boomtown has Babbage spawns for badge w/o having to do Synapse trial...
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Contacts sometimes send me to Boomtown for a door mission. In the over 2+ years I've played, I've never been sent to a door mission in Faultline.
Has anyone else?
~Missi
http://tinyurl.com/yhy333s
Miss Informed in 2016! She can't be worse than all those other guys!
I think it would very very cool if the rebuilding of Faultline was done in interactive stages.
The first stage would be a push by the city to reclaim the zone, so there would be multiple missions of "protect the construction crew"
or "reclaim zone by defeating x villians" or "eradicate villians from hideout"
these missions could be tracked and scored, and a server vs server leader board could be constructed, showing which server was closest to reclaiming the zone.
when enough missions had been completed, then the zone would change, and a new set of contacts and missions populated, now that the zone is relativly "safe' from villains.
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(a) Street sweeping is boring -- even compared to grinding the same instance maps over and over again.
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Thats complete nonsense. Moving from one spawn to the next is the same in missions as it is on the streets.
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I didn't say combat or tactics were different. I said it's boring. Door missions have backstories and objectives, which while pretty simplistic, at least give you a reason for what you're doing, and each mission advances a plotline that has an ultimate payoff. This is the part that is lacking in street missions.
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Then you're missing the point. People like Tal_N and I aren't just asking for more Kill X missions outdoors. We're asking for a reason to fight outdoors, which, in my opinion, should be exactly what you're talking about - objectives and backstories. If they got creative enough with the missions, stuff like this could easily be accomplished. Just because it's boring now, doesn't mean it would still be boring after they started adding new missions.
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<War Witch for city council, 2008!>
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SIgn me up!
<--War_witch fanboy.
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I think it would very very cool if the rebuilding of Faultline was done in interactive stages.
The first stage would be a push by the city to reclaim the zone, so there would be multiple missions of "protect the construction crew"
or "reclaim zone by defeating x villians" or "eradicate villians from hideout"
these missions could be tracked and scored, and a server vs server leader board could be constructed, showing which server was closest to reclaiming the zone.
when enough missions had been completed, then the zone would change, and a new set of contacts and missions populated, now that the zone is relativly "safe' from villains.
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I suggested something vaguely related to this quite some time back, but using Boomtown instead - mostly because we don't see dumptrucks full of dirt heading to Faultline for an issue.
I suggested a 3-issue stretch, though:
Phase 1 - "reclaiming" an area. More NPC presence, but with a "military" feel. Heroes are assigned missions to start rooting out the groups that have taken hold.
Phase 2 - Rebuilding. Aside from *more* new missions, there are dynamic spawns - protect the construction crews, guard the onvoys, that sort of thing. Much like the Steel Canyon fires.
Phase 3 - Reclaimed. THere are still pockets of strong gang activity, but for the most part, it's down to a normal zone.
Now, how would that work for Faultline? The dam, of course.
"Due to the continuing attacks on the Terra Volta reactor, the city has decided it's past time to reclaim the dam in Overbrook, now known as Faultline."
For the most part, it would be the same - with a defended corridor (lots of sandbags, bridges, etc - superspeeders delight) between the entrance and the dam, and heroes being assigned to go in and check the dam.... which, of course, means bad guys can go in, too.
Don't have it as a trial initially - right now you're checking things out. Second issue, start the trial again... as well as give some incentive to street sweep (again, protect the construction crews and the like.)
I dont know.. maybe Im just a bit weird but back in the day some of my supergroup's fondest memories were our outtings to boomtown and faultline.
We had a couple of places in each where we could just run a circuit in a nonstop battle and would laugh and joke the whole time. It was like our own private levelling ground and the 4-5 of us never had the problems that others seem to have. People who joined us often begged to return or asked us when we were doing it again.. and it became a staple when levelling baby alts to take them out there.
Of course we levelled in the far reaches in the late teens so everyone had some form of travel powers.. and the areas we hunted due to all of the LTs offered really great xp.
I would love to see some objective oriented missions, but I would hate if they did away with Faultline's unique architecture. I have to agree with the earlier poster; I just wish they had placed in some real world physics so on some of the steeper buildings you slid a lil; or had a few windows you could climb in and gain access to the interiors of the buildings.
Doc Endeavor - (50) FF Defender
Gravewalker - (40) Emp Defender
Duty: The sublimest word in our language. Do your duty in all things, you can never do more-you should never wish to do less.
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I suggested a 3-issue stretch, though:
Phase 1 - "reclaiming" an area. More NPC presence, but with a "military" feel. Heroes are assigned missions to start rooting out the groups that have taken hold.
Phase 2 - Rebuilding. Aside from *more* new missions, there are dynamic spawns - protect the construction crews, guard the onvoys, that sort of thing. Much like the Steel Canyon fires.
Phase 3 - Reclaimed. THere are still pockets of strong gang activity, but for the most part, it's down to a normal zone.
Now, how would that work for Faultline? The dam, of course.
"Due to the continuing attacks on the Terra Volta reactor, the city has decided it's past time to reclaim the dam in Overbrook, now known as Faultline."
For the most part, it would be the same - with a defended corridor (lots of sandbags, bridges, etc - superspeeders delight) between the entrance and the dam, and heroes being assigned to go in and check the dam.... which, of course, means bad guys can go in, too.
Don't have it as a trial initially - right now you're checking things out. Second issue, start the trial again... as well as give some incentive to street sweep (again, protect the construction crews and the like.)
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I do really like the idea of protect the construction crew idea you could even make it like hotspots in the pvp zone sirens call but make it a PvE thing so say there's like 20 or so crew in a area and 5 or 6 groups of villains try to kill them and make them different groups so like 3 clock works and 3 embalmed one's groups attack the same crew group at a time. Taking that even further you could make it a limited time badge say protect 200 groups of crew and you get a badge that is only available during the reconstruction of fault line this would get a lot of people into that zone badge hunters would be flocking to it and as a incentive to non badge hunters you could give it so that every time you successfully help defend the crew it gave exp like a mission complete bonus only a reduced amount say 50% of normal for only the people in range of the zone levels that would give non badge hunters a reason to protect the crew as well. I do know that if they did this I would defiantly be there with my badge hunting toon as well as some of my toons around the level of 20.
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I think boomtown is going to be a construction zone. mainly because the villians get a mission to sabatoge the reconstruction efforts.
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Yeah that was actually a really fun little mission even htough it was stinkin Longbows.
Wish I could remember who I got it from tho.
Actually, I like the opposite idea to protecting the damn. BECAUSE of the lack of heroes in Faultline, criminal groups successfully destroy the damn, and the huge chasm becomes flooded, creating a big lake. The difference is that the lake is DEEP, allowing for... * underwater missions *
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Actually, I like the opposite idea to protecting the damn. BECAUSE of the lack of heroes in Faultline, criminal groups successfully destroy the damn, and the huge chasm becomes flooded, creating a big lake. The difference is that the lake is DEEP, allowing for... * underwater missions *
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The damn what?
*ducks, runs away chuckling*
(Couldn't resist.)
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*snip*
I would love to see some objective oriented missions, but I would hate if they did away with Faultline's unique architecture. I have to agree with the earlier poster; I just wish they had placed in some real world physics so on some of the steeper buildings you slid a lil; or had a few windows you could climb in and gain access to the interiors of the buildings.
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Faultline is one of the more unique zones from the original game. Perhaps the developers will keep this in mind and re-develop the zone as a series of terraces to keep the spirit of the original zone while allowing it to function as an active city zone.
Cute Cthulhu Kitty!
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I personally feel that the devs need to give some better incentives to fighting on the streets such as a higher chance of inspirations or enhancements or an INF bonus for the team for clearing a full spawn.
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Saw this and felt compelled to respond. Hazard Zone or not this statement about street hunting is "spot on"!
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*snip*
I would love to see some objective oriented missions, but I would hate if they did away with Faultline's unique architecture. I have to agree with the earlier poster; I just wish they had placed in some real world physics so on some of the steeper buildings you slid a lil; or had a few windows you could climb in and gain access to the interiors of the buildings.
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Faultline is one of the more unique zones from the original game. Perhaps the developers will keep this in mind and re-develop the zone as a series of terraces to keep the spirit of the original zone while allowing it to function as an active city zone.
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Agreed! The unique look and feel of the hazard zones are why they are some of my favorites. The last thing I would ever want to see is for the crevasses and the tilted streets to be done away with.
Really the hazard zones need something in them, zone contacts, missions, and stories like the Hallows and Striga, a reason for street hunting, and some lenience on level limits (the #1 reason I hate hazard zones). Faultline, itself, needs something to fix the near insta death that can happen if you fall down the the cracks into the waiting arms of some CoT though, not to mention the poor superspeeders.
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Something has to be done to bring back hunting in hazard zones as a valid alternative to missions in the eyes of the player community.
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Definitely, which is why I'm an avid fan of new types of noninstanced, outdoor missions. I'd also love to see them bring over some of the zonewide events from PvP zones and put those into PvE zones.
Dressing up the zone and giving it new contacts really doesn't make the zone that much more used. It just makes the doors there used.
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Aye indeed. I definitely would be geeked if there were more outdoor objectives to accomplish.
Rampage Missions (Outdoor)
One thing that comes to mind are Rampage missions that you get by being in the vicinity of such a thing. Instead of having static spawns of baddies stand around all the time, at random and relatively frequently some of them break off and start terrorizing the neighborhood running around hitting pedestrians and breaking glass and shooting things and so on. You receive the mission by being near it and then you head on down and take them down a notch. That would be a fun outdoor thing.
Think of a small Council Assault squad acting as a "distraction" for another mission that you get once you defeat the mobile interacting spawn.
Guardian Mission (Instanced)
Opposite of Mayhem missions. You are the superhero tasked with stopping a large group of superpowered villains (or a single supervillain) tearing up the city along with many minions. You have a few NPC allies as well. You job is to stop them.
Enable extreme knockback on the player toon along with ragdoll physics if possible so that the villains can then knock you around the city and "allow" you to destroy it without feeling like a heel. Would feel like classic comic book superhero battles.
Also increase speed of travel powers and speed of knockbacks in these missions to give more of a beefed up battle.
In addition you would need to deal with submissions like after dealing with one villain his VG member is assaulting the bank and you have to get there quickly and stop them.
And so on.
I know I know. Fantasy land. But just wanted to mention it. Maybe it clicks maybe it doesn't.
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Its scary when I can say 'that large room usually at the end of a warehouse map' or 'that room in a council base with all the water pools' or 'the two lab style rooms which are known as the rooms of doom, because they usually get teams killed' and people instantly know what I'm talking about.
If the devs are going to shuffle players into missions then more times need to spent on making missions more diverse in appearence. What is the point of revamping the zones when people aren't inclined to street sweep and thus cannot enjoy the effort gone into street spawns and scripted events.
I doubt many people are even aware of the special Ballista spawns in St. Martial because who these days bothers to go hunting in the zones? It is known about, but when people do mention it on the forums you suddenly have alot of folks acting surprized that its there.
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Mission customization with cut scenes, NPCs acting out sequences and unique location appearances are definitely something we'd all appreciate. Kind of get tired of yet another office build from the same Public Construction Company. I understand resource limitations and such. But hey voicing desires here. :-D
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Coh has need to double or triple its tilesets (and not just new colors ala cov) since, well -forever-!
I would love to see all AV encounters remade over in the way the Doc Vahz was. There is a couple preatorian missons that take place on a space station but you have no external views! it would be so cool if some of the corridors were transparent tubes that would be weighless. Imagine a fight against Anti-matter where a knockback would send people literally flying across the room!
oh and if a dev is reading this I am still waiting for my pony!!!
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Yes, yes and errr... sorta yes. :-D
Yes for the lovely idea (though I am sure the devs are tired of hearing of it now) about creating more tilesets (lots and lots more).
Yes for the weightless careening out of control knockbacks in a space station. Heck make that an entire zone or a tileset for space station missions. :-D
No Pony for you. Unless it is a Travel Power Pool we all can use.
Something like:
Horsing around - You channel the spirit of a pony and give a mule style double-kick to one opponent
Pretty Pony - Your cute summoned pony distracts mobs in an area from attacking you cause it'sjust suooooo.. quuutteee.
Summon Pony - Ride around on your cute pony (travel power)
Stampede - A herd of ponies, horses and donkeys stampede trampling you, your teammates and all enemies in a cloud of dust, hooves and equines.
I do hope that they DON'T change the map, because Faultline IS a difficult zone to travel through and it should be. It is one of the more visually well-designed zones out there.
Unfortunately it, like all the other hazard zones has no real point to it.
It needs to be redesigned on the standards of the semi-hazard zones that the devs have added since the beginning of this game.
Hollows, Striga and Croatoa are well designed, interesting zones.
Eden and Terra Volta at least has some interest with the trials there, but it is otherwise devoid of interest.
The Sewers, Perez Park, Boomtown, Faultline, Dark Astoria and Crey's Folly are visually unique and interesting zones (especially Faultline and Dark Astoria) but are otherwise useless. There's no reason to go into them save when missions send you there. There is nothing there to bring players in for their own purpose, (unless you include monsters).
All of the zones need to be redesigned along the lines of Striga. Each with their own contacts, storyline and missions and probably Task Forces or Trials.
Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
War Witch posted?
I have to check my list, but I think it is one of the things that I have listed that means the end of the world is near.
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WHAT?! How come I didn't get that memo??
Now that I've posted again, does that mean everything is cool again?
WW
"The challenge of leadership is to be strong, but not rude; be kind, but not weak; be bold, but not a bully; be thoughtful, but not lazy; be humble, but not timid; be proud, but not arrogant; have humor, but without folly."
(Jim Rohn)
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War Witch posted?
I have to check my list, but I think it is one of the things that I have listed that means the end of the world is near.
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WHAT?! How come I didn't get that memo??
Now that I've posted again, does that mean everything is cool again?
WW
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Nope, but we do get our slice of DOOM (tm) that much faster.
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War Witch posted?
I have to check my list, but I think it is one of the things that I have listed that means the end of the world is near.
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WHAT?! How come I didn't get that memo??
Now that I've posted again, does that mean everything is cool again?
WW
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Nope, but we do get our slice of DOOM (tm) that much faster.
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Wait... does that mean the apocolypse will be a double-ender? Have we seen enough posts to get the cell number for the contact that gives the end of the world?
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(a) Street sweeping is boring -- even compared to grinding the same instance maps over and over again.
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Thats complete nonsense. Moving from one spawn to the next is the same in missions as it is on the streets. The only difference is that street spawns usually have much larger numbers and can be approach by choice while in a mission you have to work your way through. Back during the first year it was very commonplace to see people sweeping through the Hazard zones. Thats why they existed, for large teams to go in and get alot of levels in a very short space of time. Because the fact is that exp on the street was usually much much better than missions. However with the invention of the mission slider its not true anymore as you can get just as many enemies, just as high levels only with half as much debt (thus half as much risk) should you die.
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(b) Your team has to compete with other players and teams for the same spawns.
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The hazard zones are so large that you didn't often see two groups competing for spawns. Infact it encouraged those wonderful occasions where two seperate teams worked together while sweeping leading to them being able to take on even tougher spawns. Name me one mission which supports multiple teams inside it.
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(c) Spawn groups on the shared maps aren't generated at the optimal size & levels for the team size & desired difficulty.
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Spawns generate in the world are based upon the size and amount of players in the area at the time. You should have seen the spawns which could take place in Perez Park when it was an active zone, seeing 2 or 3 bosses during the peak playing hours with a ton of leuitenants and minions in the minority was common place. As for being optimised, the players were able to pick and choose who they could have a fight with. A mission tells you what to fight so infact the missions are less optimal compared to street sweeping.
However now with recent changes the much reduced risk in missions sways players totally in their favor.