More Zones for Villains
yes, we need more unused, empty zones like boomtown and eden.
At least Eden has a cool trial.
I can't think of any villain missions that are nearly as cool as some of the hero content I've seen.
Hess, anyone?
People always point to Boomtown as an argument but that's not the best example. At one point it was a popular place to go streetsweep and level until the Hollows was created and was more accessable to the young toons, and had more content. Renovate it like with Faultline and see how it's popularity changes.
Striga, Croatoa, Faultline, Hollows, those are new zones that were done right. I think that CoV could use a few hazard zones all to themselves that offer a little optional variety.
Snake Caves, similar to CoH sewers or troll caverns.
Forbidden Islands, where Recluse sends the more troublesome inhabitants that he may need later.
Volcano Island with secret lair, where villains can raid for temp powers.
Rogue Arachnos Base island, where you are sent in to quell the rebellion and return it to Recluse' control.
DestineeFable's Guide to an MSTF run (fixed!)
My latest AE madness
I think the problem is content of zones. Zones that go unused, Boom-town, Dark-Astoria, Shadow Shard etc, are zones that have no content. Many of the hero "hazard" zones have no contacts, no events, no Tasks forces. Nothing to do there except the occasional mission. People go in, do the mission and leave because there is nothing else to do except hunt mindlessly, and that can be done anywhere.
Take for example the "Rikti crash site" They converted that Zone, made it co-op, gave it it's own task force, several of it's own story arcs, it's own raid even. Now it's really popular and it's because there is always activities to do there. I know If I go to the RWZ I will find a mission, or a Task force or a team or a raid.
The problem with CoH isn't that it's too big, it's that there are too many zones that really have nothing to attract people to them. I would love to do more with a zone like Dark Astoria, but really after I hunt Pantheon for a while and run a couple missions, what am I going to do? Give the zone some arcs and a point to it like the Hallows or Croatoa, and people would go check it out.
This needs to be done with Villains. They got 8 zones. Heroes have upwards of 20. The Villains could use more zones, but they could also use more content. There are currently 3 starting contacts and 1 zone for low level villains. (Kalinda, Burke and the VEAT contact.) Heroes have 2 starting zones and 12 starting contacts. 1 contact for each origin in Atlas AND 1 for each origin in Galaxy, plus PBs and WSs get their own contacts.
I love Villain archetypes, but rolling a new low level villain is painful because I am running the same exact missions again and again. Give villains new zones, but pack them with things to do. raids, task forces, contacts, story arcs, new enemies, new art. Make the zones look unique so I feel like Im in a new zone not just the same old. Do those things and I garuntee people will go to those zones and I bet you would see a rise in the number of people who play red side.
Edited for clarity and typos.
"Where does he get those wonderful toys?" - The Joker
i go with the person that posted this i even think coh is to small i like lotsa space to explore , but thats just me i like lotsa traveling
Would be nice to have the new zones as coop zones, to have a better chance of getting teams going.
Redo Boomtown into a Lost Stronghold(with rikti towers) for 10-25 vangard zone.
Redo Dark Astoria into a mystical monster zone for 20-35 midnighter zone.
Coop Rocks!!!!!!!!
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Would be nice to have the new zones as coop zones, to have a better chance of getting teams going.
Redo Boomtown into a Lost Stronghold(with rikti towers) for 10-25 vangard zone.
Redo Dark Astoria into a mystical monster zone for 20-35 midnighter zone.
Coop Rocks!!!!!!!!
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this would be great, but if we are gonna go Co-Op zones then we should have Fire Base Zulu added to the list as well. You get this ONE MISSION on the villain side, you even start a badge from there, but you can never complete it because you can't just access the zone itself from the villain side. Why should heroes be the only one with the cool eyeball sword / claws / axe . . . . . . ??
And while we are at this, why not take WarBurg for instance, make it a co-op PvP zone, if you can go in and a hero can kill another hero there then a hero SHOULD be able to team with a Villain, granted, this is only my opinion, but to me it sounds fair. I think alot more ppl would go in certain PvP zones if they could team with anyone.
Yeah I would like more zones.... Know what I want more?More unbroken if youi know what I mean lol and easyer to get around. I would also like to be a good MM but that not going to happen and this bored not about MMs lol. But I want the viullians to clean up a little!
Personaly i like the Villain AT's more but the Hero zones over the villain zones.
I like to hunt more then mission grind so if we could get a couple of area's like hollows or perez where we can hunt outside
I'd like to see some new villain zones or make overs for old ones. I like the visual variety in the Hero zones that's lacking in the villain ones.
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I am sorry but that sounds like BS. COH and COV are small small small games compared to almost any other mmo available. I just can not believe people complain about it being too big. I think the overall feel and look of CoV was done very poorly. Everything I have seen so far just has that same grungy garbagey wasteland look to it. I wish things would get spiced up a bit.
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See that would require like real work on the devs part instead of slapping crap together and saying they're working.
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Actually, if you compare blueside zones to redside, the city is much more 'copy and paste' with the geography. Sure, one may argue that everything redside is grungey, just about anywhere you go appears to have been uniquely crafted. Not including any of the hazard zones and the like (which came later anyways), the zone maps of Paragon probably took less time and energy.
As stated before, a lvl 1 hazard zone in the form of snake tunnels under mercy would be a nice starting alternative. However, fitting with the new trend of actual content in hazard zones, there should be a contact referred to by both Kalinda and Burke which expands into a few story arcs all the way up to 15. It would make a great place to flesh out the snakes a bit more, which are woefully under-tapped in my opinion. Also, they could easily throw in more Legacy Chain, an even less utilized group that would fit perfectly into such a magic based plot. Thus, in one shot we manage to expand options for alt characters, give two interesting groups more spotlight time and add more story content.
*Edit: I totally forgot to mention how it would take minimal time to make the zone map itself, we have loads of underground building blocks.
Since this seemed to go over decently in its own post, and touches on many of the ideas put here:
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Part of why I don't make new villains is the early level content. I've seen it and done it to death.
I also see people asking for a "sewers" type zone for COV, for those who just want to skip the early content and get to travel powers. As well as a new zone.
I figured, why not work on alleviating all of these issues? So, here's a proposal:
New island. 1-10 (or 15) content. (Unnamed.)
Slightly less gritty than Mercy island. This is closer to the "tropical paradise" and would give something different to look at (sorry, I find Mercy, Oakes, Cap and Sharks to be rather dull and depressing.)
Nice beaches and (light, "tropical") trees, a few beach house type areas - and ever present cave openings. These will actually be slightly more important later. Rises to a cliff on one side of the island, and hotels and such on the other. Brighter and touristy, with apartments and housing in various states (from pristine to "eh") as you get away from the touristy areas.
In the middle of nowhere, an Arachnos flyer pad and (small) Arachnos "bunker." About what's in Cap near the entrance to Bloody Bay.
Mobs:
Snakes (of course,) Longbow (of course, but similarly sparse,) Infected (a few had to come with the snakes,) low end Family, a few patches of lower end Luddites and Legacy Chain.
Contacts:
Seven. Two introductory contacts, two they pass you off to, three 5-15 contacts. Yes, you'll probably outlevel some of them. Also, one broker you get introduced to at 5.
Ferry near the middle of the island (in a nice cove near the hotels) to take you to Mercy, Oakes, or Cap.
Early contacts (and this also gets mentioned by the Mercy contacts) mention offhand that there was a tunneling project to connect the two islands, but the last they knew it was abandoned.
The tunnels:
Yes, the tunneling project did, actually, finish - but was soon overrun by Snakes and Infected. It also broke through, in one area, to what appears to be a Circle outpost in ruins deeper down. (A few twisty tunnels.) Coralax and Circle can be found in this area, with some Arachnos around - which may help you or fight you - as well as Legacy Chain. You may even see the occasional Luddite. Other mobs also find their way in from time to time, so finding some representatives of other gangs, but they're more rare.
Accessible from both Mercy and this new island.
Of course, the tunnels weren't just meant to give easy access to the beach for the Fortunatas to tan.
The sub base:
You can exit the tunnels and come into an instance of a minisub base - one thing we haven't really seen, despite all the mini subs around. You come in, in fact, while Longbow is trying to shut it down with a sub of their own.
Why an instance? So it can scale. You can *also* reach this by swimming around the island and "happening" to find what looks like an elevator door hidden behind some trees. You'll have to fight your way in, either solo or with a team, and either way it'll scale to your team and difficulty. Possibly level, if these can use GM code like the Rikti invasions.
What to do in the instance? Well, it could (if the tech allows) be somewhat random. You may find a Longbow sub attacking the Arachnos subs.You could destroy it, or potentially capture it (temp power, Captured Longbow Sub - yes, another cross-zone zoning power, 10 uses, any zone in the Isles as well as Bloody Bay and Siren's, which have water access.) Capturing it, of course, is difficult. Alternately, you may find a hero attacking. Or you may find Coralax trying to drive these intruders away - with a chance for a three-use Coral Guardian temp power (renewable, LT strength perhaps.) Or a three way Arachnos-Longbow-Coralax fight. Every time would give a new chance at what you'd find.
Oh, if the Arachnos subs are blown up... the Arachnos guarding them become hostile to you. If they're going to be punished for failure, they're going to make you pay first.
Contacts and Story arcs:
The initial contacts get blown through fast, anyway. However, we'll see a more in-depth Snake introduction from one... who looks a little vipery as it is. The other will send you to gather some information from a warehouse for a client, which will lead to two missions against the Hellions for some artifacts. A quick breakin to an Arachnos base, and you're sent to the next contact. (The remainder is filled with a few throwaway missions.)
The snakey contact's next contact up is... odd. He looks like an odd colored Circle mage, but floats like the Mu. Caught in a battle between the two, he was... *infused* for lack of a better word. Now, he's looking for more power, and heard some rumors he'd like you to look into. Yes, this will be Snake heavy... and Legacy Chain and Circle as well, as you get more information on the background of the Snakes, Father Henry, and Incarnates.
Finishing this one unlocks a special arc in Ouroboros (via badge) when you get to those levels, where you'll go back and try to hinder the good Padre from completely destroying Sstheno's children, see the followers that would eventually degenerate into the Luddites, and make sure Bat'Zul is there to be tapped into by Aeon.
The other primary contact's followup contact brings you more into contact with the Circle and the Legacy Chain, where you learn more of the history behind those groups.
The contacts will give you choices between (new island) and Oakes contacts, as will newspaper missions. These contacts are good for 5-15.
Contact 1:
Mob boss. He's there to try to shake things up (or shake them down) in the touristy areas. Arcs against Longbow, of course, with a few mooks showing up, chasing off gangs who are trying to muscle their way in - and an eventual fight against Loyal Citizens (with more modern looks, for the most part) who try to protest. Yes, those of you who want to take down civilians now can. Get ready for a gang war rush on you at some point if your team's big enough or your difficulty's high enough.
Contact 2:
Followup to the Snakes, delving a little more into Incarnate lore as you make life a living hell for the Luddites (think I think they're underused?) and Legacy Chain - who are trying to get their info. Yes, you get more background on the two groups.
Contact 3:
Arachnos and Longbow, mostly, with teasers of the Bane/Widow info we get later in the 40s. VEATs can get an extra arc here, as well, with background info on the two groups they came from, since they get such piddly little arcs anyway. I wouldn't mind seeing this available at any level using Rikti invasion code, honestly.
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Thus we have:
- A new, not-dingy (different environment) zone to start off in for a change of pace.
- Multiple new contacts and arcs.
- Content that unlocks for later levels
- Extra VEAT content
- Tunnels
- A special "mini zone" (the sub base)
No wasted space, but a new villain only zone for a nice stretch - and you can still go back to Oakes if you want for some of the contacts there.
Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.
I like the idea I really do.
Now, one thing about Co-op zones, how many villain-hero teamups do you really see in comics? A few, yes. Thats content I dont like to see more of, but if we do have another co-op zone, plz, let either the villains or heroes have alternate motives for being there in the long run. I understand its easier on the devs, seeing as CoV has so few players, but by adding new zones, you might get more people, that normally makes new content a bit more fun, its like getting a toon to 50, then sending the VEAT toon you just made through the same route, and yes, in th long run, both CoH, and CoV have you going down the same path in the end, but at least with heroes, you have two starting zones, and whole story arcs based off the origin you pick.
As for new zones, I personally would like to see more Rogue Isles zones, maybe even general 1-15 content, and a bit more 15-20. As for the actual idea for a zone, I dont have any, but new zones in general would be nice, in fact, do we not have one, maybe two isles not in use on the Rogue Isle's map? One idea I did have, was maybe totally new zone, yes, we have Paragon City, America, and the Isles, but why not some content in maybe the Antartica, or somewhere Europe. Now zones in a new country can be co-op, that im OK with, but why are villains that are loyal to Arachnos going deep into Paragon City territory and not doing anything to benefit Arachnos' efforts to take over the zones, and gain a better foothold over the city. Which is where an Arachnos Base, and Longbow Base in another country would work well, perhaps a PvP zone. Lastly, as I stated, there are one, maybe two, unused islands on the Rogue Isles map, so why dont we fill those with lvl 1-25 content, then perhaps, move away from Paragon, and away from the Isles. That would add more zones, and make the general game larger, cuz seriously, how many Rikti invaded the earth, and why would they only have one main ship crash in Paragon, was there not thousands of Rikti ships that crashed, and could be threatening people all across the planet. So, either way, yes, new villain zones, plz, but at least have something to balance them, such as co-op or even all out hero zones in other parts of the world.
"Loyalists: Our way is the only way."
i havent read all 24 pages of this thread, but how about opening all the hazzard/trial zones (red dot zones) in CoH. that way nothing new will need to be created and will give new hunting/grinding zones for villains.
PHAT - 50 mastermind (bots/dark)
Sgt. Major - 45 corr (ar/traps)
DIRT MONKEY - 30 brute (SS/fire)
Longbow Reject - 50 crab
chiken hawk - 10 brute (ss/wp)
all on virtue
Kungfu Bunny - scrapper (ma/regen) freedom
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Since this seemed to go over decently in its own post, and touches on many of the ideas put here:
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Part of why I don't make new villains is the early level content. I've seen it and done it to death.
I also see people asking for a "sewers" type zone for COV, for those who just want to skip the early content and get to travel powers. As well as a new zone.
I figured, why not work on alleviating all of these issues? So, here's a proposal:
New island. 1-10 (or 15) content. (Unnamed.)
Slightly less gritty than Mercy island. This is closer to the "tropical paradise" and would give something different to look at (sorry, I find Mercy, Oakes, Cap and Sharks to be rather dull and depressing.)
Nice beaches and (light, "tropical") trees, a few beach house type areas - and ever present cave openings. These will actually be slightly more important later. Rises to a cliff on one side of the island, and hotels and such on the other. Brighter and touristy, with apartments and housing in various states (from pristine to "eh") as you get away from the touristy areas.
In the middle of nowhere, an Arachnos flyer pad and (small) Arachnos "bunker." About what's in Cap near the entrance to Bloody Bay.
Mobs:
Snakes (of course,) Longbow (of course, but similarly sparse,) Infected (a few had to come with the snakes,) low end Family, a few patches of lower end Luddites and Legacy Chain.
Contacts:
Seven. Two introductory contacts, two they pass you off to, three 5-15 contacts. Yes, you'll probably outlevel some of them. Also, one broker you get introduced to at 5.
Ferry near the middle of the island (in a nice cove near the hotels) to take you to Mercy, Oakes, or Cap.
Early contacts (and this also gets mentioned by the Mercy contacts) mention offhand that there was a tunneling project to connect the two islands, but the last they knew it was abandoned.
The tunnels:
Yes, the tunneling project did, actually, finish - but was soon overrun by Snakes and Infected. It also broke through, in one area, to what appears to be a Circle outpost in ruins deeper down. (A few twisty tunnels.) Coralax and Circle can be found in this area, with some Arachnos around - which may help you or fight you - as well as Legacy Chain. You may even see the occasional Luddite. Other mobs also find their way in from time to time, so finding some representatives of other gangs, but they're more rare.
Accessible from both Mercy and this new island.
Of course, the tunnels weren't just meant to give easy access to the beach for the Fortunatas to tan.
The sub base:
You can exit the tunnels and come into an instance of a minisub base - one thing we haven't really seen, despite all the mini subs around. You come in, in fact, while Longbow is trying to shut it down with a sub of their own.
Why an instance? So it can scale. You can *also* reach this by swimming around the island and "happening" to find what looks like an elevator door hidden behind some trees. You'll have to fight your way in, either solo or with a team, and either way it'll scale to your team and difficulty. Possibly level, if these can use GM code like the Rikti invasions.
What to do in the instance? Well, it could (if the tech allows) be somewhat random. You may find a Longbow sub attacking the Arachnos subs.You could destroy it, or potentially capture it (temp power, Captured Longbow Sub - yes, another cross-zone zoning power, 10 uses, any zone in the Isles as well as Bloody Bay and Siren's, which have water access.) Capturing it, of course, is difficult. Alternately, you may find a hero attacking. Or you may find Coralax trying to drive these intruders away - with a chance for a three-use Coral Guardian temp power (renewable, LT strength perhaps.) Or a three way Arachnos-Longbow-Coralax fight. Every time would give a new chance at what you'd find.
Oh, if the Arachnos subs are blown up... the Arachnos guarding them become hostile to you. If they're going to be punished for failure, they're going to make you pay first.
Contacts and Story arcs:
The initial contacts get blown through fast, anyway. However, we'll see a more in-depth Snake introduction from one... who looks a little vipery as it is. The other will send you to gather some information from a warehouse for a client, which will lead to two missions against the Hellions for some artifacts. A quick breakin to an Arachnos base, and you're sent to the next contact. (The remainder is filled with a few throwaway missions.)
The snakey contact's next contact up is... odd. He looks like an odd colored Circle mage, but floats like the Mu. Caught in a battle between the two, he was... *infused* for lack of a better word. Now, he's looking for more power, and heard some rumors he'd like you to look into. Yes, this will be Snake heavy... and Legacy Chain and Circle as well, as you get more information on the background of the Snakes, Father Henry, and Incarnates.
Finishing this one unlocks a special arc in Ouroboros (via badge) when you get to those levels, where you'll go back and try to hinder the good Padre from completely destroying Sstheno's children, see the followers that would eventually degenerate into the Luddites, and make sure Bat'Zul is there to be tapped into by Aeon.
The other primary contact's followup contact brings you more into contact with the Circle and the Legacy Chain, where you learn more of the history behind those groups.
The contacts will give you choices between (new island) and Oakes contacts, as will newspaper missions. These contacts are good for 5-15.
Contact 1:
Mob boss. He's there to try to shake things up (or shake them down) in the touristy areas. Arcs against Longbow, of course, with a few mooks showing up, chasing off gangs who are trying to muscle their way in - and an eventual fight against Loyal Citizens (with more modern looks, for the most part) who try to protest. Yes, those of you who want to take down civilians now can. Get ready for a gang war rush on you at some point if your team's big enough or your difficulty's high enough.
Contact 2:
Followup to the Snakes, delving a little more into Incarnate lore as you make life a living hell for the Luddites (think I think they're underused?) and Legacy Chain - who are trying to get their info. Yes, you get more background on the two groups.
Contact 3:
Arachnos and Longbow, mostly, with teasers of the Bane/Widow info we get later in the 40s. VEATs can get an extra arc here, as well, with background info on the two groups they came from, since they get such piddly little arcs anyway. I wouldn't mind seeing this available at any level using Rikti invasion code, honestly.
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Thus we have:
- A new, not-dingy (different environment) zone to start off in for a change of pace.
- Multiple new contacts and arcs.
- Content that unlocks for later levels
- Extra VEAT content
- Tunnels
- A special "mini zone" (the sub base)
No wasted space, but a new villain only zone for a nice stretch - and you can still go back to Oakes if you want for some of the contacts there.
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Excellent. I was thinking we only need about 2 or 3 zones, just like this, to smooth out villains. An entry zone, a maybe 15-30 and 25-40 would work. Then you could choose alot better. I am so sick of how effective and beautifuly done zones of villains. I want a break, easy to get around, more pleasing to the eye. I can still be dirty, travel resticted and ugly if I want imersion. Sometimes that gets to be too much.
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The real issue isn't # of zones specifically it is lack of choice in missions and certain villain types who just don't appear in any quantity (except possibly in PvP zones).
I'd settle for 25% more missions whether they are in an existing zone or not. Badge hunting is a harder thing to fix because it spans all levels.
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That pretty much sums up my opinion on that. It is annoying that there are so few zones and you move from one to the next like to a new level in a sidescroller game, but one has to give them that the zones are bigger or at least not feeling as empty as most hero zones.
But its the lack of choices and things to do. Brought up lots of time in opther topics I wont re-rant on it, just add that I think most people do start out with a hero char first, it is easier and you are more supported, story-wise.
When you then make a villain, you already have seen hero side and just have to notice that there is way less to do from start on. No fancy gathering spot, only two contacts, same boring snakes missions, no auction house nearby, .. and it doesnt get much better with the forced paper and bank missions, plus it feels more like City of Lackeys.
I can totally see the point where you rather make another hero than another viallain because of the less-liked-stepson treatment villain side gets content-wise.
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yes, we need more unused, empty zones like boomtown and eden.
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Yes, we need more dismissive posts that fail to actually say anything. Thank you.
Two LIL problems with which you said. (Although I think the first is actually pretty significant, myself.)
1) MAYBE the fact they're empty has something to do with the total lack of contacts and anything useful in City of Heroes 'hazard' zones? I realize they're supposed to be set up that way- after all, that's supposed the 'hazard' part of hazard zones. Back when going to a hazard zone had an ADVANTAGE in leveling speed.
Back at the beginning of the game, there was no half debt inside. This was also before a number of bumps to mission end bonuses and overall exp. Hell, this was back when you couldn't adjust your difficulty level up! Thus, a good team would be traveling to through multiple zones to get the enemies they could steamroll over. Vrs. a hazard zone where you could generally find a challenge by finding +1 or +2 enemies.
There is NO reason to assume that likewise, new zones in City of Villains would automatically be DEVOID of anything consisting of content past random doors and lots and lots of big enemy mobs, coupled with a lack of radio missions, further complicated by a lack of hospital zones, contacts. Hazard zones are also hampered by the 'minimum entry' requirement, which has become outdated, in my opinion, anyway.
They even give a BADGE for just BEING in Hollows, don't they? There is not one non giant monster badge I know of specific to Hazard zones.
Again- new zones in City of Villains could NOT be expected to, by default of being 'additional zones,' follow the criteria which makes the zones YOU CITED empty in the first place!
2) People always cite 'It'll be too empty' without bothering to define what threshold they expect from a zone's popularity. IF *I* want to visit zone X to do a contact here (which I'd love to see added to Hero hazard zones), not having it full to the brim isn't a big disincentive to go. In fact, depending on my mood, it might make the zone more attractive.
Question; If you CARE about having each zone as full as possible, shouldn't you be arguing against missions, which take people not just off a popular all accessible map, but removes them totally from anything accessible to anyone outside of themselves and their immediate team?
J/ Wilde
Still hate the visit Winscott mission- make it dropable, have it give actual exp or remove it altogether. PS- Down knows who you are.
J/ Wilde/ / AIL - Celebrating five years!
Well to me, as long as the mission has a reason to be multi-zone it's fine.
I'm talking about the missions where it's totally random which zone the mission is in.
It makes sense if you have to travel through the portal in Nerva to go to the shadow shard.
It makes sense to take a sub at mercy to go to the Zig.
But when it's Defeat X person of the warriors in atlas and then again in the hollows. Well... it really doesn't make sense.
The Monster Island doesn't have anything at all when they added that in. And Abyss is pretty much just Hami stuff.
As long as there's interesting things in the Zone it'll keep people going back there.
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Looking at the same stuff is boring.
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Yep, people who don't like traveling can complain all they want but the bottom line is that looking at the same stuff for 4 years is pretty boring.
No sense of adventure there.
On a side note I would also like to say, adding a bajillion missions is great, but they are all lackluster without new artwork to go with them. I mean, I've been visiting the same damn office building for 4 years now...I just cleaned that mess up....
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yes, we need more unused, empty zones like boomtown and eden.
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I don't go to Eden because I just don't like the place or the lore.
The reason I don't go to boomtown is because there is nothing to do there. At the very least, I expected a huge robot or something at the top of the hill...I mean, you got to have standards. I think hazard zones are a complete failure.
Zones like Striga, on the other hand, I love.
New zones is new content. Its another place to explore and a change of scenery. You can then add new missions and contacts to that new zone.
For those that don't like to travel, the new zones like all other content is optional and nobody can force you to go there. Don't ruin it for the rest of us that arent lazy and dont mind to travel in a video game (rofl)
Friends don't let friends buy an ncsoft controlled project.
Open the hazard zones and add contacts missions and tf's for each. New content for both villains and heroes at the same time as well as more teaming opportunities.
Heroes : Angrem (50 Stone tank), Exo Inferis (50 Fire blaster), Exo Proteus (50 ill/emp), IceVengance (50 cold defender)
Villains : AtomBomb (50 Rad/Kin corruptor), Aleks (50 SS/Inv brute), StoneLethal (50 EM/Stone brute), Davroz (50 Bots/Dark mastermind)
The hazard zones really do need more to them than just big random spawns. The hollows and striga are really the only hazard zones thats sees any use. Mainly because they have contacts and trainers, etc.
They should add small police bases, etc like the hollows has to each hazard zone, along with a trainer and some contacts with story arcs and repeatable missions; maybe even a taskforce contact as well.
It would not hurt anything, I can think of nothing negative about making the hazards zones more enjoyable. They can't remain hazard zones forever ya know; someday longbow or a group of heroes is going to want to clean up and reclaim those zones for the citizens to rebuild the fallen city and landscape.
Friends don't let friends buy an ncsoft controlled project.
Who rezzed this dead horse?