More Zones for Villains


2Negative

 

Posted

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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.

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Those are some pretty solid ideas! I wish that kind of thing could happen.

In the future competitive zones would be a big improvement over YMCO (Yet More Co-op).


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Posted

More zones are not needed. More missions late game are.


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Posted

Yup, more missions would be nice just as long as they use new tile sets. If not then there's no point..might as well just repeat the same mission over and over because that is essentially what we're doing.

Like I keep saying, an easy quick fix would be to make the Hollows a co-op zone. Not ideal but could be done quickly and less effort than a new zone. Also it would allow players to use a zone that was not too busy. Yes, Villains would quite enjoy a new way to level lower level toons.


 

Posted

I agree that they should make more hero zones accessible for villains all the way. Co-op, as weird as it may be, F T W.

Come on folks. Comic books aren't made solely of teams of heroes and teams of villains out there... take Venom from Spider-Man. The guy is a freak, kills and maybe even eats people, but there were instances where he was trying to help innocents and even teaming with Spider-Man. Moral of story? CoX needs more "Neutral" and not just:

Villainside *INSERT GIANT WALL OF INTERNET HERE* Heroside

That way the numbers of people playing the game is improved. You have more access to other players, more content and you learn about the opposites (Which if I may mention... A LOT of people/vets are completely clueless on.)

I've seen a tanker lolling on the Cimerora broadcast because a Stalker was looking to do an ITF.. (yes he was 50). Not just that, here's an example of the many contrasts of heroes/villains not knowing their opposing side of teh CoX:
http://boards.cityofheroes.com/showflat....part=1&vc=1

I say spice the bucket!!!

If you don't like your gameplay spiced you always have the option to going back to a non Co-op zone, but I want to be able to level up with my friend's hero even when I'm playing a villain. I want to be able to level up with a villain even when I'm on heroes.

This could be something that can be easily tackled in terms of concept... for example, the RWZ needs both hero and villain support to fight off the Rikti as a 3rd party to prevent from invasion. Cimerora likewise, fighting Cimerorans in the past and what not.

But I'm sure we can even grant the Devs some ideas as to enemy types and concept that could be essentially used on some deserted zone on heroes like Boomtown or whatever so that Villainside can come in and tag along.
It just makes sense... Heroes have too much room, not enough exploration. I say complete the circle of the puzzle. Let Villains/Heroes team together, learn more about each other, learn more about each other's teaming ability and what not. Villains are often regarded by nature by many hero-only players to prove unuseful in teams or to not follow the "structure" when it comes to gameplay.

My stalker can open aggro just fine. My dominator can fight in melee range.. weird? If you're used to having a tank do most of the work... well... yea.. but what's the loss in investigating something new?

It's not like we're designed in a game to absolutely HATE each other just because we play on different sides of the game. More like two separate groups that can come together to form a third style of gaming.. Helping benefit both sides from experiencing gameplay with one another, and maybe even improving the whole world of CoX in so many levels.. (i.e. population, powerset analysis, more friends, more liberty of playing a different AT and STILL teaming with your originally opposite side friends.)

You can still keep your hero/villain disgust if you want to... just go to a PvP zone then. Heh.


 

Posted

Content is what we Need

Not only do I want more Zones..Give us more Giant Monsters and Zone Events Please..I love all the unique GMs heroside.

Can't be that hard to make new Giant Monsters in existing zones. Anyone here actually SEEN Caleb? How about that Arachnos Flyer...come on...something we can actually find and kill lol


 

Posted

We need some new zones CoV side for sure, and no not another co-op zone. Plus, if the Devs would fix up all those abandon zones, it would be fantastic for gameplay.


 

Posted

I would like to have access to a PVE zone that gives off the vibe that you're a lone villain in a primarily hero based area. Like.... with Heroes.... they have dark areas like Croatoa... Or Faultline. Villains should have a some lighter themed zones to help broaden the experience of playing. Like a clean looking city zone that's patrolled by some random good guy group. Not longbow, though. We got enough longbow in villains....

We just need something that's in contrast to the typical run-down and dirty looking zones we stare at for 50 levels.


 

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Content is what we Need

Not only do I want more Zones..Give us more Giant Monsters and Zone Events Please..I love all the unique GMs heroside.

Can't be that hard to make new Giant Monsters in existing zones. Anyone here actually SEEN Caleb? How about that Arachnos Flyer...come on...something we can actually find and kill lol

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I have never seen Caleb in the recent past I have seen the announcement that he is around. As far as the flier I have seen those announcements as well. But I see it all the time in MI...

Frankly I would like to see an Indpendance Port sized zone with its own sub zone like TV. This could be a Mayhem styled PVP zone with contacts and openable side missions etc. Destructable environment etc. Tie it to the orobours and have corono resets that place all the destroyed stuff back. Have the door to the TV zone be like a vault door etc.

EDIT: I agree on the mission maps but have hopes that the out growth of Issue 14 allows us to make maps.


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Posted

I play heroes more than villians. I do see the lack of content. My ideas are:

Make The Shadow shard dimension, Striga Isle, Croatoa, Faultline, Perez Park, The Hollows, Boomtown, Terra Volta, Crey's Folly, and Eden all co-op zones.

Developing more zones just for villians would, I personally think, be to time consuming for the devs.
I would like to see some new stuff for the villian side, but with all the competition now and coming soon, I don't think that new zones alone would do much to keep people here, and bring new people in.

More Giant monsters would be nice. Maybe make them "Giant". Could you imagine Talos, and The Leviathan waking up and battling with each other, both in talos(take the damn ghost ship out of talos and make it strictly for IP) and of the shore of Sharkhead Isle!

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Posted


A villainous path into Striga.


This is not a co-op idea; you will not be teaming with heroes, this will be entirely new villain content with a set of new contacts and a new strikeforce.



You will be able to choose between 2 contacts, each will offer a different path you can follow, but you can only do one of them. (Think Kalinda & Burke in Mercy)

If you feel that you are missing out on content you can always use Ouroboros to play through the other path.




The first path will have you working as a mercenary for hire, working for smugglers and villain groups like the Family keeping others from moving in on “their turf”.

The second path will have you working as an undercover Arachnos agent gathering information on the Council activities & sabotaging them.



Completing either path will unlock a contact that will offer an SF for Villains only.


 

Posted

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I still say this ... make the Shadow Shard accessible to Villains and Heroes like the RWZ. Shadow Shard is a very very well thought out and great story-lined place that is used very little. The 4 TF's that take place there are also pretty fun (excluding the first one that takes like 28 hours...). Other then that idea. I wouldn't mind seeing something different on Red side, most of the zones look the same ... with different names until Grandville. OH, and a new Pocket D would be nice!!! :P

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Come on this is a great Idea people, maybe if we tried to set up a petition game wide we might just get some more attention then here on the boards. . .

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i agree, /signed


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Posted

has anyone noticed the begining of a tunnel IN PO? Cap and PO are on the same island, right? why not have a very indirect route from PO to Cap and vice versa. along the way there could be all sorts of baddies, basically anything that could possibly dwell under ground, and then some! there could be a crey (or insert any pre-exsisting Corp. or military org.) testing facility down there, a couple a TFs and a couple a new contacts as well (like The Ghost Widow TF (or insert any pre-exsisting villain char complete with lore and art)). part hazard zone--unco-oped-- and part vanilla stand around and chit-chat zone, with 60-80% of in-zone mobs/spawns conning to attackers level.


The validity of your statment does not increase in direct proportion with the frequency and volume at which you speak it.

 

Posted

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I still say this ... make the Shadow Shard accessible to Villains and Heroes like the RWZ. Shadow Shard is a very very well thought out and great story-lined place that is used very little. The 4 TF's that take place there are also pretty fun (excluding the first one that takes like 28 hours...). Other then that idea. I wouldn't mind seeing something different on Red side, most of the zones look the same ... with different names until Grandville. OH, and a new Pocket D would be nice!!! :P

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Come on this is a great Idea people, maybe if we tried to set up a petition game wide we might just get some more attention then here on the boards. . .

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/signed I would like to level my villain on Dr.Q TF!!!


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Well there are several things villains do need, as it is easily seeable that villains still are not up to where heroes are, and parity is still needed for those things that are lacking.

<ul type="square">[*]Parity for the Hero Revamps
It sould of been done when the changes were/are being made to update those unused zones, but whether because of lack of resources, time, or foresight, they haven't. When the hero zone revamps were being designed, villain equivalent content should be added to tell the villain side of the story, either in one or two new contacts, or a complete Strike Force. I would prefer Strike Forces, since that would kill several birds with one stone; Filling in the Strike Force holes we have, parity with the new story or zone updates, letting villains affect Paragon City, ect.

For the Faultline revamp, I would of had Arbiter Sands added as a Strike Force contact in the 20 to 25 range, to parity the upper level range of Faultline. This would tell the story of what Sands is really trying to do, and let the villains try to get the PCM for themselves, or whoever.

For the now Hollows revamp, though minor, I would add a 10 to 15 Strike Force contact in Port Oakes dealing with instigating the war between the Outcasts and Trolls, as well as several other things. This would help fix the problem of getting the troll and outcast badge for starters and also introduce villains to Strike Force content sooner, like for heroes. The contact could be one of the Family, trying to keep the war going so they can keep pushing their Dyne and weapons on both the Outcasts and the Trolls since it is big bucks and the heroes are interfering with that.[/list]
<ul type="square">[*]Zone Parity
This will require a bit more work, and it's something I would only expect to happen gradually. Zone parity for Striga and Croatoa, Croatoa being an excellent source of lower level magic salvage, something villains lack. Considering the also exceptionally difficult task of getting red caps badge, which is required if you want the red caps dagger, villains have to wait for either the Winter Event, which is a very long time, or hope someone has the valentines event and is willing to suffer constant mission resets with that, which both are, quite frankly, unnacceptable. Since we still have four islands that are unused and uncharted, one of those could be opened up for this, complete with missions and strike force content.

A parity of Striga zone, a villain version, would also be nice. Considering Striga's relative distance from Paragon, and it's in international waters, American law would basically have n sway over it anyways, as Striga is pretty much isolated. Giving Council contacts to help the Council succeed, going against all the hero contacts would be a good start, with possibly one of the top Council guys handing out a Strike Force to help insure Burkholder's robot see's completion.

Then comes the Shadow Shard, which is for all points of fact, should be aco-op zone, since Rularuu presents a bigger threat than even the Rikti present, since Rularuu is City of's version of Galactus, except he devours whole dimensions, not worlds.[/list]
<ul type="square">[*]Villain Zone Setup and Aesthetics
I dunno why it was decided, I can understand small portions, but every single section of each island? Clean up some of the villain zone areas. Not every place should be dirty and in ill-repair. The beach along the north end of Villa Montrose? I doubt the Family or Mooks would care if there is fighting going on between them. They wouldn't let a tourist trap and a source of funds go into disrepair like that.

Grandville needs a complete rework, I think the devs admitted that much, but finding the time to do it is another problem.

Another point of contention on villain aesthetics are the fact that all villain stores and trainers are Arachnos. Get rid of them. Put in real villain trainers, ones with faces and names, and move the origin stores into buildings with real sellers and faces, helping with the pleasing sense, and also to avoid being griefed while shopping. I can't even begin to say how many times I got griefed going to the magic or mutant store in Sharkhead while shopping because someone thought it was cute to lure the warwolves over to me. Arachnos should only run generic stores, just like Longbow does for heroes, and certain villains should be trainers, like Olivia Darque, High Roller, and the like, it makes the game feel more alive and less impersonal when you got a face you can go to. Arachnos tries to put up a face, it doesn't help their face when their operatives can physically be seen training villains, so instead having real villain faces would not only help make the game more immersive, it makes the face Arachnos tries to put up more believable.

This also applies to the respec trainer in Nerva. Move him into the coffee shop as well, because many people have died trying to respec because he is right there next to a bunch of large spawns.

And speaking of in doors, put some of the brokers in doors to, to give more life to the isles. Brokers like Drea the Hook should be inside places like Blackbeard's Pub. We should be making shadey deals in dark bars and such, not out in the open where any two-bit hero or Longbow agent can see us.[/list]
<ul type="square">[*]The Black Helicopter Line and Others
Great idea, at first, but with one major problem. Their placement being so close to the ferries make them useless for starters. What's the point in having them at all if you can just use the boat, with more zone choices, right next to them? The Black Helicopter Line should be moved away from the Ferry and offer zone choices from differing zones from the Ferry, and also help in getting to different points in especially larger zones.

For instance, in Nerva, the Black Helicopter should be placed towards the northern end of the zone, near Primeva somewhere, which would fit much better than it being in the south near the Ferry, considering the Arachnos soldiers on Primeva. The Grandville Line should be towards the northern end as well, and St. Martial one should be in the Flop. All the Black Helicopter Lines should be connected, so one can jump a copter to go to Mercy, Cap, Grandville, Nerva, or Martial. It makes little sense for them to be there otherwise.

Also on a point of contention, the tunnel between Cap and Oakes needs to be opened up and aesthetics of the cars driving through should be added. I see little reason the tunnel is closed and it would add another go to point for villains and make the islands feel more alive.[/list]
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So I may never get through this whole thread! But this was excellently said.


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Posted

An easy zone to incorporate would be like a Praetorian-rendering of famous CoH zones like Atlas Park.

Just a thought.


 

Posted

tl;dr
but I'm against more villain zones- I've seen what it's done to heroside and I'll pass tyvm


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but I'm against more villain zones- I've seen what it's done to heroside and I'll pass tyvm

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Yeah making it more fun and interesting is just too much too handle right now.


 

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[ QUOTE ][*]Zone Parity
This will require a bit more work, and it's something I would only expect to happen gradually. Zone parity for Striga and Croatoa, Croatoa being an excellent source of lower level magic salvage, something villains lack.

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Hmm...a good source for lower level magic salvage?

What if some sort of "hidden island" can raise from beneath the waves (because it was banished three or four centuries ago, obviously, and its cursed time is over) bringing with it lots of polished marble, magic salvage and enemies (I'm sure that the Cabal and Red Caps would be interested in investigating such a strange phenomenon), and a general lack of the squallor, trash, and disrepair that covers the rest of the isles.

Perhaps toss in the Snakes/Children of Enos for good measure, maybe some Greek myth flavoring to be suggestive of, but not tied to, the Atlantis myth (ooh, the Warriors could be active in a zone like that, redside needs more of them), etc. I'd suggest that the Circle of Thorns be present, but not in large force (they seem to have the run of the Rogue Isles sometimes), and perhaps ambassadors from Longbow and Arachnos both trying to get this new magical island's government to agree to a full annex to either the Rogue Isles or Rhode Island (or maybe the Longbow ambassadors would just settle for this new place declaring neutrality.)

What'd be a good name for this place. Bermuda, maybe? Have a Mary Celeste task force, five or six other contacts, and bam! Instant parity for Croatoa without being a Croatoa ripoff, and easy to obtain magic salvage, and a breath of fresh air for those of us who want a break from all the landfills and slums.


 

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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.

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Fine but there is little to do in some hazard zones and zones like Hollows/Shards missions don't make sense for Villains.

Seems to me the easiest solution is to take Boomtown from Heros, who barely use it anyway, and create a zone where villains are trying to get a foothold in Paragon.

The other option is to just use existing maps but make what is basically a Villain's and Hero's instance of the map. Then create separate Villain missions. This way both sides can use the same map without ever seeing each other. That would work well for Hazard zones or any zone you want to contest without PvP.


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You can't please everyone, so lets concentrate on me.

 

Posted

I just don't get wanting more zones, and I don't see it as a "you don't have to use it if you don't want" sort of deal, either. New contacts would be introduced, exploration badges and plaques would come in, which would end up tied to accolades, arcs would start having missions in the new zones. The new zones would start creeping into the things you can already do without them. Why would I want that?


 

Posted

I would love new zones to be added to villains. As is I have a massive amount of blueside alts and maybe...10 redside? It just feels like there isn't enough to do on the redside.

The big lesson I think the devs should have learned from blueside is not that we don't like having tons of zones, it's that we don't like having contacts who send us to different zones. Keep our missions all in one place and were quite happy to have lots of zones to play in.

At least that's how I see it anyway.


 

Posted

I just had a great idea running through the "A Hero's Hero" arc on blue side...A Praetorian zone...The background and storys for each are already in place. Dr. Aeon could open a door to the Praetorian realm. Basically you fight for Tyrant and the others, in SFs where you are overthrowing the individual heroes from Paragon City.

That's at least 15 AVs to work for, but I would imagine some would be paired up...I would say 3-5 SFs with "high gain merits" I would say a couple in the 60-90 range as well as some 30-50...

Not only would this make more quality content on the Red side, but help us with merits for getting recipes we need...

Cheers...


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Posted

Sounds like ti could be cool, but only if we get to see the good versions of all the main baddies. Though, not exactly sure what Recluse would look like as a Hero. XD


 

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I'd love to see Shadow Shard and Croatia converted in co-op zones. Imo, it would make sense conceptually since their both desolate areas.


 

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No more coop zones. The defeat the entire point of the game. It is Heros and Villains not the big chummy friends club. As a Villain I dislike being forced to do Heroic missions because there isn't enough Villain content.

And I can't imagine why a Hero would perform Villain missions in a coop zone, assuming they ever made any.

What is needed is a zone and bunch of Villain missions for Villains. People who don't want to do "bad" things can do coop missions. You can run all the villain content solo with 2 Villains and that is if you set your difficulty high.

Devs say that designing new zones is resource intensive. I can see 2 solutions to that:

1) Boomtown gets taken over by Recluse in response to constant Longbow presence in the Rogue Ises. Move a few hero missions and the zone is free for missions.

2) Copy a Hero map for villains (sort of like an instance so that heros and villains never see each other). Then add Villain missions to the zone. Even Better? Add missions to zone that on completion makes like harder for the other side (by releasing a GM, triggering a zone wide event longbow/wolf spider Raid or whatever).

That would be more fun IMO anyway.


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