Better Open World Content
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From the obvious Council base in the RWZ - which goes on to quite a depth actually, to the Crey caged 'zoo' in Nerva, there is a lot to explore.
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Then there's the little area in the Longbow base in Nerva, where they have DE in cages...I found that one completely by accident while on a "defeat x" mission.
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And the similar area on the east side of Nerva -- the sheds between the Crey building where the Science and Tech quartermasters are and the contact for the first redside respec, where Crey is keeping their own zoo...
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The question I have for those who do not want any open world content is why have such big zones then? If everything is instanced (which it almost is), then make one zone a line up of contacts, a line up of doors, one WW/black market, one trainer, one base portal, one arena, one of each kind of store.....now that I think about it, just make IP the only zone in the game and put each monster in each corner of the map. Just seems like a huge waste to me to have a huge zone when no one does anything in it besides travel through it.
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A big zone IS open world content.
I am more than happy for CoX to have more open world content, just not on my mission list, and certain NOT like Champions Online.
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QFTMFT
Seriously
You know stuff guy! And you are DAMN RIGHT ABOUT IT!
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I am currently in beta for another Super Hero game, and the only thing I like better is the better Open World Content, have they ever talked about making that part of CoH better?
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I was on that game last night (got my first glimpse of the new city), and while the open world events can appear as though interesting things are happening around you, you quickly get a sense of never finishing a task [how many times do I have to remove that crane before it goes away..].
At least with the CoX events the Rikti are defeated, and go away, even if they come back for more beatings.
Having been in that other thing since sept, I haven't gotten any more sense of excitement from their open world content, then from street sweeping (old term lol) in CoX. In both cases it's mobs clustered in groups waiting for you to extract their XP, for the most part, with some sporadic monsters and such thrown in. ymmv
But hey, silverspare loves it over there, so I don't speak for everyone.
I think they have been doing a better job of adding open world content stuff like Rikti Raids and Winter Lord spawning. Content like putting fires out etc.. don't get much attention. I wouldn't mind if they put more open world content in the game, it definitely needs attention. Would be cool if occasionally villains assaulted a part of a hero zone and a system wide message went out for heroes to stop the attack. There's definitely more room for expanding the Open world content.
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I'd be ecstatic about improved zone content.
That was the one huge edge WoW had over CoH for me. Running around the "zone" was a lot more immersive because there was stuff to do and investigate.
I'd love to have something variation of that in CoH. Bank robbery in progress, riot in the Silver Lake district, CoT invasion through the entrance to Perez Park, some *reason* to pay attention to the zone, a reason for them to exist beyond putting distance between mission doors and having some stuff to farm if you're in the mood.
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I totally agree, I always thought it would be cool if perhaps if a zone went unattended, (not a lot of players going to it) perhaps the mobs slowly take over that zone over time, perhaps start building stuff. Almost like weeds in your yard. Have to stay on top of it or stuff happens. I know that's a pipe dream and the "devs" really can't sneak entire zone remodel with out the player base knowing but those surprises would be cool. We effect environment. If I saw a building destroyed in AP, that was fine the last time I saw it, that would draw me in and start to ask questions. I know impossible but that would be fun.
~Iggy
"if I am guilty for what goes on in my mind, than give me the electric chair for all my future crimes"
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I'd be ecstatic about improved zone content.
That was the one huge edge WoW had over CoH for me. Running around the "zone" was a lot more immersive because there was stuff to do and investigate.
I'd love to have something variation of that in CoH. Bank robbery in progress, riot in the Silver Lake district, CoT invasion through the entrance to Perez Park, some *reason* to pay attention to the zone, a reason for them to exist beyond putting distance between mission doors and having some stuff to farm if you're in the mood.
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I totally agree, I always thought it would be cool if perhaps if a zone went unattended, (not a lot of players going to it) perhaps the mobs slowly take over that zone over time, perhaps start building stuff. Almost like weeds in your yard. Have to stay on top of it or stuff happens. I know that's a pipe dream and the "devs" really can't sneak entire zone remodel with out the player base knowing but those surprises would be cool. We effect environment. If I saw a building destroyed in AP, that was fine the last time I saw it, that would draw me in and start to ask questions. I know impossible but that would be fun.
~Iggy
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it's really not that hard.
put spawns in some places on longer timers.
So spawns in back allies respawn every minute. But have spawns right outside WW that spawn every 45 minutes, every hour, every 75 minutes (to stagger them). If no one goes there for 75 minutes all 3 spawns are there. But if you clear them it is clear for another 45 minutes.
Maybe make some outdoor mobs drop 'clues' which allows you to start a story arc...
More costumes villan crime in the open world!
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
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More costumes villan crime in the open world!
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word.
although they should avoid a contact sending you to stop a costumed villain, since you then get the "wait in line" problem.
But ambient costumed villains? Thumbs up.
bababadalgharaghtakamminarronnkonnbronntonner-
ronntuonnthunntrovarrhounawnskawntoohoohoordenenth ur-
nuk!
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I am currently in beta for another Super Hero game (DCUO), and the only thing I like better is the better Open World Content, have they ever talked about making that part of CoH better?
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Like the Public Quests from WAR? I heard in the CO tutorial there's a public quest where you have to find parts and bring them to some guy. That sounds like it might be cool.
Issue 23: All your base are belong to us?
Yes, none of the outside missions should require a specific rare spawn that could be farmed or camped for...
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Yes, none of the outside missions should require a specific rare spawn that could be farmed or camped for...
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If they could figure out how to do that and do it right, I'd be all for it.
But so far most of the open world games I've played (including the other one that folks are openly talking about now) haven't.
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I am currently in beta for another Super Hero game (DCUO), and the only thing I like better is the better Open World Content, have they ever talked about making that part of CoH better?
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Like the Public Quests from WAR? I heard in the CO tutorial there's a public quest where you have to find parts and bring them to some guy. That sounds like it might be cool.
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I don't like any of the public quests.
/bites tongue
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Yes, none of the outside missions should require a specific rare spawn that could be farmed or camped for...
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If they could figure out how to do that and do it right, I'd be all for it.
But so far most of the open world games I've played (including the other one that folks are openly talking about now) haven't.
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Bolded because it is FACT.
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Yes, none of the outside missions should require a specific rare spawn that could be farmed or camped for...
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If they could figure out how to do that and do it right, I'd be all for it.
But so far most of the open world games I've played (including the other one that folks are openly talking about now) haven't.
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Bolded because it is FACT.
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um, it is easy in fact trivial to avoid this
don't have rare spawns
and don't make them something you benefit from killing more than once (or one mission).
Playing WoW there is no problem with the standard "defeat Big Bad X" mission. You go do it, they respawn 2 minutes later. You get nothing for defeating them - just for doing the mission. So no one camps it.
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Maybe make some outdoor mobs drop 'clues' which allows you to start a story arc...
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I suggested that one in 2005. Oh but how we've come so far...
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I would prefer if they had improved giant monsters that cause true environmental damage and would go on rampages.
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And NPCs that do more than stand on a pedestal and watch you die.
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I would love to see Cops help.
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Yeah, I LOVE having Longbow KS when I'm street sweeping in Atlas or Galaxy...
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Yes, none of the outside missions should require a specific rare spawn that could be farmed or camped for...
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If they could figure out how to do that and do it right, I'd be all for it.
But so far most of the open world games I've played (including the other one that folks are openly talking about now) haven't.
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It would take recoding some of the database and how some spawns are calculated; but what I want to do IF I ever get my mmo ideas into a workable game is instanced spawn timers. Anything that spawns would only be seen by each individual user and/or their group. If you walk outside of town solo and you see a giant blood gorging bunny, only you or your group would see that specific blood gorging bunny. They could do the same thing for encounters as you describe to prevent the camping prevalent in other mmos.
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I am not a programming expert, Inokis, but I woudl think that would put a significantly increased strain on the server, the user's PC, their bandwidth, or more than one of the above.
Actually what Inokis mentions HAS been achieved.
With Wrath of the Lich King, they had what was called 'phasing' introduced.
Let's say I've just gone into a new area, now I'm going to help out Faction A to clear out the area and make for a safe staging ground into enemy territory because it means a new flight path would open up and I need to level through questing anyway.
When I arrive, the area is filled with unfriendly mobs in the midst of battle with Faction A, as the questline progresses, while at first there's very little in the staging ground, just a single named NPC and a load of guards, after doing a couple of quests, Faction A begins to gain a foothold thanks to my actions, a few vendors pop up, an NPC I saved becomes a quest giver...
As I continue to progress through the questline, Faction A eventually gain enough of a foothold to have a far far stronger presence than when I arrived, a flight path opens up, the area is now secure with no unfriendly mobs in that area and guard NPCs regularly patrol it.
Now let's say another player comes into the same area, while I see the final product of the questline, they will still only see the original starting version, they also won't be able to see ME because I'm 'phased out' with that version of the area, once they complete the questline, they become in the same phase as I am, thus can see me.
So what he's suggestion isn't beyond the realms of imagination, also phasing doesn't appear to put any new strain on the servers, I never noticed any lag or even any slow down when operating in areas that used the Phasing technology, even when said Phasing technology had an entire settlement appear after a long questline and the area was full of people (and I do mean LOADS of people, 100+ amount of people).
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Actually what Inokis mentions HAS been achieved.
With Wrath of the Lich King, they had what was called 'phasing' introduced.
Let's say I've just gone into a new area, now I'm going to help out Faction A to clear out the area and make for a safe staging ground into enemy territory because it means a new flight path would open up and I need to level through questing anyway.
When I arrive, the area is filled with unfriendly mobs in the midst of battle with Faction A, as the questline progresses, while at first there's very little in the staging ground, just a single named NPC and a load of guards, after doing a couple of quests, Faction A begins to gain a foothold thanks to my actions, a few vendors pop up, an NPC I saved becomes a quest giver...
As I continue to progress through the questline, Faction A eventually gain enough of a foothold to have a far far stronger presence than when I arrived, a flight path opens up, the area is now secure with no unfriendly mobs in that area and guard NPCs regularly patrol it.
Now let's say another player comes into the same area, while I see the final product of the questline, they will still only see the original starting version, they also won't be able to see ME because I'm 'phased out' with that version of the area, once they complete the questline, they become in the same phase as I am, thus can see me.
So what he's suggestion isn't beyond the realms of imagination, also phasing doesn't appear to put any new strain on the servers, I never noticed any lag or even any slow down when operating in areas that used the Phasing technology, even when said Phasing technology had an entire settlement appear after a long questline and the area was full of people (and I do mean LOADS of people, 100+ amount of people).
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So until everyone has gone through the questline you are pretty much playing a single player game?
You also need to remember that CoX has much more detailed and realistic graphics then WoW does, so it has a lot more thing to load.
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So until everyone has gone through the questline you are pretty much playing a single player game?
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No - it's only that one area, and you have everyone with you who also completed that quest line.
I think the suggestion is along the lines of, imagine if a contact gave you a mission to defeat boss x in non-instanced zone y. Using something like phasing, you could avoid the "wait in line" problem by phasing in that boss for only that player and his team. That would essentially be an instanced mission without the load screen.
Seems like a great idea, actually.
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nuk!
It is like the creation of multiple instance in Atlas Park.
Except that you do not choose which instance to go to, it is calculated automatically according to your location up (or down) the story arc.
It's not a bad concept, actually, and allows people to feel that they 'have a lasting impact' on the game world...
It also potentially solves the issue of hooking up with folks who are at the 'wrong' point of a story arc and having to play catch up (and juggling who activates which mission when)
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The question I have for those who do not want any open world content is why have such big zones then? If everything is instanced (which it almost is), then make one zone a line up of contacts, a line up of doors, one WW/black market, one trainer, one base portal, one arena, one of each kind of store.....now that I think about it, just make IP the only zone in the game and put each monster in each corner of the map. Just seems like a huge waste to me to have a huge zone when no one does anything in it besides travel through it.
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A big zone IS open world content.
I am more than happy for CoX to have more open world content, just not on my mission list, and certain NOT like Champions Online.
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