Villain Hazard Zones.


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Posted

Is there a reason that villains dont have multiple hazard zones? I really wish there was a lvl 50 zone for my brute to run around and kill groups in, besides RWZ. RWZ is alright I guess, but rikti are pretty annoying. A lvl 50 Crey's Folly Villain side would be awesome :P


 

Posted

Simple explanation: Devs hate villains.

Difficult Explanation: Villains don't get the aggravation of having to travel from zone to zone for the majority of their contact's missions. They mostly stay in the same zone as said contact. Plus, with RIP (Rogue Isle Police), Longbow, and minor villain groups attacking player villains on sight, that makes each villain zone sort of like hazard zones themselves.


 

Posted

[ QUOTE ]
Simple explanation: Devs hate villains.

Difficult Explanation: Villains don't get the aggravation of having to travel from zone to zone for the majority of their contact's missions. They mostly stay in the same zone as said contact. Plus, with RIP (Rogue Isle Police), Longbow, and minor villain groups attacking player villains on sight, that makes each villain zone sort of like hazard zones themselves.

[/ QUOTE ]

I started playing on Villain side and only recently made a couple of Heroes. I don't like the Hero side layout. It doesn't make sense. Start in a zone, travel two zones away for a mission, go meet a contact there, do a mission there, then go back to the original zone only to go back two zones away again... Friggin PITA.

And Perez Park is anything but soloable. I find that zone simply pointless.


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Posted

Go to the Fab and fool around. That's not quite a hazard zone but it's still fun.


 

Posted

CoV doesn't have hazard zones because it has hazard neighborhoods.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

[ QUOTE ]
Go to the Fab and fool around. That's not quite a hazard zone but it's still fun.

[/ QUOTE ]

Oh I have. Farmed my 200 Paragon Protectors there, and even went back to mess around because the hunting was kinda fun. I never really noticed the contact deal, since I always did newspaper missions anyway. Kinda sucks. And for whoever said Perez park is anything but solo-able, I would say its very build dependent, but I know of a friend who really enjoyed soloing there. Even Duos can work well there. Maybe with going rogue they will add a hazard zone or 2. Would be nice.


 

Posted

I'll bet you 50M inf right now that they won't add a hazard zone to CoV with Going Rogue.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

If I wanted to throw away 50mill I would make that bet. Not expecting one lol, just hoping :P


 

Posted

[ QUOTE ]
CoV doesn't have hazard zones because it has hazard neighborhoods.

[/ QUOTE ]

QFE.

It's mixed neighborhoods. Same model as the Hollows, Striga, Faultline, Croatoa, RWZ, and Cimerora. Notice that after Issue 1, heroside never got any more hazard zones. The idea of a pure hazard zone died four years ago, in fact, by revamping Faultline and the Rikti Crash Site, they *took away* hazard zones from CoH.


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Posted

[ QUOTE ]
And Perez Park is anything but soloable. I find that zone simply pointless.

[/ QUOTE ] It's super-fun on a kheld. Just fly above them and spam AoEs.

That's where I made a fortune on low level magic salvage.. back in the day.


 

Posted

The biggest pain of PP is the damn forest maze if you have a mission within it. 10x as bad if the spawns there can actually hurt you.

Oh and hazard zones were never meant to be done solo, they were meant to force teaming.


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Posted

[ QUOTE ]
[ QUOTE ]
Simple explanation: Devs hate villains.

Difficult Explanation: Villains don't get the aggravation of having to travel from zone to zone for the majority of their contact's missions. They mostly stay in the same zone as said contact. Plus, with RIP (Rogue Isle Police), Longbow, and minor villain groups attacking player villains on sight, that makes each villain zone sort of like hazard zones themselves.

[/ QUOTE ]

I started playing on Villain side and only recently made a couple of Heroes. I don't like the Hero side layout. It doesn't make sense. Start in a zone, travel two zones away for a mission, go meet a contact there, do a mission there, then go back to the original zone only to go back two zones away again... Friggin PITA.

And Perez Park is anything but soloable. I find that zone simply pointless.

[/ QUOTE ]

Amen.

I mainly play Villain side for two reasons, it seems more soloable and there is considerably less needless travel.

I always found it funny in CoH how you had these street level contacts that were always sending you out of their neighborhoods.

This is one reason why, before AE, it seemed like everyone was just running radio missions instead of the arcs.


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Posted

<QR>

I was never really a fan of hazard zones in the first place, so I don't miss not having them red-side one bit.




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Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Simple explanation: Devs hate villains.

Difficult Explanation: Villains don't get the aggravation of having to travel from zone to zone for the majority of their contact's missions. They mostly stay in the same zone as said contact. Plus, with RIP (Rogue Isle Police), Longbow, and minor villain groups attacking player villains on sight, that makes each villain zone sort of like hazard zones themselves.

[/ QUOTE ]

I started playing on Villain side and only recently made a couple of Heroes. I don't like the Hero side layout. It doesn't make sense. Start in a zone, travel two zones away for a mission, go meet a contact there, do a mission there, then go back to the original zone only to go back two zones away again... Friggin PITA.

And Perez Park is anything but soloable. I find that zone simply pointless.

[/ QUOTE ]

Amen.

I mainly play Villain side for two reasons, it seems more soloable and there is considerably less needless travel.

I always found it funny in CoH how you had these street level contacts that were always sending you out of their neighborhoods.

This is one reason why, before AE, it seemed like everyone was just running radio missions instead of the arcs.

[/ QUOTE ]

Strangely enough I enjoy the feeling you get Hero-side that you are defending the entire city. That you say, at level 41 get a Malta mission in Atlas Park, and you head back there thinking "these low level characters have no idea the Malta are here." Along the way you'd catch funny chat, or help out with a newb question, or an ambush or GM. It gives a sense of community.

Plus, as I was leveling up there would groups of higher level characters and ambushes in Steel Canyon and Kings Row etc. and I'd think, "That's cool. I can't wait to get those powers, or fight against that villain group."

I understand the reason they designed Villains with less travel time (to cater to the 'instant' I want to get there nao people, who have found heaven in the 'just stand and click' AE building), but it has a shoebox feel and lacks the overall story flow from zone to zone and each group relating to the next up the line (like Skulls-Trolls-Family). The overall story pieces get picked up a bit when you hit Grandville but by then you've forgotten about Snakes in Mercy, and the details of Dr. Aeon/Echo.

I still play both sides alot, but those are the differences I perceive and how I feel when I play each side.


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Posted

I'd love for some villain hazard zones. ... funny enough, most of my villains are good soloers who can handle big mobs, so I like fighting hazard zones on them, while most of my heroes are focused around team support, so I prefer to run arcs on them. And, of course, villainside has a single hazard zone and heroside has run-across-the-universe arcs. Maybe I'll just use Going Rogue to do a total AT transplant between the sides...


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Posted

[ QUOTE ]
[ QUOTE ]
CoV doesn't have hazard zones because it has hazard neighborhoods.

[/ QUOTE ]

QFE.

It's mixed neighborhoods. Same model as the Hollows, Striga, Faultline, Croatoa, RWZ, and Cimerora. Notice that after Issue 1, heroside never got any more hazard zones. The idea of a pure hazard zone died four years ago, in fact, by revamping Faultline and the Rikti Crash Site, they *took away* hazard zones from CoH.

[/ QUOTE ]

I THOUGHT something was different about Faultline. I know my memory was dusty, but I was just recently in there, and it kinda looked the same, but didn't act the same!


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Posted

Hazard zones had become completely obsolete heroside by the time CoV was being developed, so they decided they may as well not bother. Besides, each CoV zone has areas that spawn Hazard-sized mobs anyway, for those who actually used them.

You do have one high-level hazard zone, the co-op Rikti War Zone.


 

Posted

Lack of hazard zones is one of the things I really like about CoV. Ever been teamed up with a lower level hero (SKed up to you)? If so, you have most likely run into the problem that breaks the SK system. Unless you are running nothing but radio missions (or AE missions nowadays), you have probably been handed a mission that is in a hazard zone that your sidekick can't enter.

Only solutions to this are to:

1 - Abandon the arc you and your team have been enjoying and switching to boring radio missions.

2 - Continue on without your SK.

For villains, this is not a problem, since there are no level limited zones other than the RWZ and Cimerora. Neither of those are an issue, because none of the contacts outside those zones will send you on missions into either of them.

So that being said, a definite /unsigned to villain hazard zones (unless they are set up so no contacts in the other zones will send you on missions there.)


 

Posted

although, I must say; hazard zones are rather convenient for badging purposes when you've out leveled your target(s) by a a significant amount.

But otherwise; meh.


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