Simple AE Suggestion.
If you're in a VG, the base teleporter drops you very conveniently close to the AE building in Cap - to the point where it's almost impossible to get ganked. This is why Cap continues to be the lowbie haven of choice.
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If you're in a VG, the base teleporter drops you very conveniently close to the AE building in Cap - to the point where it's almost impossible to get ganked. This is why Cap continues to be the lowbie haven of choice.
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If you've ever been to Kings Row the AE building is near the train, the trainer, the market, the base portal and tp spawn point, the Pocket D entrance, one of the PvP zone entrances (I forget which one), the Vault, Det Frietag/Becktrees & Safeguard entrance, and the Hospital.
Then it would seem Villains are smarter than heroes!
Personally, I'm not fond of Mercy Island, especially given how it is laid out. The portal is up at the top end, intended for lowbies. Yet, one mission in the very opening send you clear across to the other end of the island for some reason. In any case, I don't like mercy island and as soon as I ding 5 (or before) I'm gone only to come back when I have to.
I just wish they would let us set mission doors out in the world. Not only would it add something to the mission but it would probably eliminate most of the farming we see. the main reason people do it is because they have to walk only 2 steps to get a new mission.
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I just wish they would let us set mission doors out in the world. Not only would it add something to the mission but it would probably eliminate most of the farming we see. the main reason people do it is because they have to walk only 2 steps to get a new mission.
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Yeah. I really don't see why any of these people bother with travel powers at all. They never use them to travel.
"People are just like sheep, you know? Give em a few meals a day and they'll just stand there quietly... until you eat em."
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I just wish they would let us set mission doors out in the world. Not only would it add something to the mission but it would probably eliminate most of the farming we see. the main reason people do it is because they have to walk only 2 steps to get a new mission.
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Yeah. I really don't see why any of these people bother with travel powers at all. They never use them to travel.
"People are just like sheep, you know? Give em a few meals a day and they'll just stand there quietly... until you eat em."
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That explains why the AE babies taste like veal. They spend all their time getting fat, tender, and juicy off of AE farms.
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I just wish they would let us set mission doors out in the world. Not only would it add something to the mission but it would probably eliminate most of the farming we see. the main reason people do it is because they have to walk only 2 steps to get a new mission.
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Wouldn't the farmers just still use the mission portal? And besides, that's not the only (or even the biggest) reason people farm the MA. Auto-sk and the ability to create all-boss and all-LT spawns at a single level have a lot more to do with it I think.
The whole point of it is to not be shoving new players at the AE building first thing when they log in.
If the Atlas and Galaxy buildings were removed and Kings Row was the first one you encountered, brand new players would see more of the game before they're exposed to AE.
The MAJOR gripe I have with the current system is that when the Architect Engineer pops up he replaces your initial contact. If someone wasn't looking at the screen right when they zoned in they may not realize for a while that they have more than one contact they can talk to.
So, my suggestion has been slightly modified.
Remove the AE buildings from Atlas and Galaxy and set it to where the Architect Engineer pops up at level 5 instead.
In NO WAY does it restrict access to AE. You can still go there and use it at level 1. Kings Row is NOT hard to navigate at level 1, I have done it many times without issue. If new players choose to create a new character and do nothing but AE, that is just fine, I'd just like them to see that they have other options before they do.
As I stated in another thread:
Not doing something because you don't want to is one thing. That is a decision based on preference.
Not doing something because you don't know you have the option to is another. You have to know you have a choice before you can make a choice.
With the current setup a lot of new players don't realize that AE is a nice addition to the game....they think it IS the game. I'd like to see that changed.
I don't CARE about the farmers. None of these things will stop them in the slightest. Sure, they will scream bloody murder if AE is removed from Atlas, and it might slow them down when they come to the forums to complain, but they WILL eventually shut up and move somewhere else. They will keep doing exactly what they're doing now, in the exact same building somewhere else. All AE buildings are identical, does it really matter what zone it's in? Really, does it?
This suggestion has nothing to do with stopping farmers, and everything to do with giving new players time to figure stuff out before shoving them into AE.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I support the suggestion to make the AE guy not contact you until a later level, but I'm still against removing any of the AE buildings.
I dunno - I notice that there is a ginormous amount of AE farming in Cap Au Diable on redside. At least that is my perception on Virtue. I had, insofar as I thought about it, assumed that it was the proximity to the Black Market and University in that zone (which makes me wonder why Steel, rather than Atlas/Galaxy, isn't a hotter AE zone on blueside).
Hadn't noticed that much AE in Mercy, but haven't started a new villain recently, so this may just be a case of "come into town more often so you can hear the news, Paul."
My scrapper doesn't need an AoE. She IS an AoE.