I13 Features - Place your bets...


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Posted

IM RIGHT YOUR WRONG

Some people (self included) like the Hazard Zones. I do hope they'll eventually add NPCs with story arcs and shops and whatnot to the ones that currently have none (Crey's Folly, Boomtown) but I was already disappointed when I entered the new Hollows with a friend and found the spawns noticeably smaller. In return we got a mini-hospital that saves 30 seconds of travel (useful but nothing to go OH WOW about), a new NPC that gives dull repeatable missions and a bunch of random Skulls/Hellions/Lost/etc. wandering around that are not even involved in any of the Hollows arcs. I'm not exactly sure, but did they even make Bosses spawn less often? If so, this also hits badge hunters.

I'm not trying to be whiny or bitter but I preferred the old Hollows. Just my opinion, 's all.


 

Posted

Eh, maybe. My standards are usually a bit off when it comes to this kind of thing, I guess.

Skulking around in the dark avoiding some flesh-craving maniac with an axe, fleeing through ruined buildings gets my adrenaline going.

Mowing down legions of The Generic Demonic Force(tm) with a massive chaingun gets the adrenaline going.

Watching waves upon waves of my robotic minions crash into a hunkered down human military force gets the adrenaline going.

Skulking after someone in an opera house, trying to seperate them from their guards and making their eventual death look a tragic accident gets my adrenaline going.

Doing these things in computer games? That too gets my adrenaline going. Being forced to avoid massively over-levelled enemies with no real way to counter them at that level never struck me as anything of a challenge; just irritating.


 

Posted

They should add "Old Hollows" to flashback. Autoexemplared to level 5 of course.


I really should do something about this signature.

 

Posted

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You having trouble comprehending? Yes, all risk. As in, "I get f***ing nothing in return for running a lethal gauntlet". A situation where you are expected to face great amounts of danger and get nothing. All risk.

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I thought barbarians thrived on risk... or are you roleplaying as an insurance adjuster this week?

My point about liking hazard zones was lots of risk for lots of reward - not lots of risk for no reward. Hunting those large hazard spawns either solo (if you have a build suited to it) or in a small group will get you experience and drops faster than missions will - and is fun for those who enjoy having the odds stacked against them.

Hollows being changed doesn't bother me personally that much - very few builds are very AE-capable at that level (though I did enjoy attempting some of the larger spawns with my BS/Regen scrapper back in the day). If the Devs clear spawns from the paths to mission doors and make those doors appear in the same neighbourhood as the contact then I won't complain - but I'm not in favour of almost every large spawn in a hazard zone being turned into small city zone spawns - and I saw very few big spawns when I had a quick mooch around the Hollows the other day. At least in Faultline they left some hazard-size stuff beyond the dam.

If hazard zones like Boomtown, Crey's Folly, Eden & Dark Astoria are due revamps in future then I'd rather they were more akin to Striga/Faultline/RWZ than Hollows.


 

Posted

Hmm this has turned into a "New Hollows: yes/no" debate :P I like the new Hollows, I could navitage the old one fine, but I usually tried not to go in until I had a jetpack so it was viable. Meh that's just the way I play, I know folks who love leaping into unbeatable odds, and some do get an adrenaline rush when they do it; I hate it though. Yes I love the gigantic mobs later in the game as I'm suitably powered to face them, but when I'm between levels 5 and 14 the powers I have are relatively weak and fairly sparse, plus when you're that level you tend not to be used to the powers you have. You're still getting to grips with the machinations of whatever powerset you've chosen.

I think the Hollows revamp was a great idea, the mobs are manageable by everyone now and knowing your journey to the doorway is going to be short and doable is spot on.
I dont think they'll mess around with the other hazard zones too much, Hollows was a little too intense a challenge for such a young toon, and it's been rebalanced nicely IMHO. Boomtown is crying out for a remodel, it's so tedious, I'm hoping they Sort it out as the did with Faultline...which is (pushing us back on topic again) something I'd love to see in I13.

War Witch is the revamp guru, and she effectively did The Hollows in her spare time, given the extra resources at Norcal I hope she gets a chance to sort Boomtown out.


I don't wanna save my soul now,
I just wanna lose control,
And even if it takes a lifetime, to learn:
I'll learn!

 

Posted

Boomtown, like a few of the quieter hazard zones, also suffers from being a cul-de-sac. The Faultline re-vamp, apart from making the zone light-years more intersting and fun than before, also made it so you could get there - and just as importantly OUT of there a bit more reasonably with that drain addition to Pocket D.
Boomtown and maybe even DA could use a backdoor/funicular/I dunno what, to go with any re-vamp.

/0.02p


 

Posted

[ QUOTE ]
Boomtown, like a few of the quieter hazard zones, also suffers from being a cul-de-sac. The Faultline re-vamp, apart from making the zone light-years more intersting and fun than before, also made it so you could get there - and just as importantly OUT of there a bit more reasonably with that drain addition to Pocket D.
Boomtown and maybe even DA could use a backdoor/funicular/I dunno what, to go with any re-vamp.

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What we need is a new zone north of Independence Port, between Boomtown and Croatoa, that could link all 3 of those zones together. Make it an airport, with co-op access for villains too, and it would be a cool zone to set out from on instanced missions around the world.

DA, I have no ideas - though there is room on the city map for a zone on the peninsula north of it (east of the bay Talos is in - is that Eastgate Bay that gets talked about in the Hollows?). Also such a peninsula zone would be fairly close to where I assume the Rogue Isles are (probably closest to Bloody Bay).

I don't think new city zones are likely though, not with how underutilised some of the existing ones are.


 

Posted

[ QUOTE ]
Boomtown, like a few of the quieter hazard zones, also suffers from being a cul-de-sac. The Faultline re-vamp, apart from making the zone light-years more intersting and fun than before, also made it so you could get there - and just as importantly OUT of there a bit more reasonably with that drain addition to Pocket D.
Boomtown and maybe even DA could use a backdoor/funicular/I dunno what, to go with any re-vamp.

/0.02p

[/ QUOTE ]

Dark Astoria needs to become more of a voodoo swamp - knock a hole in the war wall facing the sea, and change the buildings to something more gothic like Bloody Bay.


@Golden Girl

City of Heroes comics and artwork

 

Posted

I see what they are trying to with Dark Astoria, it is meant to be a part of Paragon so the housing would not be greatly different. There are still civvies living there they just don't go out often. The change should be more subtle, for example a creeping swamp weed and overgrown pools and parks. Not to mention bizare signs and tents popping up for that voodoo feel.

Maybe a Hazard Control Centre linking all the sites together. A PPD center of operations for dealing with and cracking down on the hazard zones now they have the recources to deal with them. With helicopters to drop in heroes and riot police/soldiers. That way we have something that fits into the game rather than just a lot of unexplanable portals.


It's not running away. It's advancing in reverse!

 

Posted

Never ever seen a NPC not being used as a sacrifice in DA, apart from an excellent place to farm magic salvage its a totally wasted zone IMO.


 

Posted

Cowbells for Kittens.

Better yet; Cowbells for New Issues.
So that the Kittens can hear them coming and run.

Run Kittens Run!

I think i13 might contain some version of the nemesis/av system.

Dark Astoria will partially fall into the sea, creating a haunted underwater zone, with mer-zombies, or possibly just normal ones since zombies can't drown.

Boomtown will be hijacked by the Mad Scientists Union™, who have come to believe that building a Gigantic Potato Cannon there is a necessity; the only way to certainly defeat the Coming Storm™

Various villain groups will try to cease the G.P.C. and turn it upon both Paragon City and the Rogue Isles.
The zone will be divided into two parts: one co-op where the players strive to destroy the G.P.C. and end the city wide potato shortage it has caused, and one free for all pvp where they will fight each other, to the last man, for the roast potatoes it produces as a side effect!

There will finally be a co-op tf versus the combined forces of the Mad Scientists Union™

It's quite possible I am in a 'very silly mood*™' today.


----
Wytch
Still Mostly Defiant.

 

Posted

Strangely enough, i like the idea of Dark Astoria. The idea of a zone in the city that has been just given up due to magical strangeness and ghosts is a fine one. It is a creepy place with all that fog hanging out and ghost running the street. But it needs a couple of storylines like Faultline and Croatora does. After all we wouldnt want whatever is going on there spread into talos right? Heroes should have a reason to venture there.


 

Posted

Perhaps it's own mini arc using the midnight Squad investigating it? That would make use of the underused zone.


Defiant 50's
Many and varied!
@Miss Chief

 

Posted

- inspirations of the same type on a timer after use, making pve and pvp more challenging and increasing the value of large ones.

- changes to travelpowers; removing the pause from teleport when near the gound and increasing the speed of hover to that of combat jumping but only making it useable to a certain height.

- getting blasters on par with stalkers, since they have become the better stalkers. Adding an interruptable period to heavy hitters so they can't be executed on the move :P

- random pve [censored]


 

Posted

- Revised Hamidon

Hami plays like his new i9 incarnation except that he will only spawn one full set of mitocondria. At 75%, 50% and 25% health he will spawn 3 Reviving Mitochondria at each level that will restore 1 to 5 of the missing Mitos (each one is responsible for a different colour; blue, green or yellow). If the 3 are defeated before they can restore any Mitos then teams can beat on the Hamidon until the next level. At 0% health Hami will explode and several underling Hami-buds will pop out to grow into the next Hamidon.


Tyger (50), Mutation-Controller Mind/FF - oldest Mind/FF on Union
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Posted

[ QUOTE ]
- Revised Hamidon

Hami plays like his new i9 incarnation except that he will only spawn one full set of mitocondria. At 75%, 50% and 25% health he will spawn 3 Reviving Mitochondria at each level that will restore 1 to 5 of the missing Mitos (each one is responsible for a different colour; blue, green or yellow). If the 3 are defeated before they can restore any Mitos then teams can beat on the Hamidon until the next level. At 0% health Hami will explode and several underling Hami-buds will pop out to grow into the next Hamidon.

[/ QUOTE ]

Mmm not a bad idea, but it'd probably be easier to cut the Mito bloom's from 3 to 2. Say 65% and 35%.


 

Posted

[ QUOTE ]
- inspirations of the same type on a timer after use, making pve and pvp more challenging and increasing the value of large ones.

- changes to travelpowers; removing the pause from teleport when near the gound and increasing the speed of hover to that of combat jumping but only making it useable to a certain height.

- getting blasters on par with stalkers, since they have become the better stalkers. Adding an interruptable period to heavy hitters so they can't be executed on the move :P


[/ QUOTE ]None of those are going to happen, and that's how it should be.


 

Posted

I was joking on the blaster change, but I think the first two would be improvements to the game, but it's just my opinion.


 

Posted

[ QUOTE ]
Perhaps it's own mini arc using the midnight Squad investigating it? That would make use of the underused zone.

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Good idea. This sounds like something the midnight squad could be interested in.

Perhaps coupled with a library hunt. Where you find the clues to a high end level mission of DA inside the midnight headquarters.


 

Posted

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Strangely enough, i like the idea of Dark Astoria. The idea of a zone in the city that has been just given up due to magical strangeness and ghosts is a fine one. It is a creepy place with all that fog hanging out and ghost running the street. But it needs a couple of storylines like Faultline and Croatora does. After all we wouldnt want whatever is going on there spread into talos right? Heroes should have a reason to venture there.

[/ QUOTE ]
Yes that is a very good idea. Maybe they could level-hike the zone to 35-50 like RWZ/Cimerora, make it co-op, and have a Midnight Squad presence there as suggested to give out missions. They could also have more CoT and some Mu in DA too (in the lore they also tie in with the Banished Pantheon story, as their gods Ermeeth and Hequat respectively used to be part of the same pantheon).

The co-op TF could have the Banished Pantheon managing to bring their gods (Lughebu, Rambetu, etc) back to this dimension in physical form - that would be a threat big enough for both heroes and villains to want to work together to exile those evil gods again.


 

Posted

i do hope a small improvement on the clothes, so long dresses and the classic ranger coat works without clipping issues.
might know a way, just have the length of a long dress tide on the legs, and have the rest under it like mirror spirit her dress.(so a free-fly model peace)
just an idea :P


 

Posted

[ QUOTE ]
Add to the list of possible I13 features. ^^

City Vault Launch
Empathy for villains
Dual Pistols
Shields
Going Rogue
More Cimerora Conent
More Shadow Shard Content
Base Improvements


[/ QUOTE ]

to be blunt (as usual)

Empath for villains isnt very... villainous as it were

I thought shields was a definate possibility?

dual pistols, possible, but we'll see later on...

More cimeorora content, goes without saying. not enough in there right now

More missions in teh shadow shard would be good, some good contacts please!


Frostbourne: lvl 50 Scrapper Katana/Regen
Energenica: lvl 50 Tanker Invuln/Energy
Ionised: lvl 50 Defender Empathy/Electrical Blast
Avalonica: lvl 50 Controller Ice/Storm
SunSphere: lvl 50 PeaceBringer

 

Posted

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Empath for villains isnt very... villainous as it were

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Yeah, you should read before posting. http://uk.boards.cityofheroes.com/showfl...c=1#Post1103870

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I think you should write a guide to forumposting.


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