Remake Mercy Island
I like Mercy Island. I like the dark enclosed claustrophobic gloomy areas. I like the derelict buildings. It fits the story. I agree that yes it is more laggy and yes you have to run a bit long to get to the infected warehouse.
But the first arcs play on the easy side of the wall. It is only after you finish those arcs that you get send inside the much nicer enclosure.
Ever tried Atlas? Where you often have to travel to an area +3 levels higher then you? Where getting in is easy if the clockwork don't kill you but getting out is a nightmare? And lets not mention the go talk to contact x in another zone shall we?
About your comments. Atlas got everything you say? Well Mercy got vendor, arbiters, contacts and the hospital in the same area. Very convenient. I agree it is lacking a big open area but for those you could go to to Cap which is the central hub for the red side.
Mercy got 2 exits, you are forgetting the black helicopter. Considering that red side has no hazard zones, that is exactly as much as Atlas got.
Ps. Atlas has 5 exits, you forget the sewers.
Yes, the rogue islands doesn't have an official sewer system network. Go hunt, kill skulls. Or enter that nice shiny new building called MA.
Conclusion:
No thanks, Mercy is exactly right.
Ps. There is a rogue islands sewer network arc.
I'd say that Mercy is way, way, way down the list of zones needing remakes - Cap Au Diable is the Villains' gathering zone (although, admittedly that's the Black Market truck's fault, rather than anything else).
I'd much rather they looked at Boomtown, Eden or, even better, Dark Astoria first.
"Idealism is such a wonderful thing. All you really need is someone rational to put it to proper use." - Kerr Avon
Myopic Aardvark on Twitter
Point being how is a zone thats two ferrys away any use for a new player to the game?
Atlas for instance, its nice for newbies to see other players running around, talking, teaming and generally having fun. There not going to wait until mid 20s soloing until they find someone else to talk to.
Boomtown, I also agree with in the above post, but the others seem fine. Dark Astoria I'm thinking you mean the fog, but thats not really a massive zone change, thats just a switch on/off :P
Also not many new players know about the /help tab or how to use it properly, its much easier to use /local or /broadcast, ok broadcast probably would get them an answer currently, but its also much nicer to meet someone higher than you and ask them a couple of questions rather than shouting out to the entire area hoping for a reply.
Yes I agree Mercy is a nice area, but its doesnt have everything new players would want just outside the tutorial. Given that i14 is being released with a new box on the shelf, this seems like an ideal time to make the begining villian experience more appealing.
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Dark Astoria I'm thinking you mean the fog, but thats not really a massive zone change, thats just a switch on/off :P
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No, I don't mean the fog.
I mean give us a few story arcs set in Dark Astoria which detail out exactly what happened, with an attempt to fix it (which fails, of course).
The look of the zone is fine, although I'd love the buildings and vehicles to actually look like they belong (20's architecture - it looked horrible when the fog was accidentally removed a while ago)
"Idealism is such a wonderful thing. All you really need is someone rational to put it to proper use." - Kerr Avon
Myopic Aardvark on Twitter
Thats additional story arcs though, not a zone remake.
I never knew that about the fog been turned off must have missed that one.
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Thats additional story arcs though, not a zone remake.
I never knew that about the fog been turned off must have missed that one.
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It was a bug.
As to the original suggestion: NO!
The starting point for villains is not problematic and you can be out of Mercy within a couple of hours if you work it right, and besides, being a "Destined One" means that Villains should actually have to struggle a little bit. You want to be spoon fed, go play something where you start at lvl 50.
Nothing wrong with Mercy at all. As others have suggested, Boomtown, Eden and DA need a bit of love but Mercy doesn't
Thelonious Monk
I think Mercy needs tweaking. Not an overhaul, but tweaking.
A hospital in the 2nd level would be nice. Y'know, so you don't have to run ALL the damn way back to upper mercy. Or at least link up the damn Choppers. The one in Fort Darwin doesnt DO anything, for pity sake!
And some more contacts there would be nice. Kalinda and Burke are now on my ignore lsit, simply because Im sick to death of the exact same arcs, over and over again. I now just butcher my way off the streets and into Port Oakes, where at least after the Bank Missions you get offered some choice and variety.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Conclusion:
No thanks, Mercy is exactly right.
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QFT
Mercy just need more people is all really. once people get to lvl 5 they tend to jump to port for the mayhem ne way. but a hosp on the other side even a mini one is a good idea
and maybe when villains get their more sf's have one in mercy
then again more contacts wouldnt hurt either might make people stay more. i know i would. mercy isnt really hard to run around so i would stay in mercy more
Dose mercy need a remake? short answer: NO
Longer more thought out answer:
Mercy is fine as is there are several zones miles in front of it before it should even be considered for a remake its stile of small streets blocked with trash and rubbish is perfect for a low lvl villain zone you are the lowest of the low as far as archnos is concerned thieve busted you out in the hope that you mite be the destined one and have now dumped you on mercy island to prove your metal if you cant climb up the food chain of mercy island then your nothing to them Archnos as a group believe very much in survival of the fittest. but that's not to say mercy couldn't do with a few QoL features and a little tweak here and there.
As other have said it could do with a hospital added to upper mercy perhaps incorporated into the arches building that sits behind the trainer however there could be some form of tech limitation that prevents the inclusion of a second hospital building.
Again as pointed out by others and also suggested else where expand the black helicopter coverage in fact a second hospital could be rendered redundant if the helicopter at the fort was linked to the widows tower as this would allow you to cover the distance between fort and upper mercy quickly.
Sewers here i kind of agree but the sewers aren't a feature of Atlas there a zone within there own right so what your really suggesting is the creation of another zone modeled in a similar way to the sewers and i support this personally what i would like/love to see happen is a new zone created (or in fact several mini zones really)
each island would receive a collection of tunnels beneath them these would be made up of numerous different types of tunnel tho there would be the standard sewer network type tunnel but in places the walls would be broken through into tunnels more reminiscent of those the snakes dwell in there would also be large cavern like areas where small shanty towns would be set up (for those that are so low they cant even make it on mercy)
these tunnels would interconnect each island as well as the PVP zones and then onto the hero zones the tunnel PvP zones would introduce a new type of PvP which would be much more up close and personal
as each set of tunnels is effectively under one of the islands they would be populated by foes common to that area with maybe some interlopers from the other areas near where the zones change
so
mercy would primarily be populated by snakes, Infected,skulls, hellions and the likes there could also be a smattering of Vaz (after fresh meat) and lost (trying to recruit from the homeless that make the tunnels there home)
Port Oakes primarily have the lower gangs using the tunnels to transport there drugs/loot so hellions and skulls there would also again be Vaz and lost up to no good there could also be a section with a council base manned by council personnel and there could be random patrols of spectral pirates that wander the tunnels maybe even have a hidden treasure room that occasionally has some kind of spectral pirate captain EB in it.
Cap au Diable
again Vaz and lost up to no good but also now members of the circle performing rituals on captured victims also there's very little tolerance between the lost and circle so having them fighting fighting each other would be good. the cap section would also have some new tunnels in a section these would be more rectangular with lots of steam vents within these you would find possessed clockwork and gremlins as these would represent cooling tunnels for the PTS system.
Sharks heads tunnels would largely be filled with a mix of freaks, scrapyarders, ghosts, and slag gollum's there should also be a section of cave that similar to where you find the trapped leviathan this section would have freak but they would be members of the shapper cult (possible have them fighting normal freaks) and corlax
Nerva Archipelago would only have a small network of tunnels filled mostly with devoured and circle there would also be random spawns of crey capture teams out to collect new specimens for there labs
The tunnels of St. Martial would be populated again by the devoured and freak show as well as some corlax in partially flooded sections there would also be a presence of Rogue Arachnos
Grandville already has a partial network of tunnels connecting the hab to the main island so this could be expanded along with the current turrets and spider bots that rome these arachnoid's could be added along with some archnos personnel. circle of thorns would also be there searching for a way into the city proper.
finally the PvP zones most will argue of why go to the trouble of doing tunnels for the PvP zones but i like the PvP zones some nice work has gone into populating them and fighting in tunnels would add somthing difrent to CoH pvp
Bloody Bay
the tunnels under bloody bay would be crawling with shivians and not much else (would you share your space with a radioactive space monster) there would however be a new breed of shivian only seen in the tinnels just as the shiavinas that wander Bloody Bay are created from the corpses of the dead within the tunnels there would be smaller more agile and far quicker shivians these would have formed from the remains of rats and other animals that were within the tunnels when the meatior shower happened. the bloody bay tunnels would be full of drifting clouds of meatior gas these clouds have numerus difrent effects some would boost your stats while you were within them (+damage +regen etc) while others would debuff you (-damage -acc Dot) what eatch cloud did would be a mistery untill you were in it they would all do -perception - range though
Warburg more tunnels for warburg even deaper than those that curently riddle the island these woud be the home soely of the archnoids down this deep theres very little light and you could be right on top of some one before you seen them would have a similar effect to teh fog in DA and you would have a very short draw distance there would also be a debuff to range and perception.
Hmm that turned out a bit longer than i had intended woops
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I'd say that Mercy is way, way, way down the list of zones needing remakes - Cap Au Diable is the Villains' gathering zone (although, admittedly that's the Black Market truck's fault, rather than anything else).
I'd much rather they looked at Boomtown, Eden or, even better, Dark Astoria first.
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Agreed, you can't really complain about a zone that cites Mogadishu as its architectual/enviromental inspiration.
I think your complaint has more to do with the game-dynamic Predatory, aka: the amount of footwork you have to do lower-level, and with that I agree with you.
I'm going to go with the OP on this one.
For me, Mercy is designed all wrong. The enclosed part should have been slightly larger and in the center of the island, with extended parts going to the ferry. This where villains should start out from.
It should have had some form of open area for villains to congregate, with some missions being set outside the walls - as they are now.
I don't think there is any way that it will get changed, but I've always been curious about the odd design of Mercy.
Proud member of FOXBASE ALPHA and coalition associates.
Hero 50's - 25
Villain 50's - 1
I think the long looonnnnnggg runs in Mercy are a main factor why I could never be bothered playing villains. Granted its not a major problem but its so much easier starting out as a Hero - more choices = more fun.
Brushing twice a day keeps the Strep.mutans at bay!
If you play on Defiant Server send a tell @Electro Kitty to join The Wonder League SG
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I'm going to go with the OP on this one.
For me, Mercy is designed all wrong. The enclosed part should have been slightly larger and in the center of the island, with extended parts going to the ferry. This where villains should start out from.
It should have had some form of open area for villains to congregate, with some missions being set outside the walls - as they are now.
I don't think there is any way that it will get changed, but I've always been curious about the odd design of Mercy.
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That actually sounds really neat.
Make Mercy more circular, with a hill with the fort/walls in the middle. A bit like Grandeville has the city in the middle and the Gutter on the outside.
A central hospital would be a godsend beyond belief. As would more contacts, tbh.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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The long runs in Mercy are nothing compared to The Hollows, back in the day.
Kids these days, blah blah blah *mutters until out of sight*
"Idealism is such a wonderful thing. All you really need is someone rational to put it to proper use." - Kerr Avon
Myopic Aardvark on Twitter
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The long runs in Mercy are nothing compared to The Hollows, back in the day.
Kids these days, blah blah blah *mutters until out of sight*
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Hey, I remember the Hollows back in the day, when it was proper, with just Trolls, Outcasts and CoT. And Igneous.
And I STILL go there at lvl 5, without a temp travel unless I was on a decent team that did the bank mish anyway.
And Mercy Islands hospital run STILL bugs me. The reason? Mercy Island is a starter zone. The Hollows aint.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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it just needs 2 things.
1.) a hospital next to the entrance of mercy city(to call it that)
2.) a better starting point.
they could remake an entire base and build it somewhere in the middle of the game, or they could just turn the whole thing around.
so instead of beginning at the coast, you begin in the city.
this does mean a complete overhaul in enemy levels and some missions has to be adjusted, but i think this will make things a lot more clear for the newbies.
I think it's because I like the run through Mercy and always have, with its dirty architecture and more detail than the Heroes zones, it just felt more real somehow.
And survival of the fittest. You're given the same instructions that the heroes get. If Mercy frustrates you, then I guess you're not one of Recluse's Destined Ones.
Those frustrated should head to Grandville with Superspeed and no tempt fly powers for an object lesson in frustration
"Idealism is such a wonderful thing. All you really need is someone rational to put it to proper use." - Kerr Avon
Myopic Aardvark on Twitter
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I think the long looonnnnnggg runs in Mercy are a main factor why I could never be bothered playing villains. Granted its not a major problem but its so much easier starting out as a Hero - more choices = more fun.
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This is exactly the point I was trying to make. No one just starting out wants to run for 3-5 minutes just to get to a mission and as has already been mentioned, if you die in that mission you need to run that distance again.
The point about cap been the meeting spot on villians, ok I understand but that isnt much good for a starting player is it?
If Atlas could have a wentworths why cant mercy have a black market van?
Or rather than change Mercy island at all, how about a 2nd starting area for villians? Again heros has two, it would be nice to have a change.
If it was done as a second starting area, then theres no reason why it couldnt be linked in, plus the idea of a new starting area is going to appeal to players wanting to try a villian.
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No one just starting out wants to run for 3-5 minutes just to get to a mission and as has already been mentioned,
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Treat the journey as a mission. Take your time, look at the scenery, and fight the mobs you encounter along the way. It will be more fun, and you will gain a couple of levels in the process.
I really should do something about this signature.
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If Atlas could have a wentworths why cant mercy have a black market van?
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It does
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No one just starting out wants to run for 3-5 minutes just to get to a mission and as has already been mentioned,
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Treat the journey as a mission. Take your time, look at the scenery, and fight the mobs you encounter along the way. It will be more fun, and you will gain a couple of levels in the process.
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Or simply ignore the missions, and start carving your name into Mercy by beating up on the locals?
Much more fun, and much faster levelling, I find.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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No one just starting out wants to run for 3-5 minutes just to get to a mission and as has already been mentioned,
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Treat the journey as a mission. Take your time, look at the scenery, and fight the mobs you encounter along the way. It will be more fun, and you will gain a couple of levels in the process.
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Or simply ignore the missions, and start carving your name into Mercy by beating up on the locals?
Much more fun, and much faster levelling, I find.
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Yeah, that's what I tend to do too.
Although if the zone design's such that everyone ignores it and farms freerange mobs so they can leave as quickly as possible, it does suggest something's not right.
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Although if the zone design's such that everyone ignores it and farms freerange mobs so they can leave as quickly as possible, it does suggest something's not right.
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Without meaning to sound like a cheerleader here, I've never farmed mobs to leave Mercy quickly. I find doing the missions gets me to Port Oakes within an hour or two, depending on characters/team size.
"Idealism is such a wonderful thing. All you really need is someone rational to put it to proper use." - Kerr Avon
Myopic Aardvark on Twitter
Ok from looking at the title, I can instantly tell several people will just scream NO and thats that but hear me out
Mercy Island is the first area new players see when they get into villians, what do they get? a dark, enclosed area with several small streets and no open areas, more lag than heroes side and less players, trainers and stores are often miles away and it takes ages to run to missions on the other end of the map (the mission 'eliminate the infected' is a good example), no sewer network style system like heroes has, and to get to the next area its a ferry on the opposite end of the island, involving finding small elevators in a large raised fort or jumping off and losing hp.
Compare this to heroes side, Atlas park or Galaxy City. Both are large open areas with big areas for costume contests, SG recruitment, RPing or general chat, everything you need is easily accessible in the centre of the map as are mission contacts meaning your never going to have to run more than half the map to get to your next mission, players at level 50 still come back to this area as a meeting place.
There is also the sewer network which is where lots of new players get there first teams together to quickly get through the first levels before going to kings row to get there jetpacks.
Atlas also has 4 exits to different zones on the map, mercy has one to port oakes, im not sure on galaxy.
Im thinking if Mercy was redone more like galaxy or atlas, its likely to spark more of an interest because its not making things harder on the player to interact with the world.
Ok, you can shout at me now