The perils of 'official' content
Personally, I think people complain about travel time too much. Yes, I realise spending time not playing the game sucks, but short of asking that outdoor zones be removed from the game or a zero-recharge mission teleporter be given to everybody, I can't rightfully claim travelling is anything BUT playing the game. Unless we consider that "playing the game" means "something that gives experience," there is no other way to look at it. Otherwise, putting out fires, beating back Troll raves and even fighting Giant Monsters are just about "not playing the game."
Seriously, how long does it really take? Peregrine Island to Brickstown is two minutes, tops. Hell, the Storm Palace to Perez Park isn't more than 10 minutes without dropping off the islands. I've timed it. And there really isn't any farther you can travel in this game without having to rethread zones. And for what it's worth, I like to travel around from mission to mission. To me, it is superior to the CoV model of always looking at the same five doors and the same damn zone day after day after day.
Yes, the hero-side 40-50 content sucks. It was designed with the idea that it would be a lot more "grand," so it's chock-full of enormous outdoor instances, lots of kill-alls, long missions, long arcs, long mini-arcs, lots of travelling and annoying enemies. In his CoH-dis, Jack says he and Positron got together and decided that 40-50 should take as long as 1-40 did. This part of the level-range was supposed to be the ultra-hard, ultra-long, ultra-boring EQ-style end game, designed back in the time when everyone thought it was a good idea to have that. So everything you'll find in Peregrine Island sucks. I2's Shadow Shard is even worse, being the game's crowning achievement in chasing the "if you build it long, tough and boring, they will come" fallacy, a true testament to how wrong that notion really is.
Everything made after I2 has been closer and closer to the reality of the actual game. I'm not a fan of everything being broken up into 3-mission arcs, myself, however. After all, every one of Crimson's mini-arcs is a 3-mission story, and he has about 20 of these. In CoV, a 3-mision string is not a mini-arc. It is a full-fledged yellow-book macro-arc. This, to my eyes, is going too far in the other direction. Small arcs have their place, I won't deny that, but the occasional long, elaborate arc is NOT a bad thing.
Personally, I would take 10 minutes of travelling over 1 minute of playing the Architect. The players' crappy writing aside, I just don't feel like staring at that God damn room all the time, knowing there's a whole city out there to see.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I wouldn't mind fedex missions and such if:
A: I didn't get them before I even got my travel power
B: My computer wasn't so slow.
When you have to wait a few minutes every time you want to switch zones, and get FedEx missions on the other end of the city, it begins to add up. I can only go get food, go to the toilet or do Nerf gun target practice for so long before I get bored.
That's about the only thing I liked about Guild Wars- one it loaded a zone once, it never had to again.
The key to solving bordom is randomness. If something completly random were to happen along the way this would help. Ambushes are nice, but to an extent, they are pretty predictable and always too small.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
Running Tina McIntyre's arc with a scrapper. Things are going along fine, then I hit a 'defeat all' hydra mission. Okay, the map isn't too huge, no problem.
<snip> Oro to Bricks, run across the zone to the hospital, talk to the guy, get the totally predictable mission right back where I started...and it's the same freakin' kill all, on the same freakin' map that I just cleared. Oh wait, this time there are some glowies to click and a boss to beat, so I guess that makes it okay? |
Now, the fact that they still give less XP than normal for their level despite not being that easy to kill (due to annoying toxic damage)--that kind of bugs me.
I think i am an abomination...
Why? Because I love FEDEX with 50% of my toons...
Let me explain...
I love doing FEDEX missions when I am on a superspeed or superjump toon. Because I feel nice cruising with those movements...
The sheer speed of superspeed makes me run like a crazy on the streets, running among the mobs...
And I love to do the outrageous superjumps... Its so full of the WEEEEEEeeeee factor...
** Guardian�s Crazy Catgirl **
************* 22 XxX 10 *************
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Yes. I can get lost on a straight-line map.
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit
Nethergoat mentioned Tina McIntyre, but the one contact I wish I could drag into a PvP zone and put the smack-down on is Indigo. I dug out my 50 fire/ice blaster and saw I still had her arc open. I spent the entire evening trying to finish it up just to get rid of it. The entire evening for grey-filled missions that I mainly stealthed through. Actually, I didn't even have to stealth, the mobs just ignored me. Even when I had her cell phone number, she insisted on sending me off to Crimson before every mission. I never hated a computer-generated character so much before in my life. Go to Crimson (in Peregrine), then a mission in Atlas, go to Crimson, then Kings Row, go to Crimson, then some other obnoxious zone.
If there's one issue I'd like to see the devs work on, it should be the "Quality of Life" issue. Go through all those old arcs and tighten them up. Find all those other little annoyances and fix them. Just one issue to make all the old parts of the game shiny. Things like a respec system that is actually user friendly and doesn't force you to redo every single action you've ever taken when leveling your character.
But I'll still take the lamest game content over the AE farm content any day. At least if I'm going to be bored, I'll be bored traveling through different zones rather than staring at that one stupid farm map all night long.
Arc ID#30821, A Clean Break
The only problem with defeating the Tsoo is that an hour later, you want to defeat them again!
"Life is just better boosted!" -- LadyMage
"I'm a big believer in Personal Force Field on a blaster. ... It's your happy place." -- Fulmens
Actually I ways thought it was odd, to be sent to Person B by Contact A, and cannot call Person B even thought I have their number. Instead I must visit in person.
Champion
Pillars of Might
Darc Ranger [Blas] / Darc Nebula [Cont]
The Bikini Patrol
Darc Lighter:51-[Blas] / Darc Lady:50-[Tank]
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Aegis Magnus [MM] / Atomic Spector [Cor] / Dominar Sefus [Dom]
MEGAFORCE
-Darc Ranger [Def]
Seriously, how long does it really take? Peregrine Island to Brickstown is two minutes, tops. Hell, the Storm Palace to Perez Park isn't more than 10 minutes without dropping off the islands. I've timed it. And there really isn't any farther you can travel in this game without having to rethread zones. And for what it's worth, I like to travel around from mission to mission. To me, it is superior to the CoV model of always looking at the same five doors and the same damn zone day after day after day.
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The monochromatic look of the Rogue Isles does bug me, but that is a failure of art direction, not game design.
They got the travel times just about right- except for Nerva, which isn't even that annoying because the rest of the game is pretty reasonable.
Personally, I would take 10 minutes of travelling over 1 minute of playing the Architect. The players' crappy writing aside, I just don't feel like staring at that God damn room all the time, knowing there's a whole city out there to see. |
The city is always out there- MA provides an alternative, one that looks pretty good compared to quite a bit of the CoH content.
I wouldn't mind fedex missions and such if:
A: I didn't get them before I even got my travel power B: My computer wasn't so slow. |
If I still had my old system I'd probably be parked in MA just to save myself 20 minutes a day of load screens...
Considering you don't get to fight Hydra all that often in the game, having two missions in a row fighting them on the same map isn't a big deal to me.
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Especially for a boring, annoying enemy I can find in their hundreds in Perez Park.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
I2's Shadow Shard is even worse, being the game's crowning achievement in chasing the "if you build it long, tough and boring, they will come" fallacy, a true testament to how wrong that notion really is.
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It really does take all kinds.
Btw SlickRiptide, I wasn't thinking of the repetitiveness of EQ "content" with that preparing to play comment, I was really thinking more of what I've read, mostly on the AoC boards but even a little here. I've read people nostalgically talking about how they had to travel for literal hours to get to whatever killing field or resource area, which strikes me as a good way to make me quit a game. However, I admit I hadn't considered the idea that it wasn't the traveling that was missed, but the concept of traveling through lands with a good group, being social along the way. That I can see as something worth remembering fondly, but no one's ever seemed to mention it before. Huh.
Travel QOL has vastly improved over the 'good old days', which I appreciate.
It's still irritating to sojourn halfway across the city and back so you can clear the same map you just finished. |
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total kick to the gut
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This is like having Ra's Al Ghul show up at your birthday party.
Quite the contrary for me.
The monochromatic look of the Rogue Isles does bug me, but that is a failure of art direction, not game design. |
I don't enjoy a small word. I prefer many big zones to a few smaller ones. Travel time be damned, more land area is always good.
But it's not either/or, Sam. The city is always out there- MA provides an alternative, one that looks pretty good compared to quite a bit of the CoH content. |
Let's wait and see what the global super sidekicking and difficulty additions will do to outworld popularity. I've no doubt many will stay with the convenience of Architect farms, but I'm also confident that many will move out onto outworld farms and many still will feel less cheated by not cashing in on the golden egg that is Architect Entertainment. It's supposition, obviously, but I envision more people playing the old content.
Identical missions at the same location after running halfway across the city and back isn't acceptable to me. Especially for a boring, annoying enemy I can find in their hundreds in Perez Park. |
At the end of the day, it's not a matter of convenience. The game is far too convenient as it is, to the point where you can easily regard it as something less of a game and more of a sandbox. I don't like sandboxes.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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If there's one issue I'd like to see the devs work on, it should be the "Quality of Life" issue. Go through all those old arcs and tighten them up.
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--NT
They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!
If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville
It's not entirely a question of art and design. ANYTHING you're forced to look at all the time becomes boring. The different Rogue Isles zones aren't actually all that similar, with the exception of Mercy Island looking a lot like Sharkhead Island. It's just that the CoV world is so damn small we know it inside and out and the similarities between the zones stand out more than the differences when tedium strikes. City of Heroes is actually MORE similar between the different zones than City of Villains - it's all off-scale tower block legos. It's just that the place is big enough to where you aren't seeing the same thing over and over and that lets me, at least, focus more on the differences than on the similarities.
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IMHO A generic entrance that's a few hundred yards from where I'm standing is preferable to a generic entrance two zones away.
Distance does not impart originality.
I don't enjoy a small word. I prefer many big zones to a few smaller ones. Travel time be damned, more land area is always good. |
I on the other hand prefer a compact, well integrated environment to a sprawling, unplanned one. Give me New York over Los Angeles any day.
To each their own. I consider most any custom critter spat out by Architect enthusiasts to be boring and annoying, both by virtue of custom critters being abnormally strong and by virtue of most people designing their enemies too tough and annoying on purpose. I don't enjoy fighting minions with Electrical Blast stacked on top of Radiation Emission and Forcefields. By contrast, the Hydra are unique and interesting enemies, dangerous to a point, but also vulnerable as well. You can find them low-level in a variety of places, but who goes hunting for Hydra any more? I like the fact that they're used in missions, the same as I would like it if the Cap Au Diable Demons, Luddites, Legacy Chain, Wyvern, Knives of Artemis and all the other "barely there" enemy groups were used more often. |
In any case, I don't have an issue with Hydra as opponents. They're no better or worse than most of the enemies in the game. I do have issues with a pointlessly long fedex leading back to the same mission door sporting the same enemies.
My disparaging of the Hydra was in response to a post claiming they are so interesting and different a foe that two kill-alls in a row should be cause for celebration rather than complaint.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Hydra, Knives, a lot of the Praetorians....they area annoying and boring to fight because they consist of one type of minion, one type of lieutenant, one type of boss, all of which have an annoying debuff that, in and of itself isn't so bad, but when you have 10 of them stacked on you, becomes an exercise in frustration. They are Exhibit A for the "What not to Do" list of Custom group creation.
As for overly long arcs, well, they are. Post-30 arcs hero-side can get downright ridiculous in length, especially since you are limited to having two open at a time. Many of them have missions that could be cut completely without impacting the story much, while others could be redone as a series of shorter arcs. Yes, World Wide Red would be just as long if it was three arcs instead of one. It wouldn't feel as long though.
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Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
I understand where the people crying for smaller to non-existent travel times are coming from. We all have lives, and jobs, and responsibilities that come first before a game about super heroes.
However, I must agree with Samuel_Tow here, and wonder if some people here, just want to be instantly teleported to their mission, and click on every enemy to kill it, then after completing their mission, click the exit button and appear right in front of the contact that gave it to them.
City of Heroes is unlike any other MMO in the fact that the world of COH exists as a single city, instead of an actual, "World" or "Continent."
The fact that I can cross the entire world in less than two minutes at level 14 is extremely rare to the MMO genre. In other games, (Who will not be mentioned) its a whole other social event just to get to the mission you're planning on completing, which is exactly what Sam was saying. And to many (as apparent by the fact that their subscription numbers are just plain ridiculous) that's seen as a part of the game and enjoyable content.
Ever since they changed the mission structure to give greater rewards, and half debt, I've felt terribly sorry for War_Witch, who is our level designer. She builds these beautiful cityscapes, and players just complain about how they hate looking at them, because it takes them all of a minute to get across and enter the mission door.
If instant gratification is what you seek, look no further than Atlas Park's AE building. It's got endless repeatable missions, a hospital that is located IN THE BUILDING, and is right next door to the Wentworth's where you can sell your rewards to get greater rewards.
As for me, I'll continue to fly across the city looking down at all the busy little NPCs below and immerse myself. I've never understood why the Farmers seek to get to level 50 as fast as they can. There's no "ENDGAME" like what is featured in other MMOs. You get to level 50, and then... you... do more missions?
If there's one issue I'd like to see the devs work on, it should be the "Quality of Life" issue. Go through all those old arcs and tighten them up. Find all those other little annoyances and fix them. Just one issue to make all the old parts of the game shiny. Things like a respec system that is actually user friendly and doesn't force you to redo every single action you've ever taken when leveling your character. |
Now that the Devs actually DO have no excuse for reading this (ah la EU boards), its time to say this.
Again.
And louder.
NEW SHINIES is of no use if the OLD JUNK is still in the game. Eegads, there is a large chunk of the playerbase who could sort that out better than the Devs have so far. Seriously, there has been some great great stuff thats been new (Vanguard, oh I love Vanguard) but the old stuff needs some polish, period. Especially the starting stuff. Ever wonder why a chunk of new players end up prefering farmed missions in AE?
Because the low level content is dull, dull, DULL. Theres no variety, nothing except Hunt X, Rescue Y, Defeat all Z. Boring, repetetive, yawn-inspiring.
Come on, Matt et al. This is a great game that deserves some TLC on the chassis to make sure the rest of it really really shines.
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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I understand where the people crying for smaller to non-existent travel times are coming from.
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But meaningless 'travel for the sake' of travel isn't compelling gameplay.
However, I must agree with Samuel_Tow here, and wonder if some people here, just want to be instantly teleported to their mission, and click on every enemy to kill it, then after completing their mission, click the exit button and appear right in front of the contact that gave it to them. |
I personally prefer the happy medium- I do like being out and about in this or that zone, seeing the sights, running into other characters. I dislike long, pointless voyages to this or that distant mission door, notable only for the irritation they trigger.
The CoV approach of "mostly in one zone, with occasional detours" is my preference.
As for me, I'll continue to fly across the city looking down at all the busy little NPCs below and immerse myself. I've never understood why the Farmers seek to get to level 50 as fast as they can. There's no "ENDGAME" like what is featured in other MMOs. You get to level 50, and then... you... do more missions? |
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
or, why MA (and before MA Radio missions) appeals to so many players.
Running Tina McIntyre's arc with a scrapper. Things are going along fine, then I hit a 'defeat all' hydra mission. Okay, the map isn't too huge, no problem. "Oh you beat the hydras...okay, now run to Brickstown and talk to this guy on the other side of the zone!" Well, I don't run that many story arcs and it's been a while since I did one of these annoying FedEx missions, so alright, off I go. Oro to Bricks, run across the zone to the hospital, talk to the guy, get the totally predictable mission right back where I started...and it's the same freakin' kill all, on the same freakin' map that I just cleared. Oh wait, this time there are some glowies to click and a boss to beat, so I guess that makes it okay? Logged out in annoyance to check the market on some of my other characters and to whine about it here. Just a reminder to everyone that there's a reason lots and lots of players prefer the convenience of content that doesn't send you all over the world before handing you a carbon copy of the mission you just did. |
Another annoying example is a Crey arc where you have to access three computers. Instead of all three being in one lab they are each in a different lab, each in a different zone! Ok, it might make some sense in story terms but it's really annoying in gameplay terms.
Unfortunately, except for updating arc maps (Freakalympics, Tsoo tattoo parlor, etc.), I think there's a sort of "written in stone" aspect to all content. So let it be written, so let it live forever.
--NT |
It ranks up there with another of my pet peeves of the heroside that the villainside rarely does, sending me to missions in areas over my level too early. Getting to the mission door to find that it's got a big spawn of deep-purple enemies sitting on top of it gets old really fast.
The point is that these abominations are still the mainstream hero content.
Why have they not at least made the NPCs give you cell phones immediately? That would probably be extremely simple to do compared to most dev tasks.
For everybody whining about how MA farms make a bad impression with newbies, they make a far better impression than the ****ty mechanics of the default content.
And before MA most hero PUGs were scanner spammers, which is just another kind of farm.
I just started a warshade and my playstyle is to do maybe 1 or 2 missions, then log if the mission teleporter is recharging. That's WITH an inherent travel power.
A game is not supposed to be some kind of... place where people enjoy themselves!
QR - I was thinking recently that with the fast leveling in the pre-20 range nowadays, that they ought to "retcon" a lot of the story content from that level range and put it up in the higher levels. People scream through the opening levels so fast nowadays, that it's perfectly feasible to get through them barely knowing who Doctor Vahzilok is, let alone actually coming face to face with him.
After reading the last few postings, I'm revising my thinking. Maybe what really needs to happen is that everything is stripped out of the opening levels that isn't storyline related in some way. The pre-20 levels should be nothing BUT storylines that introduce new players to the backstory of the city, and that give the veterans something interesting that they're doing as opposed to vanilla time-filler jobs that they've done a million times.
Ehh, Hazard Zones were there because originally I'm not sure they knew how players were actually going to play.
But, patrolling the streets was a necessity because contacts could and would run dry on you during certain level ranges. Plus, what with the ridiculously inbalanced underling XP Crey's and Eden was great PL'ing for fire tankers....ha, that was the reason there were level requirements on those zones that are finally being removed, years later, not that anyone even cares about it....Pretty good incentive to just pound mobs out on the streets when there was no difficulty slider (you could find tougher packs in hazard zones), the mission/story arc completion rewards were peanuts, no half debt for indoor defeat (made because most blasters lived in permadebt), some of those missions were created to be as obnoxious as possible (SAVE 50 HOSTAGES FROM GIANT ORENBEGA MAP YOU STILL MAKE ME ANGRY!) with niches and hooks much more hidden than they are today. And, of course, mission doors were purposefully spread across the city as a travel timesink so sometimes it was nice to not have to spend so much time running around.
They're a failed experiment. It'd be nice if they did something to them, but I dunno what they could do to make people really interested in going there. Make 'em level 50 with higher purple recipe drop rates and open 'em up to both sides or something, I dunno.