Maybe SOME Open-World Missions?


Aett_Thorn

 

Posted

Please, don't spear me! Hear me out!

All the big MMOs out there have it-- that certainly doesn't make a feature good-- but one thing that all the MMOs out there have, that I can name, is an 'outdoor' feeling to missions.

"But, Sig, we do our missions in instances!"
Yes, but why can't we be given a choice?

Why can't we have a mission in Brickstown to either infiltrate the Crey base, or to go looking around the city for a bit to find some boxes that might hold their valuables? Why not have a few more missions beyond 'Hunt [Gang]' and 'Patrol [Zone]'? Why can't we have some un-instanced missions that could just take place in the same zones that we love oh so much (Here's looking at you, Striga )?

Would it really be the end of times if we were to put an occasional EB, and maaaaybe even an AV in some key points throughout maps? Like inside the Striga 'Volcano' or near the Storm Palace?

All I'm saying is that some open-world content in terms of a few missions spread throughout the zones, like some simple collections wouldn't kill off the population; ESPECIALLY if it were optional.



 

Posted

More mission variety? Sure!

/signed.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

I'm all for this, I love options! Even the people that would hate something like this wouldn't have to do it. I see no downside. /signed times 1000


 

Posted

I would not mind this provided that two conditions apply to it:

1. No player is OBLIGATED to do it. And by this I mean that you have every option to ignore the mission without having to use an auto complete (like speak with Lt. Wincott in the Hollows) and by ignoring it you are not trapping yourself in a dead end mission thread because you didn't do it.

2. No other player would be able to interfere with your mission in any way. Until recently when I joined in on CO's beta testing, I had never experienced the phenomenon of "ninja-ing." That is, another player hanging just close enough to steal your rewards from a fight. I'm not very fond of it.

Besides, as i've just been reminded, we already have something like this. All GM's/Rikti invasions/Zombies are basically open world encounters. Anyone can join in.

Now, having said that, I would like to see some more content and adding a bit more to the "dead" zones would be a very good thing so I would give this a /provisionallysigned


Writer of In-Game fiction: Just Completed: My Summer Vacation. My older things are now being archived at Fanfiction.net http://www.fanfiction.net/~jwbullfrog until I come up with a better solution.

 

Posted

Quote:
Originally Posted by jwbullfrog View Post
I would not mind this provided that two conditions apply to it:



2. No other player would be able to interfere with your mission in any way. Until recently when I joined in on CO's beta testing, I had never experienced the phenomenon of "ninja-ing." That is, another player hanging just close enough to steal your rewards from a fight. I'm not very fond of it.
Might have trouble with this one. With missions liek this spawn camping is gonna happen.


 

Posted

Quote:
Originally Posted by MunkiLord View Post
Might have trouble with this one. With missions liek this spawn camping is gonna happen.
Yeah. Sad but true. I have a bit of an issue with the (mercifully few) people who practice kill stealing already. I'm mostly a solo player so I don't want the frustration of fighting off other players in addition to the NPCs.


Writer of In-Game fiction: Just Completed: My Summer Vacation. My older things are now being archived at Fanfiction.net http://www.fanfiction.net/~jwbullfrog until I come up with a better solution.

 

Posted

Quote:
Originally Posted by jwbullfrog View Post
2. No other player would be able to interfere with your mission in any way. Until recently when I joined in on CO's beta testing, I had never experienced the phenomenon of "ninja-ing." That is, another player hanging just close enough to steal your rewards from a fight. I'm not very fond of it.
I actually think there's a very good solution to this problem for this game. Since we're not out there to collect some livers for liverless dogs, we can easily write off ninja-ing by thinking about our objectives... Lets give an example scenario to illustrate how I'd think a system like this'd work.

• You get an open-world mission to 'bring Archon Morrison out of hiding and defeat him'
• You go out hunting Council soldiers
• After X number of soldiers are killed, Archon Morrison is spawned (as an ambush to you/your location for this scenario)
• Archon Morrison is defeated by you, and the mission is successful.

That's all well and good, but lets throw a bone in it:

• You get an open-world mission to 'bring Archon Morrison out of hiding and defeat him'
• You go out hunting Council soldiers
• After X number of soldiers are killed, Archon Morrison is spawned (as an ambush to you/your location for this scenario)
Different: Archon Morrison is wiped out by a +40 Spines Scrapper that ran by with Quills on and was 1 shotted without the Scrapper ever even noticing him... and the mission is still successful, because Archon Morrison was still defeated. You'll still receive any temp powers/badges/etc, you MIGHT get slightly reduced XP/Inf mission-completion bonus... but I don't really see that as required, since it'd be the same as having a level 50 enter a level 10's mission and quitting the team and doing the mission for you (IIRC, you'd still get the full rewards in that situation, just not the enemy kill xp/inf obviously).

To minimize the situations where somebody else defeats them, for ambushes you can simply spawn the group close to where you are (so they don't have to run for a mile and possibly get lost/stuck). For ones that aren't ambushes (i.e. you're told the location to find them, possibly with a marker on your map), wait to actually spawn the group until someone from the team is within a certain distance.

The contact could have slightly different dialog in this case, like for a villains dialog the contact can joke about how amazing you were, to be able to get some other schmuck do your work for you without realizing it (and it amused them so much they'll still pay you the full amount anyways). For heroes, the contact can focus on you pulling them out of hiding, and downplaying on who defeated them personally as not being as important. Story-wise, don't write it in a way that you must to personally defeat them (i.e. stealing the cape on the villain cape mission would flat out not be practical, 'cause you need to steal the cape), for missions where that's required for the story, they can just be instanced.


For a glowie... I think that should be shown on your map (unless it's supposed to be in a very certain area, like a certain clearly defined base, to prevent it from being 'Find a box in Crey's Folly' nonsense). In addition, I think that the glowie should only be shown to the mission holder and her team (at the very least, only glowing for them, if it's a static part of the environment normally). This should prevent any possible ninja-ing, since it couldn't be stolen by someone else.


Might need some tweaks, but I think these methods are pretty close to a nice middle ground between 'instance in the world' and 'ninjas gone wild', so that even though people can ninja, it wouldn't hinder you.


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

I wouldn't want it to be too common, though. I don't want it to be a WoW or LotRO where you plan out all the quests to do in an area at once... I rather like the mission system as is o.o.


 

Posted

Quote:
Originally Posted by MunkiLord View Post
Might have trouble with this one. With missions liek this spawn camping is gonna happen.
As long as we all agree that anyone typing "Camp check?!" takes 25000 volts right through the keyboard.


My scrapper doesn't need an AoE. She IS an AoE.

 

Posted

Quote:
Originally Posted by Kitsune Knight View Post
To minimize the situations where somebody else defeats them, for ambushes you can simply spawn the group close to where you are (so they don't have to run for a mile and possibly get lost/stuck). For ones that aren't ambushes (i.e. you're told the location to find them, possibly with a marker on your map), wait to actually spawn the group until someone from the team is within a certain distance.
I'm not a dev and obviously don't know the true ins and outs of the system but from one specific thing I've seen this seems feasible. I discovered with the Defendable objective in MA that the ambush is based upon the player managing to agro the enemies around a Defendable. In theory, the objective would spawn an invincible and untargetable entity that would, in turn, spawn the Council boss. Actually, might not even need all that since it might be a way to base it off the coding from the ambushes from Mayhem missions or from the hero from the villain's cape mission.

Quote:
For a glowie... I think that should be shown on your map (unless it's supposed to be in a very certain area, like a certain clearly defined base, to prevent it from being 'Find a box in Crey's Folly' nonsense). In addition, I think that the glowie should only be shown to the mission holder and her team (at the very least, only glowing for them, if it's a static part of the environment normally). This should prevent any possible ninja-ing, since it couldn't be stolen by someone else.
This could be purely incorrect and a dev could say "nah" but considering that clickies can already acknowledge when someone else is clicking them, it would make sense if there was a way for someone outside of your team to act as if "clickie is already being interacted with". This would outright prevent ninja'ing from being possible.


 

Posted

I think Kitsune covered things pretty well.

As for collection items? I think making them only available to the collector would benefit well... Just me?



 

Posted

Quote:
Originally Posted by BBhumeBB View Post
As long as we all agree that anyone typing "Camp check?!" takes 25000 volts right through the keyboard.
With CoH being my first MMO... what does that mean, exactly?



 

Posted

Quote:
Originally Posted by Kitsune Knight View Post
• You get an open-world mission to 'bring Archon Morrison out of hiding and defeat him'
• You go out hunting Council soldiers
• After X number of soldiers are killed, Archon Morrison is spawned (as an ambush to you/your location for this scenario)
• Different: Archon Morrison is wiped out by a +40 Spines Scrapper that ran by with Quills on and was 1 shotted without the Scrapper ever even noticing him... and the mission is still successful, because Archon Morrison was still defeated. You'll still receive any temp powers/badges/etc, you MIGHT get slightly reduced XP/Inf mission-completion bonus... but I don't really see that as required, since it'd be the same as having a level 50 enter a level 10's mission and quitting the team and doing the mission for you (IIRC, you'd still get the full rewards in that situation, just not the enemy kill xp/inf obviously).
I have a BIG problem with this, and it's the same problem I had in Champions (when I wasn't waiting in line). I'd seen a couple of missions build up to a big fight, I go to this foreboding location and go to spawn my bad guys and... I'm in a huge crowd of people taking turns to fight him. I spawn mine, someone else rushes in, kills him, and I discover that, anti-climactically, my mission is over. Great. My entire mission was fighting this one guy, and it's over without me doing anything. Thanks for ruining it for me!

To me, having your mission complete if someone ELSE kills or clicks is no different from me walking away from the computer and having a team-mate finish the mission for me. Or, even worse, little different from using the Mission Drop feature.

Until I see a fool-proof system for ensuring I can avoid interference if I so desire, I'm afraid I cannot support this idea in any way.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

I'm pretty sure outdoor missions can be designed so they can't be stolen, griefed, camped or tampered with in any way by other players. It might limit the choice of possible missions a bit but that might be the price we have to pay.

For example, missions to take out Archon X would have to be partially instanced so that only the mission holder's team can fight the target once he's been "flushed out".

I wonder if it would be possible to create an instance on an outdoors map which would basically be a cube formed of war-wall forcefields. When you enter it, you are in an instanced part of the larger map where enemies only appear for you. Other players can't even see the forcefields and won't enter the instance spawned for you if they move into the same area. Hm. Difficult to explain but I hope the general idea is clear enough.

If that is impossible we could get a small door mission instead, to take out the target. Basically just one room or so - preferably relatively unique and relevant to the mission. For example, if we are hunting down a Vahzilok who is kidnapping people we'd find him in a sewer room with cages filled with his still-living victims. If we're looking for a "rogue" Crey scientist suspected of experimenting on Rikti technology, we find him in a small laboratory map with lots of Rikti technology lying around. Etc.


Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522

 

Posted

I encountered the netiquette of camp checks in Everquest, which was my first MMO. I came late to the game, I will say.

Spawns which dropped popular loot, or simply spawns hunted for xp, were all public. Instanced dungeons came along later, and were a specialized case to boot. Everything was "open world" - that is all dungeons, opponents, missions, etc. were visible to everyone and anyone could interact with them.

So it became typical to wait at given points on the maps and wait for opponents to spawn, or especially rare spawns involved in quests for very rare loot. It was good etiquette, when entering a popular map, to broadcast "camp check" - ie requesting that players camping specific sites reply that they were camping such and such a location.

Mind you, this was all player-developed protocol, so you had to know the slang for said sites. And similarly, you had to know the spawn sites, so if the southern end of the gnoll mound in the Karanas didn't show up on the list, you had a fair chance that you could go hunt there without someone claiming you were infringing their camp.

Of course, there was no enforced rule that one had to respect camps, but most players went along with it, and storms of controversy would break about the heads of those who didn't.

I have once - and once only - been street sweeping in a given zone (Terra Volta, forsooth) in this game and had someone try to argue that I should not hunt there because he was camping the area. I responded that this was not a custom in CoX and that if he looked around he would see more spawns popping up than either he or I could deplete if we fought non stop and never lost. This was many years ago, and I assume he came in from a game where camping was the norm.

Hated it in EQ, and would hate to see it sneak into CoX.


My scrapper doesn't need an AoE. She IS an AoE.

 

Posted

With COH being the only MMO I've ever played I can't really relate to spawn camping.

Back in the day I used to sit on a specific rooftop waiting for the Paladin construction to begin.
This was back when people would complain that it wouldn't spawn if someone was close by. Even though that was proven wrong, the sentiment of Anti-Camping in this game was strong.


Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!

 

Posted

Quote:
I have a BIG problem with this, and it's the same problem I had in Champions (when I wasn't waiting in line). I'd seen a couple of missions build up to a big fight, I go to this foreboding location and go to spawn my bad guys and... I'm in a huge crowd of people taking turns to fight him. I spawn mine, someone else rushes in, kills him, and I discover that, anti-climactically, my mission is over. Great. My entire mission was fighting this one guy, and it's over without me doing anything. Thanks for ruining it for me!
This shouldn't be used for the big climatic battle in the first place. Those should be in instances like they are now. This, IMO, would really mostly just be an improved 'hunt X' mission. And also, of course, there shouldn't be one pre-defined spawn point so there should never be the hoard of people waiting for him to spawn or any of that mumbo jumbo, and there shouldn't be special XP rewards for defeating him so there's no incentive to try to kill-steal.

Quote:
Until I see a fool-proof system for ensuring I can avoid interference if I so desire, I'm afraid I cannot support this idea in any way.
Make it an option whether to do an instanced version or an uninstanced version ('Enter Archon Morrison's Stronghold, wade through his men, and defeat him' or 'Draw Archon Morrison out of his Stronghold to the streets by beat up his men and taking their lunch money'). I just see this as adding a bit of branching to a story arc without actually having to write branching stories, as well as potentially adding a little replay value to a story arc without a lot of extra work (ignoring the up-front investment of time it'd take to implement this tech).


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

I'm going to borrow an idea a friend of mine had, and put it here.

The scenario follows normally, you get a mission to coax that big bad Boss, and you go on a hunt, or a series of open zone hunts or instances, finally spawning your Boss on the open zone map. What everyone else sees when they look at him, is simply a named Boss, but they cannot unintentionally defeat him because to engage him in battle, you must click on him, talk to him and be taken into your personalized instance to actually fight the Boss.

When you click on the Boss to fight him, you're "pulled" into an instance that essentially looks like the open zone you were just in, however because you actually spawned the Boss and did all the hunts/instance that came before and were meant to spawn the Boss, you get some advantages for fighting the Boss that others who may fight him will not get.

You will also get the quest-bonus when you finally defeat the Boss which other people will not get if they simply fought a Boss that was not spawned for them through the quest itself.

Heck the Boss itself could be "masked" by wearing a "normal" and innocent costume up to the moment when you "spawn" him, so that essentially to everyone who does not have the quest and who has not yet spawned the end-Boss, he'd look just like a normal civ.


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I have a BIG problem with this, and it's the same problem I had in Champions (when I wasn't waiting in line). I'd seen a couple of missions build up to a big fight, I go to this foreboding location and go to spawn my bad guys and... I'm in a huge crowd of people taking turns to fight him. I spawn mine, someone else rushes in, kills him, and I discover that, anti-climactically, my mission is over. Great. My entire mission was fighting this one guy, and it's over without me doing anything. Thanks for ruining it for me!
Here's an idea similar to the one with the clickie. Make it so that the enemy is only targetable as an actual enemy by the team that spawned it. For all outsiders, the enemy is targetable but cons as a civilian so it can't be attacked or buffed. Mix in multiple spawn points and the experience could work out pretty well. If all of the team logs off and stays off for 5 minutes, the enemy changes to a normal con and can be attacked by anyone but not count toward the objective. This will prevent spawned yet not defeated enemies from clogging up an area. Might even be best to simply make the "Defeat Archon Morrison" portion of the mission on a timer so not defeating him fails the mission and he despawns.


 

Posted

I remember being rather trashed for suggesting this. Nice to see some more positive people this time around!

It's really just a question of how you design the missions. I think there was several examples in CO that showed off how it CAN be done and the same goes for a lot of other MMOs. Entering an instance when you're "supposedly" in Steel canyon or whatever feels VERY outdated and breaks the rather weak illusion and immersion of the game. You might even go as far as saying this isn't really an MMO, it's an 8 player game where you choose "servers" (e.g. missions) to play on in a game-like world.

Funny thing is, some people that don't like this idea are the same that claim they actually like hunt and patrol missions (and apparently THAT crap is ok to force upon the rest of us).

Also, it would definitely force the devs to come up with some new game/mission mechanics instead of the oooold defeat boss OR click glowie OR lead hossie out OR combined. We definitely need more mission variety even if I admittedly hate talk-to's and other none-action missions.


 

Posted

I think this would be a awesome idea to perk up dead zones like boomtown, dark astoria and creys folly.


 

Posted

I was talking with somebody about this a bit ago. It would be nice for zones to be a bit more "alive," more than just stopping a purse-snatcher or such. The reason I love the steel canyon firefights, no matter what level, is that it's a way to do something to "help" the city, do something heroic, that's totally spontaneous.

Some that I'd wanted to see: enemy group is doing a 'lookout' emote outside a store. defeat them, and you get a pop-up offering you to go inside and help the clerk. This spawns an instanced mission at the door. You go inside, and find a robbery in progress: rescue the clerks, defeat the robbers, and save the day!

You see a lone NPC boss crossing the city using a travel powers. If you engage them, they run to a hideout: if you are nearby when they enter, you are offered the chance to follow them inside. Inside, you engage in a fight- if they get hurt, they call on some hired goons. Defeat them, and cops show up to recover the loot they'd stolen.

You see squad cars in a circle, cops in the middle, defending themselves as waves of foes assault them; wipe out enough waves, and they thank you.

Hostage situation: you see a negotiator on a megaphone talk to him, he asks you to help. The building door becomes an instanced mission available. You go inside: aggroed foes run to an alarm, which fails the mission. Stop the foes without sounding the alarm, and you can get to the hostage, where a foe goes to a switch that can zap/explode/whichever the hostage. Finish with the hostage in good shape, and they thank you. Outside, the cops cheer as you exit.

Redside:

You see some armed guards escorting a rich dude. take out his guards, and he runs to a building. You can go inside, wipe out more guards, and he offers to bribe you, which you get in a mission end bonus.

You see a heroic NPC outside a building, in a bad disguise. you attack them, and bomb placements spawn outside the building. NPC's run out do stop your bombs...wipe them out, with your bombs intact, and the building 'burns' ala steel canyon. Waves of foes run out of the building as you are awarded for shutting down a secret base.

You see bouncers outside a door. take them out, and you can get inside the building. Inside, you find some rich folks at a party, and guards. Defeat the guards, whilst kidnapping all the guests, and you are rewarded.

You see a mad scientist snooping around. Engage him, he runs inside- you are offered the chance to follow. Inside, you fight his robots/monsters/etc, and face him. take him out, and his invention glows. You can collect this for a reward.

Anyways, that's the kind of thing I'd like to see. Stuff where you react to the environment, rather than just clicking that static guy, going to a place that could be instanced anywhere in the game. Something where instead, it's all visibly tied to something happening at that moment in the city.


 

Posted

It was called street hunting or street sweeping. People used to do it all the time, to the point of neglecting the mission content the devs had written. The devs didn't like that, so they offered a couple of carrots (mission-complete bonuses, half debt in instances). It worked so well that no one does the "open world" missions anymore.


My characters at Virtueverse
Faces of the City

 

Posted

Maybe if they removed the increase in debt for dying outdoors more people would sweep.


Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!

 

Posted

Quote:
Originally Posted by Megajoule View Post
It was called street hunting or street sweeping. People used to do it all the time, to the point of neglecting the mission content the devs had written. The devs didn't like that, so they offered a couple of carrots (mission-complete bonuses, half debt in instances). It worked so well that no one does the "open world" missions anymore.
I was on many of the perez slime hunts, and that is quite different than anything being discussed. There's no objective to street hunts but except xp. It just goes on. The OP was talking about bringing mission content into the larger world, along which lines I'd also like to see more dynamic zone happenings as well, but the point is that more things could be going on in the 'world,'
rather than just indoors. I'd hardly call most of what npc's do in paragon (or the rogue isles) 'happenings.'

It is odd that so much is 'going on' in paragon and the rogue isles, but none of it affects what's happening outside of four walls, and vice-versa. What's the difference between one of the many portals leading to alternate dimensions, and one of the many cave/building doors? Nothing. Except the dialogue of NPC's, there's no link between what happens in a mission and what happens just outside of it. They are separate dimensions.