Missions that need to be changed
They'll get back to dev choices once they stop working on GR
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While I think both the devs and NCSoft in general are doing a good job with City of Heroes, over the years I've played this game I've not seen anything that suggests that NCSoft really understands community created content or has the ability to nurture and support it. I've rather seen evidence to the contrary.
NCSoft just do not seem to have the right corporate culture or the focus and attitude that's required. That's actually not meant as a criticism of the developers or of NCSoft: that kind of corporate culture is a rare beast that there are very, very few masters of. It is anyway much less important than the ability to make and run a consistently good game, an ability which NCSoft do have.
In summary, I don't think there's any point in waiting for the devs or NCSoft to get the support for community created content right. I don't think they have the right corporate temperament for that particular kind of customer relations.
Yay, you fought them and didn't die. So have I. That isn't the point. There is no story reason for those guys to be AVs, aside from "these guys are more important than the goons, let's make them AVs." Heroes fight four AVs in that zone, in four fairly short arcs. Heroes fight four AVs outside that zone, in all the non-TF content up to level 40.
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2: Atta (12-14)
3: Doctor Vahzilok (15-19)
4: Heracles (20-24)
5: Maestro (20-24)
6: Envoy of Shadow (35-39)
7: Terra (35-39)
I am guessing that Atta and Heracles scale up to AV status with a big team or with the difficulty set appropriately/ But even if they don't, that is still more than 4 before 40. Did I miss any here?
Only Dr. V, Maestro, the Envoy and Terra out of those will scale up to AV.
"I wish my life was a non-stop Hollywood movie show,
A fantasy world of celluloid villains and heroes."
Only Dr. V, Maestro, the Envoy and Terra out those will scale up to AV.
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Ah well, he should be upgraded to AV status. And along with that, Keystone (in the same mission) should be promoted to EB.
I coulda sworn I had encountered Frosty as an AV. Guess not though, seeing that the Wiki describes him as an EB.
Ah well, he should be upgraded to AV status. And along with that, Keystone (in the same mission) should be promoted to EB. |
I dont know, would be extremely unfair to face your first AV at such a low level. He can tear groups apart as it is now as an EB, could you imagine the damage he'ld do with his pets as an AV?
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IMHO missions should be changed globally adhere to some of the new convensions that you see. Namely, having missions be zone specific and a path to unlock a TF or Trial. None of this running between zones and such. Let us focus on the one zone as we work our way through the story.
On a side note, I would love an Atlas or Galaxy city based Trial. Something simple for the newbies but a good introduction into the larger picture of CoH/CoV
I think all the low end content needs to be looked at drastically. From where the missions are to some of the more boring story telling.
I'd like the idea of some big story in Atlas or Galaxy so that it feels more like you just arrived at the right time. (of course optional)
It has been ages since I last did the starting missions on the hero side.
On the villain side there needs to be more options then just the two starters. I do like the outside missions though, I wouldn't mind if they added some outside instances in Atlas or Galaxy.
Make defeat alls in to defeat 95 % of all so you don't have to search for another 15 minutes for that one guy that got stuck in some impossible position(especially the layered purple cave map...)
But most of all, make hunts, security guards, pvp contacts and the like optional. Travelling from KR to The Hollows even with flight pack is still too long.
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I'm not good at giving advice, can I interest you in a sarcastic comment?
@Lyrik
See, I like big missions like Atta, as long as they're not kill alls. It's one of the main reasons I do arc missions over newspapers when convenient. Anything that maximizes my 'killing stuff:everything else' ratio is a good thing.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
Oh and another thing: heroside really could use some more EBs. Upgrade some "end of story arc" bosses (Ubelmann is the first that comes to mind, but some others could use the treatment as well), and downgrade the Faultline AVs. It's lower-level content, it shouldn't have so many AVs in it, and Sands is the only one of those guys remotely cool enough to be an AV.
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I generally avoid the Faultline arcs. I like Penelope Yin's arc, but the rest are full of AVs. Bleah.
I would like AVs to be used in more climactic roles, rather than liberally sprinkling them in missions. Considering past development, I don't expect that to happen in Going Rogue. The devs have done a lot of good writing, but their use of powerful enemies leaves a great deal to be desired.
I could not agree more. After Going Rogue I very much hope the developers consider revamping Issue 0-1 content. It's embarrassingly bad compared to the most recent additions.
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Well, I'll certainly agree with you that Karst or whatever the Lost AV is called shouldn't be AV rank. But Nocturne and Sands are both supposed to be higher-ups in Arachnos (with Sands being an Arbiter, meaning he only answers to Recluse, and Nocturne being "the deadliest operative Arachnos has ever produced"), and Castillo is the leader of the Sky Raiders' operations in Faultline.
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Now that teams doing dev created content are back in full force [constantly on almost full teams! ], i've once again come across missions that just beg for the devs to visit them and tweak them slightly.
By todays standards i'ld happily say that players prefer missions that dont seem to last forever and would rather play short/medium sized ones. So what missions do you feel that need to be tweaked to be made either smaller or even a bit larger? The first main mission in my opinion is
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"I think I'm cute. I've got gold medals.
I've got the moves that make them all tap out.
The Angle Slam, the Ankle Lock.
Marty Jannetty...still can't walk.
I'm just the sexy Kurt.
I'll make your ankle hurt.
I'm just the sexy Kurt.
I'll make your ankle hurt."
Kurt Angle
Some hunts and cross zone travel is okay. The problem is when missions repeat themselves or when it really feels like there was no point. It just takes a little restructuring of the plot and the actual missions. Speaking of structure, patrols with ambushes need tweaks. The ambush placement needs to be where there is less chance for getting snagged on other players or enemies.
The number one needs-to-be-revised mission is, in my opinion, the upper 30's "Stop the Nemesis Macro Assemblers" mission. It's timed, which is a minor irritation. Worse, it requires three simultaneous clicks, which is a cool idea from a story perspective but is a terrible hassle in a game.
More importantly, it's a mission about a machine that EATS FRIGGIN' BUILDINGS! There ought to be things chewing on the walls and Nemesis automata under construction everywhere. But it's not only not a special map, it's a standard office with a couple of static glowies. Desperately in need of revision.
I actually tried to rework this into the apocalyptic mayhem-fest it ought to have been in an MA mission, "Urban Renewal," #255713. Unfortunately, I don't think the arc works any more under i16 because one mission uses more than the hard cap of 3 ambushes. Further, it has a couple of all-minion groups (used mainly to save arc space), so the rewards are pathetic. Still, writing it up was a great exercise in what you can do with just basic mission tools (who would've thought patrols could be actual threats, for instance?). The devs should be able to do something much more impressive with the i0 and i1 content, given their programming tools.
"Bombarding the CoH/V fora with verbosity since January, 2006"
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Street hunts that require you to defeat mobs in a specific area in which those mobs don't spawn. I'm looking at (or through) you, Kelly Nemmers.
She gives you three hunts that require you to defeat mobs specifically in the Misty Woods area. The Tuatha are easy, since they actually spawn heavily all through the area. The Fir Bolg and Red Caps, not so much--you might find one or two right at the edges that qualify, or that wandered in. |
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Death is part of my attack chain.
The last mission of the first Vivacious Verandi arc.
With all the chaos you'd been causing, one would expect a huge vg v vg v vg v vg war, perhaps in an outdoor setting around the Giza. What you get is a warehouse mission with only two VGs and barely any fighting between them.
The early TFs need to be redone. In particular Posi and Synapse. Going though the same thing over and over is dumb and dull. It is repetition defined. It really stinks. I refuse to do these anymore. Epic dull.
The last mission of the first Vivacious Verandi arc. |
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Take out the Council's Vampyr from Angelo Vendetti needs to be redone. As it is now, you need 4 villains to complete this mission. Teaming in Red zone is pretty hard anyway so you are forced to drop this mission when you get it. Or hope to find some friends later en enough numbers to clear this mission from your tray.
As it is only 1 of the 3 possible level 5-9 contacts it is more of a shame to lose an arc due to a design that is no longer feasible.
I've soloed Blechley on every AT villain-side with just the little 8 Insp tray you have prior to level 10.
"I wish my life was a non-stop Hollywood movie show,
A fantasy world of celluloid villains and heroes."
Take out the Council's Vampyr from Angelo Vendetti needs to be redone. As it is now, you need 4 villains to complete this mission. Teaming in Red zone is pretty hard anyway so you are forced to drop this mission when you get it. Or hope to find some friends later en enough numbers to clear this mission from your tray.
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He had a bad habit of jumping out of nowhere! *MEZ!* *DEAD!* omg awful, lol.
I was reduced to going outside and begging for help in Broadcast. Several kind +2s and +3s came in and killed him for me, or I would have been stuck forever.
It takes guts to make an admission like that
Nowadays things have changed; Blechly is the Judgement Day that determines the fate of a new character. If the newbie can solo Blechly, he or she is a keeper. Allow me to suggest that you not Fear The Reaper, even though yeah... the rumors about the Council Vampyre are true, and then some! Learn to beat him down. He's good practice for other horrid things you will face solo later on. Big hint: DO NOT let him take you by surprise.
..and speaking of missions that need to be changed, I noticed one that didn't need to be changed the other night: the last mission of the Katie Hannon TF has been changed so that Katie will not follow any one person but instead runs all over the map, aggroing everything she sees. She will speak to one person like she is attached to them, but actually budge her that person would not. We had to actually summon a game-master to complete the mission.
This was cackled over in the server's task-force channel; one wit responded with, "haven't they done enough to that TF already?"
Me: "They have now!"
I'll never run it again, I can tell you that.
Personally, I think the stories are great, but they didn't have the time or tools to tell them in anything but big blocks of text attached to repetitive "beat up guys in the warehouse/lab/cave/office" missions.
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I'd love to see them spiced up with new dialogue, clues, ambushes, objects, stuff that's become standard since, what, Issue 8?
Well, I'll certainly agree with you that Karst or whatever the Lost AV is called shouldn't be AV rank. But Nocturne and Sands are both supposed to be higher-ups in Arachnos (with Sands being an Arbiter, meaning he only answers to Recluse, and Nocturne being "the deadliest operative Arachnos has ever produced"), and Castillo is the leader of the Sky Raiders' operations in Faultline.
http://www.fimfiction.net/story/36641/My-Little-Exalt