Lock the War Zone Back Down


Acroyear2

 

Posted

Quote:
Farming and PLing has moved back to Peregrine Island.
Yeah, I've been using AE as a handy tool for earning tickets to buy Orange salvage for recipes that call for it instead of buying them on the market (unless they're the dirt cheap oranges), but don't see Farm teams for it forming anymore...which is just fine imo. Pity it reduced the speed Recipes were being introduced into the market, but soon all the rats can abandon the dead Redside for the glorious world of Praetoria in service under the Tyrant. ALL HAIL EMPEROR COLE!

And I like how the Devs are actually being proactive and making contests where you submit arc IDs to them now instead of not doing anything with the MA except nerfing it every other day. I hope they keep contests running where they ask for a theme and request submissions. It's probably a whooooooole lot more efficient than a Dev trying to randomly pick out of thousands of published arcs (a majority of which are probably defunct farms with KILL NINJAS AWESUM TICKETS).


 

Posted

Rikti raids are poor XP compared to any farm, and if someone leeches you can kick him off the team. There's no point punishing other, legitimate uses of the RWZ because of a minority when there's already perfectly working solutions to deal with these people.


 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
(SNIP)
The same doesn't apply for RWZ. So you're not really hurting anything by locking it to 35+ again.

(SNIP)
Except you are hurting the only place you can currently use for cross faction teaming below level 35.


I don't suffer from altitis, I enjoy every minute of it.

Thank you Devs & Community people for a great game.

So sad to be ending ):

 

Posted

Quote:
Originally Posted by Nihilii View Post
Rikti raids are poor XP compared to any farm, and if someone leeches you can kick him off the team. There's no point punishing other, legitimate uses of the RWZ because of a minority when there's already perfectly working solutions to deal with these people.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^

This


 

Posted

Quote:
Originally Posted by tanstaafl View Post
Except you are hurting the only place you can currently use for cross faction teaming below level 35.
Which is why even more of us would like to see AE added to Pocket D.
i don't actually care all that much if they add level restrictions to RWZ again, though i would be fine with it, but i really would like to see AE in the D.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Schismatrix View Post
Which is why even more of us would like to see AE added to Pocket D.
i don't actually care all that much if they add level restrictions to RWZ again, though i would be fine with it, but i really would like to see AE in the D.

Then leave the one in the RWZ alone and have a seperate area added in the D. No reason it should be removed from a fairly safe part of the War Zone.


 

Posted

I would disagree with the OP. Keep the RWZ unlocked.

As far as inviting people to teams for raids, if that lvl 21 (or whatever) asks to be on the team say something like, "you can join but you must listen to what I say/do what I say, if not, I'll drop you from the team" type of thing...(that'd go for all team leaders)...if you see someone leeching and you don't want it (team leader doesn't want it), kick 'em (after a warning to go to the hospital or what have ya).


Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991

 

Posted

I agree. Restore the Secruity/Threat Levels in the RWZ to 35 - 50 again and move the AE Building to Pocket D WHERE it belongs.


Acroyear
Founder/Leader of the JUSTICE F0RCE
http://JusticeForce.guildportal.com

 

Posted

Given the resistance the devs had towards putting an AE in Pocket D they must have either a conceptual problem with it (zone is too small or something else), or they have other plans for Pocket D that they can't tell anyone about (yet).


 

Posted

Quote:
Originally Posted by PumBumbler View Post
Given the resistance the devs had towards putting an AE in Pocket D they must have either a conceptual problem with it (zone is too small or something else), or they have other plans for Pocket D that they can't tell anyone about (yet).
How Dare you post Something intelligent and rational Pum! You have a reputation to maintain!


On Justice
Global @Desi Nova Twitter: @desi_nova Steam: Desi_nova. I don't do Xbox or PS3

 

Posted

Quote:
Originally Posted by Desi_Nova View Post
How Dare you post Something intelligent and rational Pum! You have a reputation to maintain!
Faint praise always turns me on.


 

Posted

Quote:
Originally Posted by Bookkeeper_Jay View Post
Then leave the one in the RWZ alone and have a seperate area added in the D. No reason it should be removed from a fairly safe part of the War Zone.
Why is it that every time someone says "cross-faction teaming," the immediate response is to add an Architect to Pocket D? The War Zone has missions and arc which only one person on the team needs to be high enough to get. Actual missions and arcs, not the architect grab bag of random chance.


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

Quote:
Originally Posted by Samuel_Tow View Post
Why is it that every time someone says "cross-faction teaming," the immediate response is to add an Architect to Pocket D? The War Zone has missions and arc which only one person on the team needs to be high enough to get. Actual missions and arcs, not the architect grab bag of random chance.
^This

If the RWZ had been open when my Vanguard Colonel had been levelling up, I probably would have enjoyed the 1-35 run a lot more. At least I would have been in the right zone for him. It also took me until 35 to even get the right badge title for him, something I got for a few other characters as soon as the warzone opened up.


Quote:
Originally Posted by Zwillinger View Post
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.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

For me the RWZ being open is great. There have been great teams run by my gobal channel where we were all levels and everyone got to run whatever toon they were in the mood to play at the moment. It was super awesome for 2xp and halloween event to be able to get everyone on a team and have a great time.

In my experiece as a Raid Team leader on Victory we found a lot of people got locked out because so many were in AE that many who wanted to participate in the raid were locked out. Anyone who is in the RWZ that is not participating in the raid is locking out potential raiders.

As for taking lowbies on the raid, its the responsibility of all team leaders to make sure their teams are active and no one is leeching. Before I16 it was a problem and it is still a problem with people just laying around waiting for a rez, or their self rez to recharge or to get the right drop to craft a wakie etc. Team leaders should be proactive and either be ready to kick said leeches from teams (I've seen level 50s do this so its not just lowbie behavior) and be prepared to just say no when there are low levels that want to join.

Sure there will be upset people and some will invite their low level friends anyway but team leaders are responsible for the make up of their teams and blaming the level restrictions for this doesnt help. There have always been leeches on raids and always people who prefer to remain on the ship dead rather than going to the hospital.

Take the AE out of RWZ it really has no place there but please dont blame the lack of level restrictions on problems with raids.


Where are we going and Why am I in this Handbasket?

 

Posted

IF they put the lock back on the zone so that sub 35's cannot enter, what happens when there are a bunch of dead 35 laying about during a ship raid instead of level 4's? Will that make things better?

Leeching is leeching.



"Sorry bucko, but CoH and CoV are the same game." -BackAlleyBrawler
"Silly villain, CoX is for Heroes!" -Saicho

 

Posted

And it is the leechers causing all of the damn lag!!


 

Posted

Quote:
Originally Posted by Partsman View Post
Just what is the limit of people in that zone, before another zone is created?
I dont know exactly, but it should be round about 110-120 to spawn the RWZ 2, and even then you can still get into RWZ 1 until it gets to the hard cap (which IIRC is about 150 or so)



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

After years of having to break teams up cause a sidekicked lowbie couldn't enter a zone that the mission is in, being able to not worry about level ranges while in "hazard zones" is a wonderful thing. If you want a level-limited RWZ, then I'd suggest adding a separate instance that is, in fact, 35+.

However, after doing a raid last night, with under 35 characters present (quite a few, judging by broadcasts), we did rather well, myself gaining nearly 300 v-merits and earning four bubs towards level 50. Lowbies didn't seem to slow us down, nor did anybody just hang around and leech.

It's entirely possible that many of the so-called leechers might just be the same player on different characters. If you spot somebody that seems to be leeching, right-click them, Edit Note, then add a comment about it. Heck, one-star them if you want, then during another raid, you can tell if it's the same person. <_<


Dungeoncleaners! (ID#125715): Slay the Adventurers! Rescue the Monsters! Return the Treasure!
Peppermint Cat-- Lv50 Mewtant Ice/Eng Bls

 

Posted

Quote:
Originally Posted by Luminara View Post
Personally, I'd like to see the Rikti win one, by destroying most of the AE buildings, markets and universities, and some of the trams/ferries/black helicopters. One AE building on each side and one in Pocket D, one market on each side, one university on each side and one in Pocket D, one Arena on each side and one in Pocket D, and sever any zone interconnections that aren't absolutely necessary
You were good until this bit here.

One market on each side is, frankly, a ludicrous idea. Why? For several reasons, but the best argument against it boils down to one simple word: LAG.

The presence of multiple Universities, and also the trams and helicopters is not an issue, so why even bring it into this discussion?


 

Posted

Quote:
Originally Posted by Lady Arete View Post
/signed.
Why that Entertainment building, is in a ..... warzone and not destroyed yet is beyond me.
It even has Vanguard turrets and HVAS units guarding it, how is that a good use of resources?

The co-op AE should have been in Pocket D right from the start.


 

Posted

Quote:
Originally Posted by Redlynne View Post
Especially the one in Faultline.

Frickin' Faultline has an AE building in it?!?
It's even lampshaded by the civvies walking past it.

"Faultline has not improved at all but they were able to get this massive building built overnight?"


 

Posted

Quote:
Originally Posted by Lazarus View Post
It even has Vanguard turrets and HVAS units guarding it, how is that a good use of resources?

The co-op AE should have been in Pocket D right from the start.
i gotta admit that AE buildings in any zone do have one very amusing non-standard use: Wormholing large spawns against the side and seeing how many stick. i once had 5 Crey stuck to one of the bottom floor windows of the Brickstown AE building. A couple kept twitching until they faded away. This only gets better when you can easily find hazard zone size spawns, like in the RWZ.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Lazarus View Post
It even has Vanguard turrets and HVAS units guarding it, how is that a good use of resources?

The co-op AE should have been in Pocket D right from the start.
Actually, the simple fact is the War Zone Architect building should have been inside the Vanguard base, not out in the middle of nowhere where it won't get any traffic or business.

In fact, and I've suggested before, I'd like to see the Architect moved to the Vanguard base and the old building in the War Zone left deserted and shot out. Broken glass, scavenged machinery, non-functioning elevators, maybe partially-collapsed roof. It IS a war zone, and building a tall, all-glass skyscraper in the middle of it is a monumentally dumb idea, so I'd really like for the developers to acknowledge that by admitting to the obvious results of it. It kills two birds with one stone, too. It retains the Architect station, only it's underground now, and it gives us another landmark in the War Zone, which is a zone of very, very little variety, practically speaking. It's just Boomtown with Rikti in it. A bombed-out Architect building would do a lot to help.


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

Quote:
Originally Posted by Adeon Hawkwood View Post
Actually that one makes some sense in game. The city is trying to rebuild Faultline so I could see them giving Crey some sort of incentive to build one there in order to try and increase traffic to local businesses in the area (do an AE mission then relax with a Drenched Donut!).
Amusingly, there is often a small squad of PPD outside the Faultline MA building, and once or twice I've heard one say something along the lines of "Isn't it odd how we haven't made any progress on rebuilding, but they just put up this giant building?"

Quote:
Originally Posted by Luminara View Post
That's what the players led the developers to believe they wanted. Trams, arenas, markets, universities, Ouroboros destinations, PvP zone connections, you name it, players have complained about not having one in every zone.

The developers aren't blameless, though. They're the ones who decided to take this whole "chicken in every pot, car in every garage" concept and go completely overboard with it, like the new Halloween event occurring in multiple zones simultaneously, often while the Zombie Apocalypse event was underway, and increase the spawn rates of GMs to the point of having Scrapyarder spawning as frequently as every half hour and having three Luscas or Paladins in the world at the same time. And, of course, putting an AE building in every zone.

No-one learned their lesson. Not the players, not the developers. When Going Rogue is released, I give it a week before someone demands to know why they can't get to Praetoria from <insert zone>, and the developers will capitulate by adding ten more zone connections to Praetoria in the next update.

Amusing aside: a couple of weeks ago, I was bouncing past an AE building and happened to catch sight of a couple of PPD cops looking at it. The dialog... "Those punks." Obviously an oversight from when a building with graffiti was in that location and the PPD spawn wasn't removed with the building, but it was still funny.

Personally, I'd like to see the Rikti win one, by destroying most of the AE buildings, markets and universities, and some of the trams/ferries/black helicopters. One AE building on each side and one in Pocket D, one market on each side, one university on each side and one in Pocket D, one Arena on each side and one in Pocket D, and sever any zone interconnections that aren't absolutely necessary (we don't need eleven different ways to get to a zone. seriously, we don't). That would concentrate the players in the locations they are interested in, rather than spread all over the entire game world, and put them with other players who share similar interests. And the zone events need to be limited to one zone at any given time. Yes, there would be issues, but those issues can and should be addressed in some way other than "screw it, just put one in every zone!".
Giving players more options isn't a bad idea until you overdo it. Villains only had one university location, and people complained because they didn't want to run to Cap (or their SG base, or get the Field Crafter accolade) to craft stuff, so the abandoned labs were added. The Black Market was added to Port Oakes for convenience purposes (amusingly, PO already had a Black Market, though it was a single contact and wasn't shown on the map, and he's still there even though PO has a "proper" market now). It's an issue of convenience and time savings - getting between Mercy and Cap is a pain because you either have to take the ferry through Port Oakes (which requires you to run all the way across Cap, assuming you're at the "center" of the zone where the trainer, MA building, university, and market are) or take the helicopter, which again requires you to cross the zone. Likewise, Nerva is a spread-out zone, with most of the QoL locations in the southern part and several mission doors in the northern part.

Giving the players more options isn't a bad thing, but I agree that having an MA building in every zone wasn't necessarily a good idea - it doesn't help that the building itself isn't very good-looking, and it's huge to boot. Only city zones that don't have one are Croatoa (removed because it looked terrible compared to the rest of the zone's design) and Grandville (presumably because there was nowhere to fit one). While having fewer locations for amenities means players can congregate in one place, having more players in close proximity also means more work on peoples' computers. It gives the illusion of population and social connectivity, but in a game heavily based around instances and global chat channels, those amenities are little more than places to go because you have to.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Actually, the simple fact is the War Zone Architect building should have been inside the Vanguard base, not out in the middle of nowhere where it won't get any traffic or business.

In fact, and I've suggested before, I'd like to see the Architect moved to the Vanguard base and the old building in the War Zone left deserted and shot out. Broken glass, scavenged machinery, non-functioning elevators, maybe partially-collapsed roof. It IS a war zone, and building a tall, all-glass skyscraper in the middle of it is a monumentally dumb idea, so I'd really like for the developers to acknowledge that by admitting to the obvious results of it. It kills two birds with one stone, too. It retains the Architect station, only it's underground now, and it gives us another landmark in the War Zone, which is a zone of very, very little variety, practically speaking. It's just Boomtown with Rikti in it. A bombed-out Architect building would do a lot to help.
I like this a lot.

It doesn't "solve" the issue of lowbies in the hazard zone looking for co-op, but thematically it makes a lot of sense. RWZ is supposed to be about "life or death" for the planet/dimension/whatever, and it rubs me the wrong way to think of our planet's defenses running/jumping/flying past threats to get to the entertainment center. That entertainment center should be in the base, where the troops spend their downtime.

And for the record, as I posted way upthread - the "problem" of lowbies sucking up Mothership spots to leech is easily solved, so I don't see the need to lock the zone back down.


Altoholic - but a Blaster at Heart!

Originally Posted by SpyralPegacyon

"You gave us a world where we could fly. I can't thank you enough for that."