New Cape Mission


Angryellow

 

Posted

One small thing I wish they could correct. When you talk to the City Representative to enter the room with the capsule, she tells you that the room is just down the hall. My character was sent to another building in Atlas Park. Probably a bug.


 

Posted

Quote:
Originally Posted by Fury Flechette View Post
One small thing I wish they could correct. When you talk to the City Representative to enter the room with the capsule, she tells you that the room is just down the hall. My character was sent to another building in Atlas Park. Probably a bug.

Yes, I tend to think it is a bug as well..

But what I would like to see out of it is a point in City Hall, that leads to a non-instanced version of the Capsule.
My thoughts here is since you earn a souvenir (SPOILER: It's Hero1's letter) from this mission, It could server as a unlock to a area of City Hall that has the Capsule Room in place. I would think of it as a nice thank you.

Otherwise...
Ran it on a Lvl 35 Scrapp I have and loved it. Now this'll make me wonder if we have Rikti in the 20-25 Range or Lost or the two new missions?

All in all I liked it. A nice update to a checkpoint in a Hero's Career.

Thank you for the time...


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Posted

Quote:
Originally Posted by Tymers_Realm View Post
Ran it on a Lvl 35 Scrapp I have and loved it. Now this'll make me wonder if we have Rikti in the 20-25 Range or Lost or the two new missions?
I think she actually mentions Rikti in her briefing, so maybe they have removed the Lost from it.


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Posted

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Originally Posted by Clouded View Post
New content.
Luckily apparently Cryptic and other developers, I don't know say, Blizzard, don't think this way. (See also the upcoming Catacylsm that recreates their mmo's game world from the ground up, allowing you to fly in every zone.)

When revamping older content can refresh your game and subscriber base, they do it.

Or when it probably doesn't take a lot of resources and fits with the NEW game lore . . . as in this case, this game, and this dev team.

EDIT: And if it wasn't obvious before, good job devs revamping this in light of the new lore.

I'm one of the folks who always complained that they leave too much of the old stuff un-revised when new lore comes into existence.

Thought it best to give out the high fives when they follow through in-game because of changed lore.


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Posted

Simply layering new content on top of old content and never revamping the old content just makes the old stuff look even worse. Especially the really old pre-CoV stuff from before the Dev learned their lessons on how players hate pointless zone travel, redundant missions (why are there three huge labs with a single computer each instead of one lab with three computers?), contacts who refuse to give out cell phones and pointless defeat all after defeat all.

Hell, the old hero TFs would be greatly improved with 1/3 to 1/2 of the missions cut out and the rest adjusted to consolidate the story better instead of making it pointlessly drawn out. Especially those damn shadow shard TFs and their 'your monument is in another cave' syndrome.


 

Posted

I was really hoping the cape mission would go away finally.

The concept of gating a cape at lvl 20 was dumb to begin with, so this would have been a good time to get rid of it.


 

Posted

They could make it a mission to get Hero 1's cape.

But nice to see it updated, regardless. No more "what the heck is the memorial doing in Perez Park?" syndrome.


 

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Quote:
Originally Posted by Golden Girl View Post
I think she actually mentions Rikti in her briefing, so maybe they have removed the Lost from it.
Nope. It still defaults to Lost in the lower levels.


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Posted

Quote:
Originally Posted by Clouded View Post
New content.
Horse Puckey.

Revamped Zone =/= same old Zone.

Revamping makes things new again. Sometimes, like in the case of the majority of stuff Heroside, this revamp is badly needed, because some of the old content is shocking.

No one will GET to the new content, if they cannot stomach going through the old content they have to dredge through first.


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Originally Posted by Techbot Alpha View Post
Horse Puckey.

Revamped Zone =/= same old Zone.
The new Faultline wasn't quite the same as the old one


@Golden Girl

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Posted

Quote:
No one will GET to the new content, if they cannot stomach going through the old content they have to dredge through first.
Agreed. I set up multiboxing on my PC and I'm in the process of getting my 300% exp WoW Recruit a Friend account set up so I can blitz my characters past the Classic Zone content, because it is that damn boring and tired.

There are big chunks of CoH that suffer similarly. The TF's, Hazard Zones (Hollows has a bit further to go, RWZ was excellent), the intro missions. I'd love to see the mix of mini and full story arcs and individual missions that CoV gets in CoH. Love to!

For the meanwhile, boosting myself to 22 or so and good AE arcs help break down the tired nature of early content.


 

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Quote:
Originally Posted by Golden Girl View Post
The new Faultline wasn't quite the same as the old one
That's what he said. A Revamped zone is "not equal" to the same old zone.

And I agree completely. Revamps are new and make the whole game fun. I disagree strongly with the whole "only new" approach the dev team seems to be espousing (or at least how I've understood it from Posi's statements). Revamps + new content would be a great idea and improve the whole game, rather than specific sections.


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Posted

I liked the new cape mission and I am not going to quibble about whether they should have spent their time on something else. It's better than the old cape mission, so I'm happy.


 

Posted

Quote:
Originally Posted by Clouded View Post
They could, or they could just leave it as is and work on something new. I vote something new since the cap mission takes all of 15 minutes if you don't have a travel power of any sort.
Heh, you should try it on my computer sometime. I would probably spend at least 20 minutes just zoning for the fedex parts - and that's assuming I don't crash or mapserve on any of those loads, which would add a good 5-10 minutes all by itself.

Anything that would cut down on excessive and unnecessary zoning would be good in my book.


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Quote:
Originally Posted by IanTheM1 View Post
The problem isn't with the Cape Mission string. The problem is that Justin Greene doesn't need to be 1.5 miles away from either the Kings Row or Steel Canyon gate. (And on the whole, Indy Port needs a refurbish.)
On that matter, where is Independence Port's neighborhood names and neighborhood music? You don't see or hear any of it as you wander around the Port.


 

Posted

Quote:
Originally Posted by IanTheM1 View Post
The problem isn't with the Cape Mission string. The problem is that Justin Greene doesn't need to be 1.5 miles away from either the Kings Row or Steel Canyon gate. (And on the whole, Indy Port needs a refurbish.)
Merge it with Terra Volta - the northern part of IP would be sealed off, and filled with the reactor and other TV buildings, making the zone a split one, like Faultline is split by the dam.


@Golden Girl

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Posted

Quote:
Originally Posted by Fury Flechette View Post
Aye confirmed. I just assumed that it would be in the 20-24 range since that's when the cape mission is available for new characters.
Anything which is doable at any level is always in the 45-50 range, as missions only become available in ouro at the top of their level range.

Quote:
Originally Posted by Golden Girl View Post
Merge it with Terra Volta - the northern part of IP would be sealed off, and filled with the reactor and other TV buildings, making the zone a split one, like Faultline is split by the dam.

Except, that wouldn't make sense, as the port surrounds TV.

The dam has always been the southern half of Faultline.


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Posted

Quote:
Originally Posted by IanTheM1 View Post
The problem isn't with the Cape Mission string. The problem is that Justin Greene doesn't need to be 1.5 miles away from either the Kings Row or Steel Canyon gate. (And on the whole, Indy Port needs a refurbish.)
/this.

I *like* the fedex, as far as "This is why you weren't allowed a cape yet (valkyrie pack notwithstanding.) Enjoy some of the lore." And, actually, you get a longer spiel about Justin Greene (Green Justice) in your clues now - not just his comment about losing his powers.

But IP is a *long* zone. Moving Justin Greene closer wouldn't hurt - especially when the enemies you go anywhere *near* at his current spawn location are quite purple if you do the cape mission around 20.

Edit:
Quote:
Merge it with Terra Volta - the northern part of IP would be sealed off, and filled with the reactor and other TV buildings, making the zone a split one, like Faultline is split by the dam.
Give it two rail stops. North and South IP.


 

Posted

They couldn't have changed the mission! I have it on good authority from many a poster in these forums who typed in fuming bile that the Devs were lazy and only gave us crappy letters on the occasion of the opening of the time capsule and not any in-game content.

Nope. This changed mission didn't happen. How could they be so wrong???



BTW, if you want a cape at level one and you're not using a female model, get the Magic Booster. You can have a high collared cape at level one with *any* cape attached to it. See here.


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Posted

Quote:
Originally Posted by Zombie Man View Post
They couldn't have changed the mission! I have it on good authority from many a poster in these forums who typed in fuming bile that the Devs were lazy and only gave us crappy letters on the occasion of the opening of the time capsule and not any in-game content.

Nope. This changed mission didn't happen. How could they be so wrong???



BTW, if you want a cape at level one and you're not using a female model, get the Magic Booster. You can have a high collared cape at level one with *any* cape attached to it. See here.
Your new avatar picture is full of win. ^_^



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Posted

Quote:
Originally Posted by Jetpack View Post
I was really hoping the cape mission would go away finally.

The concept of gating a cape at lvl 20 was dumb to begin with, so this would have been a good time to get rid of it.
Yep.

Between the LGTF revelations, the Alpha-Omega anniversary and the plethora of ways for level 1 characters to have capes in defiance of game lore that says they can't, it would have been far better for the cape missions to just go away.


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Posted

A couple of nitpicks:

The defensible object's description in the final mission suggests that the crate should be destroyed as quickly as possible. (/info on the object when it's selected) I can hope that a mission specific description could be used.

I ran the mission twice. Once on a level 50 who had already accomplished it and again on a level 24 who had not done it before. Both times an enhancement reward was given upon speaking with the City Rep for the mission complete. Both times the reward was a -2 Training Enhancement. (I'm totally going to keep the level 48 Endurance Reduction TO.)


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Posted

Quote:
Originally Posted by Clouded View Post
I know right? They should offer an additional cape mission for those of us that can't be bothered with another mission. They should put it in AE and have it earned by farming.
Or I could simply state why I don't run it, and continue going about as I always have (I don't normally run it). Waitaminute...

EDIT: My only real qualms with the cape mission are the rather long trek across Independence Port and back to get some text many people don't even bother to read beyond the first time running the mission, and having the last mission be a defeat-all, as those can be problematic with lost mobs, mobs falling into geometry, etc.


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