New Cape Mission
I played the new cape mission last night. Love the revamp and appreciate the general principle of content changing to match evolving storyline.
As a side note, I was actually startled by the appearance of the guardian spirit. I finished my fight on the back side of the glowey, and thus did not see it until I looked around the obstructed view. I did not understand the text at first, since I saw nothing new, then "ARRGGH ghost!"
Hollows is i2, not i1. i1 was the expansion to level 50. i2 got us the Shadow Shard, Hallows, and respecs.
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You ought to be more careful when stating absolutes, especially when they are blatantly wrong. The Hallows was revamped a couple issues ago in a very positive manner. I can't imagine you missed it. Sure, the story arcs didn't change, but "At All" isn't true. |
So, yeah, if you want to reduce this to a semantics argument, then yes, "something" changed. Not anything that actually enhances the content of the game, since the stories and missions are still terrible, but "something" nevertheless. I appreciate War Witch's work very much, and she turned what was a zone of nightmares into a zone only limited by its crappy story, but that's quality of life pretty much on the nose.
You're saying there's no narrative in Striga and Croatoa?!? Wow, that's quite a claim since both have zone involved stories. Sure, Faultline and onward is better, but to lump Croatoa and Striga in with the original stuff is pretty ridiculous. Heck both even have well designed, quite TFs. I still think the Hess TF is one of the best in the game. When it came out it was to absolutely rave reviews. |
But that's not the worst of it. The one ACTUAL story in the zone, the thing that keeps being referenced the whole time, is Sam Wincott and his interaction with the Minions of Igneous. The only actual story in the zone, and you can't have it, because it's locked behind a Trial so fat no-one ever does it. I've never even heard a single person alive so much as mention it, not even in passing. Not unless I bring it up. I'm sure most people know it exists, but that's about it.
You seem to have too many issues with content that which is fully optional. The Hallows trial is very much optional, so getting in a huff over it makes you seem very silly. It's a trial, as such it is supposed to be a bear. |
But let's give this the benefit of a doubt. Let's say I've been around the block a few times and I know the whole Hollows storyline ends in a Trial. That just makes THE WHOLE DAMN ZONE optional team content. And, yeah, that's the reason I did it once back in I2 and I never did it again up until I7 or some such. The missions are terrible, the zone was (and is no longer) horrid and I can't even get a complete story for my effort. It's like renting a crappy movie and being told that the only way you can watch the final half hour is if you watch it in the cinemas. And it's no longer being shown. Great, thanks.
As for Striga and Croatoa, I don't really understand your grounds for complaint. They have stories. They have decent TFs. Sure, there are some kill all missions, but heck that doesn't really kill you. To cite the redside missions as if they are the holy grail when they also have their share of kill alls is disingenuous. |
In Striga, aside from the Hess and Moonfire TFs, you learn two things: One, the Council have super soldiers, magical wereolves, scientifically-created vampires and killer robots. Because that wasn't BLINDINGLY OBVIOUS without investigating it. Two, "something" is happening on Striga Isle. That's kind of like the news reporter from Spy Dogs. "Breaking news: Things are happening in places all over the world!" Unless you do the Hess TF, all of (tow missions of) build up account for nothing, since you don't get to see WHAT. And I've done the TF, and I still don't know what's going on, since no-one gave me the 5 minutes here and there to actually read my clues and briefings, just like on every TF.
Honestly the redside missions are a lot like Croatoa and Striga. They keep you in one zone as a rule, and tie the story into that zone. They have fedexes once in a while, and have their share of kill alls. You must have a very faulty rose colored set of memories if you think redside missions are that different. |
It isn't until Faultline that mission designers finally pulled out something REALLY good, and good throughout the entire duration of the experience AND avoided the railroading storyline that plagues CoV. Faultline and the majority of the Grandville arcs are the beginning of the consistently good content in the game, with only pockets of it here and there before that. All of the I1-I6 content is practically doomed, and needs to be touched up a LOT. Some of the redside content is terrible, but a lot of it is good, and most content afterwards is above decent. But old content is still old.
You have an axe to grind, but not much to grind it on. Sure, the i0 content which we're subjected to (rarely) can be awful. But from i3 onward story content was vastly improved (and this includes Striga and Croatoa). |
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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As far as I am concerned, the one mistake they Devs made in Striga, they haven't made again. The contacts there (Notably Stephanie and Tobias) dont give the same misisons to the team in the same order.
A couple of the Hollow contacts do this as well, but Croatoa, Faultline, Cimmerora and the RWZ (as well as the New Contacts like Darrin Wade) all manage to give their missions in the same consistent order. Great for autocompleting on teams.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Yeah, I've heard complaints about that. Personally, though, I feel the biggest mistake was not giving these contacts actual arcs that follow a logical progression from one to the next. Even without the TF-lock nonsense, that would still be problematic, because it's just so boring. Meaningless, pointless missions that achieve nothing but "taking a bite out of crime" are only good for Scanners and Safeguards.
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 was under the impression we were talking about missions and arcs. As far as I'm aware, nothing changed in this regard. I guess you could count Meg Menson, but she's basically the "Police Scanner" of the Hollows. And as far as "zones are content," that has pretty much been dismissed by the development team in the past, admitting that it takes far too much resources to create new zones for what it's worth. Certainly the changes (or lack thereof) to the War Zone, as well as the added content in the form of "mini-zones" such as Ouroboros and Cimerora is pretty strong evidence in that regard.
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So, yeah, if you want to reduce this to a semantics argument, then yes, "something" changed. Not anything that actually enhances the content of the game, since the stories and missions are still terrible, but "something" nevertheless. I appreciate War Witch's work very much, and she turned what was a zone of nightmares into a zone only limited by its crappy story, but that's quality of life pretty much on the nose. |
There's about as much "narrative" as there is in Lineage II or any of the range of "free" to play Korean grindfest MMOs. That is to say, there is a story, and it's mentioned occasionally, but there is no "narrative" to speak of. Most of the time, you're doing missions unrelated to the plotline in anything but geographical co-location, and what storyline missions you do get are curt and apologetic. The Hollows lacks a storyline completely, and most contacts lack a story "arc" as a general thing. Let's look at Flux as the easiest example. He has you hunt Outcast here, beat up some Trolls there, save a few cops on the side and OH HEY! I can give you FrostFire! At no point in your interaction with him does one event lead logically into the next. This is not a story. This is a collection of random unrelated events and occurrences that, when you put them together, kind of resemble a story in the most loose interpretation of the word. But that's not the worst of it. The one ACTUAL story in the zone, the thing that keeps being referenced the whole time, is Sam Wincott and his interaction with the Minions of Igneous. The only actual story in the zone, and you can't have it, because it's locked behind a Trial so fat no-one ever does it. I've never even heard a single person alive so much as mention it, not even in passing. Not unless I bring it up. I'm sure most people know it exists, but that's about it. |
Content is not "optional" if it's part of a story you're already running. If I'm running Ubelmann the Unknown and suddenly I can't take the final mission because it's an 8-man Trial, then that's not optional. That sucks. If ANY part of a storyline is going to be a TF or a Trial, then the ENTIRE story needs to be a TF or a Trial. Not necessarily ONE TF or Trial, but even multiple TFs following the same plot line is better than solo arcs ending in a TF. What's more you're never warned that the Hollows storyline ends up in a Trial right up until you talk with Karsis, an the only reason Karsis even exists is because people complained that the final mission in Talshak's arc WAS the Caverns of Transcendence trial. That's right - you were locked into a story arc you could not escape from, and which you needed 8 people to do an 8-glowie simu-click. But let's give this the benefit of a doubt. Let's say I've been around the block a few times and I know the whole Hollows storyline ends in a Trial. That just makes THE WHOLE DAMN ZONE optional team content. And, yeah, that's the reason I did it once back in I2 and I never did it again up until I7 or some such. The missions are terrible, the zone was (and is no longer) horrid and I can't even get a complete story for my effort. It's like renting a crappy movie and being told that the only way you can watch the final half hour is if you watch it in the cinemas. And it's no longer being shown. Great, thanks. |
You really put yourself behind the 8-ball when you mentioned Striga. Easily half the missions from ALL the contacts are pointless "There are people over there, they are bad, go beat up 20 of them" hunts, with almost 90% of the rest of them having no logical progression, or indeed nothing to do with each other or anything else. Stephanie Peeble's entire mission set is completely pointless, both in relation to the rest of the city and the rest of the island, an in terms of correlations between the separate missions. A the end, all you accomplish is retrieving her ring. You learn nothing, you accomplish nothing, and it's basically a gigantic waste. Even the horrid story arcs of the pre-I1 content had more meaning than this, at least giving you some background information the factions involved, like the crime ring involving the Skulls, the Trolls and the Family. |
Four Striga contacts:
Peebles: one hunting mission out of 8
Long Jack (the likely source of your hyperbole): 4 hunts out of 8
Lars Hansen: 2 hunts out of 8 missions
Tobias Hansen: 3 hunts out of 8 missions
That makes 10 hunting missions out of 32. Your math is a bit off. You claimed half was hunts when only one contact is that bad. I know this won't convince you, but have some grounds for your criticism.
In Striga, aside from the Hess and Moonfire TFs, you learn two things: One, the Council have super soldiers, magical wereolves, scientifically-created vampires and killer robots. Because that wasn't BLINDINGLY OBVIOUS without investigating it. Two, "something" is happening on Striga Isle. That's kind of like the news reporter from Spy Dogs. "Breaking news: Things are happening in places all over the world!" Unless you do the Hess TF, all of (tow missions of) build up account for nothing, since you don't get to see WHAT. And I've done the TF, and I still don't know what's going on, since no-one gave me the 5 minutes here and there to actually read my clues and briefings, just like on every TF. |
Who ever said red-side was rosy? Most of the original content CoV rolled out with is utter crap, spoiled by a mistaken belief that if you jam all missions in the same zone, you don't have to do anything to actually make the missions themselves good. CoV has a few interesting missions here and there, some with unique mechanics, some with interesting writing, but a lot of them are garbage. Take Operative Kirkland, for instance. Oh, something is happening. Go have a look. I see. Go have a look at this. I see. OK, we're done. |
Newer content, from CoV onward and especially from Faultline onward does much better with the narrative and with making missions easier.
It isn't until Faultline that mission designers finally pulled out something REALLY good, and good throughout the entire duration of the experience AND avoided the railroading storyline that plagues CoV. Faultline and the majority of the Grandville arcs are the beginning of the consistently good content in the game, with only pockets of it here and there before that. All of the I1-I6 content is practically doomed, and needs to be touched up a LOT. Some of the redside content is terrible, but a lot of it is good, and most content afterwards is above decent. But old content is still old. |
No, the I3 and onward content was not vastly improved. Striga and Croatoa are a blight upon the game, and I'm all rainbows and unicorns that the developers have NOT repeated the same mistakes in their later works as they introduced in Striga and Croatoa. It petrifies me to think that the "Striga model" was actually considered good at any point in time, considering it's WORSE than the pre-I1 content the game launched with. The zones are justly lauded for their TFs, but everything ELSE is embarrassing. |
Gordon Bower: 2 hunts out of 9 missions
Skipper LeGrange: 2 hunts of 7
Kelly Nemmers: 3 hunts of 6 (low point for Croatoa)
Buck Salinger: 1 hunt of 7.
So for Croatoa, it's 8 for 29 hunts, which is a step up from Striga(27% vs. 31%), though one could say still a bit much.
However the story in Croatoa does progress and clearly. Bowen simply introduces you to the problems. LeGrange gives you the Skinny on the Firbolg in particular with a challenging mission at the end (arguably too challenging, but certainly different). Nemmers clues you in on what is happening behind all the obvious strife. Then Salinger shows you the real culprits and has you foil an ultimate plot. You can't really complain about that narrative (though I'm sure you will nonetheless). The TF for the zone is very easy to come by. It's quick, and has some interesting and challenging missions. By no means is the KTF a bad task force.
Too many alts to list.
I'm glad the devs are using the new art assets in a revamped cape mission, and extra glad that it will apparently let other players unlock capes. That's very nice!
However, in terms of general design philosophy, while I like the idea of unlocking stuff, I think the cape unlocking idea isn't all that strongly supported by the game or the arc story. It seems wrong-footed.
My preference would be to see the game take a new direction in design, which would be "content that unlocks content." For example, this low level arc could be used to unlock the higher level Hero 1 content.
Having said that, I confess I don't really like doing Buck Salinger's arc to unlock Katie. I prefer to join a team where someone else has done the unlocking. But if you are playing for story, I think having lower level stories that unlock higher level stories makes a lot of sense.
On the topic of revisiting old content, I think it is definitely needed. Not just because the old content is old, but because it never was very good. I'd come to this conclusion within my first month of playing the game, back in 2005, and I still can hardly believe the devs don't see that the poor quality of the old content is a deterrent to new players. With some difficulty I found a way to make my play in the game enjoyable, but on several occasions I nearly quit, asking myself "why am I spending so much time on something that clearly the designers don't care about?" Players who actually read some of the developers' comments about the game might see things said like "we want to spend our time creating new things" - which is debatable - while those who don't read developer comments almost always just see the situation as neglect.
One big gripe I have about the old content is that the game actually has some story going on, but the old content doesn't reveal it. Instead the old content makes a mishmash of the storytelling and players come through it with very little idea of what's going on. So if the older content is to be replaced, it must be replaced with a higher quality content that actually tells the stories.
For example, when do we get an appearance by Igneous, the Magma Master? If I was revamping The Hollows, he'd be in there, and Grendel, too.
Sometimes while playing I quiz my teammates on what's going on, story-wise. Usually no one has a clue. They'd like to know, but the game's storytelling mechanics are too often at odds with actual game flow.
There are methods for storytelling that run with the flow of the game, which exist in the game, yet they are underutilized. There are also some things that could be tweaked to perform better.
As much as I'd like to see new content, I'd like to see someone on the dev team address the basic storytelling issues before putting out the new stuff.
I'll concede the Hollows isn't the best zone out there with the best arcs, but it does have some variety in missions not present in i0 type content. It's an incremental step. It has some new maps and new enemies.
As always you lack context in your criticism. Is the Hallows content worse than the current stuff being produced. Yes. Should this surprise anyone? No, unless the Devs are incapable of learning. It is, however, an improvement over what was released with the game. Context is key here. The content of what you speak is comparable to what was out in other MMOs of the time. They learned and improved. However as I said, i2 had stuff in it that was better than i1 and i0. i3 was better still. I think you are spoiled by current content to the extent that you don't remember how things improved to the place they are now. Sure, compared to the latest and greatest, it's not wonderful. But this criticism is well over the top. I didn't much care for the Hollows, but with the revamp it is much more bearable. In any case, you are in the level range for it for a couple days at most. BFD. |
It's a bad idea to claim numbers without checking. You are likely to be hoisted by your petard. Four Striga contacts: Peebles: one hunting mission out of 8 Long Jack (the likely source of your hyperbole): 4 hunts out of 8 Lars Hansen: 2 hunts out of 8 missions Tobias Hansen: 3 hunts out of 8 missions That makes 10 hunting missions out of 32. Your math is a bit off. You claimed half was hunts when only one contact is that bad. I know this won't convince you, but have some grounds for your criticism. |
I won't go into the myriad of problems with hunt missions. I'll only say that sticking them into story arcs has been largely avoided in recent years, and for good reason. Sticking them into story "arcs" is exactly what the I1-I5 zones do. It's as bad an idea now as it always was. Worse, in fact, in this day an age.
Dare I suggest something as radical as running the TF yourself? You know, in case you want to actually control the pace. Pshaw, but then you would only have yourself to blame if you didn't read it (then again since you haven't put the TF together yourself, you already are to blame now aren't you?). |
So, no, you might not. I don't ask you to play on my difficulty setting, you don't ask me to put teams together.
Who ever said red-side was rosy? Umm, YOU: Newer content, from CoV onward and especially from Faultline onward does much better with the narrative and with making missions easier. |
So you moved the goalposts a bit back by throwing CoV content off the bus. |
If you think Striga content is worse than the pre-i2 content, then you are delusional. Ranting about Croatoa is even more loony. Those arcs have a clear storyline which actually does progress with meaningful missions. The missions show even fewer hunts than before: Gordon Bower: 2 hunts out of 9 missions Skipper LeGrange: 2 hunts of 7 Kelly Nemmers: 3 hunts of 6 (low point for Croatoa) Buck Salinger: 1 hunt of 7. So for Croatoa, it's 8 for 29 hunts, which is a step up from Striga(27% vs. 31%), though one could say still a bit much. |
Croatoa has no story in it. It has a basic setting, and that's it. Noting in it ever happens, at least nothing that lasts more than one mission. There's a grand total of one revelation outside of the Kathie Hannon TF, and that's that the Red Caps broth the Tautha and the Fir out to fight so they can feast on their pain. Oh, and again, a suggestion that something else might be happening via the all of one Cabal mission, which is no revelation at all since you can plainly see and be attacked by flying witches just walking the street. WHAT is going on with them would have been interesting to know, but again, that's locked up with Kathie Hannon.
However the story in Croatoa does progress and clearly. Bowen simply introduces you to the problems. LeGrange gives you the Skinny on the Firbolg in particular with a challenging mission at the end (arguably too challenging, but certainly different). Nemmers clues you in on what is happening behind all the obvious strife. Then Salinger shows you the real culprits and has you foil an ultimate plot. You can't really complain about that narrative (though I'm sure you will nonetheless). The TF for the zone is very easy to come by. It's quick, and has some interesting and challenging missions. By no means is the KTF a bad task force. |
All of the Hollows, Striga and Croatoa feel like a bad version of To Save a Thousand Worlds. Each mission is essentially a part of the repeating cycle of "Explore fist dimension," "Explore second dimension," "Explore third dimension." Or like the To Save a Soul arc, where you go back to the spirit world no less than five times, each time to essentially do the same thing - find Vanessa's soul and get another clue from it. Or find nothing, as one of them is. There's no reason these need to be five huge outdoor instances when they could just be one instance with five ghosts of Vanessa, since we're in her mind, anyway.
In essence, the Hollows, Striga and Croatoa is 90% filler with a mission here and there that has some meaning. As far as I'm concerned, any mission that has you go somewhere, kill all and find NOTHING that advances the plot in ANY way is a complete waste of my time and doesn't need to be in the story. And yet that's the bulk of what these zones have - missions just there to provide excuses for instances, and yet which advance the plot not in any single way. That's all the stories there are - filler after filler after filler with maybe one meaningful mission at the end. And even then, I fail to see how returning Stephanie's wedding ring was "meaningful." It was a good deed, sure, but are you trying to say that this is the culmination of her story? All of her missions are basically "The Council are doing something bad. You need to beat them up." There is no story behind them.
This surprises me, actually. Who decided this storytelling approach was a good idea? We already HAD consistent, persistent story arcs in the game since launch. I've already quoted a lot of them, but just to restate - World Wide Red. This is an arc that's probably 20 missions long, just in itself more than most of these contacts we're talking about even have. And maybe it's because it's a big conspiracy theory, but even though there are probably three separate subplots taking place the entire time, the whole thing has a constant, uninterrupted train of though. Either you find what you're looking for, find something you didn't expect, or don't find what you were looking for but learn something else important. At no point is Crimson pulling random tasks out of a hat just to have you do maintenance. Even when you have NO IDEA what's going on, there's still a storyline to follow.
By comparison, Croatoa makes me feel like I'm playing Lineage II. "Here, you're in a town. Now go find something to do."
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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One big gripe I have about the old content is that the game actually has some story going on, but the old content doesn't reveal it. Instead the old content makes a mishmash of the storytelling and players come through it with very little idea of what's going on. So if the older content is to be replaced, it must be replaced with a higher quality content that actually tells the stories.
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Compare that to, say, the Rikti/Lost connection. It's hinted at a few times, it's explored in the Organ Grinders, it's explored again by the Dark Watcher in the Benjamin Deckar story arc, becomes relevant for Angus McQueen's own backstory, as well as Division: Line, where it plays a part several times. It plays a large role in Timothy Raymond's story, it affects Kelly Uqua. It's there, it's mentioned a few times and it's all over the place if you're a little more observant. It matters. The Family/Skulls/Trolls crime ring, on the other hand, does not. It's hinted at I think once, mentioned one more time and that's it.
Newer content, from CoV onward, tends to be a lot better about giving you complete stories, or at least completing the incomplete ones. For instance, Maros spends a lot of time talking about the second coming of the tower, but his content ends at level 30. Scirocco's Time After Time returns to that storyline, however, and explores the Tower to the Heavens. The red coral crystal is also mentions all the time, even out of context. Arachnos want it, the Cage Consortsium wants it, the CoT want it. Even Psymon Omega wants it. It matters. And the ultimate example, of course, are the persistent characters in Faultline. Even though I hate Jim and Anette, and I'm not a fan of Sands, they feel like persistent characters, rather than plot devices invented for one mission only.
For example, when do we get an appearance by Igneous, the Magma Master? If I was revamping The Hollows, he'd be in there, and Grendel, too. |
As for the Magmite master, I believe you fight something like that in the Caverns of Transcendence. I wouldn't know. I'd sooner give a lecture to a full class or stay at work a full work day than her cats for that nonsense.
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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As far as I am concerned, the one mistake they Devs made in Striga, they haven't made again. The contacts there (Notably Stephanie and Tobias) dont give the same misisons to the team in the same order.
A couple of the Hollow contacts do this as well, but Croatoa, Faultline, Cimmerora and the RWZ (as well as the New Contacts like Darrin Wade) all manage to give their missions in the same consistent order. Great for autocompleting on teams. |
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 ):
I think the devs need serious props for this - they've done an excellent update on this and I'm guessing that it didn't take too many extra resources. Let's hope this is a prelude to some other things being updated.
We're very quick to moan and gripe here when the Devs get it wrong but seriously guys, good work on this!!!!!!!
Thelonious Monk
What... Does this have to do with anything? Each Issue's content is incrementally better than the content in the previous Issues, sure, but did you honestly think I was saying the opposite? A slap on the neck is an improvement over a knee to the groin, but I still wouldn't call it "good." How much better content was than content before it is irrelevant when it comes to updating content NOW. Fact of the matter is, how much of an improvement the Hollows was over pre-I1 content isn't going to keep a new player warm at night when it's still very much bad.
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You're really determined to get me on semantics, aren't you? So, if I said half and it was 49 out of 100, would you still claim it wasn't precisely half? You know full well what I mean, and for someone beating me over the head with context, this is a pretty out-of-context argument. No, it's not half. I didn't count them and you know it. It's still too damn many, considering how very many people have complained of hunts over the years. In older content, you could at least skip the hunts, Security Chief notwithstanding, since the contact would always offer a hunt or another mission, and when he only offered a hunt, it meant he was out of other missions. With the Hollows, Striga and Croatoa, the hunts are lumped in with the "story" missions (and I use the term very loosely), such that you CAN'T skip them. Contacts only ever offer a single mission, and if they offer a hunt, a hunt is what you get. |
I won't go into the myriad of problems with hunt missions. I'll only say that sticking them into story arcs has been largely avoided in recent years, and for good reason. Sticking them into story "arcs" is exactly what the I1-I5 zones do. It's as bad an idea now as it always was. Worse, in fact, in this day an age. |
The Cimerora contacts you get have hunts (and kill alls).
Your precious Faultline contacts give you hunts (Penelope Yin) and kill alls since you dislike those too. (considering Yin only gives 5 missions, that's 20% hunt ooh aaah).
While they have fewer hunts, they still have hunts.
You just have some sort of grudge against the older content when it is only marginally worse than the new stuff. It's been incremental improvement, while you seem to think there was some form of night and day seeing of the light by the devs.
Or, you know, I could take that "optional content" you keep clubbing me over the head with and not do it. I have neither the time nor the inclination to do multi-hour marathons in a single sitting, nor do I have the time and inclination to herd cats. For some odd, eccentric reason, this doesn't prevent me from finishing the story in Faultline, or the story in the Rikti War Zone, or any of the stories in Ouroboros. Sure, I can't really finish any of the stories in the Shard, but at least I can't even start them. Before you try to chastise me for preferring to solo, you may want to stop overlooking the flaw in design present here - you do not let people start tasks they cannot finish. And when a story ends in a TF, it's pretty easy tell a player won't be able to finish him just by virtue of TFs requiring a minimal number of people. |
Also if you actually think you've done the whole RWZ storyline without doing the Lady Grey TF, you are sorely mistaken.
So, no, you might not. I don't ask you to play on my difficulty setting, you don't ask me to put teams together. |
Yeah, I must need new glasses, because I still don't see it. I said new content has been better with the narrative. Since CoV, yes, but ESPECIALLY FROM FAULTLINE ONWARD. The reason I even included CoV is because it DOES have a lot of good content in it. Seer Marino's Oh Wretched Man, Marshal Brass' Echo Down the Aeons, Maros' Cult of the Shaper, Mu Drakhan's various arcs. There is a lot of good stuff in CoV, much better than anything in CoH, before or even since. But there's also a lot of CRAP in CoV, such as Operative Kirkland, Arbiter Leery, Kelly Uqua, the Shadowy Figure, Henry Dumont, that Cage Consortium CEO. It's a mixed bag. It deserves a worthy mention, as it IS the starting point, but I've gone on and on and ON about all the crappy design choices made there, something I've generally not done about Faultline, the War Zone or even Ouroboros, despite it not being a full zone. |
Learn to read before you insult, please. |
Why do you have it stuck in your head that "hunts" are the only thing I find wrong? Pointless, non-story instances are just as bad. "Ghosts have taken over a building. Go get rid of them." "Thanks." It progresses the plot not a single inch, it has no point whatsoever, and yet it's stuck in the middle of what's supposed to be a story. Show of hands - what, exactly, is the story Gordon Bower tells you? Because it comes down to "Croatoa is infested with walking pumpkins! Help!" In effect, Mayor Bower does as much for Croatoa as the Hazard Zone field operatives that meet you at every entrance - he tells you what the zone is about and that's it. |
Croatoa has no story in it. It has a basic setting, and that's it. Noting in it ever happens, at least nothing that lasts more than one mission. There's a grand total of one revelation outside of the Kathie Hannon TF, and that's that the Red Caps broth the Tautha and the Fir out to fight so they can feast on their pain. Oh, and again, a suggestion that something else might be happening via the all of one Cabal mission, which is no revelation at all since you can plainly see and be attacked by flying witches just walking the street. WHAT is going on with them would have been interesting to know, but again, that's locked up with Kathie Hannon. |
So you say. I've run through the Croatoa story over a dozen times, and it has never felt like a story. Bower's entire collection of missions can be summed up in one zone briefing, half of LeGrange's missions are you going out and finding nothing interesting, and it just drags on from there. I don't mind random side missions, not at all, but I want a cohesive story that follows a storyline, not just random clues scattered about unrelated missions. What you have in Croatoa is not cohesive in the slightest. And, frankly, tout its virtues all you will, that has never been repeated. I5 was the last we saw of that confounded storytelling approach, and CoV gave us a better one - short, episodic storylines that feed into each other and follow an order. What in City of Heroes would have been one long arc becomes several short arcs arranged as one split long arc. For instance, the World Wide Red could be cleanly split in at least three parts for three mini-arcs without loss of finality. |
All of the Hollows, Striga and Croatoa feel like a bad version of To Save a Thousand Worlds. Each mission is essentially a part of the repeating cycle of "Explore fist dimension," "Explore second dimension," "Explore third dimension." Or like the To Save a Soul arc, where you go back to the spirit world no less than five times, each time to essentially do the same thing - find Vanessa's soul and get another clue from it. Or find nothing, as one of them is. There's no reason these need to be five huge outdoor instances when they could just be one instance with five ghosts of Vanessa, since we're in her mind, anyway. |
The Striga arcs are basically an introduction to the place and its enemy groups. No, you don't really resolve anything. The TF offers that opportunity. That's how the Devs did things back then because that was how MMOs did things. Heck the fact that this game was soloist friendly at all was a big innovation. Placing some of the story content in the area of team effort was par for the course in the industry. It doesn't make the content crap, it makes it normal for the standards of the day.
A classic Corvette from the sixties does not match the handling and performance of the current model, but that doesn't make it a crappy car.
In essence, the Hollows, Striga and Croatoa is 90% filler with a mission here and there that has some meaning. As far as I'm concerned, any mission that has you go somewhere, kill all and find NOTHING that advances the plot in ANY way is a complete waste of my time and doesn't need to be in the story. And yet that's the bulk of what these zones have - missions just there to provide excuses for instances, and yet which advance the plot not in any single way. That's all the stories there are - filler after filler after filler with maybe one meaningful mission at the end. And even then, I fail to see how returning Stephanie's wedding ring was "meaningful." It was a good deed, sure, but are you trying to say that this is the culmination of her story? All of her missions are basically "The Council are doing something bad. You need to beat them up." There is no story behind them. |
Set the way back machine to when these issues came out. There was only so much content, and no repeatable mission filler in the game (scanner missions were way off, much less AE or Oroboros). If your model of tight, focused stories had been the rule, then people would have been street sweeping even more levels than they were stuck with as it was. Granted, on teams it wasn't as much of an issue since you could just do someone else's arc, but you are a soloer, so you would be screwed.
This surprises me, actually. Who decided this storytelling approach was a good idea? We already HAD consistent, persistent story arcs in the game since launch. I've already quoted a lot of them, but just to restate - World Wide Red. This is an arc that's probably 20 missions long, just in itself more than most of these contacts we're talking about even have. And maybe it's because it's a big conspiracy theory, but even though there are probably three separate subplots taking place the entire time, the whole thing has a constant, uninterrupted train of though. Either you find what you're looking for, find something you didn't expect, or don't find what you were looking for but learn something else important. At no point is Crimson pulling random tasks out of a hat just to have you do maintenance. Even when you have NO IDEA what's going on, there's still a storyline to follow. |
By comparison, Croatoa makes me feel like I'm playing Lineage II. "Here, you're in a town. Now go find something to do." |
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THIS POST IS CHOCK FULL OF SPOILERS
Gordon Souvenier
Piercing the Veil Gordon Bower has always been a man of respect in Salamanca. As mayor, he sees it has his responsability to help the people, no matter how mystical the problem might be. He had plenty of work for you and even while fighting the Tuatha de Dannan in the streets and sewers of Salamanca, you always knew you were doing it for the right reasons and for the right people. You helped free both the living and the dead from the tyrants that plague the neighborhood and even ran into some Cabal sorceresses who were experimenting on the poor beings trapped between worlds. But things got really interesting, and by interesting you mean strange, when you met up with Skipper LeGrange. He gave you his divining rod and sent you out to gather information regarding the ghosts of the area. However, what was disturbing was not the spectres, but the knowledge they contained. Skipper told you that Salamanca was being pulled into the spirit world. And just when you were starting to learn your way around. |
Skipeprs
The War of the Fir Bolg It was all Skipper's fault, that's what you tell yourself as you look back on your questionable run-ins with the Fir Bolg. As you fought them you began to see them as more than just creatures, but as actual beings who were trapped here, what's worse is that they blamed you for it all. You later come across them when you went after the Mayor's tome of protective runes, but not before you realized the Fir Bolg were simply trying to protect themselves from the Red Caps. But everything came to a head when the Fir Bolg decided to try and push the Tuatha into Salamanca in order to get rid of them. You were sent by Skipper to stop the ceremony. It didn't matter how much you empathized wh the Fir Bolgs, you had innocents to protect. |
We're in big trouble. All this battling between the Fir Bolg and the Tuatha has finally come to a head! The Fir Bolg have prepared an elaborate ceremony, one with roots dating back to the 1400's. It's very complex. It's... well, it's going on right now! The Fir Bolg plan to push the Tuatha out of Croatoa entirely. Only trouble is, they'll be pushed out into to the nearest location in the real world: Salamanca. If we don't stop that ritual, Salamanca will be overrun with more Tuatha de Dannan than you or I have ever seen! |
Hatred's Hungry Heart Kelly Nemmers is a ghost in search of passage to the other realm. What you discover while working while working with her is that the spirits in Salamanca are being held there through pure rage and anger from the Red Caps. The Red Caps are evil little creatures full of hate and bile. You learned that their whole purpose for being here was to case conflict. They drink it up like nectar. Kelly and you devise a plan to at least try to put an end to this eternal conflict that rages on between the Tuatha and the Red Caps. By destroying the henges that bind the spirits here, it makes it that much harder for them to push through. But for Kelly Nemmers, it means a better chance of being able to pass on. |
Bucks is the final last gasp attempt by the redcaps to reverse what you have done and draw Salamanca into the spirit world
Souvenir Salinger is a man full of old stories and crazy ideas, but he knows more than most in Croatoa and even the most respected listen when he speaks. He approached you to help push back the Red Caps in the area. You did just that, only to discover it was a test. Salinger wanted to see if you were capable to stand up against the Red Caps. Gordon Bower contacted Salinger and told him of several citizens kidnapped by the Red Caps. Lucklily, he's tracked down where they're held. You manage to rescue them, but you can't help thinking there's more going on here than just kidnapping. Salinger has come up with a plan to strike back at the Red Caps: Iron. He sends you to steal the iron they've stockpiled in their caves. You make it through caves, collecting the needed iron and take it to Mayor Bower to return to its rightful owners. In the pile of iron, Bower finds an old blade belonging to his grandfather. He gives it to you, believing that it will aid you in your fight against the Red Caps. A mystic named Walter Daschle has informed Salinger about a posible gathering of Red Caps. Just after that Daschle disappeared. Salinger believes he was taken into the spirit world. You go there, crossing over into that realm, to bring Daschle back. You are ill at ease with your time in that realm, but you find Daschleand return him to safety. However, you discover the true plansbehind the Red Caps actions. They seek to draw Salamanca permanently into the spirit world. There is a way to stop them, but the only people who know how were also captured by the Red Caps. You travel yet again to the spirit world and search for the three missing mystics. Regretfully, they weren't there. Worse you learned the Red Caps have already begun their attack on Salamanca. You returned to Salinger for further guidance. The Red Caps attacked Salamanca, trying to pull it into the spirit world. Salinger sends you to find the three missing mystics able to stop this assault and take them to the village fountain. There they were able to start working on a spell to banish the Red Caps from the village. Thankfully, you were successful and Salamanca did not get pulled into the spirit realm. However, you've made yourself known to the Red Caps and the rest of the spirit realm will not soon forget you. |
To me Croatoa is a complete arc, that does seem to all tie togther. The village IS saved, through your teams efforts and the Katie TF isn't required to follow the story. (unlike Striga where the Hess TF is the final piece).
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
if we had the technology of course it would be wonderful is as you progressed through the arcs, the zone chnaged for you. The Tuatha becoming peaceful and then vanishing, the red caps being banished forever, and Croata really did become Salamanca and the peaceful sorrounds again. We dont have that level of instancing for zones (unlike say Guild Wars)
To me Croatoa is a complete arc, that does seem to all tie togther. The village IS saved, through your teams efforts and the Katie TF isn't required to follow the story. (unlike Striga where the Hess TF is the final piece). |
It seems like something of this nature could be accomplished, kind of like combining the methods used on the interior of the Eden trial along with the methods used for shops and safeguard/mayhem side missions. I wonder what the game engine's limitations are in this regard.
I don't think we'd want to use the method employed in RV though.
For one, Grendel is dead. He was the previous leader of the Trolls, I believe, with Atta being their current leader. One has to wonder why he's, at most, level 15 when the Trolls go up to 20, but that just goes on to suggest the Hollows was intended to be a higher-level zone than it ended up being.
As for the Magmite master, I believe you fight something like that in the Caverns of Transcendence. I wouldn't know. I'd sooner give a lecture to a full class or stay at work a full work day than her cats for that nonsense. |
According to Seeker of Monsters badge, Grendel was defeated by Atta in a contest of strength. That does not mean he is dead, though that of course is a possibility. When Atta fought 7 Troll leaders, 3 of them (Ram, Triton, and Boxer) eventually died of wounds. So Grendel may not be dead, and perhaps the exploration marker is more of a clue than an epitaph. I suspect that there is more going on here than meets the eye.
Consider, for instance, that Atta is considered to be a conspirator in the Hollowing Event, yet the depression is called "Grendel's Gulch." Does Grendel still live there? Did Atta's rise to power coincide somehow with The Hollowing? And was someone helping Atta? If so, why?
As for Igneous, the Magma Master, no, you never meet him - unless he changed his name. You meet Koago, who is the monstrous pumicite in the Caverns of Transcendence. I've bumped fists with him a few times in the last week or so, as well as over the years, and he does not appear to be the Magma Master.
The Magma Master was Inglebert Maahs, a geologist with metaphysical interests (a midnighter?). He wandered into the Cavern back in the '20s and was changed by its magic into a man of living lava. So in terms of visuals, I'd expect him to look an awful lot like a stone tank with brimstone armor on.
In the tale of The Hollowing, the idea is that Atta and other "conspirators" set charges in an attempt to turn some condominiums into ruins and then move in before authorities could respond. (It sounds weak, but there's probably more to it.) However, the charges accidentally broke through the ceiling of a network of tunnels dug by the Minions of Igneous. The Trolls took the blame for the destruction in a bit of misdirection by the writers, but it's doubtful the Trolls (or their slaves) actually dug the tunnels, because they all radiate out from the Cavern at their center. And it's the Minions of Igneous that relate to the Cavern.
And, furthermore, who is more likely to dig caves: uncontrollable dyne freaks or rock people who live underground?
As for the Family, I gather they are connected with Nemesis and the Sky Raiders, and they are also the higher part of a connection between the Family, Trolls, and Skulls. This latter grouping is called "The Superadine Connection." The strange thing here is that the Family is being paid to make and distribute Dyne, and they are paying the Skulls to make and distribute Dyne, and the Trolls must be basically getting it for free, just to keep them addicted. But why? Probably there was more to the original story (like the part related to portal technology), but whatever that is was never revealed.
Likewise, the Warriors, Outcasts, and Hellions are all part of a group called "Smuggler's Run." Possibly this coalition first began when Odysseus Hill made a deal with a demon and drank something resembling water from the Well of Furies, gaining immense power, a power shared with the rest of the Warriors. Perhaps this demon is the same demon that has empowered Tempter, the jailed leader of the Hellions. It's hard to say, especially since aside from prominent appearances in 4 of the game's lowest zones there are no real Hellion arcs.
Has this demon also made a pact with FrostFire, leader of the Outcasts? Perhaps not, but consider that he must be getting power from some other source. Sure, he's a powerful mutant, but his men seem to acquire the same sets of powers as they move up in rank: elemental powers. That seems odd for a gathering of mutants. Where are the ones with claws, laser beam eyes, metal bodies, teleportation, magnetism, and mental powers? Nope, these mutants all have varying degrees of earth, ice, fire, and electrical powers. It kind of reminds me of the Circle of Thorns mages ... not that there would be any kind of connection there.
Speaking of The Hollows and all the dangling story fragments that are all over the place, my impression is that the Coralax - now found in Port Oakes and Sharkhead missions - originally spring from backstory for the Seaview Project, which had a base in Eastgate and a research vessel that traveled between Eastgate and Striga ... which a few years back found the sunken remains that are the basis of the Ghost Ship of Talos and IP.
In fact, the first in-game reference to an unnamed Coralax appears to be in the clues given in Flux's missions. Later on, a Coralax corpse appears in a crate on a mission from Stephanie Peebles.
Additionally, there is the Backwoodsman badge in The Hollows. The Circle's magic is thought to be causing some strangely rapid growth in the woods. I think I know what that is about.
No, the I3 and onward content was not vastly improved. Striga and Croatoa are a blight upon the game, and I'm all rainbows and unicorns that the developers have NOT repeated the same mistakes in their later works as they introduced in Striga and Croatoa. It petrifies me to think that the "Striga model" was actually considered good at any point in time, considering it's WORSE than the pre-I1 content the game launched with. The zones are justly lauded for their TFs, but everything ELSE is embarrassing.
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I'll just point out that Striga's arcs are character-based. They purposefully don't have a strong interconnected narrative.
I'll also say that while Faultline has a really good presentation, I find its actual core story and the overall implications of it godawful. And prior to the second XP smoothing, it was far too easy to finish Penelope Yin by 18 and be stuck waiting another 2 levels to continue with Doc Delilah. It was too streamlined.
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I'll just point out that Striga's arcs are character-based. They purposefully don't have a strong interconnected narrative.
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I'll also say that while Faultline has a really good presentation, I find its actual core story and the overall implications of it godawful. And prior to the second XP smoothing, it was far too easy to finish Penelope Yin by 18 and be stuck waiting another 2 levels to continue with Doc Delilah. It was too streamlined. |
One big thing I've tried to keep to when making Architect arcs is to never, ever, have pointless, meaningless or useless missions, tasks or events. You never go to a building and learn nothing. If a mission requires you to get to the end, it's either short or littered with secondary objective or interesting encounters along the way. If you find something important, it's never forgotten by the next mission, and even if it is, it comes back to play a part later on. Just slogging though enemies for the sake of slogging through enemies is not something I need pseudo-story-arcs, or indeed even contacts to do. That's what the Rogue Isles Protector and the PPD Scanner are for.
And, yeah, it's true that you could level out of Penelope and not be level enough for Doc Delilah. Just as you could run out of missions for Julius the Troll and he'll tell you to come back later, and how you can run out of Long Jack missions before you can speak with Tobias Hansen, or how you almost always complete Skipper's missions long before Kelly Nemmers will speak with you. It's a fact of life in all of the newer zones, and it was a fact of line in the old zones, as well. For instance, you can run the Library of Souls, but then you won't be able to follow its next phase, which is the Envoy of Shadows, until you level into the next level band.
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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Yeah, the ship interior was a new map when Striga was introduced. They spammed using it because it was new.
The abundance of kill all in them was...unwise. Stupid, stupid minion nobody saw hiding between crates.
I'm not opposed to kill alls, but I am opposed to kill alls in huge maps where you could miss a single spawn and spend 15 minutes looking for it wishing the map had a button you could press to teleport all surviving enemies to you. If they had a Radar power to reveal nearby hostiles on the map I'd totally buy it.
And pretty much everything connects back to Nemesis. I think he does some things just to keep heroes occupied with that and not looking into his vast network of linking conspiracies. Unleash a plague of dumb trolls to bother people. Let magic items and diabolic invocations trickle all the way down to the hellions. hand out copies of Thus Spake Zarathustra to the Skulls. supply all factions with Void Hunters, and he probably even had his hand in designing the council's anti-kheldian quantum weapons....
Yes. Once the percentage of enemies remaining hits a certain number, based on the original total, they will become visible on your mini-map.
Paragon City Search And Rescue
The Mentor Project
5% or 10% left. I think the last glowie or two too.
Still here, even after all this time!
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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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@Morac | Twitter
Trust the computer. The computer knows all.
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A CoH Comic: Kid Eros in "One Light"
Gonna cherry pick the nice easy errors. Then I'll dispute some IMO false claims.
That is all, by the definition of what the words mean, five year old content. Nothing has changed about these zones. At all.
The missions aren't bad because they're repetitive. The missions are bad because they are bad. Old, outmoded design which shafts you with defeat-alls for no reason, which has precisely zero narrative value and which is, in very real terms, just "go there, kill this, click that." Newer content, from CoV onward and especially from Faultline onward does much better with the narrative and with making missions easier. But the old content is very, very evidently just basic excuse as to why you have to go into an instance and beat up a boss and his cronies, then click a glowing filing cabinet. Literally we're looking at newspaper missions, only they come from contacts.
As for Striga and Croatoa, I don't really understand your grounds for complaint. They have stories. They have decent TFs. Sure, there are some kill all missions, but heck that doesn't really kill you. To cite the redside missions as if they are the holy grail when they also have their share of kill alls is disingenuous.
Honestly the redside missions are a lot like Croatoa and Striga. They keep you in one zone as a rule, and tie the story into that zone. They have fedexes once in a while, and have their share of kill alls. You must have a very faulty rose colored set of memories if you think redside missions are that different.
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