New Cape Mission
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Finally got to complete the new cape mission (last few times I tried on a team we kept getting booted when talking to Hero 1's spirit.
Its a great touch having it in the Flashback Crystal for those of us who had run the old one.
The 'time capsule/monument' map was a logical addition to it after the 5th TF/SF had brought it into the game. Im glad to see it being used.
The long long run in IP is still the biggest drag of the whole mission series. At least these days most people will have some way of getting back fast (Oro for 25+, pocket D, base porter etc)
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Had something funny happen this weekend. I stumbled across a character in the middle of the cape "arc". I guess I didn't feel like running him out to the end of IP so he did that and got the old defend the time capsule mission. Upon completion the City Rep offered him the new cape mission.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
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I think ship maps are an early example of a mistake the developers really put their foot in with Arachnos maps - the difference between theoretical variety and practical variety. A tileset needs to be varied in such a way that it FEELS varied, not just in such a way that it is varied in theory, but feels all the same.
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I for one love the new cape mish, it just makes it seem more like an accomplishment, like you actually did something to EARN it instead of just talking to a few people then beating up some Lost.
I do have a couple of beefs that could be changed to make the mission a bit more solid though. For one when I talked to the City Official she told me almost verbatim "The capsule is right down the hall in this very building" and then promptly sent me out the front door of City Hall and over to a building that was clearly labelled as the Scheherezade, this should probably be changed so the mission door for visiting the capsule is tied to that door off the left side of the main hall in City Hall and can't be any other door. Just makes sense. Also to do with the room, how about get rid of the superfluous platform from the TF/SF and make it look like it isn't in the process of being repainted or something. Also, as Golden Girl said back on page one, Hero 1 could definitely be made to look more "spirit-y", just make him transparent and give him a glowy aura.
Then we move on to the kill all mish. I understand that having this part random can make plenty of sense, but I think there should be some kind of limitation on just HOW random. I talked to Hero 1 and was told to go to Dark Astoria, and then haul my happy behind all the way to the other side of the zone into a cave. Given, it was much easier to FIND than one of those blasted Perez Park tree maze doors, but SERIOUSLY, ridiculous travel time for those of us who don't have an SG with a Dark Astoria porter. Given I could have gotten lucky and had it pop up somewhere else, but regardless, missions are tied to specific locations in GR because the devs want it to make more sense plot-wise. Perhaps we could start implementing that on some of the content we already have that's been a thorn in everyones side?
Other than those gripes (which honestly don't bother me TOO much) I really do like the new one. It'll give people who are new to the game and don't necessarily know all the backstory and lore a little bit of insight to why things are the way they are.
You can run the new one (once) even if you already have a cape. She offers it regardless of whether you had already done the old cape mission.
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I'm curious about this because I had a character hit 30 who hadn't run the cape mission at all and was forced to run the new cape mission before the aura mission was offered.
Now I have one who was mid cape arc when the mission changed and upon completion of the arc was offered the new one and I don't want to be forced to run it again when I hit 30 and want to snag the aura mission. Anyone been in this boat?
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Finally got to complete the new cape mission...Its a great touch having it in the Flashback Crystal for those of us who had run the old one. |
You can run the new one (once) even if you already have a cape. She offers it regardless of whether you had already done the old cape mission.
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But will it let you run the aura mission if you don't accept the new cape mission?
I'm curious about this because I had a character hit 30 who hadn't run the cape mission at all and was forced to run the new cape mission before the aura mission was offered. Now I have one who was mid cape arc when the mission changed and upon completion of the arc was offered the new one and I don't want to be forced to run it again when I hit 30 and want to snag the aura mission. Anyone been in this boat? |
So, I'm guessing you're gonna have to get the New Cape mission out of the way before you can get to the Aura mission. It's really not laborious, especially if you floor your difficulty level.
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On a toon that had already done both the legacy cape and aura missions on test, the City Rep offered only the new cape mission, and when that was done, offered same old aura mission again.
So, I'm guessing you're gonna have to get the New Cape mission out of the way before you can get to the Aura mission. It's really not laborious, especially if you floor your difficulty level. |
Having to run it twice should unlock Union Jack shorts or something.
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So the new cape mission is gone from the Piller of Ice and Fire lists.....oh twell.
The new cape mission is better..... but.........they have not addressed the actual complaints most people mention. The worst aspect of the old and now new cape mission is the 3 talk too missions...... especially the ridiculous Indy crawl.
So how about to REALLY improve things, the City Rep gives you the same 3 talk to missions...... but.... all the contacts are to be found IN the City Hall building......and the first mission...... visiting the memorial.... is actually down the hall in the City Hall building as the Reps says. You still get the story..... you get the new mission.... but you fix the points of complaint.
Is there a badge for doing this? It would make sense if they had a badge for it.
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Then we move on to the kill all mish. I understand that having this part random can make plenty of sense, but I think there should be some kind of limitation on just HOW random.
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I really like the mission revamp overall and feel it is something I'd gladly run on several characters rather than just my first character and those I specifically want to give a cape.
The problem with ship maps is that they're essentially all the same, practically speaking. Yes, in theory, some have a crate here while others have a crate there, but at the end of the day, each ship map consists of three or four holds with crates scattered about. That's it. And with spaces as big as they are inside there, fights scatter so very much.
I think ship maps are an early example of a mistake the developers really put their foot in with Arachnos maps - the difference between theoretical variety and practical variety. A tileset needs to be varied in such a way that it FEELS varied, not just in such a way that it is varied in theory, but feels all the same. Arachnos maps, though probably each corridor set is unique in doodads and props, end up feeling like miles and miles of identical hallways. It doesn't really matter if there are three pipes or four outside, or whether that thing on the wall is a fan or a boiler. The map is a hallway with doodads. That's it.
That's actually true for the pink caves, too. They're just miles and miles of smooth-bore tunnels with nothing to really make them interesting. Whether they go up or down or bend to the side doesn't change that fact. Cimeroran caves, on the other hand, are a step up from that in a big way. You gave crypt graves in them, you have narrow masonry gates, you have stairs, you have pillars, you have stone walkways, water here and there. Each set piece, even those that ought to be very similar, like "big round chamber," still have some variety between them. It makes the tileset feel a lot less "just corridors" and a lot more diverse.
And why are ship maps always ship HOLDS, anyway? You'd think ships have nothing but. Why not go to the bridge for a change? Why not go to the engine room? Why not go to a passenger liner? You know, like in the old X-Com: Terror From the Deep game? That'd make them a lot more bearable.