More Zone to Zone travel


Aett_Thorn

 

Posted

I hate the war walls.
I hate making a character that can fly...take the damn train to get places.

I suggest creating more tunnels for access to all the zones without needing to take the train.


 

Posted

If you don't want to take the train, then don't. You can get from any zone to any zone just using tunnels. Granted, it may take longer, but you can get there. Don't like that option? Use your super base, or Pocket D, or Ouroborus, or the Vanguard bases to access the RWZ, and get around that way a bit faster.


Travel in this game is already almost trivial. I'm not really a big fan of making it more so.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Vitality View Post
I hate the war walls.
I hate making a character that can fly...take the damn train to get places.

I suggest creating more tunnels for access to all the zones without needing to take the train.
- Pocket D, with or without teleporter.
- Base teleporters (yours or a group leader's.)
- Mission teleporter
- Ouroboros
- Wentworths/Black Market teleporter (Free just for standing around!)
- Zone to zone tunnels
- Arachnos fliers (villainside only, obviously)

So where's this "have to take the train" again?


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
- Pocket D, with or without teleporter.
- Base teleporters (yours or a group leader's.)
- Mission teleporter
- Ouroboros
- Wentworths/Black Market teleporter (Free just for standing around!)
- Zone to zone tunnels
- Arachnos fliers (villainside only, obviously)

So where's this "have to take the train" again?
I was using the train as an example.
Obviously you don't "have" to take the train.
The point I was trying to get at was that...at some points you are forced to not fly to that location.
Example...why do I have to take a ferry to an island when I can fly?
Why do I have to take the train to Croatoa when I can fly?


 

Posted

Because there is a lot of space between the two spots you are talking about and it would be a nightmare for them to try and fill it all. Then there is a issue of the number of players in an area. Get too many, and everything slows down.

I guess as someone that played back before we had Pocket D, Base teleporters, Mission teleporter, Ouroboros, Wentworths/Black Market teleporter, Arachnos fliers (CoV wasn't around yet) I just don't see what the problem is. It's never been easier to get around than it is now. Heck, I remember people worrying that the Paragon Dance Party (pocket D replaced it) was making it too easy for lowbies to get to the high level areas.


�Let there be truth, happiness, and waffles�
-Vagabond, Dark Lord & Avatar of Gnarr
The Justiciars

 

Posted

Quote:
Originally Posted by Vitality View Post
I was using the train as an example.
Obviously you don't "have" to take the train.
The point I was trying to get at was that...at some points you are forced to not fly to that location.
Example...why do I have to take a ferry to an island when I can fly?
Why do I have to take the train to Croatoa when I can fly?
Given the design choice between zoning vs. not zoning and and using the "bubble" method, I'll take zoning every time, thanks. I like being able to see NPCs far off in the distance.


Shard Warrior - 50 MA/Regen/BM Scrapper

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Posted

Quote:
Originally Posted by Vitality View Post
I was using the train as an example.
Obviously you don't "have" to take the train.
The point I was trying to get at was that...at some points you are forced to not fly to that location.
Example...why do I have to take a ferry to an island when I can fly?
Why do I have to take the train to Croatoa when I can fly?

Because, unlike some other games that make you go wow!!! Coh is an instance based game. Zones have the potential to be capped and spawn extra instances. I imagine that managing this mechanic without any sort of loading area would be a nightmare.

That being said, I believe Praetorian Earth has no War Walls. It may be that however they manage the zone transitions for GR will eventually find it's way back to CoH/CoV.

I do find myself longing for large expanses of space to explore though I think the Devs are going in the right direction with places like Grandville and Faultline. So many hidden areas to explore that you just miss running at Super Speed.


 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
You can get from any zone to any zone just using tunnels.
Well, almost any zone... in Paragon City. Aside from using teleporters such as the Ouroboros Portal or inter/extradimensional travel such as Pocket D or the Midnighter Club, Croatoa can only be reached by train, and all of the CoV zones require a ferry (the ferries being the CoV equivalent of the CoH trains), or a submarine (in the case of The Abyss and Monster Island). On both sides of the game, the PvP zones require helicopters for access.

Quote:
Originally Posted by Calash View Post
I believe Praetorian Earth has no War Walls.
The Rogue Isles don't have War Walls, either.

While Praetoria won't have War Walls (since the War Walls are the result of actions taken against the Rikti during/after their first invasion, and the Rikti never attacked the Eotile Islands nor the Preatorian dimension), I'm willing to bet it will still have blue force shield zone boundaries.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Vitality View Post
I was using the train as an example.
Obviously you don't "have" to take the train.
The point I was trying to get at was that...at some points you are forced to not fly to that location.
Example...why do I have to take a ferry to an island when I can fly?
Why do I have to take the train to Croatoa when I can fly?
How long do you want to spend flying there?

How much water is there between those islands? How much land between the zones?

Maybe COH has spoiled me, but - looking at Aion - having (say) to run from Eltnen fortress to the Golden Bough garrison (on the same region map) is a long enough jog, thanks. Slow, sluggish, only thing keeping me awake being that if there's been a rift open recently, I could be attacked *at any point* by the other side.

You want to fly, take a character to Brickstown, use its exit into IP. Go to the south wall, then fly north... see how long it takes. Then add space between zones, all the space in zones, etc. Be sure to set an alarm clock to wake you when you're done.


 

Posted

Not to mention between temporary travel powers, the train, ouro portals, supergroup teleporters, mission teleporters, Assemble the Team!, Wentworth teleporters and Pocket D I can get the any mission in less than 2 minutes even on a character without travel powers.

So I say no. If I wanted to have to run through areas to get to missions, I'd resubscribe to WoW.

For the record, only 3 of my 50's have travel powers. One of those is a Warshade. My Spines/Dark and Kat/WP didn't take SuperJump until 49.


 

Posted

I understand where the OP is coming from. It's kinda suckie to be wearing the tights, and then using public transportation.

There are however lots of options to skip that ordeal. But they're not ALL that.

Base portal...but that equals 2 load screens, when you can reach the tram you need in zone, and just go through 1 load screen.

A nice idea that could be purely optional, would be to have a 5th power added onto the travel pool powers.

Lvl 20 to unlock, have to have the 2nd tier power unlocked (Fly, Super Jump, Teleport, Super Speed)...that you click and instantly takes you to the zone of your choice.

Fly can fly straight up and disappear.

Super Speed can run for a few yards and then dissappear.

Teleport would do a teleport animation.

Super Jump would have them jump high into the air and dissappear.

Can say it doesn't work in missions.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
I understand where the OP is coming from. It's kinda suckie to be wearing the tights, and then using public transportation.

There are however lots of options to skip that ordeal. But they're not ALL that.

Base portal...but that equals 2 load screens, when you can reach the tram you need in zone, and just go through 1 load screen.

A nice idea that could be purely optional, would be to have a 5th power added onto the travel pool powers.

Lvl 20 to unlock, have to have the 2nd tier power unlocked (Fly, Super Jump, Teleport, Super Speed)...that you click and instantly takes you to the zone of your choice.

Fly can fly straight up and disappear.

Super Speed can run for a few yards and then dissappear.

Teleport would do a teleport animation.

Super Jump would have them jump high into the air and dissappear.

Can say it doesn't work in missions.
Along the same lines is the idea I had a while back about simply traveling in a particular direction and when you get to a blue barrier, you zone to the nearest-most zone in the direction of your travel.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

Quote:
Originally Posted by Anti_Proton View Post
Along the same lines is the idea I had a while back about simply traveling in a particular direction and when you get to a blue barrier, you zone to the nearest-most zone in the direction of your travel.
That's kinda what I was thinking.


 

Posted

So, if I'm getting this right, the source of the OPs discontent is essentially a minor RP concern, correct? I'm all for satisfying RP concerns, no matter how trivial they may appear, but it's always a matter of comparing cost to benefit. As big of a modification of how zone to zone travel works as the OP seems to want would likely constitute the bulk of the offering for a small-sized issue (which is all we seem to get any more). That's just too much work for too little reward.

/unsigned.


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Posted

Minor RP concern, maybe, but there is the out-of-character annoyance of having to zone about 50 times* for one lousy mission as well, most of them lousy FedEx ones. Let's face it, not a single one of the booster-pack'd powers, with their half-hour-plus recharge rates, has ever knocked -that- on the head, and I'm sure it irritates you as much as the next guy.

* = Yes, that is an exaggeration, but still...


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Posted

Quote:
Originally Posted by Crazy_Dragon View Post
Minor RP concern, maybe, but there is the out-of-character annoyance of having to zone about 50 times* for one lousy mission as well, most of them lousy FedEx ones. Let's face it, not a single one of the booster-pack'd powers, with their half-hour-plus recharge rates, has ever knocked -that- on the head, and I'm sure it irritates you as much as the next guy.

* = Yes, that is an exaggeration, but still...
Ah, you play Blueside, I see.
This fits with my belief that older content should be revamped a bit. That the missions from a story arc should be located in the zone that the contact is actually in, with the exceptions of where it makes sense storywise. And not be too stingy with the phone number.
Want a story arc where most of the missions are in Eden? Throw the contact there.

There should be some travel in a story arc, but not zoning just to be zoning. Not having every mission occur in the same building right behind the contact, (AE style? ) but scattering them across the same zone, not scattered across the entire city.
Some arcs are worse than others, (Indigo and Crimson come up in conversations like these) and it's made worse when the zones in question require more than one loading screen to get to.
Steel-> Talos? Fine, grab the tram. One Step.
Peregrine->Atlas? The shortest will be Peregrine->Base Portal->AP, if you have a SG.
There's quite a few three step routes.

CoV seems better set up for this. Very little zoning just to be zoning. Granted, there's fewer zones to do that sort of malarkey anyway, but you get my point. The only times where a contact sends me to a different zone actually stick out in my mind.
Some GV arcs sending me to use the Portal in Northern Nerva by Tech. Naylor. Being sent to Seer Marino in Mercy.
IMO, CoV was set up after listening to the complaining of just this situation that you describe. Now if they could only revamp a few of the older arcs.


 

Posted

Quote:
Originally Posted by BBQ_Pork View Post
Ah, you play Blueside, I see.

Peregrine->Atlas? The shortest will be Peregrine->Base Portal->AP, if you have a SG.
There's quite a few three step routes.

CoV seems better set up for this. Very little zoning just to be zoning. Granted, there's fewer zones to do that sort of malarkey anyway, but you get my point. The only times where a contact sends me to a different zone actually stick out in my mind.
Some GV arcs sending me to use the Portal in Northern Nerva by Tech. Naylor. Being sent to Seer Marino in Mercy.
IMO, CoV was set up after listening to the complaining of just this situation that you describe. Now if they could only revamp a few of the older arcs.
I agree half and half...

while keeping conact missions in the same zone as the contact would be more convienient, it would rarely make sense story-wise. why would Nemesis limit his operations to, say, Peregrine island, when he can have a stranglehold on the entire city? plus forcing heroes to take that much longer to find the places, as well as giving points for him to moniter lines of travel so he could have a heads up. also, it would kind of slim ones viewing of the city as a whole. I can't tell you how many cool places I've found going from zone to zone, that I would hae missed if ALL of my operations just moved on to a new zone every time I ot a new contact.

on he other hand, I uppose it makes sense that contacts should know most about what was going on in THEIR zone, whether theyd been hearing about things while there or came there to investigate. what if a large majority of misions were in the same zone as the contact, but occaisionally a person could get temporary contacts that are helping out for two or three missions, as a favor to your full contact, since they know far more about X zone than he does.

ehhh... that's probably a bit too complex... but it could ultimately cut down on travel back and forth between zones where the contact is and zones where the mission is at.

(P.S. while peregrine-to atlas will never be shorter than a three-part trip, it isn't as exclusive or expensive as having SG telepoters. Ouroboros portals to Atlas too.)

(P.P.S. I definitely like the idea of auto zoning when you hit a boundary not war walls. I'm not sure how many people have noticed, but something like that is set up in peregrine; when you come to the edge, you auto zone to Talos.)


 

Posted

Quote:
Originally Posted by DoctorParadox View Post
I agree half and half...

while keeping conact missions in the same zone as the contact would be more convienient, it would rarely make sense story-wise. why would Nemesis limit his operations to, say, Peregrine island, when he can have a stranglehold on the entire city? plus forcing heroes to take that much longer to find the places, as well as giving points for him to moniter lines of travel so he could have a heads up. also, it would kind of slim ones viewing of the city as a whole. I can't tell you how many cool places I've found going from zone to zone, that I would hae missed if ALL of my operations just moved on to a new zone every time I ot a new contact.

on he other hand, I uppose it makes sense that contacts should know most about what was going on in THEIR zone, whether theyd been hearing about things while there or came there to investigate. what if a large majority of misions were in the same zone as the contact, but occaisionally a person could get temporary contacts that are helping out for two or three missions, as a favor to your full contact, since they know far more about X zone than he does.

ehhh... that's probably a bit too complex... but it could ultimately cut down on travel back and forth between zones where the contact is and zones where the mission is at.

(P.S. while peregrine-to atlas will never be shorter than a three-part trip, it isn't as exclusive or expensive as having SG telepoters. Ouroboros portals to Atlas too.)
I wouldn't rewrite ALL the storylines this way, just a fair number of them. Sure, a Nemesis storyline will affect much of the city. But with the Outcasts, you are probably only deal with one splinter of the gang at a time, as one Named Boss decides to edge his way over the others by performing one really big hiest. Most likely only based in one nieghborhood (zone) in his own "turf".

And yeah, plenty of three-part ways from P.I. to Atlas.
P.I.-> VIP pass to Pocket D->KR-->AP
P.I.-> Talos-->Steel-->AP
Etc.


 

Posted

Quote:
Originally Posted by BBQ_Pork View Post
And yeah, plenty of three-part ways from P.I. to Atlas.
P.I.-> VIP pass to Pocket D->KR-->AP
P.I.-> Talos-->Steel-->AP
Etc.
You're forgetting the PI ->Vanguard base -> AP


�Let there be truth, happiness, and waffles�
-Vagabond, Dark Lord & Avatar of Gnarr
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Posted

Quote:
Originally Posted by DocArcus View Post
You're forgetting the PI ->Vanguard base -> AP
Ah, yes. Point taken.
I'm gonna use "Been a while since I spent much time Blueside." as my excuse for forgetting that one.