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CaptainMoodswing

 

Posted

In an interview Posi did say GR would consist of "multiple zones".

What exactly do you want out of an expansion, Voo? Since you're not interested in rolling new characters, do you just want more robust end-game content, or do you actually want (gasp!) a level cap increase?


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Posted

Quote:
Originally Posted by konshu View Post
As far as content goes, I'd be surprised if GR is giving us more than 4 small zones and 18 new arcs.
And Nothing for Villains.


 

Posted

Quote:
Originally Posted by Mental_Giant View Post
In an interview Posi did say GR would consist of "multiple zones".

What exactly do you want out of an expansion, Voo? Since you're not interested in rolling new characters, do you just want more robust end-game content, or do you actually want (gasp!) a level cap increase?
Posi has said a lot of things over the years. A lot of those things did not end up the way most "heard", and I'll go ahead and say, presented.


What does Voodoo want........
* probably brand new powers and not just re-hashes of various other sets.
* I'd love a primary/secondary switcharoo for characters through some stellar trial/TF.
* Actual new missions/scenarios/TFs that I'd actually want to do over and over for a good chunk of time for the 45+ crowd. These get added ever so slowly, but haven't really offered a tremendous amount of replayability for a vast majority.
* Hamidon-style raids that aren't cut off at the knees due to incredibly low zone limits.
* More co-op within already established content. It'd be awesome if GR brought this for the already established sides, but I don't believe this to be the case.
* More QoL for SGs regarding invite/promotion to offline characters. This alone might re-ignite my alt creationism.
* Do the IoP style SG coaltion raid mechanic right without the stupid power/buff issue/exploit/PvP flaws. I'm thinking the Lord of Winter Realm is a test bed for this, and involving co-op possiblities. Hamidon could EASILY be done the same way.

Level cap increase would do nothing. It's just a number and to do it right, would require more work than most of all the issues we've already gotten. And once the end was hit again (probably within a week or 2 by some), we'd be right back to where we started.

I'm all for the "wait and see" what GR actually provides; but I am going off of what I have actually read for it, and it's just very meh so far. For whatever reason, they haven't gotten a useable build out to beta nearly as early as they should have.


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Posted

The sad part is, with the exception of totally new power sets and primary/secondary respecs, we should have all those things in the game already.


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Posted

Quote:
Originally Posted by Mental_Giant View Post
The sad part is, with the exception of totally new power sets and primary/secondary respecs, we should have all those things in the game already.
Probably. And I'd like to think if we did, people wouldn't be putting so much pressure on GR and the game would have more numbers/higher retention rate by now.

I'm an optimist at heart......


I've already forgotten about most of you

 

Posted

Why does everyone here misses the point that GR is not merely there for giving new content... but is meant to be upgrading the whole game!!!

As it is the game we play has 3-5 year old tech. GR will upgrade a lot of that starting with a complete gfx upgrade. It also will bridge COH and COV as it has become clear that the hard border between those two splitted the community in two.

The 2 power sets dual pistols and Demon summoning are actually 2 complete new sets. Not rehashed stuff. The powers are completely new.

COV hardly had new NPC groups. GR will be swarmned with reworked/new NPC groups.

Also the new zone may well be without any war walls. That is also new tech that maybe reproduced later in the old zones too. A zoneless environment is one of the impossible features we received lately. Like colorisation of powers. Something that was impossible to do before.

All upgrades we had till now have been working on kicking this game to modern levels while trying not to loose old ones. I say lets give the dev's a chance. That is a huge undertaking.


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Posted

Quote:
Originally Posted by Liz Bathory View Post
COV hardly had new NPC groups. GR will be swarmned with reworked/new NPC groups.
Off the top of my head, CoV had:

Arachnos
RIP cops/Rent-a-cops
Snakes
Goldbrickers
Luddites
Legacy Chain
Scrapyarders
Arachnoids

Admittedly, they were concentrated in the lower levels, but it seemed like a decent amount at the time. I'll be surprised if GR has more than 7 totally new groups.


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Posted

Quote:
Originally Posted by Liz Bathory View Post
Why does everyone here misses the point that GR is not merely there for giving new content... but is meant to be upgrading the whole game!!!


As it is the game we play has 3-5 year old tech. GR will upgrade a lot of that starting with a complete gfx upgrade. It also will bridge COH and COV as it has become clear that the hard border between those two splitted the community in two.
Upgrade to what? Just graphics? Ok...my computer won't be using the Ultra features. AI? Hardly. Mechanics? Nope. And if it is merely a bridge between the two, like I've already said, that's not "expansion worthy" to me.

Quote:
The 2 power sets dual pistols and Demon summoning are actually 2 complete new sets. Not rehashed stuff. The powers are completely new.
My defintion of "completely new" revolves around the idea of *never* seeing it before. From the little I've seen of both, they are taken/borrowed from other powers, mostly from enemies

Quote:
COV hardly had new NPC groups. GR will be swarmned with reworked/new NPC groups.
Come on. Arachnos? The AVs that were added to other groups. EB class mobs. Various lower level groups. All of that was new to the game and not seen on the hero side, and most STILL can't be found on the hero side.

Quote:
Also the new zone may well be without any war walls. That is also new tech that maybe reproduced later in the old zones too. A zoneless environment is one of the impossible features we received lately. Like colorisation of powers. Something that was impossible to do before.
None of which as been proven yet. My reaction if it does make it to the game ranges from "meh" to "ok" regardless.

Quote:
I say lets give the dev's a chance. That is a huge undertaking.
Haven't seen anyone here, at least, really saying otherwise.


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Posted

I... think that's kind of what we're saying, though. It sounds like they're trying to rework graphics and what 50s can do, among other things.

Unfortunately, they've been very quiet about all this, so we don't know much about what to expect, what to look forward to, etc. I was rather surprised that Herocon really only discussed the graphics update and a little of side-switching. That's nice, but not really a whole lot.

As I said earlier, hopefully their PR machine will get going soon so we can have something to look forward to. I don't want to still be wondering about this now, let alone in February or even up to when beta starts.


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Posted

Quote:
Originally Posted by VoodooCompany View Post
if it is merely a bridge between the two, like I've already said, that's not "expansion worthy" to me.
You can *start* there, as a native. No allegiance to heroes or villains until level 20. I don't see how that is merely a bridge.

Quote:
Originally Posted by VoodooCompany View Post
My defintion of "completely new" revolves around the idea of *never* seeing it before. From the little I've seen of both, they are taken/borrowed from other powers, mostly from enemies.
Which enemy group was it that spins around in circles while shooting poison bullets into the air...?


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Posted

Quote:
You can *start* there, as a native. No allegiance to heroes or villains until level 20. I don't see how that is merely a bridge.
That's nice. I also used the word "if". As in, IF that's the reason for GR in the first place....they probably expanded on the idea from there. Doesn't change the fact that for my established characters, it's all it's going to be used for, for the most part.

Quote:
Which enemy group was it that spins around in circles while shooting poison bullets into the air...?
Gosh, is that one whole power that's new? I'm certainly floored...

Dual pistols have been around since issue 1. Behemoth-type fire demons have been around just as long. I'm very much certain there are new things incoporated, but a lot of it is (just like every other power in the game) is borrowed from here and there.

If you have a complete run down of *actual* information that will be in GR, I'll gladly take a look. As I keep trying to make clear, my opinions are based on what I've actually seen.


I've already forgotten about most of you

 

Posted

Voo, none of the animations for Dual Pistols are being re-used from the Mastermind set (which I think grabbed from the animation for Gunslingers). I watched that video a few times of Herocon, and it's not similar at all. The Mastermind attacks are more "traditional" pistol attacks, and the Blast set looks nothing like it. They do have less fancy non-Gunkata like attacks, too, but they're not the same as what is in game now.

You're also supposed to be able to change your ammunition as you go, adjusting to the mob (as I have read it, hopefully someone wasn't communicating that wrong from Herocon), which is completely different for a set as well. It's going to feel pretty different with all of that, and I'm looking forward to it. I completely understand if that still doesn't draw you, but I figured I would let you know.

From the concept art from the Herocon video, they are not reusing demons from the game, but creating new forms (which has some excited about the possibility four-legged skeletons). BAB also created new animations for the whip, which apparently were quite difficult to do. No way to know if they'll look good, but I've liked most of the new animations the game has gotten over the past couple of years.

No info on what the powers for demon summoning will be, but what you summon and the whip animations will make the set feel quite different, too.

Mind you, I do want a lot more from GR, but I think the two sets coming with it will be quite robust... I just wish I would want to try an MM again (let alone a demon summoning one, which I find iffy, personally), which I don't. I get to take a Pistols Blaster for a spin at least.


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Posted

For the sake of clarity; Going Rogue will not make or break CoH for me personally. I expect I'll be playing CoH until they shut down the servers and kick us out. My hiatus has nothing to do with GR. GR is just a convenient point for me to jump back in to the game but any arbitrary point would suffice.

The "make or break" of GR is what I feel public perception regarding CoH. While I generally don't care about public perception, I recognize it will affect how long CoH continues operating.

Quote:
It feels like, for myself, I already have negative bias for GR based merely on the *idea* that it's an "expansion" that doesn't really feel like a real expansion.
I agree the current information we have is insufficient for a paid expansion. I've always suspected the information we currently have regarding Going Rogue was entirely an accident. Someone's typo sent out an e-mail a year in advance and the devs have been stuck with that situation.

If this is all there is to Going Rogue, things will not go well. I for one am hoping for content on the scale of Rogue Isles.

Quote:
Why does everyone here misses the point that GR is not merely there for giving new content... but is meant to be upgrading the whole game!!!

As it is the game we play has 3-5 year old tech. GR will upgrade a lot of that starting with a complete gfx upgrade.
Ultimately, existing players don't care about any of this. Yeah, CoH may be over 5 years old, but it still looks great. Pretty graphics are nice and all, it's not what current CoH players looking to have improved. We need existing content revamped and stream lined. We need new content.


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Posted

I think we've actually been told most of what will be in the expansion.

Praetoria, I believe, won't have war walls, because they have not been attacked by the Rikti.

From what they have leaked to us, I expect about 7-8 new foe groups. Expect reworked Clockwork, DE, rebels, Tyrant's forces, the Syndicate, and a few others, like maybe Circle, Crey, and 5th Column.

I think they've said there will be 4 small zones. I may be off on that, but it seems appropriate for a lvl1-20 experience. (In CoV you only need 3 zones to get to 20.)

There's been no word so far of a Praetorian TF. I think there will eventually be one or two of them, but I figure they will arrive in a later issue and not be exclusive to the GR expansion.

There's a few things I think won't be limited to GR, and that's the two new power sets (DP and DS) and the new enhancement feature for level 50s. There's also supposed to be a new zone (space station?) for upper level play, which someone on the forum said would be situated in Praetoria, but I don't see the devs limiting it to just those with the GR expansion. Also, the relatively minor graphics enhancements (shadows and reflections) appear to be already completed, and are likely to be given to the player base before GR is released.

From what the devs have said, I think GR is going to be a few zones (mainly different zones to house the different factions, plus maybe a high level zone), a few arcs for lowbie leveling and side-switching, and a few goatee-ish versions of existing enemy groups and NPC bosses/allies.

Yes, there will be a new Praetorian story that is told, but I expect 90% of it to be buried in clues that most players don't read as well as simply omitted, as has been the MO for this MMO.

I think the single best thing the devs could do is implement a set of rules and tools for telling story better, and then use them for revamps and new content, but I don't expect to see anything along those lines for GR.


 

Posted

Quote:
Originally Posted by Desmodos View Post
For the sake of clarity; Going Rogue will not make or break CoH for me personally. I expect I'll be playing CoH until they shut down the servers and kick us out. My hiatus has nothing to do with GR. GR is just a convenient point for me to jump back in to the game but any arbitrary point would suffice.

Ultimately, existing players don't care about any of this. Yeah, CoH may be over 5 years old, but it still looks great. Pretty graphics are nice and all, it's not what current CoH players looking to have improved. We need existing content revamped and stream lined. We need new content.
The problem is that for survival of a game we need new starting players. The old ones will have at least a 75% of staying subs like you. So no problem there.

To keep old players in the devs kept the option to turn ultra mode off. It is also the reason why its based on OpenGL. That way the effect on old riggs will be the lowest.

Have you noticed that all updates till now involve QoL, old things that where asked for for years... and stuff that is now in modern games. Making it possible for COX to hold its own on the shelves next to the modrn games. THAT is what the devs want. A new start.

That doesnt really involve what the few old school subs on the forum think.


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Posted

Konshu, you're assuming a lot more than I feel safe to. From the videos and people who were at Herocon, there were a lot of questions asked about GR that the devs "could not respond to yet." Besides that, their track record certainly proves they're willing to expand the game and add a lot of stuff, so I'm reasonably hopeful that there is a lot more to hear... they're just not saying it yet. Which I do think is an issue.

As for the "clues not being read by players," that's partially a player thing. If you're not going to read the clues, etc., you're missing out on a lot of the game. And reading stuff like that isn't all that uncommon for any game.

They have added cutscenes, but you mostly want to add those for flavor, and not give a lot of detail. There is a balancing point for cutscenes, as not every player wants to sit through them (especially if they've seen them before). Using cutscenes with written content is probably a good approach to that issue, I would say.

I haven't seen a lot of omissions in stories for CoX, as you seem to suggest. Yes, they have ongoing stories that are still being revealed, but I would hardly call that an omission. They should get to adding more to those storylines, though.


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Posted

Given the chance, I'd kick the people who put in the STF cutscene straight in the nards. Even if they're a wolfman.


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Posted

Quote:
Originally Posted by VoodooCompany View Post
That's nice. I also used the word "if". As in, IF that's the reason for GR in the first place....they probably expanded on the idea from there. Doesn't change the fact that for my established characters, it's all it's going to be used for, for the most part.


Gosh, is that one whole power that's new? I'm certainly floored...

Dual pistols have been around since issue 1. Behemoth-type fire demons have been around just as long. I'm very much certain there are new things incoporated, but a lot of it is (just like every other power in the game) is borrowed from here and there.

If you have a complete run down of *actual* information that will be in GR, I'll gladly take a look. As I keep trying to make clear, my opinions are based on what I've actually seen.
Yes, that's the most logical conclusion in the world. There will be one and only one new power in the entire expansion. :/


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Posted

Quote:
Originally Posted by CaptainMoodswing View Post
Yes, that's the most logical conclusion in the world. There will be one and only one new power in the entire expansion. :/
You mentioned one. It may or may not actually be there in the end. I commented on it. Straw man, I call forth you.

Way to stay on track skippy.

I'm gonna save a bunch of time, at least for myself, and go ahead and say with all sincerity: You win. Your points are valid, numeorus, coherent, on topic, and straight to the point. You are a master debater; one of which I have no business trying to go toe to toe with. In fact, I'd rather discuss the ins and outs of the political spectrum with my 2 year old because maybe then, and only then, would I have a chance in hell of getting any of my points across and maybe mentally chewed on before gut-reaction time.

Touche sir. You play a mean, but fair, word game.


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Posted

Quote:
Originally Posted by konshu View Post
Praetoria, I believe, won't have war walls, because they have not been attacked by the Rikti.
I'm confused as to why people keep bringing this fact up -- I hope it's not to somehow support the idea of Praetoria being "one big zone" (I'm pretty sure you don't think that, konshu, based on your post, but I see this point come up quite often).

Just because there aren't War Walls doesn't mean there won't be zones. There will be, this we know for sure (pretty sure it was stated as such in one of the Hero Con presentations). The question, of course, is how many/how large/what levels/how much content/etc.


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Posted

Hey, he has a point.

I mean, the Rogue Islands don't have war walls!

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Posted

Quote:
Originally Posted by Eric Nelson View Post
I'm confused as to why people keep bringing this fact up -- I hope it's not to somehow support the idea of Praetoria being "one big zone" (I'm pretty sure you don't think that, konshu, based on your post, but I see this point come up quite often).

Just because there aren't War Walls doesn't mean there won't be zones. There will be, this we know for sure (pretty sure it was stated as such in one of the Hero Con presentations). The question, of course, is how many/how large/what levels/how much content/etc.
Well, I thought one of the devs made that very point in talking about Praetoria before. I don't recall if it was in one of the online interviews or from Herocon.

I thought they said "4 small zones" and "no war walls because there was no Rikti invasion." Perhaps that's not accurate, but it's the impression that formed in my mind over the last few months of dev-based teasers.

We'll see what it truly is when we get it.

Also, I'm not saying the things I'm saying to put GR down. I'm just trying to give a realistic portrayal of the impression I've received on it from all the info I've been given so far.

I think some people are expecting a lot more from it than I feel I've been led to expect.


 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
Konshu, you're assuming a lot more than I feel safe to. From the videos and people who were at Herocon, there were a lot of questions asked about GR that the devs "could not respond to yet." Besides that, their track record certainly proves they're willing to expand the game and add a lot of stuff, so I'm reasonably hopeful that there is a lot more to hear... they're just not saying it yet. Which I do think is an issue.

As for the "clues not being read by players," that's partially a player thing. If you're not going to read the clues, etc., you're missing out on a lot of the game. And reading stuff like that isn't all that uncommon for any game.

They have added cutscenes, but you mostly want to add those for flavor, and not give a lot of detail. There is a balancing point for cutscenes, as not every player wants to sit through them (especially if they've seen them before). Using cutscenes with written content is probably a good approach to that issue, I would say.

I haven't seen a lot of omissions in stories for CoX, as you seem to suggest. Yes, they have ongoing stories that are still being revealed, but I would hardly call that an omission. They should get to adding more to those storylines, though.
Mmmm ... I'm not really aiming at debate on this, just discussion. But I'll try to frame my viewpoint a bit better.

I think all the content released before 2007 has gone stale, especially the old CoH material. The content the villains got with CoV was fresh for a while, but I can't stand to play it any more after having been through it so many times. What I play these days are just the TFs, the occasional scanner, and some AE.

I'm sorry the devs don't want to renew their older material. I don't think they told the stories very well. When I play with other people, sometimes I quiz them on the backstory of the arc we're playing, or on the zone or whatever. Almost uniformly no one has any idea of what's going on. They're just pushing buttons.

I think that's sad, because what people keep telling me is that they'd like to know the stories, but the way the game is structured, you basically want to team, and when you're teaming you want to keep it rolling, so no one stops to read the contact text, let alone the clues.

I never had any idea of what was going on till I sat down and read through virtually everything, red and blue, on the various support sites.

Telling story through clues and contact info is about the worst way to do it. Telling it through cutscenes is a little better, in that you're actually SHOWING the story as opposed to giving an exposition, but people don't like the way cutscenes are placed and how you can't skip through a familiar one once it's started because of the multiplayer restriction on that sort of thing.

But showing the story is the key. I've been trying to draw attention to this from my first experiences with the game. In addition to showing the story, players need to get their information all at the same time, wherever possible. The narrative pop-ups we get upon mission entry and exit can help with this, but they're rarely used to tell story. Typically they just tell us a sewer smells like incense and peppermints because the Circle is there, or - as in a Croatoa mission I just played - we're in a sewer and they tell us we can smell the bad breath of the Tuatha. I guess it must be notable information if Tuatha breath is so bad it stands out when you're in a sewer (!), but the mission isn't about supplying Listerine to Tuatha who are desperately in need of it.

As for omissions, there's plenty, both in showing and in telling. Players in The Hollows don't necessarily realize they're in Eastgate. They don't realize that while doing some of the missions there they find a Coralax skull ... and we also don't know what role the Coralax were originally supposed to play in The Hollows. (The skull clue predates CoV.) They don't know that in the Peebles mission to rescue the Eastgate scientists, they're actually recovering a Coralax body (because they can't see the body, all they see is an anonymous crate). Likewise, players don't know that the ""Minions of Igneous" are literally minions of the EB/AV/GM or whatever known as "Igneous, the Magma Master." Igneous is tied into the story of the Cavern of Transcendence AND the Hollowing Event, but hardly anyone is aware of this because he never makes an appearance.

Players don't realize that the Marrow Drinker and Marrow Snap lieuts. they may meet (and defeat) in a Skulls arc are actually THE leaders of the Skulls. I guess part of the reason they're never identified is that they look and act just like any other Bone Daddy, and there's no consequence in the story for defeating either one - or both - of the leaders of the Skulls.

Players don't know that the Smuggler's Run is the association of the Warriors, Hellions, and Outcasts, and they don't know that this group is in opposition to the Superadine Connection, which is the Family, Skulls, and Trolls. I remember wandering through The Hollows back in 2005, wondering what the heck the Warriors and Family were doing there, and since no one could tell me I assumed they were just another bug. Who knew The Hollows was the epicenter of a "Gangland Fury?" It just looked like the area had been abandoned to the Outcasts, Trolls, and Circle.

I could go on, but perhaps this is enough to illustrate what I'm talking about?

I'm saying the storytelling is ineffective. There are stories the devs clearly meant to tell, but didn't. And the stories the devs did tell, most players didn't understand it, because the information was brought forth in a cumbersome and confusing way.

Furthermore, the devs have a lot of the tools you'd want to use to tell or show story as the players play, but they don't use them.

And when players ask the devs for a revamp of the old material, the devs say "but wouldn't you rather have new material?" as if : A) the devs can't do both new and revamped material in the same time frame, and B) as if the devs think the players want more stories told using their poor, unrevised techniques.

When players ask for revamped content, I think they're asking for the original content to finally be done right. Getting "new" content that is still poorly done is not much of a help, if you ask me.


 

Posted

Quote:
Originally Posted by konshu View Post
When players ask for revamped content, I think they're asking for the original content to finally be done right. Getting "new" content that is still poorly done is not much of a help, if you ask me.
In this area, I do not agree. Yes, it's true the 'story telling' elements of CoH has much to be desired, especially the earlier ones. However; this has little to do with the 'revamp' players are requesting.

No matter how well the stories are told, that won't change the excessively cumbersome mechanics inherent to most of the original content of CoH. Cell phones are the primary culprit mentioned. It's asinine contacts force you to physically return to them for the next mission. It seems as if contacts are intentionally placed as far away as possible from the mission door. Rarely are those contacts even in the same zone.

Atlas Park adjacent to the Hollows but the contact that introduces you to Wincott is in Kings Row. Steel Row contacts won't let you progress an arc until you speak to the Bloody Bay intro contact...in Sky Way.

This is why no one knows the stories anymore, it's far to cumbersome. It's considerably less frustrating to simply run scanner missions where the mission doors are in the same zone, never mind that you can pull up the scanner with out having to run to a contact hiding in BFE.

Newer/revamped zones improved on this tremendously. Striga was one of the first 'new' zones that not only told the story of Striga but rarely forces you to leave Striga. Faultline revamp not only gave the zone purpose, but it tells a coherent story in the same spirit of the Striga design. Hollows would have been the first well done new zone except for the fact low level missions sent you into high level (comparatively) areas. The revamp fixed this but created a new problem by adding mobs that were irrelevant to the zones story.

These are the types of revamps players are clamoring for. Simply by granting cell phones from the onset and arranging missions in the same zone as the contact would dramatically improve those earlier Issue missions and folks might actually take the time to read the stories.

I don't agree with the Devs decision to abandon those old story arcs. I don't agree with their decision to abandon barren zones like Perez Park, Boom Town, Crey's Folly, Eden, Dark Astoria, Terra Volta, and The Sewer Network.

Some of these zones are massive yet they serve virtually no purpose. Once upon a time, when street hunts were worth while, these zones filled with players, hunting every mob insight. (That and they herded up massive numbers). Today, they're virtual ghost towns rarely entered unless some obscure mission or TF requires you to.


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Posted

As Des said... And there's nothing that's a bigger drag on a team than a constant "Going two zones over to hit the contact." And let's not forget the classic; "Sorry guys, this contact wants me to do hunt missions first."

Besides a few Portal missions and 1st respec, how often does anyone do a Family, Sky Raider, BP, Tsoo, Vaz, Clockwork, Skull, Hellion, Troll, Warrior, or even Freakshow arcs?


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