A suggestion for "Hunts"


Aett_Thorn

 

Posted

Hi!

How many times we are engaged in a thread or TF which includes go kill a bunch of mobs at a certain place, only to find that an event such as zombies, banners, or what not is happening there. I remember the aggravation of doing a Numina and being so unfortunate that the Banner event kept moving to our next hunt destination; it was aweful.

I am not advocating to stop the events, in fact lets have these more often, they do help with game immersion. But unfortunately they can and do interfere with other game content and immersion activities; so how to solve this dilema?

One way to solve this is to autocomplete any hunt that is to be performed in an area there is an event in progress, even if you started the hunt and the event spawns midways.

or

Remove the "hunt" locations, instead of having say defeat CoT at Steel Canyon, just have it where you can defeat any CoT anywhere. This way if there is an event, it does not impact your activity. In general by the time you do say a Numina, the mobs are below the groups level, so experience and threat is not an issue if the group goes hunt somewhere else than the original intended area.

What do you all think?

Hugs

Stormy


 

Posted

I'd rather the second suggestion be implemented over the first. Autocompleting just because there is an event going on seems odd, since the story usually involves needing to find the information. But removing zone restrictions might work.


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Posted

I Despise hunts. I really, really do. Especially the one Operative Renault gives you to 'Hunt Longbow in 'Nerva'.' He FAILS to mention that what he actaully means is 'IN AGINCOURT'. Which are, what, 2-3 levels Higher than you, even if your at max SF level? Piece of -

It shouldnt matter what zone you are in; Hunt X number of Y, wherever they are. That might make them less of a pointless time sink (Plot progression shouldnt come at the price of a mission ofboredom)


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Posted

Yeah remove all hunts. They're the reason why all the other mmo's suck.


 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
It shouldnt matter what zone you are in; Hunt X number of Y, wherever they are. That might make them less of a pointless time sink (Plot progression shouldnt come at the price of a mission ofboredom)
If "The Longbow at this location are in charge of such and such," why would hunting the longbow in a completely different zone have the information you're trying to find? It'd be like interrogating the secretarial pool to find out what the guys in top-secret R&D are up to. Or - as some missions go - "Defeat X many of this group over here to focus their attention on you." If the (story) point is to distract a group's attention from a different zone, it makes complete sense to limit the fight to that one zone.

Now, some of the neighborhood specific stuff inside a zone? Yeah. That's rarely clear, and some of the times it is, the neighborhood "boundaries" are just wrong (see also Croatoa.) Not to mention you can just barely step over a boundary and have stuff that was counting start not counting, with no visible reason why.

As far as the OP? Haven't had it happen, but between that (and Techbot's example of the longbow in Agincourt,) how about a different solution - make them train missions. Create an instance of a section of the zone. That way, you're still going "to the zone," but external events won't affect you and the mobs will be level appropriate. (Won't work with all, I suppose, but there would be a greater chance.)


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
If "As far as the OP? Haven't had it happen, but between that (and Techbot's example of the longbow in Agincourt,) how about a different solution - make them train missions. Create an instance of a section of the zone. That way, you're still going "to the zone," but external events won't affect you and the mobs will be level appropriate. (Won't work with all, I suppose, but there would be a greater chance.)

Wow Bill, that is an awesome idea! Likely the best yet!

Hugs

Stormy


 

Posted

Quote:
Originally Posted by _Klaw_ View Post
Yeah remove all hunts. They're the reason why all the other mmo's suck.
No, other MMOs suck because your contact tells you to gather 20 dog livers, and you have to go kill 40 dogs who apparently don't have livers before you can complete the quest. We have hunt missions, they have liverless dog quests

(I'm not saying there's no room for improvement, I'm just saying there's a big difference.)


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Posted

I don't like Vanden's idea. I do like the OP's 2nd suggestion.

Make it so, No. 1!


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Posted

Thank you for your support in this thread, but I tend to think Memphis Bill's suggestion is in fact the best proposition...

Stormy


 

Posted

I disagree. I like hunts. I like doing them in the open world. To some degree I can pick where I hunt. I can stop any time, say to join a team or check the market, and continue later at my leisure. An instance will make it like any other mission.

It is annoying if the hunted are in large groups, I'm at the very minimum of the level of the area they are in, or, especially, both of those conditions exist. But I'll make do. People clamor for a challenge yet run away screaming for change when this mission occurs. I wouldn't mind the number required be decreased, or, as I've suggested before, make it variable by having every defeat having a chance to provide the objective of the mission, with 100% chance of success at the maximum number the missions are set to now.


 

Posted

One other thing I might suggest.

For arcs/TFs that have a bunch of hunts/fedexes. If you're going to remove the rewards for the mission, could an equivalent amount be tacked onto the arc-end bonus?

This way players STILL get compensated for their time.

For non-arc/non-TF hunt missions. Remove them or allow them to be completable without counting against the 3-day timer.



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Posted

I seen some good pros and cons...

The original intent of my post was to get relief from hunts when events interfere with them...

So I open this thread to explore ways to mitigate the impact on hunts when events negatively impact them.

1. Hunts Auto-Complete when an event impactys the hunt zone.
2. Remove the location condition of the hunt, so one can hunt anywhere.
3. Have specific "Train-like" instances for hunts to be done at.
4. Instead of hunts requiring 100% completion to complete, have the chance of early completion.


The 4th choice is a new one, and I actually like the reasoning behind it, and would do wonders for improving the game immersion in both hunts and missions. Let me explain, how many TFs starts with investigate a group? We enter their base and have to beat the stuffing out of and every mob in the base, after we have been incredibly unlucky, it so happens the janitor in the closet we missed, happend to have the secret code to the key to the vault in some other zone... Frankly the whole chain of thought in the story is rather flawed. The same goes with the Hunts, hunt 50 council, so we beat up the first 49 for the heck of it, and finally the 50th had the address to the doughnut shop...Dumb!

I believe the 4th concept should be implemented no matter what, yet it does not address the lack of avialability to the mobs when events are undergoing.

I would like to see suggestion 2 and 4 executed, thus we can hunt anywhere and each mob defeat could result with a mission success.

Hugs

Stormy


 

Posted

My main concern with #4 is being able to put in the upper limit - "You will have to defeat at least 50 of these" - and have it work (And have it indicated.) I'd hate to have that end up lost trying to implement this sort of thing.

Main reason being that that guaranteed number is part of why I don't mind hunts in COH versus other MMOs. I hated getting hunts in (for instance) Aion or Guild Wars - at least the "And bring back X many thingamajigs." Sometimes they'd drop one after the other, bam, bam, bam, other times your "Get 10 X" turned into "Kill 60 or so of these things and hope another drops eventually."

If it can be set up in such a way that the upper limit can be kept? Great.

That said, there are some points option 4 doesn't fit, either. "Make some breathing room between group X and Y - defeat a bunch of both" would seem awfully silly if the game happened to decide the first one or two of group one were enough, but you had to defeat thirty of group two.


 

Posted

Another idea for Hunts during TF's but more to addressing inzone Events what if when an event was started in a zone, it would create a second (uneffected) zone, therefore people who wanted to be involved in the event could be, and the people who did not want to be involved with the event, could go do what they were planning to do.

the 2 zones would be very similar to what happens when a zone currently is getting to full, Just a thought!


 

Posted

Quote:
Originally Posted by Gaming_Glen View Post
I disagree. I like hunts. I like doing them in the open world. To some degree I can pick where I hunt. I can stop any time, say to join a team or check the market, and continue later at my leisure. An instance will make it like any other mission.

It is annoying if the hunted are in large groups, I'm at the very minimum of the level of the area they are in, or, especially, both of those conditions exist. But I'll make do. People clamor for a challenge yet run away screaming for change when this mission occurs. I wouldn't mind the number required be decreased, or, as I've suggested before, make it variable by having every defeat having a chance to provide the objective of the mission, with 100% chance of success at the maximum number the missions are set to now.
Yes Glen but when you HUNT in the open world its by choice and you are hunting things in an area where the mobs are around your level and you can suvive. At level 7 some contact will send you to Perez Park to defeat 10 COT.. that's a death sentance waiting to happen for most. At level 12 a contact will send you to Boomtown to defeat 10 Clockwork and again most ATs will struggle and suffer defeat attempting to roam around looking for Clockwork to attack in that zone. In the 30s in brickstown certain contacts will have you hunt for 30 Council to defeat and while this used to be easy now you will consistantly run into 5TH Column where you used to see Council. Then hit the higher levels and run across defeat 50 of whatever. I personnally am not spending half a hour running around trying to find 50 of any villain group.

I don't mind an occasion hunt during a story arc or TF that actually tied into the story being told. Defeat 10 Clockwork to reveal the location of their hidden base etc. as an example. But many contacts will automatically give you a hunt mission the very first time you click them and that, to me, just seems like busy work because they haven't come up with a REAL mission yet.

Like the OP I like Memphis Bill's suggestion send me to the train station and let me hop a ride to an outdoor instance mission where I clear the map to complete the requirement. Rikti Raids, Zombie Attacks, Etc won't disrupt me and I'll get a better end XP bonus since those are technically considered door missions.


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