Tf / sf


Aggelakis

 

Posted

With Positron being revamped ( thankfully ) and made even better , I was wondering what other TF or SF you would liked to see revamped or improved upon ? I'd go with Synapse , but only cause it seemed to take forever to finish .


 

Posted

I didn't mind the old Positron much, but I understand the point of view against it. Synapse on the other hand I don't see any problems with. It's not actually very long.

As far as what I'd like to see revamped... The Shadow Shard. I think I speak for a large numer of us who would like to see those zones become Co-op, and revamped to spark a bit more activity there. There is no need for the several almost identical missions toward the end of DrQ. While some groups can get it done in 3 or 4 hours, it's not typical for people who have never been there before. That should clearly be channged, or at least separated into 2 parts.

Off topic.. It might be cool to have some kind of race badges in the Shard similar to the Winter Event ski slopes, only open all year round (TP supression while race is engaged to prevent cheating). I just like races. lol


 

Posted

Synapse please.

Cut out two defeat alls and one or two of the defeat boss missions, perhaps one patrol too.


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Posted

Quote:
Originally Posted by NovaFactor View Post
With Positron being revamped ( thankfully ) and made even better , I was wondering what other TF or SF you would liked to see revamped or improved upon ?
None. I think Positron really needed it because it was the 'introductory' task force and it was pretty darn tedious. I think that, going forward, they should add new task forces, rather than revamping old ones - since it takes just as long.


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Posted

The main problem with the Shadow Shard TFs is the gravity geysers don't work consistently enough to get you everywhere. Some of them jump way short or long (even if you correctly turn off your own travel toggles) and some just go nowhere.

If they worked reliably, the Shard TFs would just be long, not long AND bafflingly frustrating.


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----------------------------------------------------------

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Posted

Quote:
Originally Posted by Sailboat View Post
The main problem with the Shadow Shard TFs is the gravity geysers don't work consistently enough to get you everywhere. Some of them jump way short or long (even if you correctly turn off your own travel toggles) and some just go nowhere.

If they worked reliably, the Shard TFs would just be long, not long AND bafflingly frustrating.
The Shard missions (outside tfs) need to be turned into arcs. The Kora Fruit needs to be tweaked to be something worth going after. I think giving the shard the same kind of makeover as the hollows would be awesome.

Going Co-op is a little odd, but I'd enjoy it. The current cannon has Arachnos with only limited portal technology, part of Naylor's arc you have to help them get access. I can see a nice new arc unlocked by doing Naylor that mimics the way you access cimerora by letting you access teh shard via arachnos portals. Could be fun.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

I agree with Master Blade the biggest area that needs improvement is the Shard TFs or at least Doc Q. It's not unusual to see teams spend 5 hours or more on that and I still know of teams, yes recently, that have split the thing over 2 days because RL made finishing in one impossible. Split it into 2 portion like Posi or revamp and cut back on missions a bit.

Synapse? Synapse isn't bad as it stand and can usually be accomplish (non SPEED RUN) in about 2 hours. Three straight all but identical defeat alls in a row is tedious and could be fixed some way and definately lose one or BOTH those patrols.. they are nothing but time sinks designed to make the thing longer.

While it's not hard and doesn't take long, if your team is well organized, I'd vote to do something with Numina. It's a TF supposedly designed around DE but we spend more time racing around almost every zone in the game defeating 10 of this, 20 of that, ect. Sure on an 8 man team that sets up right it can be done quickly but what the heck am I doing in Atlas Park battling Clockwork when I am on a Devouring Earth Task Force? LOL Oh and while its not an epic problem .. since Faultline got it's make over 20 Vahz there is probably one of the more difficult ones to get through quick. Hey Devs how about a major rewrite and lose the defeat alls and actually have us battle DE? :-D

The rest are fine as is although I admit it would be nice between 20 and 30 level to battle something besides COUNCIL on a TF. Moonfire followed by Hess followed by Citadel or in any order depending on your level gets a little mind numbing. First time i did that I didn't even want to run a Council radio mission for a while I was so tired of looking at them. We have no TF that pits us against Tsoo, Warriors, or the Family in game so how about at least ADDINg one in that level range that involves them?


�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon

 

Posted

Aw, I like the patrols and wish there were more of them around. They don't take long.

I'd like to see Synapse get a little revamp, to add some of the newer mission types, ambushes, etc and maybe to remove one of the defeat alls. It's not *too* bad but I'd rather see it be a touch shorter.

I agree with the comments to have less Councily goodness all at once, and think more with the Warriors or Tsoo would be fun. Under-used groups.


I'm such a geek. Some of my heroes have journals.

 

Posted

Great points all


 

Posted

Quote:
Originally Posted by Sailboat View Post
The main problem with the Shadow Shard TFs is the gravity geysers don't work consistently enough to get you everywhere. Some of them jump way short or long (even if you correctly turn off your own travel toggles) and some just go nowhere.

If they worked reliably, the Shard TFs would just be long, not long AND bafflingly frustrating.
BUY A JETPACK.
they cost 10,00 inf.
either that or learn to geyser jump.
I mean, really?


 

Posted

BTW, I say do not mess with a single TF, HOWEVER some of the very fun and awesome TRIALS could use some tweaking. As far as I am concerned, the trials of CoH are some of the best content here! On that note:
Shorten the speed between each wave spawning on the TV Trials
Make the cavern of trancendance more user friendly and easier to get to and run without a specific stealther to do it.
Bring back the CoP and give the villians more trials.
Eden...well, I love you so. No changes!


 

Posted

I'd love a revision of the Manticore tf. It's basically beat up Crey, beat up more Crey, and take down some Hopkins guys we've never heard of before.
Also, it's hard to assemble a full team for one(7 players); while the Numina tf only requires 4 to start.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

Quote:
Originally Posted by Master-Blade View Post
As far as what I'd like to see revamped... The Shadow Shard. I think I speak for a large numer of us who would like to see those zones become Co-op, and revamped to spark a bit more activity there.
An empathic yes to revamp, no to co-op. Seriously, why?

Quote:
Originally Posted by Derangedpolygot View Post
I'd love a revision of the Manticore tf. It's basically beat up Crey, beat up more Crey, and take down some Hopkins guys we've never heard of before.
Also, it's hard to assemble a full team for one(7 players); while the Numina tf only requires 4 to start.
I concur. Manticore is the most pointless TF in the game - there's not really much sense to what you're doing, why you're doing it and what exactly you accomplish by the end of it.

It has about as much point as Banefire Plot.


 

Posted

Quote:
Originally Posted by Derangedpolygot View Post
I'd love a revision of the Manticore tf. It's basically beat up Crey, beat up more Crey, and take down some Hopkins guys we've never heard of before.
Also, it's hard to assemble a full team for one(7 players); while the Numina tf only requires 4 to start.
Actually I always sort of liked the Manti TF maybe its just that I enjoy the challenge of taking on so many Paragon Protectors and their MoG. If I could change anything about it I would say we could lose Hopkins. He's sort of lame anyway and replace him with Countess Crey herself. Hey the villains get to battle her in a normal story arc but all we do is keep hearing about her. Let's bring that woman down once and for all! Of course that WOULD require some revamp of the story and that could provide added story content to explain WHY we are doing the TF to begin with. Maybe its the times we play or the servers but I've never really had a problem getting a 7 man team together for it.

No one has mentioned Sister Psyche's TF but I find that to be a good one and enjoy doing it in the 20's for levels and to work on my Tank Smasher badge.

I can't think of a reason for altering Moonfire .. nice mix of defeat alls and Defeat the leader, all takes place in Striga so no running all over creation and a great way to get a HUGE start on your Slayer and Silver Bullet badges.

Hess? Its short and sweet, has a good story and again you never leave Striga!

like I said before my biggest thing is 3 straight Council based TFs in a row between 22 and 30 is a bit much. Hey Devs you don't need to remove any just how about adding one with Tsoo, the Warriors or the Family so we have some options and to give them a little more game play.

As for the Shard.. I have to be honest I love the look of the zone but I did Doc Q once and it took 5 hours to complete (and that was with a team member with fly and recall friend.. namely ME lol). After that I really had no desire to ever do it again and that experience has sort of made me gun shy of trying the others. Its a great zone wth unique enemies FIX it!


�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon

 

Posted

I think all of the FP TFs should be revamped. Villain SFs I don't see needing revamping (which means they're well done) but what they should do is add one in the 30-35 range


 

Posted

Quote:
Originally Posted by Quinch View Post
An empathic yes to Shadow Shard revamp, no to co-op. Seriously, why?
Well, people have been asking for Villain access to the place for a long time, and I agree. It's a fun place, and would allow for more characters to go there. Besides.. if it did get revamped, people would complain that Devs hate Villains cause they didn't get the new content.. again. haha j.k

I have some Villains I would have loved to run in the Shadow Shard... but then again, GR kinda fixes that for me I guess.


 

Posted

It would be nice to see all the old tfs tweaked a little like Posi especially Synpase. I average about 2 hours on Synpase with pugs which is a big commitment for random people to make. The SS tfs are so long and boring. I've done them all once and never plan on doing them again unless there's a change.


 

Posted

Personally, I am not sure I would clamor for revamps outside of the Shard TF's, some of those are simply not fun. I would prefer to see a couple more added to red side. Outside of the Co-ops there are only 6 TF's red side compared to 15 blue side and that doesn't even get into the lack of trials so I would prefer that to revamps.


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Posted

I would like to see the Sewer and Eden redone so they have value.

I'd love to see the villain respec get toned down in difficulty because my god pugs have a hard time taking the tree. I've never seen so many total fails as on that trial.

I'll second the vote for speeding up the Terra Volta trial. Lots of methods from timer, to faster waves, but really, please make it faster.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Originally Posted by GavinRuneblade View Post
I would like to see the Sewer and Eden redone so they have value.
NEVER!
The Eden trial is one of the best trial/TF's in the game!

The Sewer trial is pretty damn good, too. And it's one of the few situations where you might actually run out of time (if we exclude that mission with the 10 minute timer that you're supposed to fail).


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Posted

Quaterfield. LIke the original Posi, long, repetitive, with no "payoff" like weird enemies, strange maps, or unusual mission objectives.


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Posted

Quote:
Originally Posted by Ironblade View Post
NEVER!
The Eden trial is one of the best trial/TF's in the game!

The Sewer trial is pretty damn good, too. And it's one of the few situations where you might actually run out of time (if we exclude that mission with the 10 minute timer that you're supposed to fail).
They could use some polish. Still can't run the Eden trial unless the leader is 39-41.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

Im going to put my votes in for the following:
* Synapse - only because battling NOTHING BUT CLOCKWORK for that long makes me want to hurt someone. The length isn't so bad, its just that there is no variety in it.
* Citadel - similar to synapse but with council, but oddly I don't find it has soul destroying as the Synapse one.
* Shadow Shard TFs - they are just to long in my opinion. Also if there are sections where you have to leave the shard maybe they could have a "short cut" you can use that acts as the mission entrance but it is in the Shard instead. Also please give Faathim the Kind the option to call him, there are other people who communicate with players other than cell phones (Im thinking of the several ghost contacts in the game).
* Mender Silos TF - just to make the final big bad boss easier to hit for melee types that don't fly

And Im also against reducing the timing for the respec Terra Volta trial. Remember this was designed for those that need to respec so there builds may not be optimal. I know things have changed since it was introduced but there still may be people who run it for that reason so need the down time between mobs to recover or to make sure the entire mob is defeated beore the next one spawns. What I would suggest is allowing a way for players to force the next wave, i.e. just clicking on doors or something. This allows the best of both worlds.


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