The Manticore Task Force needs a change.


BackFire

 

Posted

I enjoy the Manticore Task Force. It's one of my favorites that I'll usually join if I see it forming. But at one point, it sends you from Brickstown to Kings Row (to rescue Birch), and then to Crey's Folly (to defeat 40 Crey). That's a ridiculous trek for two missions. It's such a hassle that I've opted out of running the task force simply because I don't want to put up with it.

Yes, not all of the team needs to go to each mission. The Birch mission can be stealthed, and Birch doesn't need to be led out, only the spawn around him needs to be cleared. One person can be sent to free him while the rest of the team goes straight to Crey's. But task forces are team tasks. They should be designed with the expectation that each team member will be going to each mission.

To do both of these missions, you would be required to zone a minimum of four times. For two missions! Some people zone slowly and this can be a huge disruption (my load times aren't even that bad, and I always spend more time getting to these missions than completing them). Okay, it's less with base teleporters, but I'm not counting those because it's ridiculous to expect people to have a super group (or one with teleporters) just to avoid zoning lots of times.

Here's some possible ways to get from Brickstown to King's Row to Crey's Folly:

Mission teleporter to King's Row
Yellow Line to Steel or Skyway
Green Line to Brickstown
Brickstown to Crey's Folly

But what about people who didn't buy the Valkyrie/Mac pack?
Green Line to Steel or Skyway, or Pocket D to King's Row
Yellow Line to King's Row
Yellow Line back to Steel or Skyway
Green Line to Brickstown
Brickstown to Crey's Folly

That's five. Of course that requires you to go from Green Line to Yellow Line and then Yellow Line to Green Line (well, unless you use Pocket D teleporter to get to King's Row). They're pretty far apart, so most people would do this instead:

Brickstown to Ouroboros
Ouroboros to Atlas Park
Atlas Park to King's Row
King's Row to Ouroboros
Ouroboros to Founder's Falls
Founder's Falls to Brickstown
Brickstown to Greenline

Jeez, seven zone changes, just for two missions. What a pain, right? This could be easily solved by changing the Birch mission to Skyway City or Steel Canyon. You could go from Brickstown to either one, then back to Brickstown to head to Crey's Folly. See how much easier that sounds?

And this isn't in Suggestions & Ideas because it's not a suggestion or an idea, it's a statement.


 

Posted

Personally I don’t mind the running around, for me it kinda adds to the feel of a TF and I guess I’m a player who likes storylines so for me it’s not all about rushing through everything. Birch can be stealthed but I’m sure that was the devs intention for the mission.

Anyway even if I did want to rush, it really wouldn’t take me that long as I can use:

Pocket D
Ouroboros
Mission Transporter
Base Transporter
Base Portals
Base Porters (Bricks and Creys)

Very few players don’t have SG’s and they can enter and use your base on the TF if they don't.

I’m not saying it’s not a good idea, I just don’t enjoy the culture of everything now, maybe that’s just me.




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Posted

Let's not forget one other way to get from Bricks to Kings...

Go to the IP door (Right by Manticore) and travel north in IP to the Kings Row door (Near the IP Tailor). Reverse that trip on the way back.

Time sink? Yes. If you have solid Travel powers, is not horrid.

Thank you for the time...


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Posted

The whole "multiple zone changes" design is really outdated. I don't know why it ever came to be so prevalent in MMOs but the sooner it's forgotten, the better.

Generally speaking, I agree with Night Hornet about the instant gratification culture we have, but running around isn't fun or entertaining in any way, it's just a time sink for no purpose. Since only the team leader can see the story, it really just becomes a question of zoning multiple times.


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Posted

Personally, I like stuff to be multi-zone. Being stuck in one zone bores me. I've always liked running all over the city, even back in the day with limited travel powers and that horrible end drain from fly.

But, as has been disclaimered before, I'm a little strange.


Dec out.

 

Posted

Zone travel can be quite irritating and long sometimes, especially when the zone you're heading to needs more than one stop, and even more if you going from Yellow to Green lines in Steel Canyon, which are both situated on opposite ends of the map.

But the point of missions requiring these kinds of zone-travels is because evil isn't conveniently situated atop the inactive volcano in the middle of the city block. Doing the right thing isn't always easy, thus you can't expect to get rid of all zone-travel, or even tone it down because if you were a supervillain, you'd want to make sure it's as tedious as possible for any heroes to come stop you. When you look it that way, the villains are smart to make it so many steps for the average hero to reach them.

Is it good design, I'm not entirely sure. But does it make sense given the context of villainy trying not to be foiled by just /anybody/, that I'm sure of. The hero that doesn't bother to do the legwork of reaching your hideout is one less hero to bother you.



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Posted

I'm hoping that they might go through all the old Freedom Phalanx TFs and revamp them like the new Positron one - fixing one per Issue would be nice.


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Posted

While I can see how too much zoning can be annoying, I do NOT want to see too much of the game be changed to take place within half a mile of the contact. It's a big city, and it's REALLY immersion-breaking for crime to only ever happen within the same general area of the person who knows about it, especially when it's caused by international corporations or wide-scale terrorist groups.

I'd much rather missions took place where it made sense for them to be, rather than necessarily close by. Kings' Row is said to contain a lot of Crey warehouses, so when we get a mission to raid a Crey warehouse, I'd expect it to be in Kings Row, not across the street from the contact in Founders' Falls.


Quote:
Originally Posted by Arcanaville View Post
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Posted

Sorry, but travel isn't that bad in this game. I think sometimes we've become a little spoiled by the quick travel in Coh/v.


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Posted

Quote:
Originally Posted by Oneirohero View Post
But the point of missions requiring these kinds of zone-travels is because evil isn't conveniently situated atop the inactive volcano in the middle of the city block. Doing the right thing isn't always easy, thus you can't expect to get rid of all zone-travel, or even tone it down because if you were a supervillain, you'd want to make sure it's as tedious as possible for any heroes to come stop you. When you look it that way, the villains are smart to make it so many steps for the average hero to reach them.

Is it good design, I'm not entirely sure. But does it make sense given the context of villainy trying not to be foiled by just /anybody/, that I'm sure of. The hero that doesn't bother to do the legwork of reaching your hideout is one less hero to bother you.
Quote:
Originally Posted by Samuel_Tow View Post
While I can see how too much zoning can be annoying, I do NOT want to see too much of the game be changed to take place within half a mile of the contact. It's a big city, and it's REALLY immersion-breaking for crime to only ever happen within the same general area of the person who knows about it, especially when it's caused by international corporations or wide-scale terrorist groups.

I'd much rather missions took place where it made sense for them to be, rather than necessarily close by. Kings' Row is said to contain a lot of Crey warehouses, so when we get a mission to raid a Crey warehouse, I'd expect it to be in Kings Row, not across the street from the contact in Founders' Falls.
I'm not against zoning in order to complete a TF, but the Manticore one is an example of unnecessarily excessive zoning requirements.

The new Positron has a nice mix of travel to lend it more of an epic feel, and I think the new doppelganger missions really take this idea to the next level by using zoning to build the story. In the doppelganger missions you have to travel to Faultline from your starting point in Talos, so that requires going through a couple zones unless your SG has transporters to Faultline. But then you run around both areas of the dam, eventually going through the sewers back to Talos. You really get the sense of traveling around the city to combat the bad guys, but it unfolds in an organic way.

Part two of the doppelganger arc (Jenni Adair contact) keeps you in Talos, but puts the doors quite far apart. It feels like a lot of travel which gives a sense of the scope of the issue, but at the end the missions are quite close together, so there's a real sense of building toward the climax of the story as things get compressed in both space and time. Whether by accident or design (hopefully the latter), one really gets the sense of increasing urgency and building tension of "Let's go! Almost there!"

Manticore's TF could use more of that.


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Posted

Quote:
Originally Posted by Samuel_Tow View Post
While I can see how too much zoning can be annoying, I do NOT want to see too much of the game be changed to take place within half a mile of the contact.
...snip...
I'd much rather missions took place where it made sense for them to be, rather than necessarily close by.
This is my take on it as well. Have things where they make sense.

Heck - I'd seriously question Crey's planning if, for a TF-scale threat, they had all their metaphorical eggs so close together that they could be in one basket.

If they did that their whole plan could be ruined by a single attack/disaster... and don't think that couldn't happen.

IIRC Large scale disasters/attacks have previously happened to Siren's Call, Boomtown, Rikti Crash Site, Crey's Folly, the Hollows and Faultline. Was Eden another?

I trust that, knowing this, Crey have spread out to minimise business disruption...
Quote:
Originally Posted by Clebstein View Post
I enjoy the Manticore Task Force. It's one of my favorites that I'll usually join if I see it forming. But at one point, it sends you from Brickstown to Kings Row (to rescue Birch), and then to Crey's Folly (to defeat 40 Crey).
Actually, unless it changed this last issue, there's a talk to Miss Liberty (or maybe Azuria, in Atlas anyway) before you rescue councilman Birch.

So at least one person has to go from Brixton to Atlas, and at least one from Brixton to Kings Row.


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Posted

Quote:
Originally Posted by MentalMaden View Post
Sorry, but travel isn't that bad in this game. I think sometimes we've become a little spoiled by the quick travel in Coh/v.
The travel isn't bad in this game, no. In this particular instance, yes, it's an unnecessarily lengthy amount of travel for what you're required to do.


 

Posted

When I ran a Manticore TF last weekend, he kept sending us to Dark Astoria.


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Posted

Maybe I'm weird, but traveling around the city is one of the things that I enjoy most about this game.


Warning:

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Posted

Quote:
Originally Posted by Canine View Post
Maybe I'm weird, but traveling around the city is one of the things that I enjoy most about this game.
No, you're not the only one.

I think this post just illustrates that players want different things from the game. Some want everything now and like to plough through everything quickly, where as others get into their toons and just want to enjoy the content etc.

Of course this is an age old debate, which I'm not trying to re-open here, however I will say that in my opinion a TF should involve a little work and running around, otherwise you may as well just do a load of radio missions in the same zone. I'm not saying perhaps it couldn't be a little more logical, just that I'd hate to jump from door to door.




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Posted

The problem with Manticore's TF isn't travel time, it's the fact that after slogging thru all the buildup you only face off against a boring chump in a 3 piece suit. *Yawn*

It's just so...anti-climatic.


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Posted

Quote:
Originally Posted by Clebstein View Post
The travel isn't bad in this game, no. In this particular instance, yes, it's an unnecessarily lengthy amount of travel for what you're required to do.
Sorry but I disagree.


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Posted

Quote:
Originally Posted by Night_Hornet View Post
Of course this is an age old debate, which I'm not trying to re-open here, however I will say that in my opinion a TF should involve a little work and running around, otherwise you may as well just do a load of radio missions in the same zone. I'm not saying perhaps it couldn't be a little more logical, just that I'd hate to jump from door to door.
People keep bringing up this extreme. Lowering travel time doesn't have to mean all missions will be 50 yards apart.

Quote:
Originally Posted by MentalMaden View Post
Sorry but I disagree.
And you don't seem to want to explain why, so I guess that's that.


 

Posted

I think it was just dumb they moved Hopkins out of Crey's Folly.

"beat up crey in crey's folly. oh, turns out Hopkins is waiting for you in Atlas Park."

I can't remember at what point they did that, probably when they went back and yanked out the bulk of Hazard Zone doors that everyone hated because of the travel time involved.

but yeah, Hopkins stands beside Vandal as one of the biggest chump AVs in the game. SS/Wuss tankers. Vandal should poop out Mek Men, Hopkins should have a blue-tooth phone that he uses to call in support because he's such a big sack of wimp.