Rant about Caves
Yeah, that's the big issue I have with the blue caves too, the crampedness of them. Dead ends I don't mind at all, twisty passages all alike don't bother me as long as I have a map, but low ceilings and narrow corridors just make me feel confined. Especially on MMs, good grief it's aggravating. The challenge should be the fighting, not in vainly attempting to see what's happening on the other side of a mob of pets and teammates.
I came up with a rant about cave missions... because it seems like every time I turn around, I have to go through a stupid cave mission to complete my contact mission. And it doesn't matter if it's CoH or CoV, I'm spending more time UNDER the city than IN it.
So here's the article, along with the top five reasons why cave missions are a pain. "I Hate Caves" Please feel free to comment or share. |
It's not caves per se that bother me. What really annoys me no end, however, are the little obstructions sticking out from the cave sides that your character gets hooked on, often badly enough that only the /stuck command gets you loose.
Whether it's torches in COT caves, mineshaft supports, or whatever, the idea that every tunnel should be lined with small projections that hook, snag, and trap superheroes is dumbfounding. Super-powered beings don't look too cool when they're trapped on a torch, hooked on a pole, or stuck in the scenery for the eighteenth time while trying to walk the fortune-teller out.
My computer has never been able to handle the graphics totally smoothly, even when it was newer and above the game's midline requirements. It typically hesitates or speeds up a little in turning; enough to make it very hard to precisely wend down the center of a twisting corridor. Sooner or later, no matter how careful my efforts are, I find my hero or villain wedged in behind a post, having to make a 120-degree turn and wiggle a bit to pop loose -- sometimes right into the projection on the other side of the corridor -- before finally straightening out and accelerating right into another goddamned post.
Since there's no actual roof weight to support in a virtual world, and no actual fuel source for the light the torches make, I wonder if these were put into the game in some misguided attempt to reward super-quick reflexes married to faultlessly overpowered machines, and penalize all the other players. If not, what do these minor but ubiquitous snags and baffles add to the playing experience?
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Considering real mines tend to look more like this:
I don't think they'll be making them more realistic anytime soon BUT I still think ye olde cave maps could do with a reworking.
- Council maps. All of them except the warehouses, suck. Bad.
- The layer cake. I hate the thing. Wouldn't be the first time I abandoned a mission that's in one of those or auto completed it.
- Any blue colored map. GAH! Details are nigh impossible to see making running into walls a new sport.
But, one thing in near 5 years has come of it... A LOT of my characters are now anywhere between 4- feet and 5- feet. At least then you don't scrape the ceiling...
[CENTER][B]Radix malorum est cupiditas[/B][/CENTER]
If I remember correctly, you also prefer the large, repetitive blocks of Paragon to the more cramped and variegated streets of the Rogue Isles, because you prefer your environment to feel like a real city. I vastly prefer the Rogue Isles' design philosophy of smaller zones where landmarks are more concentrated (even though the RI have other problems). I think we're just playing the game for different reasons - I'm playing it for the game play, and you're playing it, perhaps, for RP or some similar reason.
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1. It's the only side of the game which feels like a HUGE amount of unnecessary work has been put into. There are TONS of zones, and those zones are HUGE. We have an entire zone devoted to just a power station and its surrounding industrial complex. City of Villains has the Hell Forge, which could fit several times over in just the Gordon Trench. I realise "unnecessary" effort is, by its very nature, unnecessary, but to me it gives a sense of luxury. No, we don't need all those zones. I also don't need two TV sets in the house when I'm capable of watching just one, but I like to have two TV set, and in just the same vein, I like zones and locations that aren't necessary.
City of Villains feel like the poor man's version of City of Heroes. Some call it "refined." I call it "shareware." Yes, there's more "point to the mile," as it were, but all that does is make me feel like the luxuries were skipped because there wasn't enough time and money to add them in. Which was, as a point of fact, the case. Every time I see a game clearly and obviously cutting corners to cut costs, it bothers me.
And Praetoria is even worse for almost 90% of its land mass. It's entirely small, again restricted to islands with no illusion of a greater city beyond the zone boundaries, and almost the entire place is pinted the same sterile white and gold colour scheme. It's almost like I'm playing Mirror's Edge. Seriously, go look at the TPN building and tell me it doesn't feel like that. I realise that's kind of the point, and for what it represents - a totalitarian, sterile society - it works very well. What I take issue with is the notion that this is somehow objectively superior to the rest of the game and that it should be cloned over that, as well. I disagree. Praetoria's street layout is indeed slightly superior to that of Paragon City and VASTLY superior to that of the Rogue Isles, but the actual building design is beyond boring. Flat grey surfaces with flat glass surfaces and not a 3D detail in sight. Ugh...
One, you say you dislike maps that are, "simple, brainless, straight corridors." The implication being that branching maps, say the brown or pink caves or the old lab maps, are "complex" and "thoughtful". I disagree. They require more time to navigate, not thought. It doesn't require any thought to wander down a hallway, find a dead end, then wander back. It just takes more of my time. |
A linear instance does not require the use of your map. Ever. You can simply proceed from corridor to door to door to corridor by visual cues alone. There is no navigation required within the map, because you're essentially stuck on a rail with one solitary path to follow. A "webwork" instance, by contrast, more or less requires the use of a map, both to know where you've been and to know where you're supposed to go. If you were so inclined, you could just grab the left wall and keep walking until you either blunder into your objective, but even then that only works in a tree-structure environment, whereas many maps are more complex than that, placing their objectives inside of the outer perimeter where you have to look for it.
Now, believe me when I say I know something about this. My diploma project was writing a Java programme to trace through graphs built up from real building plans. There are methods for finding the shortest path from start to objective, but the optimal ones, at least the ones I found, really aren't applicable to human exploration, and even the ones that are still require you to work a map to know where you've been so you don't keep walking in circles. And, yes, some cave maps are sufficiently complicated to where this CAN be a problem. Complicated enough, in fact, that you can get lost in them completely and utterly without a map.
Now, I don't know about you. Maybe you have a better sense of direction than I do and you don't need a map for anything ever. Maybe you're good at keeping a heading and maybe you're good at dead reckoning. I like to think I'm decent at it, giving me the ability to predict dead ends and corridors that will loop me back to where I've been before I explore them. But even if you are, the act of tracing through a non-tree structure map (i.e. a map which has no loops) is one of the more fun aspects of City of Heroes and City of Villains instances.
I love maps which are non-linear, I love maps which split off into several paths which go through different rooms, whereupon several of them converge with each other, only for them all to re-converge later on. There is nothing I enjoy more than a webwork of tunnels spidering their way through a map, giving the feeling of more of a "complex," rather than of a "path."
You say this philosophy lead to boring Praetorian lab maps, but those lab maps, IMO, are not boring because they're linear. Consider if they weren't linear - say they had elevators and long dead ends like the old lab maps. Would they be any more interesting? Maybe you'd say yes, but on the contrary I'd say they were even more boring than they are now. If you want to make the lab maps interesting, it doesn't have to do with making them into kindergarten-level mazes, but with putting interesting things in them - decorative elements, environmental obstacles, interesting room layouts, etc. The lab maps aren't boring because they're linear, but because they're monotonous. |
Intersections are what make maps interesting, and grey labs do not have intersections. Oh, they have corridor pieces that LOOK like intersections, but when all doors but the one you're supposed to head through are locked, it's still a linear piece just the same. To me, grey maps are boring because they require precisely ZERO situational awareness, to say nothing of the map. About the only place the map is actually useful is in that one huge cell block room, and only because the room is so big with line of sight so broken up.
Consider the new underground maps, which are some of my favorites. Each map potentially consists of a pretty large variety of rooms. You can follow the old subway tracks, you can go down the ramp through the high ceiling'ed tunnel, into the empty resistance base room, into the room with the cargo ship, into the room large column'd room. It has variety, and many of those rooms (at least to me) are visually compelling and have interesting terrain that subtly change the encounters there. It's completely linear, but it doesn't really feel linear. I'm going down ramps, doubling back at the bottom of stairs, and jumping over subway tracks. But because it is linear, it doesn't waste my time. |
All that is to say that, yes, the Praetorian tunnels are impressive... The first five times, about as long as it takes you to see all the tileset pieces. But the maps themselves are boring to a level I cannot describe. I go into a room, and ALL I care about in this room is finding where the "exit" is, for there is one and only one and nothing else in the room really matters. I don't have to look at anything else, because there are no other exist, and because rooms are so big and empty that I'd see a glowie if there were one from any point in the room. It's like spending some time to learn all 26 letters of the English alphabet, and then being given a book of knock-knock jokes. You pretty much know how they're going right from the start.
As a matter of fact, I find it a little insulting that this is what maps have been reduced to. Are we THAT unwilling to actually play this game that we expect everything to be served to us to trip over inadvertently? Are we that bothered by crossroads that we can't bother to just pick one way and explore it? So maybe it's a dead end. So what? It's exploration, it's combat, it's City of Heroes. Isn't that what the game is about? Because surely it can't be about clicking on a door, then clicking on a glowie, then clicking on Exit. Occasionally, maybe, but all the time?
Believe me when I say that I don't talk about "dumbing down" of a game lightly, having been on the receiving end of such remarks in the past. But even I have to draw the line SOMEWHERE. Maps don't need to be this simple. There's no need for it. We have a map, we have a compass... Is it too much to ask that these be useful from time to time? Show of hands: when was the last time you looked at your compass?
As I said previously, this isn't a maze game, so putting pointless mazes into the game doesn't enhance it. I don't have a lot of time to play, so when I do play I want to be able to accomplish something, and that's impeded if I spend my time trekking down a long hallway and find nothing there. It's a different of preference, but I feel like most players prefer what I'm saying. Maybe I'm wrong, I don't know. |
In this game, we have enemies to fight as one of the primary obstacles. Can you not see how your argument can apply to them, as well? I only have 5 minutes to play today, so I don't want to have to fight to my objective. I shouldn't have to face these enemies, I should just be allowed to go to my glowie and click it. I dare say the developers disagree with this, given what they've done to prevent Stalkers from doing just that.
You assert that this is not a maze game. I ask "says who?" It has been a "maze game" since City of Heroes launch, at least for some definition of the term "maze game." I'm not talking about some obscure confounding labyrinth here. If I wanted to be especially "hardcore" about it, I could dump you in that one elaborate cave map and disable your map and your compass, and have the game spin you around every 30 seconds just so you lose your heading. THAT would be a maze game. As long as you have a map, as long as you have a compass and, might I add, as long as you have the Reveal power, what "mazes" are we talking about? There is all of ONE overly complex cave map and all of ONE overly complex Oranbega map, which is a copy of that same cave map anyway. Everything else is practically simple, it's just not as simple as the linear hell that is Praetoria.
You know what I find funny? People complain about the Atta map, but it's not complicated in the slightest. It's just big. But you can left wall and start killing everything along the way. It might take a long time, but you WILL come across your objective, because the Atta map is a simple tree structure that's trivial to traverse. Incidentally, to find atta, you need to go straight, straight then right and you'll skip probably 80% of the map.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Like I keep saying Sam, I think there's a compromise.
I think the dead ends just need to be more interesting.
Like in a tech lab, I'd love if that dead end had something to it, like those incomplete portal rooms, or like a chamber filled with pods and such. (Though sometimes that could lead to ALOT of questions about WHY something like that would be in a computer hardware development firm...)
And I do like the vastness of Paragon, but the empty vastness does seem a little sad. So instead of just block after block of generic building, wouldn't it be cool if Skyway city had a Performing Arts theater, an art museum, or having it's high ways actually sprawl out and lead to other zones?
Of what about the war walls being painted with murals, defiled with graffiti, or even people starting to simply build into them?
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Like I keep saying Sam, I think there's a compromise.
I think the dead ends just need to be more interesting. |
And I do like the vastness of Paragon, but the empty vastness does seem a little sad. So instead of just block after block of generic building, wouldn't it be cool if Skyway city had a Performing Arts theater, an art museum, or having it's high ways actually sprawl out and lead to other zones? Of what about the war walls being painted with murals, defiled with graffiti, or even people starting to simply build into them? |

Everything in City of Villains looks small and crammed together, in an almost cartoonish, unrealistic way. It's like how Spire would supersize your cities into cartoonish icons if you zoom in too far, giving you a small planet with a few big, toy-like cities. This is how City of Villains feels to me. Without any "wasted space," the world begins to feel unrealistic, at least in my eyes. It feels like someone took the real world and cut out everything in-between the the "important" buildings, so you end up with a police station across the street from the bank which is right next to city hall, which is back-to-back with your headquarters, which is across the street from the shopping centre and so on.
When I visited London nearly 10 years ago, the tour bus spent upwards of half an hour from when it came into the city to when it reached where we were going. We passed by a lot of nondescript buildings along the way, and to this day I am amazed at how big London felt, me who comes from a city of what... 200 000? If that. When I look at city of Villains, I see important building, important building, important building and oh! Important building! When I look at Paragon City, I see... Just a city. It's just buildings, as a city should be.
Again, what if all of them were unique and interesting? Sure, even better! But that's just not doable.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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...the cornerstone of game design is intentionally placing impediments in our path to success, intentionally introducing obstacles to overcome... In this game, we have enemies to fight as one of the primary obstacles. Can you not see how your argument can apply to them, as well?... You assert that this is not a maze game... I ask "says who?" It has been a "maze game" since City of Heroes launch, at least for some definition of the term "maze game."
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I think most of what you said above is correct. I didn't mean to overstate my case when I talked about not having much time to play. What I meant more precisely was that when I get on to play, I want to have fun as quickly and as frequently as possible, which leads to the can of worms of what is fun. There's two ways to answer that, one is personal preference and one is based on ludology. Without writing a treatise or pretending to know more that I do, it seems that our impasse comes from our difference in enjoyment of the process of navigating a complex space per se. You enjoy it, I don't. Your observation about obstacles in games comes from ludology and is, I think, completely correct. Of course games aren't games if there aren't any obstacles or challenges.
The only thing I'd argue about, then, is about whether a maze game is appropriate for this format, or whether it's executed well when it does happen. I think you bring up a good example:
You know what I find funny? People complain about the Atta map, but it's not complicated in the slightest. It's just big.
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The central question to this discussion as I see it, then, is - does a semi-complicated map with dead ends and long forking paths provide the type of variation that helps relieve repetition. The way this game implements it now - especially on things like the Atta cave map - I would say no. The reason for me is that I don't find any enjoyment in the maze per se. If you put me on a lab map with branching elevators and I take the wrong one down to the end and have to double back, it's exactly the same to me as if it were a linear map with an equivalent length. The map wasn't varied, there were no additional challenges, and worse still, I spent at least half that distance not even killing bad guys, becasue I cleared them all on the way there. If you enjoy navigating that space per se, then I can understand why you'd want more maps like that. But for me it detracts from the actual game of defeating spawns, completing objectives, and progressing an arc.
One way in which non-linear maps would be enjoyable to me is if there were interesting objectives at each path's end. For instance, I have to defeat 5 bosses, and they're spread out along each end of the Atta cave (I forget how many ends the Atta cave actually has). Note, though, that these can't just be named bosses that are otherwise unremarkable, but should each be interesting and unique. It should also be clear that those bosses are distributed in that way - I know ahead of time at that point that I have to visit each cul-de-sac of the map. But what I'm not interested in is having to find them. This game would need to elaborate on the "find them" game for me to enjoy that as an activity - for instance, a clue game where I can try to determine where to go based on evidence, and a consequence for looking in the wrong place.
So I didn't mean to imply that the game should be made easier, or that I want to bypass obstacles because I don't have enough time. What I want is for the game to focus on and improve its core strenghts and clear away common secondary elements that the devs aren't focused on polishing. I would put the "maze game" at the top of that list, because in its mediocre state, I think it detracts from the core game. Do a couple things really well instead of doing a bunch of things poorly. I think the new maps and Praetoria in general demonstrate that the devs are doing that, because maps have become more linear while missions become more interesting and diverse, and while stories improve and become more engaging.
bababadalgharaghtakamminarronnkonnbronntonner-
ronntuonnthunntrovarrhounawnskawntoohoohoordenenth ur-
nuk!
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
I'm glad you took a positive approach to a post I was worried would come off incredibly negatively Let's see if I can pick and choose my quotes this time.
I think a lot of our disagreement here stems from a difference in preference, and a difference in opinion about where the fun in this game comes from. You enjoy the process of finding your way to your objectives, and I don't. Or at least not in the ways that this game presents that challenge.
Now, I really enjoy defeating spawns, and that's a large part of what this game offers - but it has to take place within certain reasonable constraints so that it doesn't become too repetitive. The size of the map and the variation of the encounters are factors in ensuring that players don't get bored of doing what is this game's core strength. The central question to this discussion as I see it, then, is - does a semi-complicated map with dead ends and long forking paths provide the type of variation that helps relieve repetition. The way this game implements it now - especially on things like the Atta cave map - I would say no. If you put me on a lab map with branching elevators and I take the wrong one down to the end and have to double back, it's exactly the same to me as if it were a linear map with an equivalent length. The map wasn't varied, there were no additional challenges, and worse still, I spent at least half that distance not even killing bad guys, becasue I cleared them all on the way there. |
When it comes to "hack-n-slash RPGs," I cut my teeth on the original Diablo. This was a game which rewarded two things before all else - greed and aggression. The more monsters you killed before descending to the lower dungeon, the higher your level and the better your gear, generally speaking. The more corridors you explored before progressing the game to new gear, the more money you amassed by pickups and vendor dumps, with which to buy said new gear. As such, the game rewarded me for exploration, for rooting through that damn church basement for every last coin and every last skeleton, because I didn't want to descend down unprepared.
Over the years, I've developed an affinity for finding all the dead ends, all the loops and all the "other" stuff BEFORE I reached the boss at the end of the dungeon, largely because many games will kick you out of the dungeon when it's "done," preventing you from finishing your exploration after the fact. I will almost always leave the "right" way for last whenever I am able to recognise it, and will instead look for paths that look like they lead to dead ends or that look like they'll loop back on each other. I've gotten pretty good at spotting those even on new maps.
To me, this exploration of fog of war is what defines a dungeon crawl. Take this sense of exploration away, and you reduce the game to a beat-em-up, which while decent, isn't superior to a dungeon crawl in my book. As long as I feel like I'm the one moving forward and the one picking my path, the game attains an extra quality that is absent on linear-structure environments.
Think of it like this: I would always pick the structure of Resident Evil 2 over that of Resident Evil 4. Resident Evil 2 has a deep sense of exploration and belonging, it does a good job of convincing me I'm actually trying to map out and get through these locations. Resident Evil 4's locations, by contrast, feel much more like "stages." You start at one end and kill stuff and flip switches until you get to the other end. There may or may not be some variety along the way, but there's still only one way defined for you by the game.
Does this add more variety to the game? Yes, in my opinion, it does, and for the simple fact that it changes the TYPE of game we're playing. City of Heroes' original missions feel like I'm playing Dino Crisis. Praetoria's missions feel like I'm playing Dino Crisis 2. Just in case that makes any sense. In essence, mixing in a dungeon crawl in with the beat-em-up game provides the kind of variety that a slightly deeper experience brings. It feels less like I'm more part of the experience as I pick my path and I try to figure out my surroundings. It gives me something more to do, "another game" on top of the existing game, as it were. It gives me a fun activity to do when I'm not fighting things. It gives me something to break the monotony of just killing the same few enemies over and over.
Praetoria's maps are gorgeous, but they bore me to death. The part of my brain which helps me maintain orientation in 3D space sits completely unused, because it isn't needed. At no point do I have to think to myself "Wait, if I go left, it feels like I'll swing right back to that intersection I passed a while back!" or "There's no way the boss is in there. I already circled around the outside, so it has to be a dead end." I could, but this is never needed, because as long as I know where I came from, the game will lead me to the end by the nose. I enjoy having dead ends and loops because they give me the illusion of non-linearity without actually burdening me with the problems non-linearity brings with it. It's still a linear game, but it pretends to be non-linear, and it does it fairly well.
That said, the Atta map is not a good example of this. Because it's a tree structure, you can just grab the left wall and keep going. As long as you know where on the wall you got to and which direction you were moving in, you will always see every part of it. It just takes a LONG time, and I know that few people beside me are that determined. That map, both against Atta and against Odysseus' generals, tends to take me between two and three hours to clear out completely, and tends to give me several levels in the process, but that doesn't make it a good map. Especially not when it takes part in those damn caves. Yes, the garbage is interesting, but if it went from cave to sewer to cave to sewer several times, it would be much more interesting. As it stands, it's just literal miles of tunnels and not much else.
I enjoy maps that, on the macro scale, arrange themselves in grid patterns. In fact, this is precisely how I treat outdoor city maps. I'll start along the outer wall until I reach the boundary between two city blocks, then circle around the first block, then explore inside that, then move on to the next block. This allows me to cover lots of land area in a way that is non-boring, basically by dividing it into smaller sections. A map that splits off into a grid, such as that one cave map, is also interesting, because it throws me into unfamiliar terrain, then loops me back to familiar ground anyway. It's an exercise for the mind, trivial as it may be, and I enjoy it very much indeed. You don't really need anything more than that for a "maze game." All you need is a maze. Just like this. Simple, basic, and a linear maze, to boot. You don't need complicated game mechanics to pull this off and, more than anything else, it doesn't require special skills to solve. It doesn't even require all that good an eye.
That's all it comes down to. I say this is "dumbing the game down" because it removes an aspect of the game that I personally enjoy, and replaces it with nothing in return.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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yeah, the layouts in most of the buildings don't make any sense... go upstairs to get to an elevator? Its like the designers never stepped foot in a high rise
yeah, the layouts in most of the buildings don't make any sense... go upstairs to get to an elevator? Its like the designers never stepped foot in a high rise
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Things could be used like large air ducts, windows to the fire escape, stairwells, maintenance, and even scaling up ladders in empty elevator shafts.
Also, a friend once tried to claim maybe we go up more than one story. ... That argument died when we went up the next elevator, and I saw the plaque reading that we only ascended one floor.
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I still hand wave that the floor building plans and thier non linear pathways/levels are due to good planning in case of rikti invasions getting in. Paragon is built for urban defense.
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
Considering real mines tend to look more like this: (image elided)
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or this:

Or this mine (too big to include here)
Or this (Lulu tunnel of the Lone Jack mine near Mount Baker):

Or this (the entrance to a mine tunnel of the Clifton Iron Mine in the Adirondacks):

"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers
That's kind of what I had in mind when I was thinking "caves." Granted, I haven't seen one in person, but Mike Rowe and Bear Grills can't seem to keep out of mines, both active and abandoned
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I still hand wave that the floor building plans and thier non linear pathways/levels are due to good planning in case of rikti invasions getting in. Paragon is built for urban defense.
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Actually i just realized the true reason for the inconvenient design: not to stop the Rikti, who can easily teleport or run up and down stairs. No, it's to thwart the inevitable Dalek invasion.
Dr. Todt's theme.
i make stuff...
Personally, I can live with the strangeness of spending half my life in a stupid cave, even in the big city. What I can't stand is the game-technical effects of it.
8 players, 10 MM pets, and a passage so narrow you can't walk two abreast? Bad idea, end of story. To make it worse yet, your camera gets squashed into the same narrow space, making you effectively blind. The blindness is the worst. You can't see where the tank is, where the healer is, where the stupid enemies are, or if you are actually one of the MMs - good lucky keeping track of your pets.
That's when the enemies burst in, Making it 8 chars, 10 pets and 15 mobs in the stupid shaft. Queue special effects and screen shake. Normally special effects are fun, but only when you can pull the camera back to 5-10 meters at LEAST. It's not fun to play the game blind. It really isn't. Even when solo, I think the mines restrict my camera too much to be fun.
mac
Oh and yeah, offices look like they have been designed by a Rikti on crack, but I like that. Can you imagine how boring it'd be if all maps were predictably regular? Ew.
I like all caves. But any cave + speed boost = ARRRRRGGGG!!!
I feel your pain brother. Cave missions are the absolute worst. I could go on but you pretty much hit on every point I could make.