I19 Transit Merger Additional Tweaks
Step 3- For the Future
This one is just a tossed in idea for a future issue. Create a combined interface like this for Supergroup Teleporter systems!!!!! |
Silly Lemur Lad, the devs refuse to acknowledge that bases exist.
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I'll stand behind step 1. as its a pain to remember where everything is in the different zones sometimes (especially when you spend all your time on 1 side, then have to swap to another for some reason or another)
Step 2- Don't forget the Black Chopper Line!
No specific mention has been made of the Villain side Black Choppers and whether they will be getting a merger too. I hope they do, but I wanted to put the reminder in place now. Additionally, and this is probably the most unrealistic of my requests for Issue 19 time window, but consider adding a Black Chopper stop to the North end of Nerva Archipelago, and the Southern end of Mercy Isle. One requires adding a Chopper in Nerva, but the other one simply means connecting a portal and adding a pilot to one of the Choppers parked at Fort Cerebus. |
Sorry I get the fort names mixed up. I meant the fort where you start as a villain.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
Sorry I get the fort names mixed up. I meant the fort where you start as a villain.
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I seem to remember at some point shortly after CoV's launch one of the "helicopters" there actually had a Black line dialog box. If you clicked it, it had only one option: Mercy Island. If you clicked that, nothing would happen and the dialog would close. Didn't last long, though.
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Fort Darwin.
I seem to remember at some point shortly after CoV's launch one of the "helicopters" there actually had a Black line dialog box. If you clicked it, it had only one option: Mercy Island. If you clicked that, nothing would happen and the dialog would close. Didn't last long, though. |
Fort Darwin.
I seem to remember at some point shortly after CoV's launch one of the "helicopters" there actually had a Black line dialog box. If you clicked it, it had only one option: Mercy Island. If you clicked that, nothing would happen and the dialog would close. Didn't last long, though. |
That's actually the one I was thinking they could turn into a True Black Chopper station.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
Step 2- Don't forget the Black Chopper Line!
No specific mention has been made of the Villain side Black Choppers and whether they will be getting a merger too. I hope they do, but I wanted to put the reminder in place now. Additionally, and this is probably the most unrealistic of my requests for Issue 19 time window, but consider adding a Black Chopper stop to the North end of Nerva Archipelago, and the Southern end of Mercy Isle. One requires adding a Chopper in Nerva, but the other one simply means connecting a portal and adding a pilot to one of the Choppers parked at Fort Cerebus. |
Perhaps a second helicopter can be added to Grandville, next to the Fab, near the sub entrance to Monster Island as well.
I just finished watching the NYCC panel video and of note, some one did ask during the Q&A about the Black Chopper line being merge and War Witch said she believe they were.
Wish the Black Choppers in Mercy had two options;
-Mercy (Fort Darwin)
-Mercy (Fort Cerberus)
That way, it would cut out the horrible travel from North to South that is oh too prevelant at low levels. Especially because the hospital is all the way back at the start.
Other than that? Looks good.
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james_joyce was kind enough to post this image from the NYCC presentation
I think the UI image looks great, but I instantly thought, "they could do more" and really hit it out of the park. Since I19 isn't even in Closed Beta yet, I wanted to post this while it was fresh in my head in hopes they would get a chance to maybe pull this off. Step 1- Add Facilities markers Seeing the level range for each zone is great. It would also be great to see icons that denote Tailor, Auction, University next to the stop they are closest to. It should be for things that are unique to some zones and not others. No point in marking stores, hospitals, trainers, etc. Step 2- Don't forget the Black Chopper Line! No specific mention has been made of the Villain side Black Choppers and whether they will be getting a merger too. I hope they do, but I wanted to put the reminder in place now. Additionally, and this is probably the most unrealistic of my requests for Issue 19 time window, but consider adding a Black Chopper stop to the North end of Nerva Archipelago, and the Southern end of Mercy Isle. One requires adding a Chopper in Nerva, but the other one simply means connecting a portal and adding a pilot to one of the Choppers parked at Fort Cerebus. Step 3- For the Future This one is just a tossed in idea for a future issue. Create a combined interface like this for Supergroup Teleporter systems!!!!! |
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I just finished watching the NYCC panel video and of note, some one did ask during the Q&A about the Black Chopper line being merge and War Witch said she believe they were.
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Techbot- yes, thats exactly the setup I was talking about for Mercy.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
I just finished watching the NYCC panel video and of note, some one did ask during the Q&A about the Black Chopper line being merge and War Witch said she believe they were.
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There are three BH lines live:
Fort Darwin zone selector (it only goes to itself)
Fort Cerberus <-> Cap au Diable (by the entrance to Bloody Bay)
<-> Nerva <-> St. Martial <-> Grandville <->
Here's a graphic representation of the three Ferry and the three BH lines as they currently exist:
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Good news, thanks Zombie. Looks like that will get the added stop in North Mercy. I still hope they can find it in their schedule to add a stop in Nerva North. With all these QoL mergers, that will be the one of the biggest backwaters left in the game, considering the amount of content out there.
What do people think about the Facilities indicator idea? It's not that important for veterans, but I think it would be a boon to new/casual/returning players, not to mention people who normally play the opposite side.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
What do people think about the Facilities indicator idea? It's not that important for veterans, but I think it would be a boon to new/casual/returning players, not to mention people who normally play the opposite side.
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Consider a newbie who wants to go to a tailor. They look at the interface and choose the lowest zone with a tailor -- now, should they go to Steel North or South? If they chose South and see the Tailor is at the North end of the map, they can use the tram to hop up there. Then they have to pass level 15-20 foes to get to the Tailor.
If they asked in chat, they'd be told to go to the RWZ.
It would be better for the help interface to list where amenities are rather than try to find them on the city selector.
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I suppose that's true. Part of my original post that may not have been clear though was I meant for the icons to be only next to the stops they are closest to. So the Icon icon (snrk) would only be next to Steel North, while WW and the Uni would be listed on Steel South.
Maybe you're right about newbies, but I guess I'm in the position where I feel some easily accessible info is more helpful than some buried ultra detailed info. If such were the alternative, I'd say do both.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
I'm going to second the "no, too busy" dissent against #1. It's your city: learn it, or read a map.
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I'm going to second the "no, too busy" dissent against #1. It's your city: learn it, or read a map.
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We're talking about QoL changes here. If they had the attitude you've stated, they wouldn't be doing a merger at all.
Seems perfectly reasonable to me that they could implement this feature in the same way they filter the dots on the minimap. Select for them to be off because you don't like the clutter or dont need them, but let them be there for the people who'd like the info.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
A big yes to adding BH to north Nerva, and add north St. Martial to that too.
They're currently located at the ferries in most of the zones they're in, making them redundant, and both Nerva and St. Martial have both located at the far end from the most interesting things such as Primeva and the casinos.
Facilities info would be excellent too, particularly for the vaunted newbie they're trying to attract.
Let me add to the suggestions that PVP zones need easier access.
A game is not supposed to be some kind of... place where people enjoy themselves!
I still hope they can find it in their schedule to add a stop in Nerva North. With all these QoL mergers, that will be the one of the biggest backwaters left in the game, considering the amount of content out there.
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A little like what they have in the Shadow Shard.
Barring that, a helicopter or alternate ferry drop would be fine.
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My thought was a BH drop spot next to Arbiter Leery That way we're not creating a "new" transit system (the portal) and we're going to a more central location that is a short hop to Agincourt, Primeva, or Thorn Isle.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
Originally Posted by Massively dot Com
Ancillary and patron power pools are currently not planned for customization, either with alternate animations or color, but they are being looked into. The helicopters will not see unification like the monorails and ferries. While there will be three more available powers when Fitness becomes an inherent pool, no additonal enchancement slots will be added.
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james_joyce was kind enough to post this image from the NYCC presentation
I think the UI image looks great, but I instantly thought, "they could do more" and really hit it out of the park. Since I19 isn't even in Closed Beta yet, I wanted to post this while it was fresh in my head in hopes they would get a chance to maybe pull this off.
Step 1- Add Facilities markers
Seeing the level range for each zone is great. It would also be great to see icons that denote Tailor, Auction, University next to the stop they are closest to. It should be for things that are unique to some zones and not others. No point in marking stores, hospitals, trainers, etc.
Step 2- Don't forget the Black Chopper Line!
No specific mention has been made of the Villain side Black Choppers and whether they will be getting a merger too. I hope they do, but I wanted to put the reminder in place now. Additionally, and this is probably the most unrealistic of my requests for Issue 19 time window, but consider adding a Black Chopper stop to the North end of Nerva Archipelago, and the Southern end of Mercy Isle. One requires adding a Chopper in Nerva, but the other one simply means connecting a portal and adding a pilot to one of the Choppers parked at Fort Cerebus.
Step 3- For the Future
This one is just a tossed in idea for a future issue. Create a combined interface like this for Supergroup Teleporter systems!!!!!
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill