Monorail/Ferry merges in i19, will it include the Black Helicopter?
Yes to BH.
Don't know about the Paragon City ferries. There are only two 'lines' and one uses a cargo ship, and not the ferry. <shrug>
http://paragonwiki.com/wiki/Issue_19#City_Zones
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Yes to BH.
Don't know about the Paragon City ferries. There are only two 'lines' and one uses a cargo ship, and not the ferry. <shrug> http://paragonwiki.com/wiki/Issue_19#City_Zones |
Awesome, thanks for the info Zombie.
Hi Guys,
just a minor threadjack, but does this merger mean the end of the Lowbie run through Steel to get to the Tailors?
I know the run has been diluted by Icon's in the D and stuff but I did learn a lot of tactics doing those runs
Cheers
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Use the RWZ one. No risk at all
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i tell ya, the newbie whippersnappers today have it too easy. Still, i remember when all the lakes in Paragon froze over and you could skate on them. The funniest for me was playing Hydra hockey in Perez Park with KB and repel powers while skating the ponds.
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i make stuff...
just a minor threadjack, but does this merger mean the end of the Lowbie run through Steel to get to the Tailors?
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But if you're intent on using Steel, you'll be able to go from Atlas Park to Steel Canyon North. Then it's a much shorter trek to Icon with a wide street to easily avoid mobs.
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Part of me doesn't like this change. Zones are empty enough as it is, taking away crosstown station or ferry runs will just make it more empty.
I like flying over or jumping from rooftop to rooftop through those connecting zones and while I still can I'm sure I'll will start using this "shortcut" if I'm in a hurry and it'll eventually become ingrained as the way to travel.
Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components
Tempus unum hominem manet
Part of me doesn't like this change. Zones are empty enough as it is, taking away crosstown station or ferry runs will just make it more empty.
I like flying over or jumping from rooftop to rooftop through those connecting zones and while I still can I'm sure I'll will start using this "shortcut" if I'm in a hurry and it'll eventually become ingrained as the way to travel. |
I wonder if you'd be able to take the train from say Steel South to Steel North.
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Zones are meant to be empty by design. Evidence: Mission completion recipes, Arc completion Merits, 50% debt inside Missions. That is why setting your LFT flags and using /sea are your friends.
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Staring at motionless characters at Wentworths isn't the same as traveling down a street and watch other players taking out the "street trash".
Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components
Tempus unum hominem manet
Then what's the point with them? Why all the crime in the street?
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I miss the early days when you see dozens of players moving and fighting through zones. With all the ways you can take shortcuts nowadays from one zone to another I simply miss the enjoyment of sitting back and watch players flitting about to and fro. |
This game gives its greatest rewards for defeating foes. It's combat-centric, and always has been, and I believe that's because at its core from day one, what our devs originally released was a cool, mid-scale team PvE combat simulator with a bad-*** costume editor. That set the pace and the expectations for everything that followed.
Not long after release people figured out how to build and slot enhancers such they could take on multiple over-level foes. Back then, the only place you could get lots of over-level foes was outdoors. "Street sweeping" was a direct outgrowth of this.
This was a serious challenge for the devs in the days before difficulty settings. They were creating instanced content that large swaths of the player base were not playing because the best reward was not in those instances. So they started doing things to attract people back into the instances. Larger mission end rewards, 1/2 debt in missions, and even the original reputation "sliders" (Heroic, Unyielding, etc.) were enticements to get players back in missions. That tradition has continued all the way through I16's difficulty settings (which helped move people back out of the AE after that became the most recent "street sweeping").
So they keep using carrots to funnel reward-interested players into mission instances. Combine that with travel powers and you've got a game world full of players traveling at 50+ MPH to get from mission door to mission door. They're going to blow past all that stuff, and that's what happens a ton of the time for an awful lot of players. I have only very rarely met players who were interested in moseying through zones. Even though I've met people who had characters with no travel power for concept reasons, they still tried to get from mission to mission as fast as they could given that restriction, at least in the days after street sweeping was no longer vogue.
Remember, the devs (I think Statesman told us) that they originally envisioned us fighting our way from mission to mission. How they could possibly have envisioned that while giving us travel powers like Fly, SJ and SS, I don't know, and nothing about how they placed missions relative to one another or laid out mobs in zones really seems to line up with that expectation. That said it's probably not the most extreme prediction error our original devs had for how people would play the game they built.
Ultimately, addressing this at this point would probably require a serious rejiggering of both the mission and reward systems, which doesn't seem that worthwhile to me for the benefit of bringing back that nostalgic outdoor teaming activity.
It's not like I want them to get rid of the zones completely, because they do provide a sense of depth, even if they have no players in them at all. It would be a deeper sense of death if there were players out and about in it, but the game is currently set up to make people want to be in missions. I think it makes complete sense for the devs to give players the ability to get into those missions more quickly as a QoL improvement.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
*weeps for the Submariner badge*
http://www.fimfiction.net/story/36641/My-Little-Exalt
Don't let the forum registration date fool you UberGuy, been here since before Issue 2 dropped.
But a nice explanation of the evolution of empty zone syndrome.
You need to toss in global channels that did away with crowds around Trial and TF contacts or crowds at the Tram stations looking to form teams to explain today's near ghost town status.
Heck while we're at it lets toss in the abandon/drop mission buttons for all of those "Defeat X in Y" missions, which at least forced players outside, now being dropped or bypassed.
The pendulum has swung way to far over to instanced missions since the early days. Maybe with all of the other changes, to debt, to the XP curve and to difficulty settings, maybe it's time to drop 1/2 debt and eliminate/reduce mission bonuses.
Just my two inf.
Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components
Tempus unum hominem manet
Don't let the forum registration date fool you UberGuy, been here since before Issue 2 dropped.
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You need to toss in global channels that did away with crowds around Trial and TF contacts or crowds at the Tram stations looking to form teams to explain today's near ghost town status. |
The pendulum has swung way to far over to instanced missions since the early days. Maybe with all of the other changes, to debt, to the XP curve and to difficulty settings, maybe it's time to drop 1/2 debt and eliminate/reduce mission bonuses. |
I really can't see them doubling debt in missions. They could halve it outdoors, but that seems kind of meaningless, given that there are so many other reasons to run missions.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
And now I have this stuck in my head...
Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net
Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
I just wish the St. Martial, Granville and Nerva helicopter could be moved somewhere useful. They're all a stone's throw from the ferries and basically useless.
Global = Hedgefund (or some derivation thereof)
You still have to lock Heroes from being able to go to the Rogue Isles, and warn Vigilantes and Rogues of the side effects of passing through the portal. You couldn't do that from a single all-inclusive menu.
Then again, maybe that's a technical issue the devs have resolved.
I'm actually hoping that if the zones that have two trams/ferries get to keep them, a second tram will be added at the north end of IP.
will SG tansporters be able to acces their opposite zones. In other word will I be able to get to the rouge isles from my hero SG base and vice versa?
They announced the tram and ferry lines being merged in i19. Will it also include the Black Helicopter Line? what about the Talos/IP/Striga/PI Ferries, will those be merged as well?