Fix Praetoria


Aett_Thorn

 

Posted

Open world, team based PvP, as it was in *a certain sci-fi-ish MMO based off a movie trilogy* was great. It worked. It was fun. I PvP'd ALOT.


I don't forsee things working that way if they tried it in CoH. I forsee the above mentioned ganking (likely the newcomers searching for a sewer team being the first targets) under Atlas.

I'll pass, thanks.


However, I can't help but notice that nobody else has mentioned the graphical glitches in Praetoria... Am I (and a handful of SG friends) the only one(s) that experiences this?


 

Posted

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Originally Posted by Scirion View Post
Open world, team based PvP, as it was in *a certain sci-fi-ish MMO based off a movie trilogy* was great. It worked. It was fun. I PvP'd ALOT.


I don't forsee things working that way if they tried it in CoH. I forsee the above mentioned ganking (likely the newcomers searching for a sewer team being the first targets) under Atlas.

I'll pass, thanks.


However, I can't help but notice that nobody else has mentioned the graphical glitches in Praetoria... Am I (and a handful of SG friends) the only one(s) that experiences this?
No, I get the horrible glaring white walls in the University. I also get shrubbery and vegetation being this very low res, blurry blob until I get close when the proper texture then pops in.

Amazed neither has been addressed yet, I assume I must be in a minority with them or something.


 

Posted

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Originally Posted by Scirion View Post
However, I can't help but notice that nobody else has mentioned the graphical glitches in Praetoria... Am I (and a handful of SG friends) the only one(s) that experiences this?
No you're not the only ones that have experienced them, but most players here are long time vets and understand that it isn't unusual for these types of things to crop up in any MMO. We do our part and report them whenever we find them so the devs can get them fixed.


 

Posted

I was actually referring to the glaring and obnoxious texture glitches out in the world, specifically in Nova Praetoria around the Magisterium (sp?) area. I'll try to take a short video of it soon.


 

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Originally Posted by Lady_Electric View Post
Praetoria is fine. Biggest change I would like to see is allowing all characters to travel freely between Paragon and Rogue Isles, regardless of alignment. Sure villains probably won't get a lot of missions in Paragon, but there could be new pvp options available that way. Heroes and Villains battling in the streets would be interesting. Add a pvp flagging system, so players can't be attacked in their home city unless their flag is on.
Do. Not. Want.


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GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

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Originally Posted by Lady_Electric View Post
Praetoria is fine. Biggest change I would like to see is allowing all characters to travel freely between Paragon and Rogue Isles, regardless of alignment. Sure villains probably won't get a lot of missions in Paragon, but there could be new pvp options available that way. Heroes and Villains battling in the streets would be interesting. Add a pvp flagging system, so players can't be attacked in their home city unless their flag is on.
deary. Go play Warhammer.

PvP has never drawn more than single digit percentages in the entire life of the game. Trying to cram Open World PvP into a game that was never designed for it would more than likely see 99% of all existing subscribers go BAI BAI.


 

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Originally Posted by je_saist View Post
deary. Go play Warhammer.

PvP has never drawn more than single digit percentages in the entire life of the game. Trying to cram Open World PvP into a game that was never designed for it would more than likely see 99% of all existing subscribers go BAI BAI.
True personally I love pvp...OLD pvp not that crap now.But still open world pvp no thanks.


 

Posted

There's a huge difference between an open-world gankfest and consensual PvP in current non-PvP zones - the first would be awful, but the second wouldn't be bad if it was done properly.


@Golden Girl

City of Heroes comics and artwork

 

Posted

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Originally Posted by Golden Girl View Post
There's a huge difference between an open-world gankfest and consensual PvP in current non-PvP zones - the first would be awful, but the second wouldn't be bad if it was done properly.
I agree. But I think doing it properly, especially in this game, would be a monumental task.


 

Posted

The way I see it being done would be with a flag system - in the options menu, you could set your PvP status to on or off, and when it was off, there'd be totally no way of someone inviting you to fight - no pop-up windows, or anything like that - there be no "invite to a duel" option at all - the only way 2 players could fight would be if both of them had enabled their PvP status in the options menu.
Power suppression would be added to Wentworths and all stores, and drones would be placed around every trainer and their surrounding area, plus other places like the entrance to City Hall, the Vault Reserve buildings, entrances to Pocket D, base portals, and so on.
Basically, it would mean that going into "enemy territory" would put you at a disadvantage - PvP flagged Villains couldn't move freely around Paragon City, and PvP flagged Heroes couldn't move freely around the Rogue Isles - the current PvP zones would remain the neutral gound where both sides were evenly matched.
Penalties for being defeated on enemy territory, if you had no wakies or self rez, could include a choice to either go to a hospital back on your side of the game, or to go to the nearest PPD precinct/Arachnos prison and have to fight your way out in a mini mayhem style mission.
There'd also be bonuses for defeating players on their home turf, to reflect the bigger achievement of fighting with the odds stacked against you.
As the Sewer Network and the Abandoned Sewer Network have identical layouts, the Sewer Network would remain the way it is now, but the Abandoned Sewer Network would be turned into a new PvP zone, and would be the way Villains could move around the city without being zapped by the drones at the train stations and the zone entrances/exits.


@Golden Girl

City of Heroes comics and artwork

 

Posted

I like your idea. A lot.

To me the problem is more than just the mechanics. On the forums the very idea of PvP existing seems to offend some people despite that idea being utterly ridiculous. So the perception issue is what I think is the biggest challenge.

Now of course the forums may be over represented by people that despise PvP, so if a system like your was added it may not offend that large a group of people.


 

Posted

Praetoria has become a bit of a grind, that's for sure. The mission map repetition is killer and it seems a lot of players aren't too into being there. It might help if non-Praetorians could access missions when entering the world. Also maybe something similar to a TF.

I guess Prae is full of missions - honestly, they are written a bit better but most of them look the same. To me, the visuals outweigh the story when playing games. So, I kinda agree with the OP to a lesser extent - Prae is not as fun especially if you make a lot of alts.


 

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Quote:
Originally Posted by TheJazMan View Post
Praetoria has become a bit of a grind, that's for sure. The mission map repetition is killer and it seems a lot of players aren't too into being there. It might help if non-Praetorians could access missions when entering the world. Also maybe something similar to a TF.

I guess Prae is full of missions - honestly, they are written a bit better but most of them look the same. To me, the visuals outweigh the story when playing games. So, I kinda agree with the OP to a lesser extent - Prae is not as fun especially if you make a lot of alts.
If you make a lot of alts and send em all to Praetoria, yeah I can see how you'd get bored... Don't expect to repeat the same content over and over again and maintain interest.

Maybe you should revisit the rogue isles and paragon city with some of your alts, and there are probably some high quality AE arcs you can mix in.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

Quote:
Originally Posted by TheJazMan View Post
Praetoria has become a bit of a grind, that's for sure. The mission map repetition is killer and it seems a lot of players aren't too into being there.
Welcome to City of Villains. People have been making the exact same complaints every day about redside since the day it launched 4 years ago.


 

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Originally Posted by MunkiLord View Post
I like your idea. A lot.

To me the problem is more than just the mechanics. On the forums the very idea of PvP existing seems to offend some people despite that idea being utterly ridiculous. So the perception issue is what I think is the biggest challenge.

Now of course the forums may be over represented by people that despise PvP, so if a system like your was added it may not offend that large a group of people.
I actually enjoy PvP when I choose to partake in it.

I just don't want to be pestered by annoying jacktards following me around going "Dool me" "Dool me" "Dool me" in Local every time I happen to wander through an open zone.

The game was not designed with open world PvP in mind, for that matter it wasn't designed with ANY PvP in mind. You see how broken PvP currently is, right? Do you REALLY think subjecting the entire playerbase to that with a flag system is a good idea?

There are a very small number of things they could do that would potentially kill the game. Adding open world PvP to the game after 7 years of it not existing is one of those things.


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Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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Originally Posted by ClawsandEffect View Post
There are a very small number of things they could do that would potentially kill the game. Adding open world PvP to the game after 7 years of it not existing is one of those things.
I disagree. I think the recent loss of the three most player interactive employees will do more harm to the game than adding optional open world PvP(that really depends how their replacements do).


 

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Originally Posted by MunkiLord View Post
I disagree. I think the recent loss of the three most player interactive employees will do more harm to the game than adding optional open world PvP(that really depends how their replacements do).
I find myself agreeing with Claws on this. IMHO the jacktards trying to bully people into PvP drives away more customers than having three employees move on to other jobs.


 

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Originally Posted by Forbin_Project View Post
Welcome to City of Villains. People have been making the exact same complaints every day about redside since the day it launched 4 years ago.
I think the same holds true for blue side. It is kinda bad. I thought after those to sides were developed they would maybe improve their thinking/design with GR. Nope. Repetition all over again. Not a very good 'expansion' pack really. I would prefer quality over quantity.

I also don't make tons of alts but have sent a few through Prae. It isn't fun anymore. I realize the objective for the company is to make max $ so they drew in a new player group. They couldn't do much for the vets due to limited resources, I'm sure. I think they did a decent job at getting more players etc but it really is the same old, same old.

Resources are one road block for getting a ton of stuff out but I also think a lot of the stuff being added is questionable (day jobs, day costumes, too many resources on AE - all fine but other things would have been better).

Sadly, I can't see anything too different or innovative coming out for this game. I base this on the track record where it's more of the same old but in a slightly different wrapper. I do like this game but it is coming to that time where it might be time to move on.


 

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Originally Posted by TheJazMan View Post
I think the same holds true for blue side. It is kinda bad. I thought after those to sides were developed they would maybe improve their thinking/design with GR. Nope. Repetition all over again. Not a very good 'expansion' pack really. I would prefer quality over quantity.

I also don't make tons of alts but have sent a few through Prae. It isn't fun anymore. I realize the objective for the company is to make max $ so they drew in a new player group. They couldn't do much for the vets due to limited resources, I'm sure. I think they did a decent job at getting more players etc but it really is the same old, same old.

Resources are one road block for getting a ton of stuff out but I also think a lot of the stuff being added is questionable (day jobs, day costumes, too many resources on AE - all fine but other things would have been better).

Sadly, I can't see anything too different or innovative coming out for this game. I base this on the track record where it's more of the same old but in a slightly different wrapper. I do like this game but it is coming to that time where it might be time to move on.
This just seems like a general rant to me. What exactly did you want from GR that didn't meet your expectations? What feature did you think would make the repetition go away, and didn't come with GR?


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

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Originally Posted by Auroxis View Post
This just seems like a general rant to me. What exactly did you want from GR that didn't meet your expectations? What feature did you think would make the repetition go away, and didn't come with GR?
Well, I thought my previous post made it clear but ok, I'll hit some highlights. Keep in mind I do realize GR is a new starter experience and not so much for vet players.
1) Additional zones - the GR zones are nice but we don't need new zones. We have too many. My solution would have been to add maybe 2 zones for GR instead of 3 (I assume more zones will pop up to cover the 20-50 level range).

2) Leveling - It is nice to see some improved stories and missions but it is a very similar experience from 1-20. Maybe a TF would have been nice? Or something along those lines. Some of the missions have way too many ambushes. Almost every mission has the same, dull lab look to it or a re-skinning of those horrid office maps or some other map we've seen a million times over the last 7 years; it really can be quite awful.

These are 2 main areas. Various others. Not horrid but they contribute to burn out and boredom over this game. I just don't get why, after 7 years, they add very similar missions etc. to the game. We have a lot of these missions and arcs. I think it is time to go with something different; GR was a step in the right direction but a very small one. No more baby steps


 

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Originally Posted by TheJazMan View Post
GR was a step in the right direction but a very small one. No more baby steps
You're right. It would be MUCH better for them to wait 2 years until everything is done and release it all at once, while giving us nothing in the meantime.

They release things in small chunks like this because it would take WAY too long between new things to do if they released it in bigger chunks. MMOs start bleeding off subscribers if they go too long without anything new to do.

Honest question: Would you rather get a couple new things to do several times a year, or wait up to 2 years for ANYTHING new? Because that's pretty much the choice the devs have in front of them: Release a little bit as it gets finished, or make their players wait for potentially years between content releases.

Yes, Going Rogue was a paid expansion. But, the stuff we got right away is not the entirety of the expansion. They will continue releasing content for people who bought Going Rogue along with their regular issue releases. I really hope it doesn't turn into "You have to have Going Rogue to get anything decent with issue releases", but time will tell on that one.

I realize you were probably not being entirely serious there, but releasing more stuff at once translates directly into a longer wait between content releases. Personally, I would rather get something small a few times a year than something big every year or two.


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Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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Originally Posted by ClawsandEffect View Post
You're right. It would be MUCH better for them to wait 2 years until everything is done and release it all at once, while giving us nothing in the meantime.
And with all that extra content would come an even more expensive purchase price.


 

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Originally Posted by je_saist View Post
no. they do not.

GC has you do arcs primarily set in Galaxy City.

AP has you do arcs primarily set in AP.

Granted, most of these arcs are relatively short, and you'll eventually get fed into the contact origin contacts and the Hollows, where play experience start to merge together.
However, while those arcs are found in their respective zones, they're the same missions.

For example, let's make a new Technology hero in Atlas and name him TechDude101 and start Rick Davies' mission.

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DATA, the Department of Advanced Technological Applications, wants to understand the Clockwork better. One of my contacts in the field, Sarah Peters, has a critical piece from one of their sprocket units. Would you retrieve the Clockwork sprocket piece from Sarah?

Sorry, TechDude101, there must have been a mix up. I just handed that piece to a hero from SERAPH. I do have a tip on some Clockwork locations where you might be able to find another one. Start with this office. It shut down after the Rikti attacks, and it's a prime location for a Clockwork base. If that doesn't pan out, there's a warehouse you can try.
Ok, we go there and whack some Clockwork, and bring the piece back. That's cool.

Let's try it again in Galaxy with TechDude102!

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TechDude102, have you seen any of those Clockwork sprockets around town? Well, DATA, the Department of Advanced Technological Application, wants to understand them better. Those scavenging robots are proving to be a real threat to the city. They'll take anything that's metal: mailboxes, lampposts, even cars! I heard a rumor that an engineer here in Galaxy City named Kip Cantorum has a critical piece from one of the Clockwork sprockets. Would you retrieve the Clockwork piece from Mr. Cantorum? Thanks, Character. You're a real sweetheart.

Sorry, TechDude102, I just gave that Clockwork piece to another Hero. Perhaps I can still help you out, I saw some of those robots going in and out of an old abandoned office, and I think I saw some at a warehouse. I'd be willing to bet you could find a suitable piece in one of those two places.
And so TechDude102 has to go over there and whack some Clockwork, and bring the piece back. Wheee.

Aside from some slightly different text between the starting contact, the two missions were exactly the same. Both zone's contacts share the same mission sets, just like many contacts throughout the game (pretty much only Blueside). A good example is a low level group in the 5-9 range, Detective Jose Brogan (in Atlas), Vic Johansson (in Kings) and Rachel Torres (in Galaxy). All three of them have the same mission structure. All three give you "Find the missing homeless people" and "Hit the streets and defeat a few Lost", and they'll give you matching hunt missions (although one will have you hunt Skulls instead of Lost).

That style of contact groups and their exact same missions goes on with pretty much every contact level range. You can see for yourself with some simple tab browsing of Paragon Wiki's Contacts By Level page.

Unless I'm missing something in the details; I do that, I'm still trying to understand the difference between John Jackson and Jack Johnson


I sit in my zen of not being able to do anything right while simultaniously not being able to do anything wrong. Om. -CuppaJo
It is by caffeine alone that I set my mind in motion. It is by the beans of Java that thoughts acquire speed, the hands acquire shaking, the shaking becomes a warning. It is by caffeine alone that I set my mind in motion.

 

Posted

On open world PVP: I would prefer a different approach. Yes you can go to the opposite side's city. However, when you do, you go to a PVP instance of that map instead of the normal one. Opposite side players are alerted to your presence there (via a message that can be turned off for people who want to ignore it) and can choose to go to that map and hunt you down if they wish. Mobs in the opposite side's cities have a chance to drop PVP IOs, giving you an incentive to try for them.


 

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Quote:
Originally Posted by Oedipus_Tex View Post
On open world PVP: I would prefer a different approach. Yes you can go to the opposite side's city. However, when you do, you go to a PVP instance of that map instead of the normal one. Opposite side players are alerted to your presence there (via a message that can be turned off for people who want to ignore it) and can choose to go to that map and hunt you down if they wish. Mobs in the opposite side's cities have a chance to drop PVP IOs, giving you an incentive to try for them.

If an open world PvP were to be added to this game I'd much rather see the devs make a dedicated PvP server and allow players free transfers to and from it.