Two Options for Rogue Travel


AmazingMOO

 

Posted

Right now, if you're a Rogue doing a Hero Taskforce... which is one of the big bonuses for selecting a 'tourist' alignment, you get to run all over creation while your teammates wait on you to arrive. It doesn't matter what travel power you've selected or how quick you are on the draw. The Heroes have O-portal Access and Base Portal access. They're ALWAYS going to arrive first, maybe as much as 5 or 6 minutes before you if you have to, say, go from the Bricks end of IP to the far wall of Astoria, which can happen a few times on Citadel.

Even if the team leader can let his teammates into the base, tourists can't use the base of opposing factions.

Vigilantes don't really have this problem. The Rogue Isles are much better connected in terms of travel. Even if you HAVE to leave the current zone, which you don't usually have to do, you're never more than one stop away.

If you're careful, and your destinations happen to be Atlas, KR, or Talos, you can sometimes use a Wentworth's teleporter to help speed you along, but there is still a serious limitation here. If you're really lucky, teammates might even set up a 'Recall' chain for you, but it's pretty rare to see that level of coordination on a non-master TF.

It would be different if the designers said, 'One of the penalties for being a tourist is that you don't get easy travel away from home.' However, that's not really the case, especially when you consider how much easier travel is for vigilantes than rogues. Also, since the combat exploitation of the Oroborous portal has been fixed, it's allowed even during 'Master' TF runs since it doesn't really effect the game balance. ALL it does is speed up travel time... for heroes.

There are two options to make this situation more fair.

The first option is the 'take away' option. It's kinda stupid since it punishes everyone to disallow use of the Oroborous Portal during taskforces just because a few team members can't use it.

The second option is the 'Well, why not?' option. Allow Rogues to acces Hero zones via Oroborous and allow Vigilantes to access Villain zones the same way. Better yet, allow folks to permit tourists entry into their bases. (But that would break CoP.... or it would if there weren't 3x more heroes willing to do CoP than villains). Additionally, if you have tourists in your super group, allow them to collect and install teleport beacons for both hero and villain zones. Heaven forfend that we have to dump more influence and salvage to make more teleporters.


 

Posted

Anything a hero can get to by train you can get to by using ww tp to talos. Train is right beside ww. On a good day my rogues can beat heroes to missions. On a bad day... everything you described.


 

Posted

I really hope bases will bew made co-op in future, and sometime soon. It really is a most annoying limitation.


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Posted

I never understood why we couldn't enter the leader's base. Probably some left over from base raids - like the SG base's defenses would shoot at you or something.

I really hope Ouroboros will be made co-op in the future... or at least let tourists go to the opposite Ouroboros if they are in one of those zones when they activate the portal. I wouldn't expect them to be able to start opposite-faction flashback missions (the crystals and contacts would give the "you haven't run the introduction arc" message) but allow them to join teams running flashbacks, task forces, and Ramiel's arc.


 

Posted

Quote:
Originally Posted by Golden_Avariel View Post
wouldn't expect them to be able to start opposite-faction flashback missions (the crystals and contacts would give the "you haven't run the introduction arc" message) but allow them to join teams running flashbacks, task forces, and Ramiel's arc.
Is there any reason why not though? Lorewise it should be applicable if we can do content that no longer exists to begin with.


 

Posted

Yeah, now that side-switching has been added, I feel that ouroboros can be made more like RWZ. The only issue I could imagine is making the zone dialog alignment-specific for the exit portal, but even then it seems pretty simple.


 

Posted

Quote:
Originally Posted by AmazingMOO View Post
If you're careful, and your destinations happen to be Atlas, KR, or Talos, you can sometimes use a Wentworth's teleporter to help speed you along
There's also the Vanguard Bases, Pocket D and (less usefully) the Midnighter Club, which provide a few additional links.

The most annoying part, I find, is forgetting my alignment and hopping into the Ouro portal someone has just dropped. Then I have to make my way back to the other side *and* still get to the next mission. It's especially annoying when side transitions like Pocket D have an popup warning on a zone change where all you have to do to get back is turn round and click on the door you just walked through.


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Posted

Quote:
Originally Posted by Golden_Avariel View Post
I never understood why we couldn't enter the leader's base. Probably some left over from base raids - like the SG base's defenses would shoot at you or something.
Base raids could be hero vs. hero or villain vs. villain though, so I don't see why that would be problematic.

I think there was a bug a long long time ago that allowed people to get into the opposite sides's base, and to add items to their storage. This allowed people to transfer items from heroes to villains. Of course the storage bug has been fixed now, and with a merged market it doesn't matter anyway, so I don't see any reason why bases shouldn't be co-op.

It wouldn't necessarily make it harder for pure villains to get on a CoP trial either. Didn't they change it so you can leave the zone on a co-op TF without being booted from the TF? So just form up teams in the RWZ or Cimerora, and use the base portal there. The CoP is perfectly justified in being co-op, what with Rularuu wanting to eat our whole dimension and all.


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Posted

Quote:
There are two options to make this situation more fair.
I'm not discouraging your suggestions, but I am curious as to what you mean by "fair." Fair to whom? Is there some advantage/disadvantage that doesn't apply to the whole team? Are there people that don't invite Rogues to teams because they take a bit longer to get between mishes? I team with people that have slow loading times due to ancient computers or crappy internet. They take just as much time to get from place to place.


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Posted

Hmmm...I've only seen this problem when my rogue had to get to PI.

Now I'm all for allowing Rogues/Vigilantes access to bases, but I haven't really seen this big problem either.

So you're the last to arrive at the mission? o.O Well someone had to be last.


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Posted

I would love to see Ouro be co-op or something.


 

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Quote:
Originally Posted by White Hot Flash View Post
I'm not discouraging your suggestions, but I am curious as to what you mean by "fair." Fair to whom? Is there some advantage/disadvantage that doesn't apply to the whole team? Are there people that don't invite Rogues to teams because they take a bit longer to get between mishes? I team with people that have slow loading times due to ancient computers or crappy internet. They take just as much time to get from place to place.
Fair to the people who have to wait because of the alignment of a party member.

For your scenario, realize that's a separate occurrence. And it's quite possible for your rogue friend to have an ancient computer/dinky internet, and the issue becomes multiplicative.

The other aspect that comes to mind is that it's far more likely for one of the group to have an O-portal off cooldown, than it is for the individual rogue to have a wentworth port off cooldown. It is still a nice fix, just may led to more frustration, especially on a heavy travel TF.

Another power that is universally useful to those seeking to reduce load times, Mission Teleporter .


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Posted

Quote:
Originally Posted by reiella View Post
Fair to the people who have to wait because of the alignment of a party member.

For your scenario, realize that's a separate occurrence. And it's quite possible for your rogue friend to have an ancient computer/dinky internet, and the issue becomes multiplicative.

The other aspect that comes to mind is that it's far more likely for one of the group to have an O-portal off cooldown, than it is for the individual rogue to have a wentworth port off cooldown. It is still a nice fix, just may led to more frustration, especially on a heavy travel TF.

Another power that is universally useful to those seeking to reduce load times, Mission Teleporter .
Fair to your team members? That's some pretty impatient team members if they can't wait a minute.


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Posted

Quote:
Originally Posted by Signpost View Post
Is there any reason why not though? Lorewise it should be applicable if we can do content that no longer exists to begin with.
The only reason not to allow a tourist to use the flashback system is because tourists can't use opposite-faction contacts at all.


 

Posted

Pocket D goes to KR, Faultline, Founders, Talos.

Midnighters Club goes to Croatoa, Steel, Founders.

RWZ goes to Peregrine Island, Founders, Atlas Park.

And now Trains go from any non hazard zone (Except PI) to any other Non hazard zone.

You can now use the cargo ship from TI to IP.

There are plenty of ways to get around without O-Portal, (Since all those places except PI are connected by train now.) Or without base portals, which really only help you with Hazard zones.


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Posted

Quote:
Originally Posted by BrandX View Post
Fair to your team members? That's some pretty impatient team members if they can't wait a minute.
Ya, but that's dreadful minutes that could be spent doing other stuff, like killing giant eyeballs.

The Shadow Shard TFs come to mind as probably the worst of them because of anytime they travel back from Paragon City, it's extra time, in an already long frustrating TF.

Not a big deal in the grand scheme of things, it's just frustrating. Not even a small deal really, just frustrating . Yes it's mostly able to be mitigated, the bulk of the time difference is going to be more so the running to the 'Node' point [as opposed to more instant grat of dropping a snake and moving on].

And well, Hazard zones are another blargh issue too , they're surpassable, just bleh.


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Posted

A couple other travel tips:

If you zone quickly, it might be better to go into Brickstown from the south end of Indy Port and take the train from there.

In Steel, Skyway, and Cap Au Diable you can take one train/ferry to the other one in the zone without needing to load the zone again. (Also Mercy for the Black Helicopters and Port Oakes for the ferries, but those aren't as useful.)

If you're up by Portal Corps in Peregrine, the fastest way to Talos isn't south to the ferry, but directly east into the edge of the zone. Although there's been a bug since I19 that drops you outside the zone wall at the far north of Talos instead of at the ferry to Peregrine...

Not to sound like the old man grumbling about 'kids these days...', but traveling is so ridiculously easier nowadays that I don't see any reason to complain. I miss when knowing the ways the zones connected was useful knowledge that could get you to your mission faster. I still tend to jump to the gates and travel the old fashioned way when I'm not in a hurry. Moving through the city remains one of my favorite things about this game, even after all this time.

ETA: I'm also weird in that I really liked traveling around during Shadow Shard TFs... I knew the zones pretty well and usually got to the missions first with super jump and gravity geysers, and would be in charge of teleporting people (except in the Storm Palace, where recall friend was out of range so another teleporter and I had to set up a teleport relay...) Getting back to Paragon is easy... jump off to your doom and you teleport back to the zone entrance.


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Posted

Quote:
Originally Posted by Kahlan_ View Post
I would love to see Ouro be co-op or something.
Yes please.


 

Posted

My suggestion would be:

1) Don't necessarily allow Rogues into Hero SGs, but let them visit the team Leader's base just like any member of the team. Vice versa for Vigilantes.

2) Add a portal linking the hero Oroborous to the villain one, and let Rogues and Vigilantes use it. It would take an extra step for the Rogue to "zone" from villain Oroborous to hero, so he can use the hero portals, but would gain the ability to team with heroes doing Flashbacks.

Honestly, I'm pretty sure the whole reason the tram and ferry systems opened up was specifically to address this issue. So it's not that big of a problem. It's still a hassle getting to Peregrine Island, but I don't have any problem getting around the rest of the zones as fast as my teammates. Most of them are using the trams too, as they're usually faster than the base now.

I'll add that I personally think that the O-portal letting you choose where to go instead of just dropping you back where you came from was a mistake. It's obviously too late to do anything about it now, though. But travel has been easier between zones since probably even before Oroborous came along, so it's more an example of "feature creep" than anything bad.


 

Posted

Not so much as a travel issue, but just a general "why is it still separate?", I'd really like to see OB get merged to a single co-op zone. Would also help with that Alpha Slot unlock.