Tell me again we have War Walls?


Anti_Proton

 

Posted

Call me crazy, but I like the war walls. I like being able to clearly see the edges of the zone. The "not-really-visible-until-you-smash-into-them" outdoor instances where you can see areas but not get to them drive me crazy. Especially when the area is not square shaped. Not to mention the, uh, "fun" of super speeding around a map and seeing "Warning: You are about--" [Loading Screen]


 

Posted

Quote:
Originally Posted by Golden Girl View Post
I'd like Atlas Park to have more fountains at the plaza, and for the "wild" look of the parks to be changed into a more landscaped look.

I would personally love if we had a developer resource who was basically the "granularity creator." This person's job would be to go through the zones and, if not necessarily totally revamp them, add interesting details. We have libraries--can we use them for actual research? There are giant upward facing fans in some areas, can they hit anything that steps on them with a massive knockup? Could generators have a radius of Enverating Field? Could a "cursed" area of one of the maps cause our shadows to act differently?

It could be small or large, but these small details, to me, are more important than looks alone. Although I'd certainly like to see a few zones get a repaint as well.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I would personally love if we had a developer resource who was basically the "granularity creator." This person's job would be to go through the zones and, if not necessarily totally revamp them, add interesting details. We have libraries--can we use them for actual research? There are giant upward facing fans in some areas, can they hit anything that steps on them with a massive knockup? Could generators have a radius of Enverating Field? Could a "cursed" area of one of the maps cause our shadows to act differently?

It could be small or large, but these small details, to me, are more important than looks alone. Although I'd certainly like to see a few zones get a repaint as well.
This-ity this. My impression is that in a way, at least with outdoor mob spawns, this was one of War Witch's responsibilities of yore. She did a great job at it too considering what the game was lacking at that time and what it had after she moved on to a different position!


 

Posted

I think they should change the War Walls to Sugar. You know, Sugar Walls.


 

Posted

Quote:
Originally Posted by Scythus View Post
Terra Volta was built by Time Lords. True story.
Lies. The War Walls were built by the Peace Corps. Portal Corp was built by the Rockerfeller Foundation. Founders' Falls was built by Fountains of Wayne. Wayne Industries has no offices in Paragon City. Dang Mongorians, wanting to tear down my City's walls.

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Posted

They should at least put some anti-air turrets up on the tops of those walls, what with everything that can just fly over them.

Also, they should at least do the Vista thing at least partially with the boundary between Talos Island and Founders' Falls. Look at them on the game's map, then look at that wall from either TI or FF and try to peer into the opposite zone. Completely incongruous!


 

Posted

I actually think war walls make a certain amount of sense, even in the present context of the lore.

Sure, stuff can fly over them, teleport past them, whatever. But paragon is essentially still a militarized zone; under constant rikti threat, inhabited by various military/terrorist/criminal groups, host to daily running battles between them and the police/heroes. In that environment it makes sense to cordon off the city so that you can at least contain any crazy stuff that goes down.

That way, when the hollows/faultline/boomtown (or generic rikti invasion) happen, you have ready-made chokepoints you can use to keep the madness from spreading all over the place.


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Posted

Quote:
Originally Posted by Golden Girl View Post
I'd like Atlas Park to have more fountains at the plaza, and for the "wild" look of the parks to be changed into a more landscaped look.
I'd want something of that kind of revamp to be done to the city zones more than anything; making the city look more like a real city.

Praetoria looks far more like a real city than Paragon. Even the Rogue Isles has a better design to its buildings and city blocks, even if their size is still off. I mean the Steel Canyon skyscrapers are too thin at the bottom to support how high they are as well as the ground floor being way too short to be a ground floor.


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Posted

I like the War Walls, and would be very disappointed to see them removed. "Just a city" is incredibly boring, much like your typical Fantasy featureless forest, or your generic dungeon. Our competitors have proven that without a shadow of a doubt, and after having seen Praetoria, I'm even more convinced of this. "Just a city" has nothing which interests me, regardless of how much it looks like a real city. I look out my window and see a real city, and it's not that interesting.

The War Walls bring a fantastic element to the city. It reminds us that, even though this looks like any old place you may have been in, even though it looks 20th century, and in places even 19th century, it's still very much a city of the future, nestled between high-tech barriers and involved in a storyline bigger than your typical GTA. It's like Final Fantasy's Midgar, where a typical slum exists, but underneath a massive superstructure holding up an upper level of city, or the city in the skies in Battle Angel Alita towering over the less developed settlement below.

To me, the War Walls' omnipresence is what makes the settings interesting. It's like rounding a corner around an office building and realising the whole place is on a floating island, or looking up to see not sky, but the outer hull of a giant colony ship, or even looking into the distance and seeing the world curve up into a ring, all the way overhead and back down and around to the other side. It's something that's more than "just a city."

City environments don't grow boring because we don't spend enough time in the desert or in Canada. They don't get boring because you can't see far enough. They get boring because if you've seen one city - usually New York - you've pretty much seen them all. They're buildings and roads, with the occasional parks. That's why I love places like Terra Volta so much - because they provide a contrast to the downtown urban environment without being a completely different game altogether.

Without that omnipresent fantastic element, Paragon City would be a much more boring place.


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Originally Posted by Arcanaville View Post
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Posted

Heh, speak for yourself Sam, I personally find Praetoria way, way higher on the eye candy scale than Paragon

Besides, have you gone to Tiberian Bluff in Imp and stared at the forests behind the Sonic barrier? I was giving myself heebeejeebies. Something about it is freaky, I tell you.

That, and the subtle way Praetoria is a little too clean and shiny
Paragon would obviously be grittier. But it doesn't have to look like dirt.


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Posted

I'll throw m 2 cents in and say I want the War Walls taken down and have Paragon City become more like how Praetoria is. The exception would be to keep the War Walls around hazard zones and around Terra Volta.

It is so much nicer to fly around Praetoria and be able too see 2 zones away. With City of Heroes I just feel trapped in little boxes that don't relate to each other in any meaningful way

Granted this will take a lot of work and the Devs would need to completely redo the game maps. But it is worth the work.

I mean technically Independence Port, being a port should have open water like Talos.


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Posted

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Originally Posted by Samuel_Tow View Post
...snip...
To me, the War Walls' omnipresence is what makes the settings interesting. It's like rounding a corner around an office building and realising the whole place is on a floating island, or looking up to see not sky, but the outer hull of a giant colony ship, or even looking into the distance and seeing the world curve up into a ring, all the way overhead and back down and around to the other side. It's something that's more than "just a city."
To me, the War Walls glaring examples of tech limitations dictating design. They had a zone size limitation and knew there would be a breakup for loading screens. They could have made 'transparent barriers' that wasn't even acknowledged in game (much like they did in CoV) but they instead made the barriers manifest in the gameworld with these massive structures.

They don't look futuristic to me-- they look ridiculous-- having all the failings that make such static defenses irrelevant in modern warfare- easily flown over (if we didn't have a (totally transparent) ceiling), easily tunneled under (sewers & utilities cross under them) and containing more mass in their lower walls than all the buildings in the city they enclose. They make no operational sense in the world the devs otherwise presented to us-- either construction of that scale is so easy in the superhuman world that the entire nature of cities and urban development would be alien to us, or the tech is used in such a limited way that the entire hero-exclusive medical teleporter system appears quaint in comparison.

I find it easier to simply keep the walls out of view-- don't bring them up, don't acknowledge any limit they place on me, and just focus on the city parts I enjoy. There's plenty of precedent for that in the superhero genre-- authors ignoring "canon" material that just goes too far from what they want. Punisher as an angelic demonkiller? Frankencastle, maybe? Spider Man and Howard the Duck team-up? No reason to even bother with acknowledging it in the character histories if you don't have to.... just move on with what you enjoy and don't shed any more light on the problem stuff than you absolutely have to.


That's why, despite my objections to them, I say "keep the war walls." Any effort to write them away sheds unnecessary light on them in the first place. They're a monumental irritation that I've learned to just ignore.... explaining in-story why they're now gone will be shedding more light on the monumental mess.

For those that don't like seeing the walls, a fleshed out Praetoria will meet their needs. Heck, adding heroic/vigilante/rogue-styled arcs to City of Villains ("good people struggling to do right under an oppressive regime") would be a better alternative.

Keep the walls in Paragon-- just don't use gimmicks like it going forward.


 

Posted

The Praetoria tech of zoning should be enabled in all old zones.. and Cimerora. Even though the zones are still seperate the loading and appearing on the same spot on the other side gives the illusion of one big zone.

And that is what we like to have at least.

I like to be able to fly in cimerora to the Oracle island. Without needing to go into the ITF! Its there.. I can see it! Let be fly to it (even if there would be a blue screen to hit and loading that places me on the other side and same spot).


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Posted

There was a plan to take down the war walls ages ago. No idea why it fell down probably because they had better things to do.

Personally IMO leave em there. Taking them down means a lot of effort I'd rather see spent elsewhere.

It is a major rewrite of art and zone info for almost every zone unless they throw common sense into it which takes even longer. Eg. they need to be left up in RWZ and anything bordering it on that side. Then what about other Hazard zones? Would they really take down the walls and let swamp monsters from the park wander into Altas? Probably not. All this and not an ounce of additional content or real playability.

By the time you leave all the walls around all the Hazard Zones and the zones bordering them you end up with a lot of the walls still there anyway.

Secondly I HATE the lack of defined boundaries in Praetoria. I am forever accidently zoning when trying to get stupid badges. At the very least there should be absolutely no badge stuff at zone lines ever again as that is really annoying.


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Posted

Quote:
Originally Posted by Samuel_Tow View Post
City environments don't grow boring because we don't spend enough time in the desert or in Canada. They don't get boring because you can't see far enough. They get boring because if you've seen one city - usually New York - you've pretty much seen them all. They're buildings and roads, with the occasional parks. That's why I love places like Terra Volta so much - because they provide a contrast to the downtown urban environment without being a completely different game altogether.
You ever saw pictures of the city I was making?

Pretty fantastic if I do say so myself. But I might be biased.


 

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Quote:
Originally Posted by Ultra_Violence View Post
There was a plan to take down the war walls ages ago. No idea why it fell down probably because they had better things to do.
You might be thinking of the introduction of the Rikti War Zone and Rikti Invasion Events. IIRC, there were Dev comments/teasers about the War Walls coming down and lots of people thought that meant we were getting an open world. Turned out they were just hinting at the blue force fields dropping during a Rikti Invasion.


 

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Quote:
Originally Posted by Chase_Arcanum View Post
They don't look futuristic to me-- they look ridiculous-- having all the failings that make such static defenses irrelevant in modern warfare-
Well, in defense of that, bare in mind that we never really see tanks or any other military vehicles do anything other than drive around and get wrecked.


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Quote:
Originally Posted by Samuel_Tow View Post
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Posted

You know, maybe we should have more war walls! Why, Croatoa should have war walls!

And so should Cimerora. They need something to get all those traitors out of their city. Maybe something like this:


 

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Quote:
Originally Posted by AzureSkyCiel View Post
Well, in defense of that, bare in mind that we never really see tanks or any other military vehicles do anything other than drive around and get wrecked.
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Excellent point