I know I'll get flamed for this suggestion...
Why would you automatically assume this would get flamed?
Either you are overly sensitive about any type of criticism or you are trying to trick people browsing the titles of the threads into reading your idea by implying that you are making a controversial suggestion which this isn't.
In the future I'd suggest just making your suggestion and let it stand or fall on it's own merits rather than drum up drama with inflammatory titles.
As to the idea itself. I don't see it replacing the contact system but it would be a great addition to the game as it would compliment the contact sytem nicely.
/signed.
Ohohohoho!
Actually, if tip missions did extend down that far, you'd have three options.
Arcs
Radios
Tips
Also, by running tips and swapping alignments earlier, it would render the hero/villain dichotomy even more stateless.
As a player, such a change might be welcome. For the devs though, there could be whole barrels of worms opened up by this though.
my gut thought:
not against it... but not for it either.
The developers just went through a multi-year process of building a completely new experience for low level play in Praetoria. The developers have been very explicit about some of their design goals relating from that new player experience.
On of those design goals is to "spread out" the amount of information a player has to learn over the levels. The developers have explicitly stated that they do not WANT tip missions to occur below level 20 since this adds yet another layer of congestion to the information that needs to be imparted to the player.
For that same reason Praetoria does not have Task Forces. The original Positron Task force is regarded as a brutal experience, and rather than showcasing the Task Force experience for players, earned a reputation for discouraging players from running Task Forces.
Now, I realize that the way you phrased your opening post, you intended this to be for pre-Going Rogue Hero / Villain low-level content.
I think what you want is just too confusing for low-level players. The contact system works because it gives players a firm guideline for where they should go and what they should do. Giving players open-sand-boxes to go and just "do stuff that unlocks stuff"... well. That really doesn't work for MMO's.
Then there's the over-shadowing issue that revamping content can take significant development resources... and the developers behind War Witch (Melissa) and Positron (Matt Miller) have indicated that they prefer to create NEW content than revamp old content.
Now, as I said, I'm not against your idea.
I think it might work for high-level content, when the player is already assumed to have a working grasp of the game mechanics, and giving players sandboxes to "go do stuff that unlocks stuff" is more likely to not result in subscribers finding games that don't play like Suikoden.
Removing the old contacts is a terrible idea because it is completely unnecessary. They work just fine, and are in fact far superior to City of Villain's busywork of forcing you to do boring, irrelevant paper missions and the same damn Mayhem mission I've done hundreds of times, just so I can get a contact that has a story to him.
I wouldn't be specifically opposed to the constructive part of the suggestion, mind you, but I like the existing contacts and don't look too kindly on suggestions to remove them for no gain.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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While I would like to see a revamp of the low level content in Paragon City... I don't think this is the way to go.
What I want to see is some actual effort put into story arcs. Right now, barring heading to the Hollows, fledgling heroes are stuck with contacts that just dole out throw away missions until they are past level 10 - and some (Mutant or Magic contacts) need to wait until around level 15 to even have a chance at one.
That is a very long wait for what is a basic game feature. CoV might have an amazing lack of available options, but at least they start characters off with actual story arcs from the get-go.
Replacing the existing content probably isn't going to happen. But making a couple of new contacts in the 1-10 and 10-20 ranges that run actual stories, rather than just make work, would be a nice addition.
(Maybe, as a really radical suggestion, they could make one of these 1-10 contacts be in Galaxy City, rather than Atlas Park...)
-This Space Intentionally Left Blank.-
Removing the old contacts is a terrible idea because it is completely unnecessary. They work just fine, and are in fact far superior to City of Villain's busywork of forcing you to do boring, irrelevant paper missions and the same damn Mayhem mission I've done hundreds of times, just so I can get a contact that has a story to him.
I wouldn't be specifically opposed to the constructive part of the suggestion, mind you, but I like the existing contacts and don't look too kindly on suggestions to remove them for no gain. |
But my god does the content need revamping to not be utter, utter dross. And it is. There is practically no arguement leeway there. From a mechanical and story telling perspective both Praetoria and the newest Primal content is head and shoulders above what came before.
Yes, I know some people might not like certain plots. And yes, certain mobs in Praetoria are notoriously cheaty for supposed 1-20 mobs (Proven with my level 33 blaster doing zone events and struggling against minions, ffs...)
But the delivery mechanisms are superior to Primal without question.
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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But the delivery mechanisms are superior to Primal without question.
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Whenever I go back to the old City of Heroes game, I do cringe at some of the writing, the typos and the pointless missions, but at the same time, I feel much more liberated from the straightjacket storytelling of City of Villains and especially Praetoria. In those, there seems to always be a game mechanic waiting for me around every corner, booting me out of the flow of the even more basic fighting mechanics. There's always something complex, always something that I have to stop and think about, always something that's a bother.
In fact, Praetorian missions appear to have an almost unjustifiable ratio of gameplay to text. In City of Heroes, I can usually expect to take a mission and be given an instance to clear out, meeting a few clues, maybe some NPC banter and a boss or two. In Praetoria, I'm given a conversation, then a long briefing, then a short mission with nary a handful of spawns with three clues and an in-mission NPC conversation, then booted back out into the street to speak with another NPC, then back to my contact for more long briefings, then back into an instance that consists of just one conversation with one guy, then back out for more clues and briefings, then back into a mission which consists of six ambushes before it ends, then my arc ends... And that's it. I've run some arcs where I've defeated fewer spawns than the number of missions in the arc!
You know me - I'm the last guy to argue about less reading and less plot. But it's like watching a movie: After a certain point, it has too much exposition and not enough actually fun stuff taking part in it. Missions and arcs don't need to be over-engineered to the point where I spend 90% of my time reading mission text, conversations, clues, pop-ups and NPC chat. At its heart, City of Heroes is still a game about fighting stuff, and while a plot is nice, I'd sooner play fights with little plot than read through novels of plot with little fighting.
In short: Breaking down my game into small bite-sized single fights punctuated with a plot is not an improvement over having back-to-back fights with almost no plot any more so freezing to death is better than dying in a fire. We need a happy medium, and Praetoria ain't it. CoV is a lot closer, ironically.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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The idea is ok. I think a major opportunity was lost by not integrating tip missions into the papers and radios system. That's really where they would have fit well but they stand now as a separate system. I think your idea really pulls a couple of systems together well and gives the whole game a little more contiguity. However, like others have stated the lower levels need to be a simple experience that leads gently into the deep end for new players. We don't want players to look at COH the same way they do EVE.
If you think that the gradual ramp up of information isn't important try to explain the incarnate system to someone who hasn't played before. You're guranteed to have to explain at least two other systems (crafting and enhancements) to ensure that they have even a basic understanding of how to do it.
Roxy On DA...Finally!
Ambivalent on this for many of the reasons already mentioned.
However...
What I would like to see at beginning levels is more story about why we will be acting the way we do, as Heroes (Villains don't need as much rationalizing) as well as why we are ALLOWED to act as we do. I've always felt that as soon as we hit Atlas Park or Galaxy City we go about hacking/burning/shooting/freezing people (unto unconsciousness) without much reasoning behind it. Granted, enemies near your level will attack you if you enter their aggro range but we always see them first and usually SHOOT first, even if they are just "walking along the shore of the lake" (not doing anything illegal-seeming).
I KNOW that its a game and we have to suspend disbelief sometimes, but I'd like more information about being a hero at low levels.
Oh, I originally meant gang-specific tips to be separate from normal tips... perhaps call them 'leads' instead. The difference is that they all lead towards a story arc, not a morality mission. A similar UI could be used for it, with 3-5 leads from the same gang opening a contact.
As for the title, past experience has been that the flaming happens fast. I didn't even want to check this thread today...
I do think that this would be a more intuitive way for low-end play to progress. Altering the tutorial a bit to promote saving people instead of talking to contacts would help, something like the Ouroborous flashback of the tutorial perhaps? Saving a purse from a purse-snatcher and then having the victim tell you about what she heard seems pretty logical.
Even the bank missions could be reworked to fit this. Get a lead where a signature villain's name pops up, then investigate that to get more information, then to find the contact that the villain is meeting, and then the bank mission where you get there just in the nick of time. It would have a more active feel to it than the current police detective method. For red-side, the progression would be something like get a lead on a gang planning a robbery, then arrange to meet them, take down the person that thought they were in charge, and then go on a mayhem.
Oh, I originally meant gang-specific tips to be separate from normal tips... perhaps call them 'leads' instead. The difference is that they all lead towards a story arc, not a morality mission. A similar UI could be used for it, with 3-5 leads from the same gang opening a contact....
I do think that this would be a more intuitive way for low-end play to progress. |
I'll go ahead and say what you do not want to hear. No, your proposal is not more intuitive than the contact system in place.
The current system works because the player is directed by an over-arching contact to fight various mobs. From the first moment a player logs in there is somebody they can talk to that will tell the player where they should go and what they should do. Even if the player can't tell a difference between a Vhazilok and a Hellion, they are not inhibited as to the story progression.
Your suggestion inverts that frame of reference, and ultimately introduces several technical and gameplay problems that don't exist in the contact framework. For example:
- How do the developers communicate that the player has achieved all of the contacts for storylines with this group?
- How do the developers communicate that the player is partaking in a story-arc with multiple groups?
- How do the developers determine that the player unlocks a contact for one group of enemies when that contact sends players against multiple enemies?
- How do the developers determine which contact to unlock for players that are defeating enemies with multiple contacts?
- How do the developers communicate to the player that they need to go to another zone?
- How do the developers communicate to the player that they are too low for a particular zone and a particular story arc?
- How do the developers communicate to the player that they are too high for a particular zone and a particular story arc?
- How do the developers handle contacts who send players to multiple zones, or for contacts whose enemy groups are in a different zone from the one the contact is in?
- How do the developers communicate to the player that they have completed all of the story arcs for an enemy group?
- How do the developers communicate to the player that they have completed all of the story arcs for the zone they are in?
- How do the developers communicate to the player that if they go to a different zone and face the same enemy, they can continue the story.
- How do the developers communicate to the player that if they go to a different zone and face a different enemy, they can continue the story?
- How do the developers communicate to the player that if they defeat a different enemy in the zone they are in, they can unlock the contact that continues the story they are on?
The reason the existing tips-system works is because the developers don't have to worry about any of these issues. Players can be directed and guided, and there is a common frame of reference, and the system is intuitive.
Altering the tutorial a bit to promote saving people instead of talking to contacts would help, something like the Ouroborous flashback of the tutorial perhaps? |
Saving a purse from a purse-snatcher and then having the victim tell you about what she heard seems pretty logical. |
Anyways, there is a big technical hurdle with this particular example. That hurdle is that all of those animations are... randomized.
Each enemy group in the game is given a selection of animations they can use depending on their spawn point. The enemies then cycle through these animations based on their randomizing spawns. This randomization means that you can see weird things like NPC's trying to take the tires off a building...
Implementing a tips system to deliver story-arc contacts or tips through specific NPC encounters would require a large amount of new code on the back-end of the processing engine. It also would require extensive changes to the database and filtering methods used to determine what players are eligible to get.
The reason the existing tips system works is because... the developers don't have to worry about these engineering factors. Alignment Tips are dropped based on enemy defeats, not by what kind of NPC the enemy was, or where the enemy was located at.
In addition, the developers save on additional overhead processing costs by limiting the amount of information that the server has to send back and forth. All the game has to do is run a quick table reference on what alignment the player is.
- A player who is Hero or Vigilante gets rolls on the Hero / Vigilante mission list.
- A player who is Vigilante-tourist gets rolls on the Vigilante-tourist list.
- A player who is Villain / rogue gets rolls on the Villain / Rogue mission list.
- A player who is Rogue-tourist gets rolls on the Rogue-tourist list.
Even the bank missions could be reworked to fit this. |
Get a lead where a signature villain's name pops up, then investigate that to get more information, then to find the contact that the villain is meeting, and then the bank mission where you get there just in the nick of time. |
- Has player done X amount of Y mission?
It would have a more active feel to it than the current police detective method. |
- Merits
- End of mission influence
- Story arc time
- Badges
- Temporary Power Unlocks
For red-side, the progression would be something like get a lead on a gang planning a robbery, then arrange to meet them, take down the person that thought they were in charge, and then go on a mayhem. |
As I said earlier, I'm neither for or against your suggestion. I think it actually has it's own merits as far aiding the immersion of the game world.
However, such a system as you want would really be suited to a single player game. For a Massive Multiplayer Online Game where network efficiency is CRITICAL... well... I'd have trouble coming up with anything that was less intuitive... more confusing... required transmitting and tracking more information... and introduced completely new development problems that don't exist under a Contact tree system.
That being said, to reiterate what I said earlier, the suggestion itself might be a nice idea for a high-level addition, specifically for NEW minor story arcs not tied to existing arcs or content.
A good example of the defeat stuff to unlock stuff would be History Arcs tied to defeat badges. Every-time a player unlocks a defeat badge they get an unlock in Ouroborus that lets the player experience a short story arc looking at a pivotal moment in that group's past... say like experiencing the Hollowing, or the rise of Dr. Vhazilok.
Removing the old contacts is a terrible idea because it is completely unnecessary. They work just fine, and are in fact far superior to City of Villain's busywork of forcing you to do boring, irrelevant paper missions and the same damn Mayhem mission I've done hundreds of times, just so I can get a contact that has a story to him.
I wouldn't be specifically opposed to the constructive part of the suggestion, mind you, but I like the existing contacts and don't look too kindly on suggestions to remove them for no gain. |
That's assuming you actually get a mission. Most recently, at level 9, I got go talk to the AP Security Chief from some non-entity in Kings Row (I don't remember her name.) The Security Chief hands out Defeat 10 Skulls in Perez Park. Now I like street hunts and I love hazard zones, but newer players, who aren't aware of how the contact system works, are in for a serious kicking if they go to PP alone, and being new players without an extensive friend list and unfamiliar with global channels, they will go alone.
Anyway, off I go to PP to go hunt kill skulls (who happen to be on exactly the wrong side of PP from the AP entrance by the way - more fun) Having finished that I'm now level 11, but I decide not to go see Castanella at the Midnighters yet. I'll stick with my current contact.
"Go talk to the Security Chief in Steel Canyon."
Off I go to Steel Canyon to beat up some Outcasts. I'm now level 12. So I call my friendly non-entity in KR again.
"Go beat up some Clockwork in Boomtown.
Oh goody! Another hunt! In another Hazard Zone which I'm barely at level to enter!
At this point I said screw it and went to see Castanella instead.
Praetoria's content is fantastic and interesting, if a little limiting if you run a lot of alts (as I do.) Redside I love but there's just not enough of it and you have basically no options for where you want to level for a lot of the time because there's not much overlap between the zones. Blueside... there's plenty of changes of scenery, but the old issue 0 contacts are almost universally rubbish, and sifting through all the crap they toss at you in search of the rare good missions is sometimes more trouble than it's worth.
TLDR - /signed to anything that improves the low level blueside experience.
The Perez Park Security Chief mission is given out at level 7 and consists of defeating Circle of Thorns. The problem is that most CoT spawns are large, include bosses and spawn from level 8 onwards. A contact in Kings' Row won't give you missions when you're level 12, you'll be referred to a Steel Canyon or Skyway City contact.
Nit-picks aside, I still disagree with you. You don't like the low-level Launch missions, but your cited objections are Security Chief missions. There is a simple solution to this that does not necessitate a re-write of the contact system. Simply removing the Security Chief missions or otherwise adding Security Chiefs as their own contacts would solve this. It does not necessitate destroying the contact system and replacing it with a frankly horrible, impersonal system of random "proactive" tips.
More specifically, I LIKE the old Launch missions, and would be very sad to see them go. Yes, the contacts are faceless. So what? I never really cared for the obtrusive personalities of the CoV contacts to begin with. I'm interested in stories about my character and about the enemy groups, not about my contacts. CoV is replete with horrible, terrible "mercenary" jobs that achieve nothing narratively but you getting "paid," which you do in words only. I'd much rather take The Clockwork Captive or the Vahzilok Plague over Shelley Percey's meaningless busywork or the Golden Roller's irrelevancy. To quote Yahtzee: "The characters have achieved nothing, learned nothing, and will now hopefully jump into a black hole and return to nothing."
Praetoria is not a BAD idea, but it's SO HEAVILY stuffed with new fancy mechanics and walls of text that I end up spending the bulk of my time not playing the game, but instead sitting on my hands staring at static text. This is not what I want for the low-level hero side. City of Heroes requires a balance between story text and and basic fighting. While the old Launch arcs may have too much fighting and too little text, this does not mean that I want the game to go to the other extreme. A happy medium is required, and Praetoria ain't it.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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The Perez Park Security Chief mission is given out at level 7 and consists of defeating Circle of Thorns.
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A contact in Kings' Row won't give you missions when you're level 12, you'll be referred to a Steel Canyon or Skyway City contact. |
http://i904.photobucket.com/albums/a...2-12-32-51.jpg
I just noticed that this is apparently a level 9 mission. So a contact in a level 5-10 zone gives me, a level 12, a level 9 mission that sends me into a Hazard Zone that starts at level 11. How does that make any sense at all?
I'd much rather take The Clockwork Captive or the Vahzilok Plague over Shelley Percey's meaningless busywork or the Golden Roller's irrelevancy. |
Praetoria is not a BAD idea, but it's SO HEAVILY stuffed with new fancy mechanics and walls of text that I end up spending the bulk of my time not playing the game, but instead sitting on my hands staring at static text. This is not what I want for the low-level hero side. City of Heroes requires a balance between story text and and basic fighting. While the old Launch arcs may have too much fighting and too little text, this does not mean that I want the game to go to the other extreme. A happy medium is required, and Praetoria ain't it. |
We'll have to agree to disagree on the launch contacts. My main gripe with blueside in general would be that the only 'fix' the game offers to the old stuff is to throw in enough new stuff that you can almost entirely avoid it - i.e. AP to the Hollows to Faultline to Croatoa to RWZ etc, with Midnighters etc to fill in any gaps. I'd sooner see the problem fixed than sidestepped.
Correction accepted. It was probably the Kings Row Security Chief. However my point about sending players into Hazard Zones still stands.
I got that mission this morning. Here's the proof. http://i904.photobucket.com/albums/a...2-12-32-51.jpg I just noticed that this is apparently a level 9 mission. So a contact in a level 5-10 zone gives me, a level 12, a level 9 mission that sends me into a Hazard Zone that starts at level 11. How does that make any sense at all? |
Linda Summers (in Kings Row) gives out missions to players in the level ranges of 1-4, 5-9, and 10-14. A character will not be given any missions that he isn't high enough level to complete.
Steel Canyon is a zone for characters level 10-19. So a level 9 mission in a zone that starts at level 10 is not out of place.
You went to a level appropriate contact and you were given a level appropriate mission located in a level appropriate zone.
Furthermore since the mission in question was nothing more than a simple "Talk to Security Chief" all you had to do was click on the contact and leave. You don't have to do any missions the Security Chief might offer. Just like you can skip the missions in the Hollows, Perez Park, Faultline, PvP zones, etc.
You went to a level appropriate contact and you were given a level appropriate mission located in a level appropriate zone.
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This tour of the Security Chiefs isn't a story arc. There's no open book icon beside her. Frankly I'm surprised she's still offering anything - being used to CoV, where once you exit a contact's level range you get no more missions unless you're already in the middle of a story arc.
And when I do talk to the Security Chief he gives me level (9) Keep the Peace in Boomtown.
That's a level 9 mission in a level 11+ Hazard Zone. I repeat: how does that make any kind of sense?
Furthermore since the mission in question was nothing more than a simple "Talk to Security Chief" all you had to do was click on the contact and leave. You don't have to do any missions the Security Chief might offer. Just like you can skip the missions in the Hollows, Perez Park, Faultline, PvP zones, etc. |
If the KR contact is level appropriate why is she giving a level (9) mission to a level 12 hero?
And when I do talk to the Security Chief he gives me level (9) Keep the Peace in Boomtown. I repeat: how does that make any kind of sense? |
This tour of the Security Chiefs isn't a story arc. There's no open book icon beside her. Frankly I'm surprised she's still offering anything - being used to CoV, where once you exit a contact's level range you get no more missions unless you're already in the middle of a story arc.
You haven't left her level range. Her level range is 1-14, and you are only level 12. If you remember how to count it goes 9, 10, 11, 12, 13, 14. So you are still in her range of missions.
You don't have to do it' is an argument that could be used to excuse every piece of bad content in the game. That doesn't change the fact that it is bad content. |
That's a level 9 mission in a level 11+ Hazard Zone. |
Oh yes indeed, the style of story advancement through something similar to the Tip Mission system would be fantastic.
Some story arcs even work like this... when you complete one mission and it immediately leads to the next one.
Those tend to feel the most dynamic.
So long as they don't automatically start a time sensitive/timed mission, I love that manner of progression and would welcome more stuff for all levels along the lines of how Tip Missions are handled.
That system is the closest thing we have to dynamic mission/story content, as opposed to the messenger/servant boy system of most mmorpgs.
I'm not saying that development should be spent on redoing everything (or anything), but adding more options along the lines of the Tip system (and adding them in for low level) would be great.
I think it'd be great to introduce that more natural/dynamic system of story progression/action development as early as possible.
and round up everyone that knows more than they do"-Dylan
I do agree with you on Golden Roller - an arc that really doesn't go anywhere at all. However I've never come across the two blueside arcs you mention - god knows how many hoops I'd have to jump through to actually be offered an interesting story arc.
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The CoH arcs I mention are easy to miss since the 10-15 range only has two arcs to five contacts. One is the Clockwork Captive where you look for and save Lu the mechanic, and the other is BoneFire, I believe, which deals with the war between Hellions and Skulls. There may be a Vhaz one I'm forgetting. The Vahzilok plague is a 15-20 arc which is actually pretty cool. Your contact sends you to fight diseased zombies, then is shocked and amazed when you contract the disease. You get that cured and end up fighting Dr. Vahzilok in person.
The thing, though, is that all the arcs I mention end up with a revelation of some sort. They don't pretend to reward our characters with fake money, but instead reward US with more lore. The CoV story arcs, by contrast, have no interesting lore at the end. It's just wham, bam, thank you ma'am. Story over, nothing has changed. That's why I like how Leonard's arc ends - sure, I still get fake money, but at least it leaves me with the satisfaction that I took it from Protean, who's pretty easy to hate.
Some of the Praetorian story arcs are good in this regard, as well. Most of the starter Power arcs end in self-gratifying closure as you steal the spotlight, and many of the earlier Warden arcs are at least less morally-ambiguous. But each path has one chunk of the overall Praetorian storyline that it reveals along the way, and THAT matters.
We'll have to agree to disagree on the launch contacts. My main gripe with blueside in general would be that the only 'fix' the game offers to the old stuff is to throw in enough new stuff that you can almost entirely avoid it - i.e. AP to the Hollows to Faultline to Croatoa to RWZ etc, with Midnighters etc to fill in any gaps. I'd sooner see the problem fixed than sidestepped. |
I also don't always agree what constitutes a "fix" on older content. One of the criticisms usually levied against it is that missions are simple, repetitive and boring, and newer content is brought up as an example. The only problem is that I've liked content less and less the newer it is, because it becomes overcomplicated and fat with exposition. Yes, I want story and background, obviously. But I want a good mix of "just fighting" in there, too. And this complicated method of content design creates far too many missions with almost no combat and far too much sitting on my hands and reading in-between missions.
After the release of the Architect, the developers committed to creating content more complex and more elaborate than what players could make, as an answer to the concerns players had of developers outsourcing new content to the players. In my eyes, this was a mistake, because the complexity of content has been raised to such a degree that the cost of creating it now appears prohibitive, and the result is fat and cumbersome.
Praetoria's story is interesting. Once over. Any more than that and it becomes unwieldy to be bogged down with this much text. It's getting to the point where if I skip reading the text, I can run an arc for a third of the time it would take me if I were diligent with my lore.
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To summarise: Kill or translocate Security Chief and Forced Introduction missions (and PvP liaison) missions. Add more content TO THE OLD CONTACTS, but don't make it so complex and intricate so as to feel like it's from another game entirely. Make regular missions simple and end arcs with a more complex finale. If need be, rearrange mission door locations to be in the same zone as their contacts at least for the first 20 levels.
This should fix it.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I'd just like it if a lot of the lower level contacts had an actual arc, not randomly strung together missions that have no overlaying plot, and that weren't all defeat all, hunts or...oh, yeah, defeat all.
I get the fact that throwing in too many bells and whistles can be an annoyance too. But Defeat All after Defeat All seems to be about 95% of the old content. And it's badly written, too. Very badly written. To the point that, yes, I will avoid it because it's that bad.
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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It's still there because YOU chose to do other things instead of that mission when it came up. You have no one to blame but yourself. It's not the devs fault that you chose to do other things than that mission when it became available.
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You haven't left her level range. Her level range is 1-14, and you are only level 12. If you remember how to count it goes 9, 10, 11, 12, 13, 14. So you are still in her range of missions. |
No it isn't. YOU DON'T GO INTO BOOMTOWN. The Security Chief is in Steel Canyon. You never enter the hazard zone. You've been playing this game for 3 years and you still haven't learned how to read the mission tab? Your own screen shot shows that the mission is in Steel Canyon right under your mission difficulty which you had set at +0 (x2 Players) No AV. |
And here it is here. Note: Level 9.
http://i904.photobucket.com/albums/a...2-21-25-13.jpg
Now, once you've finished reading the security chief's briefing text on (9) Keep the Peace in Boomtown, do me a favour...
Show me on the map of Steel Canyon where Primer or the Cannonade is.
I'll wait.
No, I was given that mission at level 12, like I said in my initial post.
Keep up with the patronising comments. It makes the next bit so much more enjoyable for me. You've been in these forums for almost 6 years and you clearly haven't learned how to read a post. I was talking about the mission I got when I talked to the Security Chief. And here it is here. Note: Level 9. http://i904.photobucket.com/albums/a...2-21-25-13.jpg Now, once you've finished reading the security chief's briefing text on (9) Keep the Peace in Boomtown, do me a favour... Show me on the map of Steel Canyon where Primer or the Cannonade is. I'll wait. |
So now your trying to pull a switcheroo by posting a completely different screenshot of a different mission. Nice try but you still fail miserably.
The first mission you posted a screenshot of was a simple go talk to the Security Chief and leave. You never entered the hazard zone because when the mission was first created you couldn't enter until you were the minimum required level. The contact wouldn't give you the "Keep the peace in Boomtown" mission until you reached level 11 and could enter the restricted zone.
It's only because of years of player requests to the devs to remove the level restrictions from hazard zones (which was finally lifted last year) that we can now enter Boomtown and the other hazard zones, and the missions that were previously blocked by the minimum level requirement can now be be run by characters that are of a high enough level to get the first mission yet lower than the zones previous level restriction.
So everything is working as intended, Your still level 12 getting a mission from a contact whose level range is still levels 1-14. Oh and being sent on a streetsweeping mission in a zone that's only 2 levels higher is not inappropriate. 9+2=11.
But if you want to go back to the old way where we were restricted from entering the hazard zones please feel free to make that suggestion. I'll find the responses to it highly amusing.
Edit: I won't bother pointing out that with the mission difficulty slider we can set our missions to be much more difficult than a level 9 streetsweeping mission in a level 11 hazard zone.
I'd just like it if a lot of the lower level contacts had an actual arc, not randomly strung together missions that have no overlaying plot, and that weren't all defeat all, hunts or...oh, yeah, defeat all.
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There has been a great decline of one-off missions over the years. You go from City of Heroes, where contacts had almost as many one-off missions as they had arc missions, to CoV where contacts have one to three arcs and maybe two one-off missions, to Praetoria where one-off missions do not exist. And I'm not sure that's a good thing. Let me explain:
An arc requires a great effort in writing. You need to put down a meaningful plot, pace it over multiple missions, try to keep consistency, flow and logic, construct many missions and in the end you can still have one single stupid mission that ruins an entire arc to where people will no longer run it (see: Stop 30 Fir Bolg).
By contrast, one-off missions don't really have any of those pressures. You only need as much "plot" as to carry one instance, and it's fairly easy to fit that into overall canon. You don't need complex mechanics because you've had no story to build up to them, and you don't need massive amounts of writing since, hey, it's a one-off. Briefing and debriefing will do.
I would personally like to see a great body of one-off arcs be created "on the cheap" with simple mechanics and simple stories, just so as to add some more meat to the CoV and Praetorian contacts, and to make it feel that much less like I'm literally exhausting every last bit of content the game has just moving through the level ranges.
I get the fact that throwing in too many bells and whistles can be an annoyance too. But Defeat All after Defeat All seems to be about 95% of the old content. And it's badly written, too. Very badly written. To the point that, yes, I will avoid it because it's that bad. |
Sure, it's not good storytelling, but I consider it the best kind of gameplay, since it constitutes the fewest interruptions. I wouldn't want to make stories entirely of kill-all missions, obviously, but that's why I'm suggesting one-off missions in addition to arcs - so that they can serve as the simple, direct alternative to the more complex arc structure. That way, we'll always have a choice between complex, slow, plot-heavy paths and simple, basic, combat-heavy paths. Theoretically, this should leave something for most everyone.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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...but I'll post it anyhow.
I'd love to see the gameplay revamped throughout the low-level zones. Specifically, I'd like to see gang-specific tip missions replace the current contact system. Instead of immediately getting a contact that starts sending us on errands, why not drop gang-specific tips when beating on members of that gang, and then when enough tip missions have been run unlocking a TF/SF contact?
As an example of what I mean, I'd like to see Hellion-specific tips drop when defeating Hellions in the streets. Maybe one of them gasps out something, or lets it slip while boasting. After you complete a few Hellion tip missions, you unlock part of the story arc we have now for the Hellions/magic origin arc. Perhaps Paco Sanchez contacts you because you have a growing reputation as the go-to person for dealing with the Hellions.
After you unlock the contact, the series of missions is a normal TF/SF, just like the ones we have now, but with a minimum team size of 1.
So, to recap: instead of being the errand person for the whole city, I'd like to see my heroes and villains have a growing reputation that's reflected in the number of TFS or SFs they have unlocked. I think that we already have almost all the pieces necessary to implement this. Gang-specific tip missions could be reworked radio missions, the TFs would simply be the arcs we already have now, the contacts are already in place. It would massively increase the number of different TFs in the game, giving the whole player base more variety.
Any thoughts or comments?