Suggested Co-op Zone: The Staging Area


Adeon Hawkwood

 

Posted

This zone would be designed as a better jump off point for Incarnate Trials than Pocket D (which seems to be the favored gathering zone for the trials.) Level 50's would receive a teleport power to reach the zone. Give the zone the same exit options as Ouroborous (to keep it from being used as a train station for zones that Ouro doesn't port to). Give the zone a Vanguard flavor (with some lore dialogue NPC's related to the trials) and a vendor or two.


_________
@Inquisitor

 

Posted

what i think would be better is a whole outdoor zone made for incarnates, like a place where our incarnate shifts worked and such, it would be co op like the RWZ, but it would only allow 50+ toons in or something

it would definitly solve the problem of where to meet and give incarnates something else to do aside from the trials to get threads or whatever


 

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They could use the old Matrix Room they had for the Arena.


 

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very much signed. And please allow the cap to be higher than 50 per instance.


 

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Quote:
Originally Posted by Mr_Morbid View Post
This zone would be designed as a better jump off point for Incarnate Trials than Pocket D (which seems to be the favored gathering zone for the trials.) Level 50's would receive a teleport power to reach the zone. Give the zone the same exit options as Ouroborous (to keep it from being used as a train station for zones that Ouro doesn't port to). Give the zone a Vanguard flavor (with some lore dialogue NPC's related to the trials) and a vendor or two.
Here's an idea: Set this staging area on the summit of Mount Olympus. Since we're already well into riffing classic Greek mythology, anyway. Plus, it'd make an opportunity to blend the "armored military" Vanguard theme with the "celestial white and gold" theme of Ouroboros.

The gods Zeus, Poseidon, and Hades would resemble Incarnates Marcus Cole (pick one), Hero 1, and Lord Recluse. The other gods in the pantheon could serve as store contacts, and may or may not resemble other characters in CoH.

Hera = Inspirations vendor

Hephaestus = Enhancement vendor

Athena = recipe vendor, hosts series of on-site crafting tables

Ares = Enhancement vendor

Aphrodite = Inspirations vendor

Hermes = Consignment House contact (for those of us who dispose of salvage and other high-demand crap via market)

Apollo = Inspirations vendor

Dionysus = Inspirations vendor

Demeter = Enhancement vendor


 

Posted

Quote:
Originally Posted by Forbin_Project View Post
They could use the old Matrix Room they had for the Arena.

^ this, /signed, now


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Originally Posted by Zwillinger View Post
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

I wonder if, code-wise, it'd just be easier to make Ouroboros full coop zone for this purpose. Theme-wise, it's already the perfect place and is already set up as an Incarnate kicking off point with Mender Ramiel & Prometheus.

The code hurdles:
1) Limiting Heroes/Villains from accessing the other side's flashbacks, but it seems like, once you click on a crystal, the system checking your alignment and giving you the appropriate lists wouldn't be insurmountable (I know, Std. Code Rant...)

2) Limiting Heroes/Villains from accessing other side's zones when exiting (see above). Personally, I think Rogues/Vigilantes should be able to exit to both sides, but hey...

Ouroboros really is perfect for the staging area.


 

Posted

Quote:
Originally Posted by Forbin_Project View Post
They could use the old Matrix Room they had for the Arena.

So...pretty... can i haz it nao?

*ahem* Yes, I'll sign on this. It would be nice to have an exclusive launch point for incarnate trials where we would not interfere with anything else going on in other co-op zones.


@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.

 

Posted

I was just thinking the same thing the other day of how much better it'd be to have a new mini-zone for Incarnate kickoffs.

There's some great ideas in this post to roll with here.

Personally, I like the idea of a small Vanguard-esque indoor-type zone, much like the RWZ bunker, but with a huge open middle area with several centralized dais for which league leaders can prop themselves up on to scan the crowd for team choices if needed. Along the outer edges and walls, have all the things a growing Incarnate needs for one-stop shopping: contacts for Inspirations, Market, etc; SG portal (with applicable beacon for the bases), and, as mentioned, an Ourboros-type portal that TPs from key level 50 zones such as Grandville and Peregrine Isle.

I also love the idea previously mentioned about having some NPCs distributed throughout this mini-zone able to tell some Incarnate lore, trial info/tips, etc. to those heroes/villains just starting the Incarnate path.

That, unto itself, would reduce the RWZ, Pocket D or the Mignighter Club traffic and/or group teaming/forming issues for existing content in those zones (particularly RWZ, wherein Incarnates standing around in the zone diminish the chance for MS Raid teams to be put together without having to shift to a RWZ 2, 3 or 4th iteration).


 

Posted

Mmm...

Nice concept, but I think we could do one better...

Why not allow players to join a group and go to trial regardless of what zone they are in? WoW does that for its PvP Battleground queues, so there is precedent from another game company.

Sue


 

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Quote:
Originally Posted by Stormfront_NA View Post
Why not allow players to join a group and go to trial regardless of what zone they are in? WoW does that for its PvP Battleground queues, so there is precedent from another game company.
I agree that from the player's point of view that would be better (at least for those players who use global channels anyway) the issue is how practical is it for the devs? Teams have always behaved weirdly with people who are out of zone:
1. You can't do a cross-faction invite unless everyone is in the same zone
2. People's AT does not show up on the team window until they are int he same zone
3. You can't rearrange league teams if people are split between zones

This suggests to me that there allowing trials to launch from multiple zones might not even be possible.


 

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Quote:
Originally Posted by Adeon Hawkwood View Post
I agree that from the player's point of view that would be better (at least for those players who use global channels anyway) the issue is how practical is it for the devs? Teams have always behaved weirdly with people who are out of zone:
1. You can't do a cross-faction invite unless everyone is in the same zone
2. People's AT does not show up on the team window until they are int he same zone
3. You can't rearrange league teams if people are split between zones

This suggests to me that there allowing trials to launch from multiple zones might not even be possible.
Actually your assertions are right, and your conclusion may not be entirely correct. The difficulty to overcome your assertions is not likely to be challenging to the devs to actually resolve. Of course it involves the 4 letter word "work" which to some could be translated as "challenge" To which I do not believe the Devs are against. let me expand on this some, I differentiate tedius from intellectual work or activity. Tedius is not challenging, its a lot of mechanical things to do and likely boring. Intellectual is in fact challenging, for you actually have to think your way through it.

The can't invite cross-faction is merely a flag set by the devs themselves with good purpose, so blue can't invite red by mistake for blue content; same is true for the red side. But if you send a league invite, as opposed to a normal invite; the flag could be turned-off by the devs and "presto" you can invite across zones and factions. There may be an issue, when you league for blue or red proper content such as hamies, banners, etc. where if you disable the flag you could erroneously invite a player of the wrong faction. This could also be resolved by adding another conditional flag where the league leader can set up to say "same faction only" which in essence turns the normal flag back on. Its work, but I would think of it as a light intellectual and light tedium type effort, since most of the mechanism are already there, all you really need is an upgrade to the GUI to activate and deactivate a present flag.

To begin with, if you do a search for players at a map zone, you actually get levels and AT types. So essentially the information is already there, but available in a different venue. So there is little reason why a player's AT can't be shown during a league invite (flag off mode as per above), it is essentially a matter of re-pointing the software to a database with the correct information and perhaps creating another 36 cell temporary data storage matrix to hold the pertinent information. This is in essence another light intellectual challenge with a medium tedium load. A very very cool innovation could actually be done at this stage as well, but it would be more tedius work as opposed to intellectually hard work: The player information could include primary and secondary power names, and a display of the 4 incarnate slots with a number indicating to what level they have been progressed. But this last part, is a nice to have, not a do or die kinda of thing. This last display effort would be a medium intellectual and heavy tedium load.

Can't arrange the teams, it kinda is a mix of the two above. Obviously if you don't know the AT types, optimizing the team compositions, just can't be done in a practical manner. And the league GUI is flagged not to allow manipulation until players are there or perhaps till all the data of the player is displayed, not sure which or what is the trigger for the flag. If the trigger is player is not there, that flag can simply be de-activated. If the trigger is lack of information, doing steps 1 and 2 above solves that issue. Given steps 1 and 2 are allready there, I see this last piece as a light intellectual and light tedium kind of effort.

I expect a few of you, will be very quick to challenge, how dare I categorize the work? What knowledge or experience I have to base such judgments?

And you may be very correct to do so, I do not know the OS used to run and program the game, but I am fairly certain that regardless of the OS and development format used the overall "good-practices" are essentailly the same. I actually can program in several computer languages, I do so as a hobby, but I do have many friends who are professional programers for NASA and DoD, and they do critique and teach me on such practices. Among those practices, is the concept of modular programming; a wonderful practice. Thus once you have a module completed, you then have central code which serves as a traffic control system and you use flags to regulate the traffic control system as needed. Thus a "GUI" is a means to control those regulatory flags and where to "point" the program to collect information to be displayed by yet another software module. With this in mind, you have to decide how difficult is to do any given component of the process. The GUI usually is more intellectually challenging to do than a module, I said normally, modules can get pretty hairy at times. But in the case above, setting a data storage matrix is not particularly difficult. Loading the data into said matrix is a bit more intellectually challenging, but again not that difficult since its a matter of pointing the loading mechanism to the correct module containing the data and being instructed on how to collect it. Once more these efforts are not that intellectually challenging, they are every day occurring events, but they are mildly tedius to do.

I also asked several of my software programming friends over this game and what I suggested, and I got mixed responses . One commented, are they trying to simulate landing an instruments package on an asteroid millions of miles away? Guess that kinda places things into perspective, does it not? On the other hand, one did comment "Unless they have attrocious software development practices, and have spaguetti code as a result, then even the most rudimentary change could easily be a nightmare"

So maybe I may be mistaken, but I would think that our devs are truly pressional and are sharp folks, and as a result, they do follow industry good practices.

Hugs

Sue

Sue


 

Posted

Quote:
Originally Posted by JAG-01 View Post
The gods Zeus, Poseidon, and Hades would resemble Incarnates Marcus Cole (pick one), Hero 1, and Lord Recluse.
A Zeus <-> Cole link makes sense; Cole is an incarnate of Zeus. But Richter is an incarnate of Tartarus, not Hades. The only connection that I can see between Hero 1 and Poseidon is that Hero 1 became an incarnate after receiving Excalibur from the Lady of the Lake, and a lake is totally the same thing as god of the sea. (Also, the Lady of the Lake is/was an incarnate herself.)


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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Quote:
Originally Posted by Stormfront_NA View Post
I expect a few of you, will be very quick to challenge, how dare I categorize the work? What knowledge or experience I have to base such judgments?

And you may be very correct to do so, I do not know the OS used to run and program the game, but I am fairly certain that regardless of the OS and development format used the overall "good-practices" are essentailly the same. I actually can program in several computer languages, I do so as a hobby, but I do have many friends who are professional programers for NASA and DoD, and they do critique and teach me on such practices. Among those practices, is the concept of modular programming; a wonderful practice. Thus once you have a module completed, you then have central code which serves as a traffic control system and you use flags to regulate the traffic control system as needed. Thus a "GUI" is a means to control those regulatory flags and where to "point" the program to collect information to be displayed by yet another software module. With this in mind, you have to decide how difficult is to do any given component of the process. The GUI usually is more intellectually challenging to do than a module, I said normally, modules can get pretty hairy at times. But in the case above, setting a data storage matrix is not particularly difficult. Loading the data into said matrix is a bit more intellectually challenging, but again not that difficult since its a matter of pointing the loading mechanism to the correct module containing the data and being instructed on how to collect it. Once more these efforts are not that intellectually challenging, they are every day occurring events, but they are mildly tedius to do.
You... have no idea what you're talking about.

No, let me correct myself: you've got just enough rope to hang yourself with.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
The can't invite cross-faction is merely a flag set by the devs themselves with good purpose, so blue can't invite red by mistake for blue content; same is true for the red side.
Actually we have no way of knowing if this is true. It's possible that it's true but depending on the actual implementation fixing it could significantly more difficult than you think. Remember that when CoV was originally released it was effectively a separate game. It could feasibly setup so that inviting a cross-faction player is disallowed by default and the co-op zones are making an exception to that. Also you'll recall that it used to be that leaving a co-op zone would kick you off of a cross-faction team which also supports the idea that cross-faction teaming is not allowed by default.

Quote:
To begin with, if you do a search for players at a map zone, you actually get levels and AT types. So essentially the information is already there, but available in a different venue.
My point isn't that the information is unavailable (because obviously the server knows it). It's that the server does not communicate that information to your client. In theory changing it should be easy but that raises the question of why it was implemented that way in the first place? I cannot come up with any logical reason not to communicate that information to your client ASAP so why, when the team code was first written, was it not done that way? That suggests that either there was a technical reason not to send the information immediately or there is code in place to save bandwidth and processing information by limiting information transfers (not unreasonable in a 7 year old game). If that is the case then removing that code without breaking anything could easily be a very tricky problem.

Quote:
Can't arrange the teams, it kinda is a mix of the two above. Obviously if you don't know the AT types, optimizing the team compositions, just can't be done in a practical manner. And the league GUI is flagged not to allow manipulation until players are there or perhaps till all the data of the player is displayed, not sure which or what is the trigger for the flag.
The optimization thing is a player concern, not a technical one. On the technical side I think this actually ties in with the team invite problem mentioned above. If you track system messages when you move people between league teams they are technically quitting one team and joining another. I suspect the system handles this as the following set of commands:
1. Stormfront quits current team
2. Adeon sends team invite to Stormfront
3. Stormfront accepts team invite

So unless they can fix the cross-faction team invites so that you can always invite a new member no matter what allowing us to rearrange teams in different zones may well be an insurmountable hurdle.


At the end of the day the Standard Code Rant applies, none of use really know how easy/hard any of this is. However, in most cases these are features that would be nice quality of life features even disregarding the current trials. The fact that they haven't been implemented suggests that the technical problem is significantly larger than changing a flag in the code somewhere.


 

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Quote:
Originally Posted by Forbin_Project View Post
They could use the old Matrix Room they had for the Arena.

If this is not used anymore then it would be awesome to recycle the art for this purpose.

/signed in general and specifically for this room


My Corner of DeviantART

The Queen's Menagerie

 

Posted

the problem with any zone is going to be the same as with RWZ1, 2, 3, 4, 5.... which one are you in? Any zone quickly fills to capacity on a hot server. I borrow from everyone's good ideas. I think every character should get a teleport power that takes them to a hallway. The hallway would be considered neutral territory, and therefore once in the hallway you could be invited to trials by players from the other side of the law. Once you join you could move down the hallway and enter a zone set up specifically for one League. Basically a temporary base for just that League. It could look like a staging area hangar, or this artistic looking areas you guys mention. But this way no more members will be in it than are in the league.

There should also be doors in Pocket D and Ouroboros that lead directly to your Leagues staging area. Possibly also in Cim & RWZ. The staging area should also have at least one of the auto-doc inspiration/simple store things for quick replenishment/dumping junk when doing multiple runs.


 

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Quote:
Originally Posted by Fleeting Whisper View Post
You... have no idea what you're talking about.

No, let me correct myself: you've got just enough rope to hang yourself with.
Do you program at all? If you did, maybe, just maybe, you would be able to understand the most basic principle I was describing.

Sue


 

Posted

YES for the love of all things, do this, on our server no one uses Pocket D but the RWZ is overfilled, it makes it impossible to run a LGTF, Apex, Tin Mage or god forbid a mother ship raid, RWZ has too many things going on, the trails have taken it over we need a new co-op zone specifically for incarnate trails, esp if we are getting more (and rumored larger) trails in the future.


 

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Quote:
Originally Posted by Stormfront_NA View Post
Do you program at all? If you did, maybe, just maybe, you would be able to understand the most basic principle I was describing.

Sue
*spasmodically giggles until her head bursts*






Sorry, Stormfront...you might want to take a peek at FW's posting history before making comments like that.


Paragon Wiki: http://www.paragonwiki.com
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Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

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Quote:
Originally Posted by Stormfront_NA View Post
Do you program at all? If you did, maybe, just maybe, you would be able to understand the most basic principle I was describing.

Sue
You're right, Agge, that is pretty funny. (Say hello to the Titan Network programmers! http://www.cohtitan.com/about) But yeah, the devs are just low on programmer power. Producers think it's more worth it to keep them working on new content rather than the hundreds of fixes and improvements they could be making.


 

Posted

/Signed. I want a new co-op zone with all the amenities of vendors, crafting, consignment house, etc that is level 50 and up only where leagues can form. Give us a teleport power to enter it that you get at level 50 or a link to it from Ouroboros.


 

Posted

Already suggested (http://boards.cityofheroes.com/showthread.php?t=260818) and as you will note in that thread, already passed on to the Devs by Zwillinger.

So, the Magic 8-ball says, "Chances are good!"

An addtional thing I was considering when I made my suggestion was that using Pocket D or RWZ interferes with other players who want to go there for some non-incarnate reason, like zone content, a Mother Ship Raid, or RP'ing in Pocket D. To me, the combination of making assembling leagues better and decreasing such interference is a powerful argument for such a zone.