The Zone Event Revamp Megathread
Skyway City Troll Raves
This one is a tricky event to tackle, because it's very, very light on function to begin with, which I think is a problem unto itself. But here are some ideas to at least spruce up the event, if not revamp it entirely.
- Replace the stock PPD/SWAT. Instead of cowering behind a makeshift defensive line, the PPD should be helping shut down the party. Replace these NPCs (outside of the one that gives instructions on the event, naturally) with modern PPD SWAT officers that are combat capable. Perhaps even have waves of additional PPD throughout the event, much like the Trolls already do to periodically reinforce their numbers.
- This is supposed to be a rave? Yeah, yeah, I know the rave proper is supposed to be inside the warehouse, but add some speakers or boomboxes on the outside that pump out some beats.
- This is supposed to be a rave? Part 2. The conceit of "well, the real rave is inside, and that's where they turn into Supa Trolls" is silly, especially when we've had honest to goodness transforming NPCs since launch in the form of 5th Column Werewolves. While some trolls can still make the change by pulling a Superman (in order to ensure that at least some Supa Trolls spawn during the event), add in some bubbling vats or barrels of hastily mixed Superadine around the party outside. If a Raver Troll reaches it, he turns into a Supa Troll.
- Give the Supa Trolls a gimmick. Right now, Supa Trolls are basically reskinned Calibans, which is dull. I'm not sure exactly what they should have, but some ideas: Moment of Glory (a nice reference to their description), Fury, and/or something akin to Praetorian Faultline's shockwave attack. If they're really getting crazy hopped up on Superadine, that sense of invulnerability or strength could be better communicated.
- Have the Supa Trolls DO something. It's been a while since I've seen them congregate around the Hollows gate or otherwise wander around, but I think they still do. While having them running "amok" adds to the flavor of the event, all they do is run or walk around. They don't threaten anything or anyone. So, give them a new goal: Skyway City mayhem mission! Yup, basically turn the second part of the event (if you can even call it that at this point) into a mini-Safeguard mission, where you have to subdue Supa Trolls before they make a real mess of Skyway's cars, parking meters, and so forth.
- Since we're beefing up Supa Trolls, give them a weakness. Have someone on hand at the event to grant you a serum which helps break down Superadine. This serum would reduce the drug in the Supa Trolls' bloodstream to an extent where their strength begins failing, making it hard for them to lug their increased muscle mass around. In other words, a -Speed, -Recharge debuff.
- Improve the rewards. You're probably going to be seeing this suggestion a lot. Just like the fires, add either the reward table or 1 Reward Merit. It would also be nice to perhaps see the...Music Note chest emblem unlocked with the Dee Jay badge? That, or some nice big, bulky headphones. And something appropriately Raver-y for Raver, too... Ooh, a t-shirt that uses the special glow effects, mimicking the glow produced by objects under a blacklight or the Superdine-fueled Trolls.
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I approve of this thread, and /sign both ideas so far.
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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Previously posted for Lusca. Really want to see more people interested in fighting her again - and for her to be made *worth the time to do so.* (True of any of them, really.)
Previously posted for Lusca. Really want to see more people interested in fighting her again - and for her to be made *worth the time to do so.* (True of any of them, really.)
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Lesse, what to do next...
Babbage
What is the purpose of Babbage? As it stands he's just a giant clockwork that shows up as part of Synapse's TF, plus an occasional spawn in Boomtown, which is currently redundant.
How about an encounter where Babbage roams the ruins of Baumton, digging through debris in order to find enough parts to upgrade himself? His AI would not kick in until activated, preventing the issue that plagues the Paladin event. Attacking him during the search phase would divert his attention, but only temporarily. Each time he busts open a pile of debris, a large swarm of Clockwork builds from the scraps to attack the players.
Once he make it through all three or four piles, he gains enough material to piece together his Babbage Engine, a clankering bundle of this and that which supercharges the giant machine, granting him stronger abilities (like Electric Control, for instance). Damage done to him during the first phase would still count, but it would be impossible to bring roaming Babbage under 25% health and/or he would heal himself slightly after each pile of debris.
Special costume reward: Babbage-style shoulder gears.
Paladin
Paladin is unique, since there's nothing technically wrong with the event itself (except maybe taking a bit longer than it needs to...and being a bit overwhelming for at-level characters), but rather its fail state, leading to lots of wandering Paladins blocking the event from starting.
So for my first idea, instead of Paladin wandering off to north Kings Row, upon being built, he should launch an assault on the PPD Headquarters. Followed by a legion of Clockwork, he invades the PPD garage and makes a nuisance of himself, drawing the ire of more combat-active PPD. If Paladin is defeated for any reason, he breaks down into two Lesser Paladins, not unlike the Devouring Earth. These Lesser Paladins are Elite Bosses that are a bit speedier but otherwise weaker than the GM version.
Alternatively, reverse the event. Paladin now spawns randomly and normally like other Giant Monsters. When Paladin is defeated, instead of collapsing and despawning, he merely shuts down or breaks apart and waves of Clockwork begin swarming in to try and revive him. This theoretically means the Paladin event can happen anywhere in the zone, which could be a technical hurdle. I'm also slightly uneasy about removing solo/small team access to the event by attaching it to a GM kill, but this still seems like it has potential.
Also, Paladin is begging to be remade using Shield Defense and either Broadsword or Titan Weapons.
Special costume reward: Clockwork Shield and Sword.
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
Babbage
What is the purpose of Babbage? As it stands he's just a giant clockwork that shows up as part of Synapse's TF, plus an occasional spawn in Boomtown, which is currently redundant. How about an encounter where Babbage roams the ruins of Baumton, digging through debris in order to find enough parts to upgrade himself? His AI would not kick in until activated, preventing the issue that plagues the Paladin event. Attacking him during the search phase would divert his attention, but only temporarily. Each time he busts open a pile of debris, a large swarm of Clockwork builds from the scraps to attack the players. Once he make it through all three or four piles, he gains enough material to piece together his Babbage Engine, a clankering bundle of this and that which supercharges the giant machine, granting him stronger abilities (like Electric Control, for instance). Damage done to him during the first phase would still count, but it would be impossible to bring roaming Babbage under 25% health and/or he would heal himself slightly after each pile of debris. Special costume reward: Babbage-style shoulder gears. |
Alternately, well, we see they've altered Shivans a bit in I21 from the screenies in a few threads. (It doesnt' really look like "any Organic material" any more, at least to me.) And Baumtown needs a revamp, so...
Front of Boomtown: Rebuilding starts. Short mission arc going into what's going on.
Mid-Boomtown - Zone event: Reclaim the zone. I know I've suggested this as part of a 3-issue (more like 6, with two issues per phase, but that's not happening) reclamation... Still, ongoing. Workers need to get escorted to and from construction/reclamation sites. At various points, the Trolls, Clockwork, etc. may attack the workers. You can help escort them, defending them and helping, potentially, find new ways for them to get where they're going (while clearing rubble.) Or something. Every once in a while (minimum once per day, more often if the zone's active,) something's uncovered in an old base, a stronger adversary to fight.
Far boomtown:
A Shivan meteor has landed. This one had missed Earth the first time, but landed in far Boomtown. The Clockwork resent the intrusion. The Lost see it as part of "the prophecy." The Shivans... well, they'll take full advantage of this. Stop the lost from reinforcing/healing/strengthening the meteor (takes at least an hour?) If you fail, we get a giant Shivan (with some smaller ones) made up of the various matter - and perhaps some unlucky Lost - roaming... which the Clockwork counter with Babbage. Stop them both. (Babbage can still spawn on occasion here, too, without the shivan.) Unlike Croatoa, while they can beat each other, if you/your team have done over (say) 1000 points of damage, you get credit for the kills. (More, of course, means more XP or whatnot.)
Eh, we already have shoulder-gears ... don't recall if it's part of one of the packs.
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As for your idea, I'm alright with it, though obviously it has the pre-requisite of a Boomtown revamp.
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These are some good ideas, I'd like to say in addition that one of my favorite aspects of the events in Praetoria, is the multi stage feel. I think the events in Paragon (and the Rogue Isles) should meet the same standards.
For Fires in SC, start by putting out the blaze, proceed to going inside and rescuing civilians, and then either chase the arsonists to their lair as part of the event, or "win" a mission for that, to be completed at your convenience.
For Supatrolls, make it like you said but a little different. Stop the Supas from destroying property. Work your way back to the rave site and help the PPD drive off the waiting Trolls. Then go inside and shut down the operation and "party"
with regard to your point about "this is supposed to be a rave?" I agree. I think something all the non zone-wide events we have is lacking in, are visual cues from a distance. Troll Raves should make use of the tech similar to the Talos spotlights, to light up the site and make it visible from the distance. The fires should apply a lighting effect to the whole neighborhood, and the smoke plume should be visible anywhere in the zone. Hell, if they ever add a Fire Department, they could come up with firetrucks that travel to the site of the fire as well.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
We get those giant gears he has by default, no unlocks or anything. However, the shoulder pads underneath, we don't have.
Also, I approve of all these ideas.
Red Side Events
One thing you haven't hit yet is events in the Rogue Isles. I think in keeping with the morally ambiguous and chaotic nature of the Isles, all of these events should be defined by choice.
Mercy Isle- Snake Swarm should be a nearly zone wide event where the snakes charge from their holes in attempt to drive the humans out. Participants then get the choice to side with the humans and drive them back, or side with the snakes and cause more chaos. Players can then either have fun with a monster stomp or a mayhem style event where they get to smash property and start fires.
Sharkhead- The existing Miner's strike is a good start, but is too random. Players should be able to stick it to The Man, and help the miners if they want. Protect the Ghost of Scrapyard and his men as they proceed along their route, facing down Cage Guards, then Arachnos, then help Scrappy get vengeance on Mako himself. Alternatively, they can repress the uprising by defeating the strikers, defeating the ghost that comes to their aid, and then going around the isle to the sites where workers are causing trouble until they are cowed and go back to work.
St Martial- I don't have a particular idea, other than it should involve some kind of Carnie parade that faces off with the Family.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
i just wish there were more giant monster period
i like fighting giant monsters, but a majority of them are either heroside or on god awful long respawn times
i personally dislike most zone events that require too much thought, the banner event is a very good example of how NOT to do a zone event
personally i like how the praetorian zone events were done
The main issue with the banner event versus, oh, everything else is that it requires multiple teams working together to finish something *with* a timer. As much as it pops up, I almost never see anyone actually DOING it. And fi I just stand at a banner mopping up whatever shows up? I'm mostly wasting time. Fires? Troll raves? I can make progress on badges. GMs? It doesn't take many people to take them down. Banner? Blah.
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The main issue with the banner event versus, oh, everything else is that it requires multiple teams working together to finish something *with* a timer. As much as it pops up, I almost never see anyone actually DOING it. And fi I just stand at a banner mopping up whatever shows up? I'm mostly wasting time. Fires? Troll raves? I can make progress on badges. GMs? It doesn't take many people to take them down. Banner? Blah.
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One thing you haven't hit yet is events in the Rogue Isles. I think in keeping with the morally ambiguous and chaotic nature of the Isles, all of these events should be defined by choice.
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My takes on some redside events:
Deathsurge
As a friend suggested, step one should be to break his kneecaps. Seriously, he runs too damn much.
Step two, villains should be aided in taking down the monster by the Luddites. These do not con as friendly (and should probably be levelless), however, so they're perfectly able to be harmed by AoEs or possibly aggro onto players if Deathsurge isn't keeping their attention.
A possible step three is to make Deathsurge weakened by attacks on the PTS substations, opening up an additional way for small teams to soften him up.
Special reward: A Gremlin non-combat mini-pet.
Sharkhead Isle Miners' Strike
This one suffers from a really obvious design flaw, even bigger than Scrapyard's chance to drone himself. All of the miners that spawn to march with him are always a specific level (I believe it's 22 or 23 but it's been a while since I've checked). This turns their presence into an obnoxious duality. Either it essentially forces lower level characters to not participate, or it turns the whole event into one big boring nuke-and-grind for high level characters.
So, step one, is to make the marching Scrapyarders levelless like other event mobs. Obviously this wouldn't instantly make them a huge threat to higher level characters, but it means they could actually do some damage to them and possibly be a problem in large enough numbers.
Additionally, change how they spawn. Instead of a big line of random Scrapyarders, make each new spawn have various minions, one or two lieutenants, and one Lead Protester, a special lieutenant carrying a protest sign. If you kill the Lead Protester, it will demoralize the surrounding Scrapyarders, terrorizing them for a short time before they either attack or flee. This it to give an opening for lower level characters to fight off the march, and is shockingly an objective best suited to Stalkers.
Now, as for the big man himself, he needs some work. His attacks are very dull, and he barely even uses his signature hammer. Either give him more Mace powers or this is another good spot for Titan Weapons. He should also have the ability to cast a light version of Leadership or Vengeance on his followers.
Additionally, he gets some new pathing (it's really a bit absurd that this hasn't been fixed after more than TEN issues). Instead of marching towards the docks or wherever else, he marches to a showdown somewhere in central Sharkhead with the man who killed him - Cap'n Mako now spawns during the event to help you crush the riot. The only worry here is him stealing badge credit, but I honestly see no reason not to just turn the death of Scrapyard into an wide-area event trigger like Lusca or Paladin.
Special reward: Scrapyard's Hammer for Mace/Titan Weapons, something appropriately shark-y, and/or a click temp power that makes Scrapyarders fear you.
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Something that I started mulling over the other day was how current zone events wildly vary in quality. We still have the old basic Giant Monster spawns alongside more detailed encounters like the fire fighting event alongside the much more complex Praetorian ones.
So I decided to break down every zone event encounter in the game and come up with ways to improve them, especially with existing mechanics if I can.
Steel Canyon Fires
This has been stuck in my craw for some time. Despite being a very, very solid superhero-y concept, the actual mechanics of the event are pretty bad. So here's my many, many revisions.
- Replace Hellions with Fire-based Outcasts. Steel Canyon is Outcast turf and is meant to be opposite Skyway, which has its Trolls event. Hellions feel out of place since the zone itself is a good way out of their level range and a bit out of their territory. The advantage here is that Outcasts are not wildly different from Hellions, and I like the idea of Lead Scorchers summoning Fire Imps that can heal the fire, adding some light strategy to the event beyond the Hellions' ability to spam molotov cocktails.
- Spread out the potential arson locations and add new ones. I dislike the strangeness of all five or six of the arson spots being more or less in a row down the east side of Steel Canyon. And why is it always a small apartment block? I'd like to see them torch small office blocks or stores every once in a while.
- Reduce the tedium of fighting fires, in two steps. Right now, actually fighting the fires is tedious and boring, thanks to four factors: 1) the extinguisher can miss, 2) the extinguisher has a long animation time, 3) the extinguisher has a long recharge time, and 4) the extinguisher runs out at inconvenient times.
Step one, change the fires to use the same tiered minion-lieutenant-boss system as normal enemies. Instead of just "Fire" you'll now fight Flames, Blazes, and Infernos, and each has an increasing level of health. This adds some player choice into the event - do you work quickly to extinguish lots of small fires, or do you try to force an Inferno under control? Obviously the tougher the fire, the more "credit" it should provide in winning the event, and towards badges.
Step two, improve the extinguisher temps. The biggest change here is adding in a third tier extinguisher, so that you start with the basic one, then get a slightly better one for Firefighter, then get the best one with Fire Chief. As they get better, they should have better damage, animation time, and capacity, and all of them should have a relatively short cooldown.
- Possibly add a small indoor area. In this small map, which would be shared amongst all of the arson buildings, you'd have to make your way through the map and rescue trapped civilians. Fire would block your way as a hazard, and it would also act as the enemies holding each civilian "captive". This adds some more hero flavor in a nice simple way.
- Remove the megadeath explosion. Considering we're talking about a zone event meant for levels 10-20 or so, I find it strangely punitive to have the arson buildings explode with the most powerful attack in the game (as I understand it) and one-shot all participants. Failure in this event should be a bit more somber and low key. As I recall, citizens gather around and cheer if you're successful. Those same citizens should become visibly upset if you fail.
- Improve the rewards. Considering the time intensity of the event now, and the new event possibly moreso, the rewards should be brought in line with similar encounters. Either offer the reward table like the Praetorian zone events (NOTE: you would still earn the badges automatically, as well as another reward about to be described) or 1 Reward Merit. Additionally, Volunteer Firefighter unlocks the Firefighter Helmet in the costume creator, and each badge after that adds an additional pattern or rank insignia option to that helmet.
I think that about does it. Up next, Skyway City's Troll Rave event.
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!