Feedback: "Who Will Die?" Part 1


Agent White

 

Posted

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Originally Posted by MrCaptainMan View Post
Mission oen sent me into a rage. First off the damn boss and his awful holds made me angry, then the 'Nao run noob haha!' bulldish, and then i get to the door only to be told 'lolololno door 4 joo!' - I run back into the cave to look adn Im faceplanted by the igneous.

AWFUL!

Eco
The exit is RIGHT NEXT to the entrance. It's BRIGHT GREEN and glowing.

I don't understand how people can't find the thing.


 

Posted

Quote:
Originally Posted by Feycat View Post
The exit is RIGHT NEXT to the entrance. It's BRIGHT GREEN and glowing.

I don't understand how people can't find the thing.
I don't remember it being bright green and glowing. Mind you, its not hard to spot IF you know where to look and are not panicked because the timer has run down.

The real problem here is that there is not enough info in the mission to know what to do - you have no way of knowing that killing groups of igneous will add to the timer, so most folks rush to the original exit, which burns up a good chunk of the timer, then if they don't happen to turn in the correct direction when they get the message about the exit not working they can easily miss the cave door, since they are not expecting it on this map. I first did this mission with 2 other very experienced players and none of us figured it out - I had to ask on global channels to find it.

The overall problem here is not that its hard to complete the missions once you know what to do - its that the first experience can easily be very BAD - and thats not a good idea for the first introduction to content the dev's are pushing as a 'bonus' for VIP's and that they want to sell to premium players.


Globals: @Midnight Mystique/@Magik13

 

Posted

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you have no way of knowing that killing groups of igneous will add to the timer
THEY DO?! Well darn, that would have made it easier.

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so most folks rush to the original exit, which burns up a good chunk of the timer
Correct.

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then if they don't happen to turn in the correct direction when they get the message about the exit not working they can easily miss the cave door, since they are not expecting it on this map
BINGO! Missed it. Ran back into the cave and the timer ran out.

See, the instinctual thing is to turn 180 degrees because you're facing a flat wall. You don't turn to the left or right, you turn around. So it's very easy to miss the 'apparently' glowing green door I've not seen.


EDIT - Beyond it being a nice set of maps with interesting locations (and lots of lovely chunky, hot, tomato soup), and a chance to see <a character>; I don't feel it warrants the "OMG This is VIP ONLY!" response the Devs have put it as. The writing was not gripping (beyond the countdowns you never felt there was any immediate need to act), the countdowns were either too short or felt seriously stuck in (seriously, what was with the second one? beyond the "new wave X seconds" thing), and it introduced a plot element with Theoden I didn't really feel lined up entirely with other Lost characters (can't put my finger on it though).


Forse: lvl 22 FF/NRG Defender
Tam Krannock: lvl 37 Shield/Mace Tanker
Toppa Grace: lvl 25 Fire/Ice Blaster
----
Red Commissar: I'm in the Queen Mother. Only more awesome. And alive

 

Posted

Quote:
I don't understand how people can't find the thing.
Because many people have all those Pumicites they ran past (you know, the ones that run like blazes) right on their tail and they get pounded into minestrone before they can even think of looking around the room they're in.


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

Posted

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Originally Posted by EricHough View Post
I don't remember it being bright green and glowing. Mind you, its not hard to spot IF you know where to look and are not panicked because the timer has run down.

The real problem here is that there is not enough info in the mission to know what to do - you have no way of knowing that killing groups of igneous will add to the timer, so most folks rush to the original exit, which burns up a good chunk of the timer, then if they don't happen to turn in the correct direction when they get the message about the exit not working they can easily miss the cave door, since they are not expecting it on this map. I first did this mission with 2 other very experienced players and none of us figured it out - I had to ask on global channels to find it.

The overall problem here is not that its hard to complete the missions once you know what to do - its that the first experience can easily be very BAD - and thats not a good idea for the first introduction to content the dev's are pushing as a 'bonus' for VIP's and that they want to sell to premium players.
This sums up my view after having that exact same rushed panicking annoying experience.

Adding to the aggravation is that there's a little half-coridoor off the second room, leading to a cave-in. I thought that the 'new' exit would be here, so ninja ran back there - only to be swarmed by igneous on my A/TA defender and killed.

EDIT: After playing the first mission of the trumpeted ultra-special signature arc part 1, I was booted out of the map whilst grinding my teeth, and then I stared at my toon, faceplanted outside the door, and said 'Well that ^^%$@ing blew!' and logged out to go play Driver: SF instead

Not the reaction the writer wanted, I'll wager.

Eco


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

Quote:
Originally Posted by EricHough View Post
I don't remember it being bright green and glowing. Mind you, its not hard to spot IF you know where to look and are not panicked because the timer has run down.

The real problem here is that there is not enough info in the mission to know what to do - you have no way of knowing that killing groups of igneous will add to the timer, so most folks rush to the original exit, which burns up a good chunk of the timer, then if they don't happen to turn in the correct direction when they get the message about the exit not working they can easily miss the cave door, since they are not expecting it on this map. I first did this mission with 2 other very experienced players and none of us figured it out - I had to ask on global channels to find it.

The overall problem here is not that its hard to complete the missions once you know what to do - its that the first experience can easily be very BAD - and thats not a good idea for the first introduction to content the dev's are pushing as a 'bonus' for VIP's and that they want to sell to premium players.
It's bright green, and ... hmm shimmery. Not glowy like a click glowy, but it is a bit glowy. I missed it a few times myself, I blame the oranbega map though. It's very easy to see Oranbega map and assume "Oranbega" map, without realizing that it's slightly different.


Let's Dance!

 

Posted

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Originally Posted by fallenz View Post
There was a story in this? I was too busy running from stuff trying to beat a clock in two missions and the last mission, I was too busy trying to fight ambushes to notice a story. Kinda reminds of writing on Khan TF: a cure for sleepness.
Yeah, this was pretty aggravating to me. In the first mission I beat the bad guys, then the clock started, and I Ninja Ran back to the front door and got stuck. No idea what to do from there. Failed.

Second mission I'm told, "Oh, do something with rocks." Except I'm having some funky problem with my UI, so the mission instructions in the compass map are missing every third letter so I can't read them. No idea what to do. Failed.

Last mission, I power up and fight and finish. Yay, I won, right? Nope, here comes ambushes by characters I do not know from Adam, whom I'd love to read more about but I can't read their backstories and save my life at the same time, so now I'm frustrated by the content I'm missing. And so I beat them up (largely thanks to the veteran power Return to Battle, gee, glad I'm not a n00b having to rely on the standard powersets)...and it's over.

So my first impression is, "Wow, that was aggravating and not fun at all," which is my impression of pretty much all the new content I've come across in CoH Freedom so far, which includes the new tutorial, all the Atlas Park content, and the first two Twinshot training arcs. I have yet to come across one new story arc where I've finished it and thought, "Wow, I look forward to doing that again!" I hope the rest of this SSA is better than this first installment, and that it doesn't continue to rely on ambushes, short-fuse timers, and quirky tricks to make it "exciting." I'm more interested in story than gimmicks.


 

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Originally Posted by Positron View Post
To clarify the rewards on the SSA's.

There is a "First Time Played" reward, that is independent of the 1-week cooldown. Thus when you first play an SSA, it will seem like you can get two rewards. In the following weeks it will only be one.

All SSA's share the same week-long cooldown, so when you have SSA 1.1 and SSA 1.2 and SSA 1.3, you can only get one week-long cooldown reward, not one for each.

The above is the reason for the "First Time Played" reward. A player who starts playing SSAs in the middle or the end of the arc isn't gated by the week-long cooldowns. They can play each SSA and get the good reward table every time. Only after they have done the "First Time" will they be gated further by the week-long cooldown.
The one day timers I can see not needing a visible timer, because it's easy enough to remember what you did the previous day.

But please, can we have some sort of cool down timer for the Signature arc rewards since those are 7 day timers. Something like the Tips mission timers would work fine.

I have a fairly large stable of characters, over 2 dozen on the one server I play on in fact, and I play them all regularly, just not all of them every day. So knowing before I go through the trouble of running a signature arc if I am able to actually earn the reward or not would be just too cool for words.

Thank you in advance.
Peace, and remember to hug your mother once a week.


"All that crap is grey to me, no XP." - Positron 5/15/05 8:36am . . . The world stopped and silence ensued except for the sound of a crying infant off in the distance.

"Everyone needs to chill the hell out." - BackAlleyBrawler 11/13/08 3:26pm . . . Geeks around the world stopped and blinked.

 

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Originally Posted by gec72 View Post
Just ran the second mission on my Warshade. Entered map, encountered three +1 pumicites, dead. Came back in dwarf form, ok, fine. I can survive...but I defeat things very slowly. Much slower than three per :30. So I try to get to the first pile, where I am met by three more +1 pums and a Void. Also trailed by the ambushes. By time I pop a couple of medium purples I have like 10 pums on me and am interrupted each time I try to click on the glowie. Eventually there are just too many mobs (including more Voids from the ambushes) and I go back to the hospital. Timer runs out and I run the rest of the mission, which is at this juncture basically pointless.
Just ran this again, this time on my level 19 Beam/Rad Corr. Outside of the initial death and the Voids, pretty much the same deal. I can't defeat three Pumicites and deal with spawns around the rubble. Sat in the hospital waiting for the countdown to expire.


Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level

 

Posted

On the subject of the fake exit in the first mission, this was actually something I noticed immediately as I came in. I wondered why a pink cave entrance was doing in Oranbega, and inferred that either it's just decoration to depict where the monsters came in from, or I would have to use it at some point later in the mission.

So the counter started and I skipped all the Minions of Igneous on the way, believeing I didn't have time to fight them, unaware that they gave a time bonus. How I was supposed to infer that with no instructions, I do not know, but 2 minutes is not enough to fight four spawns of 5 Pimicites. I ran back to the entrance, noticed I had a minute and a half and decided to fight the last spawn there. In the process, Caption dialogue happened that I couldn't read because I can't fight AND read fast enough to beat the caption fade. However, upon checking my NPC tab, I found that it said the Igneous had blocked the entrance. "Aha! So THAT'S what that tunnel entrance was for!"

I made it out of the mission with time to spare, about 30-40 seconds or some such.

I'm finding that while there ARE instructions, they show up in captions that appear when I'm fighting so I can't read them. Here's a pro-tip, guys: Caption boxes ARE NOT a form of voice over. They're not a source of information I can absorb into my brain without taking time away from what I'm doing, and when I'm fighting for my life, I can't do that. Don't treat caption boxes like you're putting voice overs that take no extra attention to listen to.

In fact, when giving instructions, put them in clues, if possible. Just short, simple clues of a single sentence across two lines of text. I don't need to sitcom levels of conversational discourse because I CANNOT READ FAST ENOUGH.

---

Overall, upon reflection, I found the "SSA" to be too short and WAAAY too gimmicky for my tastes. It's a decent distraction, make no mistake. Definitely something I'll do again on both sides. But as something I have to PAY for? I'll stick to World Wide Red, the Eternal Nemesis or Division: Line. Or if we want to be fair to the SSA's expected level range, I'll stick to Mercedesh Sheldon and Keith Nancy or alternately Dean and Vincent.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

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Originally Posted by Samuel_Tow View Post

I'm finding that while there ARE instructions, they show up in captions that appear when I'm fighting so I can't read them. Here's a pro-tip, guys: Caption boxes ARE NOT a form of voice over. They're not a source of information I can absorb into my brain without taking time away from what I'm doing, and when I'm fighting for my life, I can't do that. Don't treat caption boxes like you're putting voice overs that take no extra attention to listen to.

In fact, when giving instructions, put them in clues, if possible. Just short, simple clues of a single sentence across two lines of text. I don't need to sitcom levels of conversational discourse because I CANNOT READ FAST ENOUGH.
That's one of the main problems I have/had with the iTrials. Where it's even worse with all the effects going off - Keyes and the final battle in Underground are the worst offenders.

After the first few runs of an iTrial, I'll figure out what the 'clues' are and will be able to just see the flash and kinda know what the clue was/is for that part of the battle.


You don't hit smiling monsters - Sister Flame

 

Posted

Just played the mission Villain-side with my level 22 Stalker. Had a *much* better time. (Previously I played Hero-side on my level 10 Scrapper.) I loved getting the speed and powers of Synapse, and the ambushes were far more manageable. Also, being a Stalker, I was able to creep up and do an Assassin's Strike on Statesman! Yeah, I faceplanted a half-second later, but that was so worth it. I think I'm going to run the arc one more time, stand in the middle of the Phalanx, and hit Self-Destruct just to see what happens!

Then I'll go back to Hero-side and play the mission again from that perspective, see if it's any better now that I know what to expect.


 

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Originally Posted by Ashlocke View Post
But please, can we have some sort of cool down timer for the Signature arc rewards since those are 7 day timers. Something like the Tips mission timers would work fine.
This, please this


 

Posted

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Originally Posted by gec72 View Post
Just ran this again, this time on my level 19 Beam/Rad Corr. Outside of the initial death and the Voids, pretty much the same deal. I can't defeat three Pumicites and deal with spawns around the rubble. Sat in the hospital waiting for the countdown to expire.
Skip em. All of em. Just pop 2 or 3 purples, run around, click the blinkies and then just fight the boss at the end.


Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)

 

Posted

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Originally Posted by Kinrad View Post
Skip em. All of em. Just pop 2 or 3 purples, run around, click the blinkies and then just fight the boss at the end.
I did try that with my Kheld, but didn't do it fast enough. By time I got to the rubble there were enough of them on me that even with the purples hits were getting through. On the corr I just didn't come prepared (and rad infection didn't cut it).

Honestly, what I'll probably do when running this is just to wait outside the door. It's cheap, but it's less mental hassle. I'm usually alt-tabbing to browser windows anyway, so five minutes won't bother me.


Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level

 

Posted

Quote:
Originally Posted by gec72 View Post
I did try that with my Kheld, but didn't do it fast enough. By time I got to the rubble there were enough of them on me that even with the purples hits were getting through. On the corr I just didn't come prepared (and rad infection didn't cut it).

Honestly, what I'll probably do when running this is just to wait outside the door. It's cheap, but it's less mental hassle. I'm usually alt-tabbing to browser windows anyway, so five minutes won't bother me.
Make sure you aren't running any agro-auras, or they will follow you., and drop your mission difficulty to -1/x0.

Other than that, 3 little purples will make you almost unhittable, and you can restock between missions from the contact.

Ninja run and sprint will help a great deal as well.


Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)

 

Posted

Quote:
Originally Posted by Feycat View Post
The exit is RIGHT NEXT to the entrance. It's BRIGHT GREEN and glowing.

I don't understand how people can't find the thing.
You don't understand how someone who writes posts like that could miss just about anything?


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

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Originally Posted by MrCaptainMan View Post
This sums up my view after having that exact same rushed panicking annoying experience.

Adding to the aggravation is that there's a little half-coridoor off the second room, leading to a cave-in. I thought that the 'new' exit would be here, so ninja ran back there - only to be swarmed by igneous on my A/TA defender and killed.

EDIT: After playing the first mission of the trumpeted ultra-special signature arc part 1, I was booted out of the map whilst grinding my teeth, and then I stared at my toon, faceplanted outside the door, and said 'Well that ^^%$@ing blew!' and logged out to go play Driver: SF instead

Not the reaction the writer wanted, I'll wager.

Eco
So try thinking and looking around next time.

Is this how you always handle unfamiliar surroundings?

Shopping malls must be hell...


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

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Originally Posted by NewScrapper View Post
Yeah, this was pretty aggravating to me. In the first mission I beat the bad guys, then the clock started, and I Ninja Ran back to the front door and got stuck. No idea what to do from there. Failed.

Second mission I'm told, "Oh, do something with rocks." Except I'm having some funky problem with my UI, so the mission instructions in the compass map are missing every third letter so I can't read them. No idea what to do. Failed.

Last mission, I power up and fight and finish. Yay, I won, right? Nope, here comes ambushes by characters I do not know from Adam, whom I'd love to read more about but I can't read their backstories and save my life at the same time, so now I'm frustrated by the content I'm missing. And so I beat them up (largely thanks to the veteran power Return to Battle, gee, glad I'm not a n00b having to rely on the standard powersets)...and it's over.

So my first impression is, "Wow, that was aggravating and not fun at all," which is my impression of pretty much all the new content I've come across in CoH Freedom so far, which includes the new tutorial, all the Atlas Park content, and the first two Twinshot training arcs. I have yet to come across one new story arc where I've finished it and thought, "Wow, I look forward to doing that again!" I hope the rest of this SSA is better than this first installment, and that it doesn't continue to rely on ambushes, short-fuse timers, and quirky tricks to make it "exciting." I'm more interested in story than gimmicks.

I can only guess that you don't read Anything the game puts in front of you, since All of the new Freedom content has tons of documentation right there on the screen, and in the case of the tutorial there's actually a voiceover too.

Basic competence is something the devs SHOULD assume we have. If you Don't have basic competence, I'm sorry but I don't think the devs need to redesign things with you in mind.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

Heh, the Devs just can't win.

Put out a new mission with familiar mechanics, and it's "nothing new".

Add new mechanics and you get "how was I supposed to figure that out; it's new!"

Put in instructions, and you get "I can't read all that while playing!"

Just have fun making your game, Devs, most of us will have fun playing it (most of the time ).


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

Posted

Yeah, I'll echo some of the previous comments and reactions in the thread.

Ok first thing, I've only run it twice, once redside with a plant/fire dominator and once blueside with a ill/rad controller.

I ran into it first getting the ping from Alastor when I hit the right level. Ok, new contact, neat. I'd seen him before on the mini map and the name made sense now.

Now the first nitpick came when I *met* Alastor. I'd read that Task/Strike forces will override all other missions, you can't do anything while you're on one. However, I didn't know you couldn't cancel out of one. I checked him out, poked at what was up, didn't mean to accept then was slightly miffed to find I couldn't back out and decide to do it later. A slight warning would've been nice, but I am just a newbie and a solo player so maybe someone else would've known better. It was also made better by the fact that the arc is only 3 relatively short missions instead of the 7 I was expecting at first XD

Ok so First mission, yeah, it goes smoothly up until you meet the Circle of Thorns dude you talk to and suddenly you're mobbed and have a timer and you're not really told what to do. I completely missed the 2nd exit and it left me kind of flustered, to the point I took a break for the night after finishing it (So, first run took 15 hours unintentionally).

Things went *much* smoother with the controller, once the cave in started I just hit my superior invisibility and scurried past all the mobs. I found the entrance to the alt exit, but I guess I took a wrong branch because I never did get the actual exit, I hit a dead end and by then time ran out. Is there any extra reward or anything for getting out in time? It didn't seem to make a difference, I just got auto ejected out and all that.

Second mission was better, though my dominator died a couple times when I had to run through all the mobs to get Alastor to teleport the MASSIVE mob of PPD (Lack of Seeds of confusion, that'll help next run >>). Controller had little problem, though it was the mission I learned that clicking on glowies will blow your invisibility XD Still, no deaths that time, just a bit of scuffing.

Third mission, I had agreed to help the Circle member so he tagged along with my dominator. Helped out considerably, though there were plenty of minions to get my Domination up, so he was more just icing, I just breezed through it and got all the nice rewards etc. On the other hand, facing an elite boss with a squishy controller with no immobilize... muuuuch harder, I died nearly half a dozen times, just running in, throwing everything I could, hosp, stock up on insps and back. Course popping up a full level regardless of all the debt was well worth it. I plan to run it again now he's a considerably higher level and he'll have Phantom Army >>

overall it's not bad, for a first try it's pretty interesting and I like the story well enough, it's a decent hook and has me curious for how it's going to evolve. The third mission map is *gorgeous* and a pretty suitably epic battleground.

Problems are pretty much as cited. First mission is probably the worst offender, once you hit the cave-in start you just hit panic mode and it really does not tell you what to do properly. had I known beating up pumicites would've extended the timer I would've probably felt better about it. A marker for the 2nd entrance wouldn't hurt either.

Second mission is pretty ok, the big mob villainside is a bit annoying but eh, if you know to expect it its not that bad.

Third mission is fairly solid, though I can see it being a bit of a brick wall for newer players trying to take down the elite, especially hero side where there's no help solo and, again, you can't back out of the arc at all. Really, first time through is probably just the 'scariest' because you've no idea what you should really be prepared for, after you know what to expect it's not so bad. In retrospect, like my Controller, I'd have waited til I hit 18 to have a better power set to deal with it all, so that's more on me, not the arc itself. Honestly same with my Dominator, though to a lesser extent, because I'd have had more group mitigation powers for those big mobs in mission 2. Really I don't see experienced players having any major problems with any of these.

So yeah, I guess overall I'd rank it like a B in general for both sides. It's got it's kinks, but in general, looking back, it's pretty fun and interesting and I'm looking forward to running it more with my other characters and trying again with the first two and bringing a friend along, and I'm looking forward to the next 6 installments.


 

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Originally Posted by Kitsune9tails View Post
Put in instructions, and you get "I can't read all that while playing!"
If it were in the RADAR, that would be fine, but mine told me to get out the whole time, never actually bothering to tell me HOW to do it. What told me how to leave was the caption boxes, which I couldn't read because they appeared while I was fighting and disappeared before I was done. I would have taken more time and been more methodical with my instructions, if I'd known that fighting the Minions of Igneous gave extra time, but as far as I'm aware, that's never mentioned anywhere.

Technically, there's plenty of information on where to find the Arachnos tunnels in Faultline. Technically, half the people who go looking for them have no idea where to look because that's never actually stated at any point. You can infer the answer from the various bits of background information provided, but no clear instructions are ever given. I found them on my own, and then had to subsequently show where they were to everyone I teamed with.

Also, do you have any idea how much I'd like for the developers to add more content that's "nothing new?" Very, very much. The more complex they make in-mission triggers, the more they take away from the core game and the more prone they are to unexpected behaviour.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Kinrad View Post
Make sure you aren't running any agro-auras, or they will follow you., and drop your mission difficulty to -1/x0.

Other than that, 3 little purples will make you almost unhittable, and you can restock between missions from the contact.

Ninja run and sprint will help a great deal as well.
Yeah, I'm going to try again, this time on my PB.

edit: Yeah, better. I think my mistake was engaging the first mob group at all rather than just running by it.

Quote:
Originally Posted by Wavicle View Post
So try thinking and looking around next time.

Is this how you always handle unfamiliar surroundings?

Shopping malls must be hell...
In fairness, there is no ticking clock in a mall. And depending on what angle you are entered into the mission, you may not see the glowing green exit at all. I'm standing in the mission now facing straight ahead looking at two archers and a mutate, and I can't see the alternate exit. My first inclination isn't to look to the left or the right, as I assume this is a standard mission entrance. Even panning about 30deg to the right, the most I see is a green crystal, which is no different than the left side. Without further inspection, it appears to be a familiar surrounding.


Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level

 

Posted

Quote:
Originally Posted by gec72 View Post
In fairness, there is no ticking clock in a mall. And depending on what angle you are entered into the mission, you may not see the glowing green exit at all. I'm standing in the mission now facing straight ahead looking at two archers and a mutate, and I can't see the alternate exit. My first inclination isn't to look to the left or the right, as I assume this is a standard mission entrance. Even panning about 30deg to the right, the most I see is a green crystal, which is no different than the left side. Without further inspection, it appears to be a familiar surrounding.
I don't mean this as a criticism, but that kind of blind spot is what causes so many people to miss clues and hostages in Oranbegan maps. Having run the "Rescue 21 Mystics from Oranbega" mission more times than I can count, I've developer a habit of looking at every corner of every room and making sure I've explored every pixel off the map. Yeah, it takes time, but at least it ensures nothing ever gets overlooked.

I heartily recommend this even for ordinary missions. Sometimes the most obvious things can be easy to miss.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I don't mean this as a criticism, but that kind of blind spot is what causes so many people to miss clues and hostages in Oranbegan maps. Having run the "Rescue 21 Mystics from Oranbega" mission more times than I can count, I've developer a habit of looking at every corner of every room and making sure I've explored every pixel off the map. Yeah, it takes time, but at least it ensures nothing ever gets overlooked.

I heartily recommend this even for ordinary missions. Sometimes the most obvious things can be easy to miss.
No offense taken. Admittedly I sometimes (ok, a lot of the time) play the game on auto-pilot. If anything, for me it's a blind spot created in part by playing the same Orenbegan maps for six years (at this point I can find most hiding places...though I will say some Council nooks still fool me every now and then). I enter the mission, see a familiar setting that I've seen hundreds of times before, and don't think to really take a look at things.


Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level