Halloween Build - Playability Feedback Thread


Avatea

 

Posted

Please use this thread to share your feedback on the playability of the Halloween event.

1. Was it fun?
2. What did you like?
3. What didn’t you like?
4. In the new Dr. Kane's House of Horrors, were the bosses too easy/too hard/ just right? Explain.
5. In the new Dr. Kane's House of Horrors, were you confused about what to do at any point? Explain.
6. In the new Dr. Kane's House of Horrors, does the UI adequately lead you through each stage of the event?
7. In the new Dr. Kane's House of Horrors, does the UI update at appropriate times to give you essential information for the encounter?
8. In the new Dr. Kane's House of Horrors, check the ? text in each stage. If present, was it helpful to you for that stage?
9. Was the new Dr. Kane's House of Horrors too short? Too long? Just right?


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Posted

Quote:
Originally Posted by Avatea View Post
Please use this thread to share your feedback on the playability of the Halloween event.

1. Was it fun?
Yes.

Quote:
Originally Posted by Avatea View Post
2. What did you like?
The dogs. They were awesome. Actually the entire map looked good. The Dogs. I liked the return of the old CoT Defender costume. The Dogs.

Oh, and I liked the dogs. Want.

Quote:
Originally Posted by Avatea View Post
3. What didn’t you like?
Being exemplared to level 29. That really sucked. I lost most of my powers for the trial.

Quote:
Originally Posted by Avatea View Post
4. In the new Dr. Kane's House of Horrors, were the bosses too easy/too hard/ just right? Explain.
Experiment 9 was perfect in difficulty. The Abomination was hard. Without our main heavy-hitting powers, we just couldn't take down him AND 99 zombies in time. We tried several times.

Quote:
Originally Posted by Avatea View Post
5. In the new Dr. Kane's House of Horrors, were you confused about what to do at any point? Explain.
Not really. About the only time there was confusion was right at the start.

Quote:
Originally Posted by Avatea View Post
6. In the new Dr. Kane's House of Horrors, does the UI adequately lead you through each stage of the event?
Yes.

Quote:
Originally Posted by Avatea View Post
7. In the new Dr. Kane's House of Horrors, does the UI update at appropriate times to give you essential information for the encounter?
Yes.

Quote:
Originally Posted by Avatea View Post
8. In the new Dr. Kane's House of Horrors, check the ? text in each stage. If present, was it helpful to you for that stage?
I didn't check it, sorry.

Quote:
Originally Posted by Avatea View Post
9. Was the new Dr. Kane's House of Horrors too short? Too long? Just right?
Just right for length. Not too short, not too long.

Oh, and FPARN!!!!!


 

Posted

Quote:
Originally Posted by Doc_Scorpion View Post
Enough of the team-up teleporter already.
Disagree. More team-up teleporter, please. It's a good system and I am glad it's being used going forward.


 

Posted

Quote:
Originally Posted by Doc_Scorpion View Post
Enough of the team-up teleporter already.
Disagree. Elegantly implemented and handy. I look forward to seeing more events and trials in it.


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Posted

Quote:
Originally Posted by Doc_Scorpion View Post
Enough of the team-up teleporter already.
Enough of the team-up teleporter? Heavens no.

Enough of things being accessible exclusively through the team-up teleporter? Oh my, yes.


 

Posted

Quote:
Originally Posted by Doc_Scorpion View Post
Enough of the team-up teleporter already.
Nooo! Please! It's easier to use and especially awesome/easy for the new players!



 

Posted

Quote:
Originally Posted by StormSurvivor View Post
Enough of the team-up teleporter? Heavens no.

Enough of things being accessible exclusively through the team-up teleporter? Oh my, yes.
What's the benefit of gathering a team of four and traveling to a contact and clicking the contact and then running to the entrance; from gathering a team of four in any zone, clicking a window option, and being automatically transported to the zone?


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Posted

I'd be fine if every single future TF/Trial/Sf/Etc was exclusively through the TUT.


 

Posted

Quote:
Originally Posted by Zombie Man View Post
What's the benefit of gathering a team of four and traveling to a contact and clicking the contact and then running to the entrance; from gathering a team of four in any zone, clicking a window option, and being automatically transported to the zone?
Oh, come on, you know the benefit of immersion/bridging the gaps of game mechanics and virtual reality.
I'm not saying that I am against the TUT (not at all), however, I agree with what StormSurvivor said above...
Quote:
Enough of things being accessible exclusively through the team-up teleporter? Oh my, yes.
I'm all for making things easier, but it's also nice to have some sort of cohesive path from point A to the Mission.
Otherwise... Why should we have mission entrances at all?
Let's just grab missions out of the ether and automatically transport to their start.
I don't think you're for that.
I just happen to think that these things being introduced with no actual entrances/points-of-lift-off could use a place for the people and the times when we'd like to travel there.

By all means, I think the TUT is great and I want them to expand and improve its usage!
I, for one, just don't like all of this stuff being exclusively through the TUT.

We could use a Haunted House Trial, of sorts, in Dark Astoria (although, that's not co-op... so, yeah, never mind!).


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Posted

As far as game immersion is concerned, I'm not as troubled by somehow magically showing up there without traveling to it. We got plenty of mission doors which are ships that lead directly to a house or cavern because we presumably got into the ship, spent time traveling in the ship, got off the ship, traveled to the entrance of the house or cavern.

I *am* troubled that when we do pop into the mission, we're popping out of a hole in the ground.

BWHAAAA?

We're entering an open-to-the-public haunted mansion attraction. Why are we tunneling into the compound?


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Posted

Quote:
Originally Posted by Zombie Man View Post

We're entering an open-to-the-public haunted mansion attraction. Why are we tunneling into the compound?
Shhhhh!
We're trying to get in without paying the cover charge.


 

Posted

Quote:
Originally Posted by Doc_Scorpion View Post
Enough of the team-up teleporter already.
No no, please, MORE team-up teleporter, but with added functionality. Such as the ability to be queued up for something while running missions.

Also, I have no specific feedback on the halloween event since I currently have no characters on test and the copy tool doesn't work.



 

Posted

Quote:
Originally Posted by Zaloopa View Post
No no, please, MORE team-up teleporter, but with added functionality. Such as the ability to be queued up for something while running missions.

Also, I have no specific feedback on the halloween event since I currently have no characters on test and the copy tool doesn't work.
I concur. The LFG feature is under-used. Heck, I'd like to have TF functionality retroactively added to it. Being able to do instanced missions while queued up would be nice, too.

And I also am unable to comment on the Halloween event given that Test hasn't been accessible since at least Saturday afternoon.


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Posted

Due to some RL things, I have not been able to post my feedback until now. Hopefully it isn't to late. Overall I loved this trial. There are a few things that should maybe be looked at:

1. Love that the zombies in the final encounter drop inspirations consistently. They were a big help. However, my end-heavy invuln would have liked some blues along with the greens. Is it possible to make these random drops like everywhere else in the game?
2. The 12 minute counter for the badge in the final encounter seems like not enough time. With the trial capping at four people, we rushed to even get 50-60 zombies killed. It is also unclear that you have to taunt Abomination into the graveyard to make zombies spawn. Perhaps increase it to 15 minutes? Otherwise I don't think many people will get this badge without team stacking.
3. Either Abomination's footstomp is overpowered (out-of-control radius) or the warning needs to be longer before it hits. With travel suppression it is hard to get out of the wayd the constant trips to the hospital (while in zone) got very old.


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