"Traversal" missions?
I think what we (at least me) actually miss is a Dungeon, like back in the days Everquest Dungeons were. You had to plan ahead because it took a while to get there and then you had to fight your way down there maybe to a specific spot or enemy. You even had to do corpse runs when you died (not sure I want that though).
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Saw we start in an office building where something is happening, and it turns out there's a hole leading into a network of caves. When we clear the caves, they descend down into an old sewer system. That sewer system descends into an old crypt, which then descends into an old abandoned mine, and we eventually end up at an uncharted section of Oranbega. That could make for a huge map, yes, but I'd play it.
Actually, one of my favourite missions is the CoV one where we fight Lilithu with a ghost trap on hand. It's a fairly large Oranbega instance with a prison on the far side which forces you to walk out instead of just hitting Exit. One time I played it, I beat Lilithu who was right at the entrance, but her cronies took me down and I spawned in the prison deep inside. The rest of my missions was me fighting my way back out to the surface. I died a few times, but all that did was send me back to the prison which I controlled. I had fun, at least

Speaking of which, I think I am the only person that likes the HUGE map with a tower in the middle that is filled with clockworks. It gives me that nice feeling of accomplishment when I clear it.
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And Samuel, since we are bloth playing on Victory I would be happily group with you and explore the abandoned sewers or the Shadow Shard doing some of Hammonds missions.
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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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Well, I wouldn't want to go as far as corpse runs
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Saw we start in an office building where something is happening, and it turns out there's a hole leading into a network of caves. When we clear the caves, they descend down into an old sewer system. That sewer system descends into an old crypt, which then descends into an old abandoned mine, and we eventually end up at an uncharted section of Oranbega. That could make for a huge map, yes, but I'd play it. |
Sure! Shoot me a global friends request at @Samuel Tow and we can ![]() |
The Char I am currently playing is a 40 Brute, but I don't mind exemplaring at all.
Btw. I remember you were doing a cow char, is this the one? Because I got that image of a cow wielding a giant something in my head

Originally Posted by Megajoule
We're being invaded. Again. This time, instead of aliens, zombies, or eyeballs with teeth, it's the marching band.
Speaking of which, I think I am the only person that likes the HUGE map with a tower in the middle that is filled with clockworks. It gives me that nice feeling of accomplishment when I clear it.
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I agree. That's a really cool map just because there's so much there to clear, but it's still an orderly location. I actually like all of the large outdoor city and industrial maps. Anything I can split down into separate blocks and tackle in an orderly fashion excites me. It's the nature outdoor maps which I actually hate because there's no good way to segment them down into smaller sections.
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The Perez map I typically go forward, then sweep in a clockwise arc, then clean up in the forest last. The map with the island in the NW (Talos?) I will usually head north until I hit the top of the map, head west until I'm past the rock formation, then head back south, then make one more pass up the coast. I'll then clear the island.
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
Saw we start in an office building where something is happening, and it turns out there's a hole leading into a network of caves. When we clear the caves, they descend down into an old sewer system. That sewer system descends into an old crypt, which then descends into an old abandoned mine, and we eventually end up at an uncharted section of Oranbega. That could make for a huge map, yes, but I'd play it.
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The other very important thing is for making something like this: You can't turn travel powers or stealth off. They are intrinsic parts of the character, so no saying "Sorry, Invisible Woman, being invisible makes this too easy so you can't use your powers here"
Always remember, we were Heroes.
Now that I see this thread, I remember a day or two ago after I managed to participate in my first Hamidon raid (in two and half years since I started!) and afterwards when everybody left, I stuck around and did some exploring, even literally [Walk]ed my way back through Eden to the Gate before warping to Ouro to log out.
I never realised the Hive was it's own zone, I didn't know there was an abandoned factory behind right in the far corner of the hive. I was amazingly amused at the Devouring-Earth ruined hazard zone gate between Eden and the Hive. And when I walked through the Hive-area in Eden I didn't know there was a whole hidden abandoned neighbourhood of buildings and debris that almost looked lived in when it was night-time.
I briefly explored First Ward too when it came out, once again using [Walk] on a highbie to avoid aggro, I looked up the shadow path and walked all through the city with it. There should be more things like this, a grand visual trip you can do to make exploration more fun, even if there's no rewards specifically attached to them.
I agree, there should be more exploration content in this game, a slower take-it-all-in path when missioning becomes too monotonous or frustrating. To actually make you look at the environment, smile, discover hidden details and areas.
As it happens, the forest mazes block people from flying through the tops right? That's an idea for a new tileset, forest maps. It's not quite indoors but it looks outdoorsy and could be retooled for more temperate and tropical themes. Or haunted woods style!

Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero
Oh yeah more of the Perez Park Wood maze style map. This actually frightened me back in the days.
Originally Posted by Megajoule
We're being invaded. Again. This time, instead of aliens, zombies, or eyeballs with teeth, it's the marching band.
Oh yeah more of the Perez Park Wood maze style map. This actually frightened me back in the days.
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Atmosphere is pretty important actually, a some of the map saminess stems from the fact that whether the office is still in use or abandoned, it's just as well-lit as the rest of them. Some abandoned variant office/warehouses and caves need some darkness or field-of-vision reduction. It's the next best thing to do if you don't want to adjust every map to use Ultra mode sun-casting shadows from light sources.

Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero
Btw. I remember you were doing a cow char, is this the one? Because I got that image of a cow wielding a giant something in my head
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I like sweeping the outdoor maps too. It's rare that I don't clear one. Maybe Ghost Falcon's mission if I'm on a character with knockback, or the outdoor Croatoa map with all the hills (melee + hills + flying witches = I start to get testy...).
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The Perez map I typically go forward, then sweep in a clockwise arc, then clean up in the forest last. The map with the island in the NW (Talos?) I will usually head north until I hit the top of the map, head west until I'm past the rock formation, then head back south, then make one more pass up the coast. I'll then clear the island.
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What would really be needed for really long missions is the ability to save part way through. Crashing and losing all prgress when you are almost done would be very annoying, as would just not having time to complete one. In effect, thats basically what Task Forces are.
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If you die, you go back to the start, but you can always warp back to the latest "mole point." If such a mission worked like an Ouro TF or an SSA - which is to say it's a one-man doable TF - then this instance could persist beyond play sessions even for a single player, thus saving progress. While the instance itself may reset and thus repopulate with enemies, you would always be able to go back to your latest objective and your latest mole point. I'd LOVE that.
The other very important thing is for making something like this: You can't turn travel powers or stealth off. They are intrinsic parts of the character, so no saying "Sorry, Invisible Woman, being invisible makes this too easy so you can't use your powers here"
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Now that I see this thread, I remember a day or two ago after I managed to participate in my first Hamidon raid (in two and half years since I started!) and afterwards when everybody left, I stuck around and did some exploring, even literally [Walk]ed my way back through Eden to the Gate before warping to Ouro to log out.
I never realised the Hive was it's own zone, I didn't know there was an abandoned factory behind right in the far corner of the hive. I was amazingly amused at the Devouring-Earth ruined hazard zone gate between Eden and the Hive. And when I walked through the Hive-area in Eden I didn't know there was a whole hidden abandoned neighbourhood of buildings and debris that almost looked lived in when it was night-time. |
I actually really like the Hazard and Trial zones we have in the game. Terra Volta has been one of my long-time favourites. Yeah, it's kind of pointless and yeah, it's kind of wasted space, but you know what? It's pretty BECAUSE it's such wasted space. It's a huge, sprawling industrial complex that still takes my breath away to this day. City of Villains brought us an economy of small things, where everything is miniature and crammed in the same map as everything else to the point where there's little reason to explore. When every part of the map is a monolithic whole, you can pretty much see what it's about from the air high above. Something like Terra Volta, on the other hand, pretty much is a few square miles of industrial complex, so what's actually happening at ground level becomes more important. I would personally love to see a TF in an instance of Terra Volta where we had 20 or 30 different objectives in different parts of the map.
Maybe that's just me having played a sandbox game lately, and maybe City of Heroes really isn't shooting for a sandbox type of game despite having an overworld, but I honestly do miss the act of getting places being meaningful, and I do miss the time when places were big and monolithic. Having five different zones crammed together into the same island is just... It feels like the developers were saving space more than it feels like a realistic city, and that takes me out of the experience.
Oh yeah more of the Perez Park Wood maze style map. This actually frightened me back in the days.
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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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Another thing I'd like to see added to more missions, period, but also Traversal missions like these is dynamics and randomness.
For instance: the local GM is actually 3 different but mostly identical GMs with significant differences in powers and AI. Which one spawns could be random, or depend upon player actions, like clicking a glowy, or even depend upon something like the phases of the RL moon or what badges are present (on players) in the zone.
I also like the idea of a constant open-raid villain base. A large complex, with dynamic events like traps that sound alarms that summon guards, turrets, etc. At the bottom is a Big Bad. Throughout the base are various objectives that dynamically affect the zone/story: buffs, debuffs, turning off defenses, etc.
In other zones, I'd like to see minor zone events that you could just happen to stumble across with no warning, like the classic scene where a bank alarm starts ringing, and a villain comes running out of the local bank, heading for a zone border or submarine, bank security firing uselessly in his wake.
To over-incentivize exploring could be a mistake, though. It kind of spoils the point (people would zoom madly through zones, trying to find the incentive fast and miss smelling the roses), and it would become another chore for some with the completist mindset.
Still, I wonder if it would be litigious to put a npc named Wally who has big glasses and a striped hat in the game that wanders randomly through zones and awards a badge if clicked on...or a villainess in hat and trenchcoat who dropped miniaturized landmarks if defeated...
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!
...
Still, I wonder if it would be litigious to put a npc named Wally who has big glasses and a striped hat in the game that wanders randomly through zones and awards a badge if clicked on...or a villainess in hat and trenchcoat who dropped miniaturized landmarks if defeated... |
I'm sure you could even be as vague as "Lady in Purple" and players would get the reference and it would not be suable.
you could have it all
My empire of dirt
I will let you down
I will make you <3
Well, for no reason other than because I said I would, this is the character I was talking about, my Titan Weapon user:
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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Cool, what I especially like that she actually looks like she could wield that big sword.
Originally Posted by Megajoule
We're being invaded. Again. This time, instead of aliens, zombies, or eyeballs with teeth, it's the marching band.
And Samuel, since we are bloth playing on Victory I would be happily group with you and explore the abandoned sewers or the Shadow Shard doing some of Hammonds missions.
Originally Posted by Megajoule
We're being invaded. Again. This time, instead of aliens, zombies, or eyeballs with teeth, it's the marching band.