The story design and direction of the game


Arilou

 

Posted

Indeed, some of that sense of elapsed time between missions (even in arcs) originally was rooted in the idea that we would be spending time hoofing around between contacts and missions. Remember, despite the game launching with travel powers, they actually originally expected people to, essentially, street sweep from mission to mission. Beyond level 14, no appreciable number of players did that as far as I know. How that disconnect came about I'm not sure, but it didn't make sense even in late CoH beta.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Yeah, I recall that my habit was usually to grab three missions at a time. I still do to some extent, but not nearly as often.

Plus when on teams, we'd do a ton of everyone's missions and then get more.


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