Originally Posted by Memphis_Bill
... so call it "limited support" from me.
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Suggestion: Merge The World
I think that the problem of Villains in Atlas would be solved by not letting them go there - rather than oopenign up every zone, it migth be easier to simply reduce the amount of blue zones to roughly the same number as the red zones, and then make everything else shared - so blue side would "lose" places like Eden, Crey's Folly, the Hollows, Boomtown, Faultline and maybe Brickstown and even Independence Port - but would keep enough zones at all levels to allow a pure 1-50 Hero path without needing to enter a shared zone, just like red side currently offers a pure 1-50 Villain path, even though it has far fewer zones than blue side.
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I really don't see a problem with villains in Atlas, though I guess that I can understand why folks would want a few Blue or Red only alignment restricted zones. Fort Trident and The Crucible would, of course, have to remain alignment restricted. With I23 and the conclusion of the Praetorian war, perhaps the lower level Gold side toons should finally be able to travel Primal earth as well, rather than having to wait till level 20 to get booted there.
When Praetoria was released, the Dev's introduced the 'neutral' targeting faction. IE, the 'gold reticle'.
This is a TREMENDOUS feature. It allows enormous storytelling flexibility, and is the key technology that would allow free transit to all zones.
If you are a villain going to Paragon, all those Longbow patrols, all those PPD all over the place, they are no long untargetable NPC's, they are now gold box neutrals. They aren't SURE you're up to no good, but as soon as you take a swing....they know.
Add in the 'Seers-like' ability to radio for backup (PPD BACKUP RADIO!) and this makes things much more interesting.
Honestly, I have been a bit disappointed that the Dev's have not exploited the gold reticle a bit more. It is a tremendous tool for making dynamic content, just tremendous.
For example: "Lowby" zones tend to be a bit underused. King's Row, IP, etc. It would be fairly simple to sprinkle in a fair dose of neutral-set high level badguys. They're on patrol, but they're just chillin', because this is easy detail....Until it's not. Take a swing, and they go off on you.
You could have entire neutral factions, even. Heck, all of Malta and Cage SHOULD be set to neutral on the streets, and maybe in most missions. Malta isn't going to bother with a street battle, and Cage is curious to know if you have any cash on you before they start shooting.
Carnies should be a neutral faction. The Shadows aren't fighters, they're LOVERS, they just want to have fun and party and suck in the innocent and the unwary for a little soul-searching. Punching supers in the face is not a party activity.
Etc, etc, etc.
Granted, this would be a lot of work to implement, but it'd be cooool.
Why not use the "zone morphing" tech from Recluse' Victory? In these zones where heroes and villains have competing objectives, us this tech with a measure based on mission completions.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
When Praetoria was released, the Dev's introduced the 'neutral' targeting faction. IE, the 'gold reticle'.
This is a TREMENDOUS feature. It allows enormous storytelling flexibility, and is the key technology that would allow free transit to all zones. If you are a villain going to Paragon, all those Longbow patrols, all those PPD all over the place, they are no long untargetable NPC's, they are now gold box neutrals. They aren't SURE you're up to no good, but as soon as you take a swing....they know. Add in the 'Seers-like' ability to radio for backup (PPD BACKUP RADIO!) and this makes things much more interesting. Honestly, I have been a bit disappointed that the Dev's have not exploited the gold reticle a bit more. It is a tremendous tool for making dynamic content, just tremendous. For example: "Lowby" zones tend to be a bit underused. King's Row, IP, etc. It would be fairly simple to sprinkle in a fair dose of neutral-set high level badguys. They're on patrol, but they're just chillin', because this is easy detail....Until it's not. Take a swing, and they go off on you. You could have entire neutral factions, even. Heck, all of Malta and Cage SHOULD be set to neutral on the streets, and maybe in most missions. Malta isn't going to bother with a street battle, and Cage is curious to know if you have any cash on you before they start shooting. Carnies should be a neutral faction. The Shadows aren't fighters, they're LOVERS, they just want to have fun and party and suck in the innocent and the unwary for a little soul-searching. Punching supers in the face is not a party activity. Etc, etc, etc. Granted, this would be a lot of work to implement, but it'd be cooool. |
I have to agree here. This tech too makes factionless zones more feasible.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
The gold target is exactly what is needed to make it work.
Yea I didn't mean seemless world that probably can't happen in a game as old as this designed the way it was.
I meant more of a "no such thing as zones only one side or the other can access". |
I don't think its all that impossible to make it at least somewhat seemless... With the existance of Rogues and Vigilantes we now have "Technically" Villains roaming hero zones and Heroes in Villain zones as well. I am no computer whiz and don't claim to know a thing about creating programs but if they can creat a code that allows a Rogue (still technically a villain) to enter Paragon City whats to stop them from using a similar code to let Villian (villains) do so as well?
�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon
I think its easier to make a case that all players should be Rogues or Vigilantes upon entering the game and THEN use the alignment system to shift towards a heavier Hero or Villain leaning. This would allow new players to group with anyone regardless of side which is something that they should be encouraged to do.
The downside would be existing characters.. they would need to figure out a way to either grandfather existing characters that don't have access to the alignment system or to force a change to a Vig or Rogue choice upon those players that do not have access to the alignment system.
Rogue and Vig missions could then be added to the various zones which are sorely needed now and would make these alignments more worthwhile then the Hero/villain alignments.
It does exactly what the OP is talking about and uses an existing system to do it with. If they just open all the zones then there is zero incentive to using the alignment system at all.. just go Hero or villain and get the only perk that ultimately matters for the Vigs and Rogues.
I don't think its all that impossible to make it at least somewhat seemless... With the existance of Rogues and Vigilantes we now have "Technically" Villains roaming hero zones and Heroes in Villain zones as well. I am no computer whiz and don't claim to know a thing about creating programs but if they can creat a code that allows a Rogue (still technically a villain) to enter Paragon City whats to stop them from using a similar code to let Villian (villains) do so as well?
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What I wouldn't mind however is making Paragon more like Praetoria in the sense that the war walls would go away and you'd simply zone into the next area by crossing the boundary (and be able to see the nearby zone from afar the way its done in praetoria)
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
It's not a matter of code... it's a matter of the game engine being unable to handle a seamless world in the sense of no loading screens. It wouldn't be hard to allow all factions to visit all zones.
What I wouldn't mind however is making Paragon more like Praetoria in the sense that the war walls would go away and you'd simply zone into the next area by crossing the boundary (and be able to see the nearby zone from afar the way its done in praetoria) |
Oh I see I think I must have misunderstood. by seemless we are referring to being able to simply walk from one zone into another? Not zone like we do now.. because bascally now we can ZONE from red to blue or blue to red simply be going through DA/the RWZ, Midnighters club etc. There is still a load screen as you switch from map to map to map
�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon
Oh I see I think I must have misunderstood. by seemless we are referring to being able to simply walk from one zone into another? Not zone like we do now.. because bascally now we can ZONE from red to blue or blue to red simply be going through DA/the RWZ, Midnighters club etc. There is still a load screen as you switch from map to map to map
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it would be AWESOME if all the zones were merged, but insane for loading i'm sure. |
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
Maybe for villains, hero zones could = hazard zones and vice versa?
I think it'd be cool to have like a PVP TF, not necessarily fighting against each other (although it could happen), but maybe a sort of race to finish first and get certain objectives/temps, etc.
Wouldn't this basically kill vigilante/rogues dead? Why bother going for a grey faction (and losing access to the H/V merits) if you can go anywhere?
I could've sworn I've seen an idea like this before. I think it was about how Praetorian content should've been done.
Anyway, I support the idea of having villain contacts and content in paragon, hero content and contacts in the rogue isles, and also letting villains and heroes go to both sides. One of the funnest parts about Praetoria was the side switching and how different missions would play off of each other and take place in the same locations. It really did feel like there was a war going on if you played through more than one arc.
This would have to double the amount of content that was in the game, so it would be a lot of work, but if this could be done I am all for it.
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Now that we have phasing tech, I see no reason why this shouldn't happen. Let villains enter hero zones, but be phased out so they never actually interact with heroes. If a villain is invited to a hero team, THEN have him phase into the hero version of the zone and from that point on the need to fight the villain is removed, since heroes are vouching for him.
Frankly, I've always found the "tale of two cities" approach to the game to be unimpressive. A "city of heroes" is just a metaphor for a city that has many heroes in it, but Paragon City still has many, many, MANY villains in there, too. If Moment can keep breaking out of the Zig and if Nazi can recruit on street corners, then why couldn't player villains exist in Paragon City the same way NPC villains do? A "city of villains" is just absurd, by contrast, especially since CoV still has heroes in it. Plus, wouldn't that be exactly the kind of place that a hero might want to go to and protect it? Clean it up, maybe? Or are Arachnos cartoonishly evil enough to have passed a law banning the presence of any "heroes?" If "fat cat" Wenkler, a family-values moral guardian of a US councilman can snag a visa and go party in St. Martial, what's to stop a hero from putting on his loud Hawaiian shirt and old man shorts and booking a flight there?
We don't need to mess with PvP, we don't need to mess with cooperative objectives and we don't even need to worry about putting contacts in the zones. Just so long as people can play together, that fine.
"But wait!" you say. "Wouldn't that make the transition alignments pointless?" They were pointless to begin with, part of a system that has since been circumvented. I say just open up Hero/Villain merits to those guys and let everyone travel between the factions.
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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When Praetoria was released, the Dev's introduced the 'neutral' targeting faction. IE, the 'gold reticle'.
This is a TREMENDOUS feature. It allows enormous storytelling flexibility, and is the key technology that would allow free transit to all zones. If you are a villain going to Paragon, all those Longbow patrols, all those PPD all over the place, they are no long untargetable NPC's, they are now gold box neutrals. They aren't SURE you're up to no good, but as soon as you take a swing....they know. Add in the 'Seers-like' ability to radio for backup (PPD BACKUP RADIO!) and this makes things much more interesting. Honestly, I have been a bit disappointed that the Dev's have not exploited the gold reticle a bit more. It is a tremendous tool for making dynamic content, just tremendous. For example: "Lowby" zones tend to be a bit underused. King's Row, IP, etc. It would be fairly simple to sprinkle in a fair dose of neutral-set high level badguys. They're on patrol, but they're just chillin', because this is easy detail....Until it's not. Take a swing, and they go off on you. You could have entire neutral factions, even. Heck, all of Malta and Cage SHOULD be set to neutral on the streets, and maybe in most missions. Malta isn't going to bother with a street battle, and Cage is curious to know if you have any cash on you before they start shooting. Carnies should be a neutral faction. The Shadows aren't fighters, they're LOVERS, they just want to have fun and party and suck in the innocent and the unwary for a little soul-searching. Punching supers in the face is not a party activity. Etc, etc, etc. Granted, this would be a lot of work to implement, but it'd be cooool. |
Please please make it happen!
Now that we have phasing tech, I see no reason why this shouldn't happen. Let villains enter hero zones, but be phased out so they never actually interact with heroes. If a villain is invited to a hero team, THEN have him phase into the hero version of the zone and from that point on the need to fight the villain is removed, since heroes are vouching for him.
<Snip!> "But wait!" you say. "Wouldn't that make the transition alignments pointless?" They were pointless to begin with, part of a system that has since been circumvented. I say just open up Hero/Villain merits to those guys and let everyone travel between the factions. |
Same should go for Arachnos redside, they would not automatically attack villains as they do now, but they should be yellow targets for everyone. And they should randomly attack known heroes in the same one in twenty (or whatever it should be) ratio. This would still make alignment matter and add some challenge to cross zone travel.
This should also extend to Goldside as well. Known heroes and villains visiting Praetoria should have a chance of being identified by PPD or IDF and attacked, as should known Praetorians on Primal Earth. Now that we have a resolution to the Praetorian War at hand, travel restrictions for gold toons should be lifted and BOTH worlds "Merged".
As for PvP, turn some PvP zones into FFA, leave one or two Red vs Blue and make a Red/Blue vs Gold zone as well. Maybe even add a Goldside Res/Loy zone.
I really like the core of this idea and I think it could grow into something great for CoX.
Why mess with phasing tech? Let them walk the streets just like anyone else, let them co-op with as few restrictions as possible. Just make PPD and Longbow yellow targets for everyone but true blue heroes. Perhaps one in twenty encounters will result in Longbow or PPD trying to detain the viilains
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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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Because it creates situations where a player attacks the PPD, another player wants to defend them, but he can't since it's not a PvP zone. It's not necessary. Why mess with Phasing is so you don't put people in situations where a reasonable hero's reaction would be to attack the villain and thus raise questions of PvP. PvP in non-PvP zones will not happen, so the less we bring it up via creating situations where it's logical, the better.
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ignoring some dude attacking the PPD is no less a failure of heroism than ignoring that bunch of hellions mugging a lady outside city hall, which happens probably 50,000 times a day.
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I'd rather see a shared world with each faction having it's own contacts and content in each zone, including the Rogues and Vigilantes. I don't think it needs to be co-op zoned, just shared space. Villains are in Paragon pursuing their own plans, from an RP standpoint this is really freeing, as I've never cared for the destined one angle. For heroes they have a way to do good in an area where it counts most. Set up contacts that are part of a resistance to free the Isles and drive off Arachnos.
I don't think we have the tech, but it would be great if there was optional co-op contacts in each zone, but I would be fine with each faction having their own goals and contacts/content.
This would also be a great way to give the grey alignments something to do. Honestly whether they merge the zones or not ever, not having Rogue/Vigilante arcs is a huge waste of storytelling opportunity.
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The day this game even moves in the direction of open-world PVP is the day I'll cancel my VIP subscription.
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what it loojks like most people want here is the ability to travel to just about any zone on any character regardless of allignment. content would vary zone to zone, and enemies that attack you / ignore you / can be attacked will remain the same, or vary depending on the zone's own 'allignment'. this could be achieved with some of the tech already introduced and some new work [obviously]. the pvp aspect would probably be something more like mini-arena matches, or still be limited to a few zones, but potentially a couple more, esp. hazard zones. on top of this, this would alow for co-op content, badges, and shared content, and incentive to do more and explore more.
last night i was teaming with friends and some annoying lvl 50 kept inviting me to an arena match in peregrine island. it might as well have been another player's villain character, and would have been more fun right there on the street with my friends looking on or even helping. arenas alow for controlled environments, but things like the gold box neutral targets and the 'confuse' mechanic allowing you to attack formerly allied/unattackable targets, i think with a little magic, this could all work out nicely.
i think?
side note: how ironic would it be to be a lvl 50 villain strolling in atlas waving at longbow and new heroes all like "har har you cant get me cuz you arent sure im up to no good!" then BAM a police drone identifies you and zaps you and sends you to the police station. same with heroes and the spider drones.