...Yes, But Will You Miss the Blue Caves?
The worst things in this game are still better than the best in others.
Hell, THB said he'd miss level 5 energy blasters.
THB said that.
This game is too damn awesome.
Screw those blue caves.
...and yet, in no other game do I get to play an 8-foot Norse giant in a 6-foot cave and complain in-character to my team that whoever built these caves should spend a thousand years buried beneath Odin's odorous underpants.
...Yes, I'm even going to miss the blue caves...
Newton: I observed Mercury's perihelion moving 43 arc-seconds per century more than it should. Is this WAI? --Einstein |
I am initially elated that the blue caves will die on November 30th. Particularly the layer cake room of frustration.
...
But then I think about how I got my first accomplishment badge while dragging a hostage in that mission environment, and later found out that it was required for this cool thing called an "accolade" that granted my character perks.
On second thought, I'll miss them dearly.
*tear*
.......yes and Even the dreaded council/5th column caves ._.
Yeah, I won't miss them. Doubly so the cake room. It's practically as bad as the maps in other MMOs!
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
|
Think about it: what's the worst thing you've always disliked about City of Heroes that now, upon learning the game is coming to an end, you wouldn't give up for more than anything in the world?
For me, it's gotta be those damn blue caves that are virtually impossible to navigate! |
You're all going to think I'm crazy for this, but I have a FRAPS recording on my hard drive somewhere, where all I did was just ... jog around the blue caves in first person mode with the UI off. When you don't have to worry about Defeating All Mobs or finding that last hidden glowie, the caves are actually rather pretty and fun to wander around in.
CoT Caves... with a 8 man all MM team XD
I didn't mind the layer cake area once I turned up the gamma and could see those holes in the floor.
But honestly they really weren't designed for a max out huge character model. Especially one that got speed boosted after he asked not to be.
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Yeah I realized that even though I'd been cursing the daylights out of the Council Pool Room (with the sectioned glowy cement-walled pools in 2 levels and scaffolds above)... I will miss them.
It's not like I don't know every damn nook and cranny of those things, but ... they won't be there.
Please read my FEAR/Portal/HalfLife Fan Fiction!
Repurposed
Things I would change in a reboot of CoH ...
Make all corridors on maps easier to navigate with a team, with bottlenecks added for strategic effect.
Allow mission maps to have multiple doors, including more than one entry / exit point.
Might make maps of buildings (at least some of them) destructible.
Have maps with an outdoor area that leads to an indoor area be common, including rooftop encounters.
Might make it so that all powers are chosen from a single list, rather than having ATs. The weight of the powers would change according to whichever of 3 columns you place the power into, such that powers in the first column emphasize primary aspects of the powers, powers in the 2nd column emphasize secondary aspects, and powers in the 3rd column are weak in both aspects. (This would approximate how primary, secondary, and pool/AP powers work.)
I would keep the idea of slotting, but would make it so that slots received can be banked to be placed later.
Would eliminate visiting a trainer to get new powers or slots. I would have slots get banked automatically and new powers be acquired by visiting the equivalent of the SG base or the faction (origin) base.
I would have all contacts be available by cellphone primarily, and secondarily be encountered in instances. No contacts would be available outside of an instance.
There would not be a lot of open zone areas to traverse, though there would be areas in which players could gather if they wished.
There would be an emphasis upon teaming through use of text channels and team-up UI. (This was added in later issues of the game, but might have been better implemented if they'd been planned upon at the start.)
Storytelling UI would be configured with the idea of multiple players receiving story information, not just the team leader.
Player text editing would work properly.
Content would unlock through play, where one story unlocks others further along in the tree. There would also be open, non-tree content.
Missions would have a greater number of actionable events in them, thereby increasing the number of scenarios a player could encounter within a mission. Under-utilized examples from CoH include trip triggers, security camera triggers, IR beam triggers, and so on. Events that could be triggered would be increased as well, so that instead of just ambushes, triggers could fire off dialogue, costume changes, teleportation, and so on.
I have a lot more things in mind that could be changed, but that's probably already more than most people would want to read, so I'll just end it there.
I actually will. I always thought the blue caves were pretty cool looking, even though functionally they were a nightmare. Certainly better than the drab brown caves everywhere else, spacious though they were.
Doom.
Yep.
This is really doom.
The things I will not miss are all technical limitations - so many loading screens being at the top of the list.
I wont miss the number of fire/ice characters I didn't make because they had to use stupid looking swords to be effective.
And I wont miss the Eye of the Storm animation. I never played Staff after buying it because of that.
The game was highly polished, close to perfect. I'm really scraping the bottom of the barrel here, aren't I?
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Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Council caves.
NCSOFT may take away our servers and beloved dev team, but they can't break our spirit and community. with all your power, NCSOFT, your victory will be bitter-sweet. I, personally will be there to laugh at you when you face-plant into the ground.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
I thought the blue caves made the other maps more enjoyable. The first few times in the cave I thought they were interesting, especially that cave with the large 3 or 4 story arena shaped room in the back.
I won't miss being on teams with MM's and caves. I played all types including mm's just saying it was awful being crammed in with them. I remember using gang war and apologizing profusely to my team. (I secretly laughed at the pile'o people, too) XD
Bye all it was fun.
-BurnSucka.
"Melt 'em like butters!"
There is not a damn thing I won't miss in this game.
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Yeah I realized that even though I'd been cursing the daylights out of the Council Pool Room (with the sectioned glowy cement-walled pools in 2 levels and scaffolds above)... I will miss them.
It's not like I don't know every damn nook and cranny of those things, but ... they won't be there. |
The cave missions were like a bad movie. It was so ridiculous it stopped being painful and just turned funny.
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
Think about it: what's the worst thing you've always disliked about City of Heroes that now, upon learning the game is coming to an end, you wouldn't give up for more than anything in the world?
For me, it's gotta be those damn blue caves that are virtually impossible to navigate!