by Missing Worlds Media
Liking the look and feel of the game already.
There they go getting me salivating again. Great ideas!
Better and better!
Sounds very cool. Wondering if XP rewards will be passed out for doing things other than punching through those minions as well. It's very awesome to approach a goal differently, but I would still like to be rewarded along the way and not depend on a giant pile of XP at the very end for punching out the "boss". (That could get frustrating if you were kicked offline halfway through)
A part of me is liking this, but another part doesn't. Part of what made CoH memorable and fun for me was how easy it was to put PUGs together and jump straight into the mindless fun. Prior to newspapers and mission drop, I'd often end up as team leader with all my missions being go fetch, click this, or some random unfun aspect.
Missions where the team has to think too much are fun, but please let us have the option to simply break face if we choose to.
@Tormentoso - the goal is to offer more options, keyword "options" here. Just like radio/newspaper missions created more options in CoH.
This sounds awesome! Something that I always felt was missing from City of Villains was playing as an archvillain, and single-handedly fighting off a team of heroes bent on stopping you. Or ordering your minions to proceed with your plan (theft, kidnapping, etc.) while you deal with the heroes. Classic comic situations, but with the player on the "other side of the fence" from normal!
@MWM Options is the key word... I remember skipping the ones that simply got on my nerves. The 7-storey *rachnos interior buggy lab/reactor map ring a bell for anyone? Or how about those days when you just didn't feel like rescuing Dr. Philo for the third time that day? :D
(snip) but please let us have the option to simply break face if we choose to. (!snip) Agreed, 100% There are some days when breaking-face is just the thing to do for a few minutes before bed!
I love everything about this and want to sign up for your news letter...oh wait!
This sounds AWESOME!!! As another Spidey fan, I can't wait for the multi-single bad guy arcs. [In fact, I was such a big spider man fan that I got hit by the Marvel Virus :-( ]
I like where this is going, but I'd like to suggest having a variety of options available in order to advance a mission, perhaps one for each 'alignment'. Also, your Super Antagonists should probably change difficulty to match the emotional level of the current mission, but you can offset it further by including minions, death traps, race to the target(s), and moral quandaries, for instance.
Nice! Another mission type that I'd love to see more often is the triple choice between total stealth, careful guard takedowns, and epic ambush. Some of my favorite gaming moments came up when (by intent or accident) we triggered ITF attack waves. The Payday heist games are almost entirely built upon this mission framework as well.
I like it. Heroes usually have to do more than one thing at a time. Save a person under time pressure and defeat a villian, many times simultaneously. Anything adding depth to the experience is welcomed. Choices always shape a character through their consequences too. Lots of potential. That said, sometimes I just want to kick the crap out of a bunch of baddies without using my brain. As long as there are old school type missions along with new school missions I'm all in. Keep up the good work!
I applaud the attempt to make the missions more interesting, though I don't know if I will like this in practice. Part of the reason I enjoyed playing CoH (at least at the high levels) is that it let me feel like my character is a superhero, who can easily go through large crowd of enemies. This also let me play short sessions, just quick mission or two.
Of course, it's possible that this will be done in a way I'll enjoy, but it feels more hardcore, so I'm worried that as a casual player I might not.
I have to say, the more I hear about this project, the more psyched I'm getting. Keep it up, guys!
Hopefully one of the downtown restaurants is the secret hideout of the villainous chef "The Filet." That way we can stop in from time to time to challenge one of his Filet minions.
Comments about a good MMO: http://www.youtube.com/watch…
He said "Must have IMPACT". That Alone was the reason i liked CoH. You Knock the baddies down, they dont get up that fast.. and I liked that.
Also, It pissed the heck out of me when the KB or KnockDown was interupted by someone elses attack and the baddies got right back to their upright positoion and attacking me. That anoyed me. It broked the immersion.
Filet Mignon? ;) rofl
Meatshield sounds dangerously like Escort Missions. Remember, everyone hates escort missions. Everyone. If you show me someone who likes escort missions, I will straight up punch them in the crotch.
Sounds cool as more options but it would be nice if it was evident when picking a contact or mission what type of mission it would be. Taking on lots of baddies at once was a lot of the fun of CoX. Also certain types of ATs would be less effective against big bosses. I'd hate to be trying to solo on my controller type and get a string of boss only fights and end up frustrated. On the other hand my single target focused scrapper type may love it. So please just find some way of marking the type of mission we are signing up for, thanks kindly
I think this has so many possibilities to it! Putting a twist to the system is what the mmo industry needs right now. I hope that you don't eradicate minions and lieutenants in missions altogether, because sometimes those minions are fun to pummel. I think a good combo of the simple beat'em'up Missions and the complex ones. Sometimes when I logon I just want to "kill skuls" that kind of stuff.
I also had a thought. What about arch nemeses? What if, depending on the path you take, there is a certain villain who becomes your worst enemy? You have Superman and Lex Luthor, Spider-Man and Green Goblin, Batman and The Joker, Thor and Loki. In my CoH novels I have Safehouse and Danny Darwin. Maybe the path system is too complex but I think that would be cool to see!
This alll sounds great, the variety will certainly be interesting! Will there also sometime be missions involving more mundane hero tasks, like rescuing cats out of trees or Timmy from having fallen in a well? :D
that sounds awesome, although I do like the clear maps of all minions, it might be a cool badge thing to enter a missions filled with minions and try to stop them from escaping... the higher the number of captures the better the badge. From a comic perspective, most minions would run for the exits if they ran into Superman. Good stuff guys! Keep up the innovations.
Actually, what I'm reading here makes me think that this game could definitely benefit from a system akin to the Instant Adventure system in Rift, if you're familiar with that. If you're not, you queue for it, and then it throws you into a group and has you guys wander all over the current zone doing things. "Go here and kill ten of these." "Go here and break X of these." "Go here and beat up this boss."
It would be cool to have solo versions of the above as an "on patrol"-type deal, you start the process and it just throws stuff from a collection of random options your way. Never know what'll happen.
And looking forward to having this flexibility available in the mission creator as well..wow, almost at 500k!!!
More options is always better and I am quite ecstatic about the possibilities! These kinds of missions was something I always felt that CoH was missing in order to shake up the monotony of the "go here, clear this building, repeat".
Don't get me wrong, there are times where I had tons of fun with a full team just clearing out building after building, but these other options excite me to no end!
Hopefully there would be a way to filter through the missions available so players would be aware of if they are facing a standard old school mission and a mission with objectives and time constraints. This is equally important for teaming. I like this direction your exploring and I would love to do the content, but some days you get home from a bad day a work and you just want to roll up your sleeves for some good old fashion butt kicking.
yes its you're not your ...be gentle, no edit
Yes, we are planning on a way for you to filter mission types. Several ideas on how, not settled yet.
Will you be working in level scaling and player side difficulty setting? Most times we do tend to out level the mission. And how about optional waypoint setting?
Options, gang. Options.
They aren't distancing their efforts from what made CoX fun.
Defeat all, Deactivate all  bombs, Find No_Mercy the vicious AV and defeat her will still be there for us.
@Jennifer - yes, working on a few ideas to avoid out-leveling, and absolutely.
Patrol missions were one of the big letdowns in City of Heroes -- you would get sent to check in from various locations around a map that served no purpose other than to get you to send you all around a map, and only at the _end_ of the patrol would you find the 'real' mission; in many cases, a 'Patrol [zone] for [villaingroup]' mission would take you to zones and areas where that villaingroup didn't even have any spawns, so you'd never see any of them. Having a patrol mission where you, say, got a report of unusual [villaingroup] activity in [area], and you'd have to cruise around that area looking for the appearance of members of that group, and each group you defeated would give you a piece of a clue that, when you got enough pieces, would lead you to a confrontation over whatever the group's activity was actually leading to. Or, for the mobs that are normally in a particular area, some of them could drop clue fragments that would lead to a mission with enough pieces (or civilians might see you making your presence felt on the street and approach you with a lead), giving you a reason to street sweep beyond just random XP and drop rewards. Mobs just standing around to provide a target for street sweeping seem pointless after a while. For example, the 5th Column/Council spawns that had the leader up on a box haranguing passersby were more interesting as a group than the spawns that were just random minions standing around.
If I may make some more suggestions: What if while you're simply hanging around in a zone, a nearby phone rings. If you answer, you find a rival villain or an archnemesis or someone on the phone taunting you. They've managed to track you down for a personal challenge mission. This could happen randomly any time you happen to be near a phone or, say, near a computer terminal... or even more interestingly, standing in front of a television that suddenly display's your rival's face taunting you from inside the TV store.
Similarly, you mgiht also get reports of urgent events unfolding in a similar fashion such as public raids (such as the public group raids from Rifts, as an example) -- the television suddenly warns you of shuttle disaster unfolding in space or an alien invasion aboard the orbital space station or the sunken city of Lemuria has declared war on the airbreathers and is invading the nearby beach.
It would be interesting to have skills at researching leads -- perhaps you have contacts at the local newspaper (or work for that local newspaper)? Perhaps you have a friendly recluse in a wheelchair with a perchant for hacking the web like it was their personal playground? Or maybe you just want to go to the local library and investigate what the strange latin phrase you overheard that street thug repeating. As you acquire a "base", perhaps you get an assistant or supercomputer or something that can help research items while you're out patrolling.. sometimes the lead is right, sometimes it's a red herring, depending on the level of success (or failure) -- sometimes it leads to something that is even more important completely by accident.
As your portfolio grows, you might end up with a series of cold cases that suddenly come to life with renewed urgency. An intelligent gorilla has decided to devolve humanity to take over the world once and for all and the devolution bomb that he has designed bears an uncanny resemblance to the mutagenic ray prototype that you managed to capture last year.
Sorry... my inner game designer came out on that one....
thank you for the response @MWM. I'm glad you folks are so approachable. Love all the updates so far. I looking forward to play COT for the next 10-30 years.
A few likes, and a few dislikes:
Likes: The Secret World's mission structure is very much like this. It does keep things interesting. You never know what you'll find in a mission, and it keeps you on your toes and makes the world you're moving through feel very dynamic.
Dislikes: It also is VERY frustrating, at times, and very team-unfriendly. Teams of people don't want to wait around as one of them tries to figure out what to do, and they also don't like it when that one guy who's already run the entire arc finishes everything while you stand around still unsure what needs to be done. This is a REALLY tricky thing to pull off. Even in The Secret World, where this is done incredibly well, it makes teaming for these kinds of missions all but unheard of. Likewise, it makes you often have to look online to figure out the one thing you've missed to help you progress. So much so that they had to embed a browser in the game client so you could easily find the answers online. This is NOT GOOD.
If you do this, I -strongly- suggest restricting the clue-style missions to solo arcs. Make these arcs that must be completed while soloing, and designed around that. Let the team missions be team centered, and these styles of missions be solo-centered. If it's worth the extra work, also give it better rewards.
Loving these ideas and the variety they promise, but a couple words of caution:
1) Be careful with missions that dump you into a second *timed* mission without warning. Realistic, maybe, but not fun when you had only enough time to play the first mission.
2) Defeat boss in less than 2 minutes can be awfully biased against characters with low DPS.
3) When it comes to mission scaling, while I understand the desire not to outlevel missions, keep in mind that someone having difficulty with a mission may want to level up without the mission's doing so as well.
4) There's nothing wrong with escort missions as long as the escortee knows how to follow you and not run off insanely.
Like it, but have to concur with those that have pointed out that much of this sounds good for solo runs, not so much for teams. IF you can get some of the above working so that it's enjoyable at the team level, great.
Also, and I think this was mentioned on a previous update, or something like it, I'd like to see at least a few missions with variable outcomes. Bad guy gets away with his plan, you stop the plan but bad guy gets away, and of course the old stomp the bad guy and watch as he's taken away by the authorities.
what I like Patrols- This is one thing the other gsme doesn't have and I wish they did. One note though please find a way to keep them fresh. a timed mission could be fun, I looove the Detective style missions. also the escort of the stronger guy sounds great.
What I don't like Dull Escort missions and it seems you have that under control. Great update