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Mission Crossover

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charlieranger
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Mission Crossover

So hero 1 is running around knocking out baddies and saving hostages left and right, but suddenly he loses his focus and the hostage gets washed down the drain. Will he see them later? I dont know.

Another hero, unrelated to hero 1, is running a mission through the sewers and out from a storm drain pops a tied up hostage. Normaly their mission was to clear the sewers of baddies, but the hero 1 failure just changed hero 2s mission to an escort to safety. Now this hero has a new contact.

If hero 1 makes a decision to save or not to save, to steal or not to steal, to run or to hide, is it even possible to incorporate this kind of mechanic?

So im on my 10th gang lord mission arc, and for some reason I always pick the same choices, so I know the sewers like the back of my hand, except ive never had the mission change from a take out the rival gang, to rescue the hostage and ransom them when finished.

Thoughts?

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The idea of it sounds

The idea of it sounds incredibly awesome, what with the world being affected by players more often and all. The main concern is going to be how hard it would be to change the instance from what the servers dictated. Worst-case scenario, an entirely new programming and coding would have to be laid out to such a degree that mission crossovers would have to be purchasable DLC for it to be worth the devs' time.

Either way, I hope like they get something that interactive. That sounds like dope.

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Great idea, but difficult to

Great idea, but difficult to handle, especially if(when ;) ) CoT gets highly populated.

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I would prefer it if certain

I would prefer it if certain missions had a chance (or certainty) of events diverging from the standard plot depending on past (in)actions. That way it has some tie to the PC, however tenuous that may be, rather than being a completely random event. That is not to say that I am against completely random events, although I do not see the need for such variables as "because Player A succeeded/failed Action B in Mission X" while I just happened to be in this particular mission. This sounds as though my chances of seeing that content would be exceedingly small unless I planned to run that mission while someone else did 'Mission X' (and hopefully didn't goof up on Action B).

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I'd rather not be 'gifted'

I'd rather not be 'gifted' with someone else's random hostage. What would make more sense to me, is if I was able to recover my own random hostage in a subsequent mission.

I admit, a cohesive world would certainly have one hero's progress indirectly affecting another hero, I just think it would be too much to have a hero's 'stealth mission' suddenly become a 'rescue hostage' scenario, or have some random civilian drop into a team's 'total annihilation' mission. "You have fifteen minutes to destroy a million zombies, find the omega-bomb, and defuse it..." "RIGHT!" "Oh, and now you have to escort this hostage to safety, while your at it." I can just hear the resounding "WHAT!?!?!?" from the blood-maddened team.

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charlieranger
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Im sure there would have to

Im sure there would have to be limitations to it. I wasn't suggesting that every mission is subject to random change or add-ons, but I am glad you brought that up for clarification. Missions like this would have to either be low importance run-of-the-mill missions, or a mission class of their own.

I like the way that Darth worded it.

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Yeah I think there could be a

Yeah I think there could be a "randomization" factor in missions that might allow for the basic mission objectives to change mid-course. This could even be based on your past actions and/or your current alignment situations. But all of this probably shouldn't directly rely on the activities of other players. Trying to entangle this kind of randomization into missions based on other players' actions would likely be far too hard to implement.

The Devs could always set things up so that other NPCs become randomly involved instead of actual players - so in the case of hero 1 losing a hostage down a storm drain there's no reason why "hero 1" couldn't just be a NPC.

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Fireheart wrote:
Fireheart wrote:

I'd rather not be 'gifted' with someone else's random hostage. What would make more sense to me, is if I was able to recover my own random hostage in a subsequent mission.
I admit, a cohesive world would certainly have one hero's progress indirectly affecting another hero, I just think it would be too much to have a hero's 'stealth mission' suddenly become a 'rescue hostage' scenario, or have some random civilian drop into a team's 'total annihilation' mission. "You have fifteen minutes to destroy a million zombies, find the omega-bomb, and defuse it..." "RIGHT!" "Oh, and now you have to escort this hostage to safety, while your at it." I can just hear the resounding "WHAT!?!?!?" from the blood-maddened team.
Be Well!
Fireheart

This is exactly why I've been screaming games like this, going back to EverQuest, need a "wild" type server where something like the OP, or invasions, or anything else you can imagine, that can disrupt the normal flow of missions and events does regularly occur.

Leave the quiet little standard missions bunnies to their boring servers, and let whoever wants to have their missions and leveling plans and whatnot be interrupted with unscheduled interruptions, especially [b]things you cannot bypass or go around or skip[/b]. Oh oh, there are things attacking Ms. Liberty and the vendors under Atlas, and you can't even get into the City Hall without dodging the invading army. Sucks to be you!

I quadruple dog dare ya! I guarantee you this server will quickly become filled, and the bunny servers will become largely abandoned.

I do not freaking understand why people do not want this. It's so obvious.

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Lothic
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Gorgon wrote:
Gorgon wrote:

This is exactly why I've been screaming games like this, going back to EverQuest, need a "wild" type server where something like the OP, or invasions, or anything else you can imagine, that can disrupt the normal flow of missions and events does regularly occur.
Leave the quiet little standard missions bunnies to their boring servers, and let whoever wants to have their missions and leveling plans and whatnot be interrupted with unscheduled interruptions, especially things you cannot bypass or go around or skip. Oh oh, there are things attacking Ms. Liberty and the vendors under Atlas, and you can't even get into the City Hall without dodging the invading army. Sucks to be you!
I quadruple dog dare ya! I guarantee you this server will quickly become filled, and the bunny servers will become largely abandoned.
I do not freaking understand why people do not want this. It's so obvious.

This is basically the same kind of argument that the "open world PvP" advocates usually make when they "can't understand" why anyone would not want the constant (realistic?) threat of PvP looming over their heads at any given moment. But even though the argument might be the same I've never really seen it applied to the idea of there being "wildness carebears" out there who somehow fear the kind of mission randomness we're talking about here. Do people like that actually exist?

Regardless I'm not necessarily saying your general idea of having "wild" PvE (where any random thing could happen to affect what players are doing at any given moment) is a bad one. I just seriously doubt the Devs (of pretty much any game) would ever go so far as to make dedicated servers that specifically differed from the normal ones only by the degree of "wildness" in their PvE.

I think as long as any possible mission randomness is handled reasonably well there would be no need for having special "ultra-wild PvE" servers just to cater to it or "bland bunny PvE" servers to avoid it.

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You can't know until you try.

You can't know until you try. All I know is, of the five greatest moments in MMORPGs I've ever played, the top two were live invasions. It seems a massive design flaw to leave this on the floor and never use it. Too much rationalization is holding back proven awesome fun.

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The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.

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Rikti invasion everyone

Rikti invasion everyone gather on ms liberty !!!!

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Yeah, but Liberty should have

Yeah, but Liberty should have 'come to life' and LED the counterattack/defense.

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Fireheart

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Damn unions she must of been

Damn unions she must of been on a coffee break

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Mind-Freeze wrote:
Mind-Freeze wrote:

Damn unions she must of been on a coffee break

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Lothic
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Gorgon wrote:
Gorgon wrote:

You can't know until you try. All I know is, of the five greatest moments in MMORPGs I've ever played, the top two were live invasions. It seems a massive design flaw to leave this on the floor and never use it. Too much rationalization is holding back proven awesome fun.

I'm not saying your idea to have wild random things happen is wrong. I just don't think the Devs would ever bother with actually dedicating an entire server to be the "extra wild invasions every 5 minutes" server as opposed to another server being the "boring bland nothing weird ever happens" server.

What I'm saying is that if it's handled correctly then EVERY server can have enough "wildness" to satisfy everyone.

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Lothic wrote:
Lothic wrote:

Yeah I think there could be a "randomization" factor in missions that might allow for the basic mission objectives to change mid-course. This could even be based on your past actions and/or your current alignment situations. But all of this probably shouldn't directly rely on the activities of other players. Trying to entangle this kind of randomization into missions based on other players' actions would likely be far too hard to implement.
The Devs could always set things up so that other NPCs become randomly involved instead of actual players - so in the case of hero 1 losing a hostage down a storm drain there's no reason why "hero 1" couldn't just be a NPC.

But it couldn't be Hero 1, because that's copyrighted :)

On the subject of "random events happening at random" I'm of the school that believes this stuff would be better if people knew when it was going to happen and could plan to be online and ready for it, if possible. There's nothing worse than finding out the TF you wanted to start is going to have to wait because everyone's fighting the Rikti for the next hour. Or the other problem, you log on too late and the fun's already over by the time you get there. I understand people like the spontaneity of these things, but I think the scheduling factor is important. You can't just have a rock concert that you don't promote or advertize for in advance. That's crazy, because nobody will go to a show they didn't know was happening until 5 minutes after it started. You do the fans a disservice when you do that.

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I rather they put more time

I rather they put more time and effort into Immersion of arcs when open world is concerned.
I actually LIKED it when my team was 2 to 3 missions into the Story Arc, (which could have had a one or 2 more missions left in it), and Foe Ambushes would chase you once you stepped outside of the mission. That was awesome. It make me feel like the Enemy Bosses though We were a Legitimate Threat to them and upped the stakes.

One other thing i would have liked to see is the Enemy Bosses send More And MORE foes the further you got to Defeating the Story Arc. As well as creative ways to make it SEEM like its DO or DIE for the Enemy Bosses... by.. lets say... Camping foes at the Next Missions Entrance (or have the foes Hide and jump out from behind the dumpsters or whatever seemed appropriate.. and have the AGGRESIVE setting for the foes... like Pets had) :)

And maybe even the Enemy Bosses from that Story Arc would issue Global Bounties (might show up in ChatLog) to OTHER enemy NPC's to try and Stop you from Reaching the Next Mission entrance. Etc... just allot more immersive stuff. ;)

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How about Phasing? Localized

How about Phasing? Localized Phasing would allow the ambush to strike at your team, without becoming a nuisance to other players.

Be Well!
Fireheart

Gorgon
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Lothic wrote:
Lothic wrote:

Gorgon wrote:
You can't know until you try. All I know is, of the five greatest moments in MMORPGs I've ever played, the top two were live invasions. It seems a massive design flaw to leave this on the floor and never use it. Too much rationalization is holding back proven awesome fun.

I'm not saying your idea to have wild random things happen is wrong. I just don't think the Devs would ever bother with actually dedicating an entire server to be the "extra wild invasions every 5 minutes" server as opposed to another server being the "boring bland nothing weird ever happens" server.
What I'm saying is that if it's handled correctly then EVERY server can have enough "wildness" to satisfy everyone.

Zombie and Rikti invasions really weren't all that far off from the kind of thing I'm talking about. I would just add a more live, dynamic factor to it somehow.

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The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.