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One Complaint About CoH

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robopez
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One Complaint About CoH

SO if there was one design objective that CoH seemed to have, that I never really liked, it was this:
more content, more content, more content.

I'm pretty sure I need to explain this. Because new content is awesome. New Things to do, new storylines to experience...

But I think my complaint is with the next part, New Places to Explore.

Exploring was definitely one of the features of the game. But I can tell you, as a player who played for 6 years, I didn't like the new areas they were putting so much work into adding to the game. Like, Praetoria for example. And I definitely hated the newest zone... First Ward. While it was probably the best looking zone in the entire game, the problem was: No one went there.

I did like the raids though. But very few players were teaming and playing in those new zones. And when I went to so many of the older zones, there were much less players there, because now the players were spread out over so many areas. One of the things I really enjoyed about CoH was the feeling of a living, bustling city, because of the activity and /broadcasts of the players either requesting help, or recruiting for SGs, or for teams, or TFs. One of my favorite zones in the game was Steel Canyon. So much activity usually, but by the end, it had become almost as barren as some of the other zones already had, ones that I remembered being busy and bustling and alive. Like Brickstown. And later even Founders Falls. I remember players who used to 'live' in those zones. I used to think they were 'stuck' in levels 30s or 40s, but looking back, no, they just enjoyed the game and they were playing it the way they wanted.

So I always felt that the 'new' zones, while very popular at first (like Praetoria was, wow), after the novelty had worn off, they hurt the game. I know the areas had to be built, in order for me to enjoy the raids that they were home to, but... I definitely think the playerbase became fractured, and by a great degree at that.

What I would have preferred to see, and I think what I am here to say is, what I would like to see in the future of Titan City is more something like: more content, more content, more content, BUT IN TITAN CITY.

Sure! Add more stories, add more things to do. The game will need SOME new areas after launch, I don't doubt that. But this design philosophy of perpetually awing the players with new areas to explore I just don't agree with as a tenable goal.

What do you guys think?

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Some interesting points.

Some interesting points.
- Fracturing the player-base with new zones is interesting too. And i agree with you that Preatoria did that to a degree.

Why is that though? Was it because it was level capped? Was it because initially they restricted you from accessing that zone, but much later allowed access.. but it was too late to make a real difference?
etc...?

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I agree and disagree at the

I agree and disagree at the same time. I know. What? I do agree that having too many zones can spread out your player base quite a bit and make zones seem very sparse. However, staying confined in one spot can also make the game too stagnant. You can only enter the same building in the same city so many times before you start to think, "Why aren't there more areas for me to go do missions in?" Also, though, it makes it a pain in the butt to do some missions if you constantly have to travel from Zone to Zone in order to complete them. Perhaps the answer lies in trying to find a balance between how many zones everybody feels is a good amount of zones to have that doesn't stretch the players too thin.

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Actually I feel that the game

Actually I feel that the game, by the end, just had too many areas for players to explore. Or... ignore. I think areas where players are encouraged to congregate are important.

Out of all the 'legacy' zones, how many were already low-traffic areas. Areas like Striga Isle, or Boomtown. Boomtown was pretty lame, but Striga Isle was the home to some really good stories.

What I would like to suggest is that some of those 'older' zones could have benefited from some attention from the development team. Updated graphics, new stories, new features. Like they did with the Hollows. And even Atlas Park. The player population would still be interested in all the new stuff, and wouldn't have to be all spread out over too many areas.

This reminds me of another point that I wanted to make. I remember some players of CoH complaining about the development time that went into those new zones, with all those new stories, and all that stuff, when there were various bugs or known issues that were being ignored. I actually found myself agreeing with them that improving some of these issues would have benefited the game more than all these new areas.

In any case, just my opinion, but wondering too if any of you guys felt the same way at all. I would love to hear your thoughts.

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I'm torn also. New zones

I'm torn also. New zones were/are way up at the top of my list of things I want to see in MMO updates, and I loved all the Praetorian zones. However, you're right that the newest zones ended up looking like ghost towns (ha ha, no pun intended re: Night Ward) and that was not good.

I don't know how an MMO developer solves this problem. While it's not good to have empty zones, I'd find a MMO that doesn't expand its map to feel stagnant.

Anyone know of an MMO out there that has found the sweet spot to balance these issues?

Spurn all ye kindle.

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I wouldn't ignore the

I wouldn't ignore the Incarnate content as a factor for pulling people out of the zones, since being in the given server's gathering spot(s) significantly increased the chances for being able to join a trial. Which server are you talking about, anyway? Virtue, which was probably the highest population server, or Pinnacle, which was probably the lowest population server?

In any event, to judge by what we've seen of the map so far, Titan City will be be a large city. I'll guess that, once it's complete, Titan City will easily be twice the size of Paragon City.

Other important factors to consider: CoT will have a megaserver, rather than a dozen-plus individual servers, and heroes and villains will likely share most of the zones.

Beyond that, I agree that the way Praetoria was handled made it a fifth wheel and I never did understand Cimerora.

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Guild Wars 2 had some

Guild Wars 2 had some interesting ideas for this problem. First, you could not outlevel a zone. If a max level character went into a low level zone, his level was adjusted and all his attributes scaled down. While it does not work perfectly (the maxed out character would still be much more powerful, compared to a character within the level range of the zone), it ensures that the monsters you fight could actually hurt you and thus rewardet xp and loot when killed. And there was always some event nearby you could participate in.

Second, there were the daily quests for which you had to sometimes do events in a certain region, or kill enemies there. Most of the time that did not take long but often I found myself in the middle of an event chain, so I stayed a bit longer to finish that. And then there was another fun event, and another...

In City of Heroes, we sometimes had mobs that did not have a level at all, like giant monsters and those mobs that spawned during the big events in praetoria. They were equally tough for everyone, everyone could participate, regardless of level. I loved it and felt every mob in the open world should have been like this. That way every zone would stay interesting, challenging and rewarding.

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Darth Fez wrote:
Darth Fez wrote:

I wouldn't ignore the Incarnate content as a factor for pulling people out of the zones, since being in the given server's gathering spot(s) significantly increased the chances for being able to join a trial. Which server are you talking about, anyway? Virtue, which was probably the highest population server, or Pinnacle, which was probably the lowest population server?
In any event, to judge by what we've seen of the map so far, Titan City will be be a large city. I'll guess that, once it's complete, Titan City will easily be twice the size of Paragon City.
Other important factors to consider: CoT will have a megaserver, rather than a dozen-plus individual servers, and heroes and villains will likely share most of the zones.
Beyond that, I agree that the way Praetoria was handled made it a fifth wheel and I never did understand Cimerora.

I actually dont mind Devs spending time making zones as large as Cimerora for use for a TF or the like. Since Cimerora was a tiny fraction of say a zone like Crey's Folly. And its possible that in Unreal the Devs could just Stream from each of the missions into a general TF zone like Cimerora, so no load screens... well, almost none.. if you dont count cut scenes. ;)

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Lutan wrote:
Lutan wrote:

In City of Heroes, we sometimes had mobs that did not have a level at all, like giant monsters and those mobs that spawned during the big events in praetoria. They were equally tough for everyone, everyone could participate, regardless of level. I loved it and felt every mob in the open world should have been like this. That way every zone would stay interesting, challenging and rewarding.

I have a concern. Would removing the level range and making every enemy +2 just make it Dull / Bland after a while?
I'm a believer in the Roller Coaster Approach, not Always... but Depends, with a handful of short'ish Highs, and mostly long'ish Lows.

I would rather I, or teammates, think twice before attacking an enemy, purples for one.
This makes it feel like its more realistic, that the world goes by the same principles as our world, if you train at a sport for years, you experience is much greater, so you can use that gained experience to best your opponent. In CoH/V that past experience was the Levels.

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Izzy wrote:
Izzy wrote:

Lutan wrote:
In City of Heroes, we sometimes had mobs that did not have a level at all, like giant monsters and those mobs that spawned during the big events in praetoria. They were equally tough for everyone, everyone could participate, regardless of level. I loved it and felt every mob in the open world should have been like this. That way every zone would stay interesting, challenging and rewarding.

I have a concern. Would removing the level range and making every enemy +2 just make it Dull / Bland after a while?
I'm a believer in the Roller Coaster Approach, not Always... but Depends, with a handful of short'ish Highs, and mostly long'ish Lows.
I would rather I, or teammates, think twice before attacking an enemy, purples for one.
This makes it feel like its more realistic, that the world goes by the same principles as our world, if you train at a sport for years, you experience is much greater, so you can use that gained experience to best your opponent. In CoH/V that past experience was the Levels.

I agree with you. Remember the Level kind of made it fit a more Superhero idea. Superman for example would be major high level and those street thugs yanking women's purses wouldn't even tickle. Where say a Robin might be hurt (or killed) from time to time even when trained by the best MA fighter of the DC universe.

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RottenLuck wrote:
RottenLuck wrote:

I agree with you. Remember the Level kind of made it fit a more Superhero idea. Superman for example would be major high level and those street thugs yanking women's purses wouldn't even tickle. Where say a Robin might be hurt (or killed) from time to time even when trained by the best MA fighter of the DC universe.

Doesnt Champions Online force your ubber High leveled toon to have to hit a very low level street thug more than Once to defeat them? That would piss me off! >:( How would my Stalker change if CoH/V did that?

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Izzy wrote:
Izzy wrote:

I have a concern. Would removing the level range and making every enemy +2 just make it Dull / Bland after a while?

It did not get dull for me. Guild Wars 2 offered gameplay that was very similar to that and enjoyed that. I was able to go back to a low level area and do the content there and it felt like it meant something. I think I would not have been able to have that much fun when all the enemies woul have died at a glance and rewardet no xp and loot. But that is just my personal opinion.

RottenLuck wrote:

I agree with you. Remember the Level kind of made it fit a more Superhero idea. Superman for example would be major high level and those street thugs yanking women's purses wouldn't even tickle. Where say a Robin might be hurt (or killed) from time to time even when trained by the best MA fighter of the DC universe.

But in City of Heroes, Robin would have been as strong as Superman, at level 50. Super Strength and Invulnerability was not better as Martial Arts and Willpower. And besides that, you could still make some enemies easier and some tougher. In a zone for starting characters, enemies would have little to no resistances and only one or two attack powers. Enemies in an advanced zone would get more and more powers, as the difficulty raises. So a high level hero, with all the powers and buffs would have it pretty easy to defeat those street thugs.

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I see where robopez is coming

I see where robopez is coming from, and I think the CoH devs did too. Y'see I was a redside player.:) As most folks know, redside had far fewer zones than blueside and didn't really suffer for it to the extent that having half as many zones might seem to suggest. Also I have to agree that server population had a significant effect on the ghost town feeling.

But I'm not really certain that First Ward is the fairest example as it was also behind a paywall and so not as accessible as most other zones.

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One thing I wish games did

One thing I wish games did for player populations is offer alternative player hubs and encouraging story based on secondary hubs.

Will I hang around the City Center, sure.. but I would love some hubs on the outskirt maps that would increase the "hangout population" of those areas.

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I loved all of the zones. I

I loved all of the zones. I miss Cimerora, The Shadow Shard, and Nightward the most.

I think a big part of the problem was that Incarnate content was focused in a very limited number of areas and zones had level caps/minimums that made them have a very limited span of usefulness.

The less area-limited and level-specific we can make all content, the better. There may be a practical limit as to how decentralized and level-nonspecific content can be, but I'd think the less content is tied to certain areas or levels the better.

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This may sound strange, but I

This may sound strange, but I actually loved empty zones. The Shadow Shard was my favorite. I also liked Crey's Folly and Terra Volta.

Why? Atmosphere and solitude. There were days that I'd spend hopping around the Shadow Shard even though there were no major landmarks for miles. Sometimes I'd run around the Terra Volta reactor just to check out the infrastructure. I also liked to street-sweep in hazard zones while leveling just to feel like my heroes were exploring and making their own way where others feared to tread.

Of course, this is my personal preference. In response to the OP, I wouldn't mind if the devs focused on adding content to existing zones versus creating new zones for new content. However, at the same time, I would like some roads to be less traveled. In my opinion, not every square inch of map space should be a quest hub or a quest area. Let there be space to roam and space to gather.

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Plexius wrote:
Plexius wrote:

This may sound strange, but I actually loved empty zones. The Shadow Shard was my favorite. I also liked Crey's Folly and Terra Volta.
Why? Atmosphere and solitude. There were days that I'd spend hopping around the Shadow Shard even though there were no major landmarks for miles. Sometimes I'd run around the Terra Volta reactor just to check out the infrastructure. I also liked to street-sweep in hazard zones while leveling just to feel like my heroes were exploring and making their own way where others feared to tread.
Of course, this is my personal preference. In response to the OP, I wouldn't mind if the devs focused on adding content to existing zones versus creating new zones for new content. However, at the same time, I would like some roads to be less traveled. In my opinion, not every square inch of map space should be a quest hub or a quest area. Let there be space to roam and space to gather.

It is a balancing point to be honest as well. Too much empty/barren space and you can make it too boring. Make it too condensed, and it feels claustrophobic. Enemies don't have to be on every corner of the map.

In Wildstar/World Of Warcraft there are area's that almost everyone will go through. However there are also other area's that seem to be barren, but once you get there, you find all sorts of things hidden away, be they easter eggs or short (very short) quest chains. Or just a bloody amazing view.

Its one of the reasons why I actually enjoyed the Explorer path in Wildstar. It rewarded me for actually trying to find the way up to the top of a wall and seeing what was on the other side (the other time was discovering that in one zone you could build up a SuperSpeed/SuperJump and jump from one side of the bay to the other... something that non explorers couldn't do.

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A lot of the zones that were

A lot of the zones that were added later in the game should have been mission maps not zones. Heck some of the earlier zones like boomtown and that place in the middle of independance port that I never spent much time in could've also been mission maps.
I like adding new places but a new zone is just too much. Think about what's really needed. Give use more than that, but don't over do it.

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TERRA VOLTA that was it I had

TERRA VOLTA that was it I had to look it up.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

A lot of the zones that were added later in the game should have been mission maps not zones. Heck some of the earlier zones like boomtown and that place in the middle of independance port that I never spent much time in could've also been mission maps.
I like adding new places but a new zone is just too much. Think about what's really needed. Give use more than that, but don't over do it.

I see what you're thinking, but I almost totally disagree with you and the OP. I spent lots of treasured time in all of the zones and loved them being there whenever I wanted to go there for any reason--often just because. This was actually one of the reasons I didn't get tired of CoH like I did with Champions and DCUO--all of the amazing zones and content. Heck, even poor old Boomtown had Babbage.

Also, there were many amazing zones in Champions Online that were treated like mission maps, and so you were mostly locked out of many of the very best places in the game--unless you went through the rediculous workaround of running an entire arc or finding someone with the mission and then NOT finishing the arc to stay there or keep it open to you.

Give me a huge, free-ranging world with lots to explore like City of Heroes had for my hero, thank you very much. Not just a city plus a collection of ephemeral and hard-to-re-access mission maps and content like Champions.

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I'm not sure making Terra

I'm not sure making Terra Volta or Boomtown mission maps would have done anything except assure that if you went in alone you would be alone unless you invited someone to your team (and trivial stuff like which or how the chat channels applied). While I see Robopez's point I think overall I'd rather the designers erred on the side of too many zones (and the resulting low apparent populations) than on the side of fewer zones simply to keep the population high while trying to strike that 'perfect' balance between the two (which quite naturally is going to be a different 'perfect' for everyone). Folks will always naturally tend to congregate in certain areas in greater numbers regardless ... and I suspect in the case of different CoX servers those locations were different. Then again by the time my main character was done the was very little black uncovered and unexplored map for any zone in existence in CoX.

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I was always alone when I

I was always alone when I went to terra volta or boomtown, I never saw another player there at the same time as me. Of course I already mentioned that I didn't spend much time in either place and when I asked my friends to go there with me they said "nobody goes there".

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

I was always alone when I went to terra volta or boomtown, I never saw another player there at the same time as me. Of course I already mentioned that I didn't spend much time in either place and when I asked my friends to go there with me they said "nobody goes there".

Why TV didnt have as many people?
- IP was sooooo long with the TV gate being Very far from the Tram.
- TV had the Gate as the only way to access it (no Tram).
- Not allot of Contacts had Missions for you in TV. (Respec TF and one or two other contacts, not much.)
- Maybe Paragon Devs had some at the beginning, but people complained it was too far?
- etc.. insert why you think TV was a ghost zone.

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TV was a ghost town because

TV was a ghost town because what the hazard zones were meant to be turned out to be counter to CoH's inherent design. With the exception of the Hallows and Striga Island (which had multiple arc story chains), there was nothing to do in the hazard zones other than grab badges. Overall the gaming population would rather run missions than engage in high risk street sweeping in a zone with no services, including no hospital.

As for zones in general being ghost towns, I have a bit of an experience with that. I was playing GW2 within a week of it's launch. As the game matured I noticed a lot of map zones having fewer and fewer people on them as people settled into their preferred places. Then the mega server launched. After that I was never alone on any map. It was amazing the difference it made in the lower population areas of the game.

I'm not saying having a mega server will solve the ghost town issue entirely, but not dividing the games population across multiple servers will help reduce the impact.

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Praetoria was a huge letdown

Praetoria was a huge letdown for me too.

Robopez said, "Sure! Add more stories, add more things to do. The game will need SOME new areas after launch, I don't doubt that. But this design philosophy of perpetually awing the players with new areas to explore I just don't agree with as a tenable goal."

I disagree with this one statement. IMHO and experience, CoT could add fresh design content through interiors of buildings and such. Possibly procedural. Most likely with a smaller, zonish realigning of districts already created, via a new story arc, or event.

Mission Maps, as would mentioned earlier, would be another way to add fresh content.

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The only thing that made

The only thing that made Praetoria disappointing for me was the limited level of content. Ghouls were terrifying and fun.

I guess the thing I don't understand about this thread is: even if you don't like new zones for some reason (that I can't understand), how do they HURT the game?

I mean, if they're going to go to all of the trouble to design it anyway, why does hiding it behind mission arcs and contacts make it more beneficial to the game than just leaving it out there in case someone wants to kick around it--which I personally did a whole lot of? Kicking around open zones and exploring was as big of a time sink for me as alting, screwing with my costume, and Mids-ing my build. it was something I really missed in Champions and DCUO, both of which do have a lot of their best real estate semi-locked away as mission maps.

I'm really asking. I think I'm missing some aspect of this argument. Exactly how do relatively low population zones--even lots of them--harm the game?

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I think they harm the game by

I think they harm the game by making it feel like a ghost town wherever you go and thus the game feels empty, like there's nobody playing it. I think people tend to feel like they're playing the wrong game when that happens.

I don't know how to solve that problem though. I think I like new zones, as long as you can actually access them. Making a new zone a thing you have to buy an expansion box for causes division of whatever population is on at any given time, and that's not the greatest thing for the community at large, but you gotta monetize new stuff somehow. Maybe let everyone access the new outdoor open world zones but don't let them do missions from contacts there unless they pay somehow (sub, microsub, one-time unlock, etc). MY ideas with regards to monetiztion have met with some resistance in other threads which used to exist, so I won't expand on that at all here.

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Empyrean wrote:
Empyrean wrote:

I'm really asking. I think I'm missing some aspect of this argument. Exactly how do relatively low population zones--even lots of them--harm the game?

Time is Money? :)

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Izzy wrote:
Izzy wrote:

Empyrean wrote:
I'm really asking. I think I'm missing some aspect of this argument. Exactly how do relatively low population zones--even lots of them--harm the game?

Time is Money? :)

True, but I meant if they were going to make big, elaborate maps anyway, why make them mission maps with limited access rather than open maps? Same amount of work for less player access.

But, Radiac, your post really helped. I understand the argument AND why I didn't get it now--I don't think like a gamer.

I'm really an old comic book fan at heart more than a gamer, even though I did play lots of D&D growing up. When I hit an empty zone--especially an other-dimension/alternate reality one like the Shard or Praetoria or Nightward--I feel like the Fantastic Four going to the Negative Zone or Superman or Green Lantern heading out to deep space, and this really makes me feel HEROIC rather than making me think, "huh. Noone's around, this game must suck."

And I hear people often say "well, if you like solo play (or, in this case, exploring empty zones), why are you even playing an MMORPG?" Well, because I could Oro-hop one zone over and do a PUG any time I wanted, so, for me, it's the best of both worlds.

Anywho, I understand the argument now, and while I don't agree with it when it comes to MY enjoyment of a game, if lots of open zones really will harm the survival of CoT as a game because it will give most gamers a negative perception, then I'll take one for the team :).

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What killed a lot of zones in

What killed a lot of zones in CoX was the fact that they were level-specific (i.e. you wouldn't go to Boomtown just to hunt mobs if you were level 40, etc) and the fact that the other content that they had was more lucrative (the DFB for lowbies, missions and TFs for anyone else, and all sorts of stuff for the level-capped or nearly there). IN the first year or two of CoX there was generally a lot of action going on in the public zones. You'd run into other street sweeping groups sometimes, even like in the Abandoned Sewers because there was a dropoff of available missions to do by the mid-to-high thirties.

I think one thing that migth encourage more outdoor street sweeping in general, and thus combat the ghost town looking effect would be to have more scheduled events that take place in those zones. Like have a Rikti invasion planned for a certain day and time, or block off an entire 12-18 hour period for them etc. Troll raves, Hellion arson sprees, etc. Also, you could have some kind of "go to zone X and clear the streets this week for added XP/drop rates of stuff" type incentives once in a while.

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Many of the examples brought

Many of the examples brought up like Boomtown and Terra Volta were problematic because of the original design methodology applied to the hazard zones. They were suppossed to be set up for more difficult play from the encounter size difficulty to navigation. The problem was, there really weren't any reasons to go these zones. Over time the dev team wizened up and started to redesign the zones, giving them their own unique story paths.

I like the idea of doing things that way, different zones covering the same levels of other zones, each with their own unqiue story paths, possibly intersecting with one another at key points. This way there isn't just one set of zones to level through, but (hopefully) two or several. What Radiac mentioned with specific events for those locations would also be a reason to draw players there. Proper placement of player hubs between these zones and you have a common gathering place designed naturally into the game world where players meet up, and can spread out from.

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Izzy wrote:
Izzy wrote:

- etc.. insert why you think TV was a ghost zone.

Imminent nuclear meltdowns happening 'round-the-clock due to constant assault from anarchists and aliens? :P

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Plexius wrote:
Plexius wrote:

Izzy wrote:
- etc.. insert why you think TV was a ghost zone.

Imminent nuclear meltdowns happening 'round-the-clock due to constant assault from anarchists and aliens? :P

Heh.. I was reading and waiting to see you mention Sky Raiders somewhere. ;)

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I just want to re-iterate

I just want to re-iterate that the RANDOM zone events they had didn't really draw people to that zone as much as a well-advertized one might. An impromptu zone event with no advance advertizing due to its spontaneous nature is not as lucrative or well-attended as a scheduled one that people can plan for.

Other problems of having zone content that draws people to the zone:
1. You're still mostly inside mission maps a lot aren't you?
2. When you're not in a private mission map, are you fighting a phase such that other people can't see you/your adversary?
3. When you outlevel that content, you're gone.

For this reason I think all zones ought to have a "level-up" arc that will draw people of the appropriate level range and in addition to that, maybe eventually you need to roll out "level capped" content in that zone which causes people to revisit that zone later and have to rub elbows with the lowbie masses once again. On the other hand this might just cause level 50 people to leave level 50 ambush mobs littering the landscape for the lowbies to have to deal with. On the OTHER other hand that can maybe be handled as a phase.

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I love the discussion that's

I love the discussion that's happening now and I love Tannim and Radiac's ideas about having 1-50 content in, ideally, all zones. This gave me an idea.

What if there were multiple all-the-way-from-1-to-50 primary story arcs, each of which included all, or at least many, of the villian/hero groups in the game, and different "phases" of each arc took place in all, or at least many, of the zones, kind of like some of the Taskforces did.

So, now there are multiple primary arcs from 1 to 50 that travel through all or most of the zones and include all or most of the story so that a) There's not just one primary path to 50 but many for altaholics, and b) you end up in many or all of the zones at some point and meet many or all of the lore groups.

And of course you wouldn't have to stay locked into any of these arcs any more than you had to stay locked in or finish an arc in CoH--so you could focus on one or skip around as you wanted, leading to even more variety in the number of potential paths to 50.

The key would be that all, or at least most, zones would have active 1-50 content. And most of it would be "indoor' and instanced, so you wouldn't have the "level 50 ambush flattening a level 5" problem.

Now, I haven't sat down and seriously thought this through yet, and even if I did, I'm not a developer and may be missing some obvious stuff, but I think there's at least some potential in this idea.

Whatcha think?

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Just for the sake of

Just for the sake of completeness I will point out a level 50 did have a way to go into Boomtown or Terra Volta or some other level locked zone and street sweep and earn drops etc.. Ouroboros, while a bit round-a-bout, did allow you to manage this with relative ease (as long as teaming and inviting folks to the team after formation wasn't critical).

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That was my thought as well,

That was my thought as well, in order to keep zones relevant: they need offer something that goes beyond a simple level range. Without this any given zone becomes a mere waypoint along the leveling path. While this will undoubtedly be less of a concern for CoT with the anticipated degree of alting, it is still a concern that ought to be addressed to some degree.

Some manner of utility or additional content at a different/higher level range are the most obvious answers. As I've argued before, I believe it can be exciting for newer players to see higher level characters zooming about and I think it's nice to be able to return to "older" zones for missions. However, as Radiac has pointed out, most of this impact will be lost if all that there is to see is a higher level character going through a door. Some non-instanced content is necessary to provide the city with a sense of life and action. That, in turn, leads to the challenge of integrating higher level content into a zone primarily designed for lower level ranges.

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Radiac wrote:
Radiac wrote:

I just want to re-iterate that the RANDOM zone events they had didn't really draw people to that zone as much as a well-advertized one might. An impromptu zone event with no advance advertizing due to its spontaneous nature is not as lucrative or well-attended as a scheduled one that people can plan for.
Other problems of having zone content that draws people to the zone:
1. You're still mostly inside mission maps a lot aren't you?
2. When you're not in a private mission map, are you fighting a phase such that other people can't see you/your adversary?
3. When you outlevel that content, you're gone.
For this reason I think all zones ought to have a "level-up" arc that will draw people of the appropriate level range and in addition to that, maybe eventually you need to roll out "level capped" content in that zone which causes people to revisit that zone later and have to rub elbows with the lowbie masses once again. On the other hand this might just cause level 50 people to leave level 50 ambush mobs littering the landscape for the lowbies to have to deal with. On the OTHER other hand that can maybe be handled as a phase.

Welcome to the problem that I have with exceedingly instanced content. It is brilliant for telling a story, crap for keeping other players involved unless they are in your team.

For me its open world with *some* instancing or bust. Even if I have to suspend my brain when there are 20 people all hunting down the same stuff. This is generally only a problem in the opening week of new content. Past that time frame, enough people have gone through the content to not really have this as a problem.

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I very much +1 Darth's post

I very much +1 Darth's post and most of what is being said in general, but I don't understand or quite agree with those who seem a bit down on instancing. The innovative use of instancing was a HUGE part of what made CoH so great, not one of it's problems.

Of course everything shouldn't be instanced, and more and better non-instanced options--as well as better ways of handling instanced options--would be a great step forward, but it would be odd for a spiritual successor to CoH to intentionally move away from instancing as a core mechanic.

Instancing isn't something that was broken or that didn't work in CoH--it was one of it's most distinctive and heralded successes.

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I think you could maybe make

I think you could maybe make the various zone events and giant monsters level-normalized (like the giant monsters were in CoX) so people of all levels can fight them.

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I've said on other threads

I've said on other threads that I think it would improve the game greatly if we could do without levels.
Now other people are pointing out that level specific material is bad for the game.
Just sayin ya know.

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And I'd really like to keep

And I'd really like to keep my levels.
Just sayin ya know.

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I used to think no levels

I used to think no levels would be the holy grail, and then I played The Secret World, which has no levels, and, guess what? Content still has different levels of difficulty.

Content still has levels of difficulty, they're just unmarked and nebulous. Uncreated, unintentional, invisible, confusing levels. All it does is make it harder to gauge things because levels don't theoretically exist so you don't know exactly what's what.

Just because you stop using hours, there doesn't stop being time--you just have less of a sense of what time it is. Time passes whether you have hours to mark the passage--it's just without hours it's harder to time anything precisely or meet anyone on time.

So, new players in TSW are always asking "how do I know when I'll be able to go to this or that area and handle it", and the answer is that people started using another metric in lieu of an intentional one--you weapon's "quality level" or QL. So, that became the measure of your "level". A much less precise measure than if they just had levels.

So, to recap, I thought no levels would be awesome and amazing. I was wrong. In lieu of levels, content still has different, well, levels, of difficulty, they just aren't marked or measured. And so, in lieu of an intentional measurement, people will come up with one because, as humans, that's what we do. We measure stuff so we know what's going on.

Either mark/label content difficulty with "levels", or people will come up with some kind of system on their own to keep track of it, and that system will probably be less well-thought-out and useful.

And obviously the answer can't be "well then, make all content the same difficulty".

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Levels are the most

Levels are the most unrealistic thing in role playing games, therefore they annoy me as hell.

But they are also essential to an MMORPG for depicting the process of the development of a character. As much as it pains me, I can not think of a better way. Working our way up from rescueing old ladies from street thugs to saving the world was very rewarding for most uf us. And does help to learn the game, one level at a time.

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Actually you could just gain

Actually you could just gain new abilities without getting increases to combat abilities or health and energy unless the new abilities you pick improve them.
Think about it. Damage is often scaled by level so without levels you don't get monster damage except on abilities that should cause it, and they have a long cool down. pluss without levels boosting your health, you don't need to cause monster damage with every attack.
Now a character with more abilities will be more versatile and powerful but not so much that he has to be segregated from everyone else. we would all still see progress but it wouldn't make us unable to team up with fresh players.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

.. Now a character with more abilities will be more versatile and powerful but not so much that he has to be segregated from everyone else. we would all still see progress but it wouldn't make us unable to team up with fresh players.

CoH/V made it possible to team up with Fresh New Players, all players on a mission would be Auto-Exemped or Auto-Sidekicked to the missions level. Those on team that were Auto-Exemped down will not seem much stronger that any Fresh new Player. ;)

And i'm guessing CoT will have that too. ;)

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Zones are complicated beasts

Zones are complicated beasts because they serve so many purposes, and so many masters.

From a technical point of view you need to have them simply to keep down the number of players each server needs to handle simultaneously. Depending on how hard the server needs to work to keep track of all (activated) mobs, the players characters, the scripts, the combat, and so on, a server (that is, a single computer serving a zone) may be able to handle as few as ten players or a hundred of them. The more involved the interaction is between players and game world the fewer players a single computer can handle and the more zones you will need.

Another technical reason to have zones is to ease the burden on the graphics card of the players. In most cases the amount of memory available on graphics cards throttles the game performance (once the basic requirements of sufficient core memory and bandwith has been taken care of, which nowadays rarely is an issue anymore). Every mesh (shape) of everything that a player can see, every texture (and the higher the quality the bigger and the more multiple those textures get), needs to be temporarily stored by the graphics card. MMOs have it harder in this respect because there the most expensive models, the player characters, are intentionally unique and the level designer can not control what any of those hundreds of players will be doing, or seeing at any given moment. So, to improve performance, the developer needs to restrict game assets that have to be loaded into the graphics card memory as much as possible, thus once again they need zones for that. (you don't want to be constantly swapping geometry and textures as that will throttle the game on disk access, which is very expensive for players to get around, though with SSD not as terribly so as even a few years back).

Then of course there are the game design reasons.
A zone effectively corrals players into content that their character (and therefor they) is capable of handling at that point in the game's progression. This follows most directly from a game design with character levels, but even levelless designs still have effective ability restrictions put on each player character, which necessitates players understanding where they are expected to hang out, where they will be bored and where they won't have much fun because they can't win any battle or achieve no goal.

And of course zones are part of the carrot that is dangled in front of players to keep them playing, and keep them coming back. A lot of players like to explore at least some of the time. A new environment is an ideal way to get them to do that. A lot of players also like to figure out how something works in a game. Again, new environments break the stale same old, same old. The much malighed 5 level cave in CoH or Oranbega were also points in where you had to take a step back and try to figure out what was going on and how to get around. They were terrific designs that were ill suited for the majority of missions you found in them. But in general, players expect that with advancing in levels they will eventually (and preferably quickly) get access to new things to see and do. Which of course leads to zones again.

A specific reason to have zones that is only essential really during launch month and after that works against the game, is spreading out the influx of new players. The first week, when ten or twenty thousand players flood the game you must spread them out over a larger amount of real estate. Just to keep them from competing too fiercely for login handling and in game resources (if 200 players in the game are all hunting for the same three 'purple mushrooms' there is going to be a lot of frustration. Having twenty starter zones means that only 10 players will be competing for the same quest item, and you can keep the spawn rate and the waiting time to a reasonable minimum).

There is also the visual story telling part of games.
Games in general are part of the story telling family, and they lean heavily on visual aspects, same as comics and movies. Their being interactive changes some things, but not others. One of the things that are needed to tell a story is to set a stage that at the same time tells the players that he or she 'is not in Kansas anymore', and cordons off where the action takes place and informs the player of what to expect. Entering the Shadow Shard for the first time you instantly knew that you were going to expect strange, even nightmarish creatures and that none of the usual rules applied. Same with some of the wards that instantly put you in 'survival horror' mode. This visual appearance is a critical part of the story telling. And especially in CoH and presumably in CoT (as well as other modern games like The Secret World and SW:TOR) each mission is a short story, that again is part of a larger narrative. Your character is put in an arena within that larger story. The zone is that arena, but also a shorthand for what you are going to experience in that part of the story.

From these different reasons to have zones, we then have to consider the open world versus the instanced zones. There are good arguments for either, and games likely need a good mix between them to function well. Only instanced zones places a burden on the servers (and the need for many many shards in succesful games) and opens the players up for griefing. Everquest had a lot of trouble with that before it started instancing threshold content. Too few (or no) open world turns your game into a lobby one (like e.g. diablo and most FPSs) that has no claim to be called multi player and no hope at all of developing a community (though it may be succesful and develop a following). Instanced zones also, by their nature, are more like single player games in that they allow more elaborate zone design that does not unduly burden the graphics card of the players. A larger percentage of that memory can be set aside for the geography, the assets and the textures because it is known exactly how many player characters there will be at most.

In a game like CoH and CoT where the story plays a huge role in the experience and that is aimed to be casual regarding the ease to team up and tackle missions the open world is always going to be important. But more so, it needs to be a relatively small open world. You will want to bring as many players of as many different levels and factions into as small a space as your servers can handle. Players need to meet each other if they are to team up, and they need to team up if they are to form a community. It is generally agreed upon that group finders make the process a lot easier, but at the same time that they damage something in the community. It is one of the biggest design flaws of SW:TOR, that players essentially play a single player game, then team up for the one or two heroic missions and flashpoints for their planet, and then go their separate ways again never expecting to see each other again. It is convenient, it is quick, but it also kind of prohibits the forming of a community.

Furthermore, in that core area of the game you will want lots of exciting things to happen. Especially things that prompt players to team up. Annoying as it us at times, an invasion of giant monsters in Atlas Park would have brought players together. One of the best examples of how, and how well, that worked was with the Invasion event where at irregular intervals in any zone an air alarm could go off and you could expect to be bombarded and have enemies beam in on your location. Teaming up and sticking to an area increased these spawns and their difficulty. Adding to the fun and reward of it. It was chaos, it was fun, and you made friends.

New zones should not replace this social core area of the game, but instead offer new directions to branch off in from there. In hindsight, CoH would have done better not creating an entirely separate set of zones for its villains but instead integrate them into the core game through e.g. The Galaxy City Underworld (making Atlas park the starting point for the Heroes). Then villains would have been able to move through the same zones, but with the added tension of trying to get not too infamous or cops and drones would start to recognise them. Instead of working against the many villain factions in CoH they would have worked with them. There could still have been the whole villain only set of zones and the Recluse and incarnate story, but both sets of players would have integrated better from the start. (I understand that this is exactly what the CoT developers are hoping to do with their game though).
It is important though that higher level players are not off in their own little zone (which then at the end of the lifetime of the game will be where you find everybody, except for a rare new player who struggles through ghosttown after ghosttown), but instead are sent on missions in low and intermediate zones. Just watching a group of high level players getting ambushed by a squad of giant mecha or lovecraftian horrors from beyond the stars right in front of the city hall, is one of the most exciting things that new players can witness and if that does not serve to plant a firm 'I WANT!' in them then they are unlikely to stick with the game anyway.

Oh, and one other thing you can do with zones and modern technology is running a specific server that actually renders whatever is happening in a particular zone through its graphics card and sends it as a live stream to players. A bit PvP tournament going on, that giant end-of-the-world-invasion event? Put a camera in the middle of the zone and players can experience being in the midst of it even if they are far too low level to participate themselves.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Actually you could just gain new abilities without getting increases to combat abilities or health and energy unless the new abilities you pick improve them.
Think about it. Damage is often scaled by level so without levels you don't get monster damage except on abilities that should cause it, and they have a long cool down. pluss without levels boosting your health, you don't need to cause monster damage with every attack.
Now a character with more abilities will be more versatile and powerful but not so much that he has to be segregated from everyone else. we would all still see progress but it wouldn't make us unable to team up with fresh players.

But this is exactly what The Secret World does.

And the increased versatility and power that comes with new abilities makes you sufficiently more powerful that you need more difficult content than the newer people who have less abilities, and so there becomes de facto difficulty "leveled" content that just isn't marked in any useful way. This will always happen unless you design a game where you just don't get much more powerful over time, which is obviously a terrible design.

I thought as you do once--I was SURE no levels would be awesome--and after playing a game like that for a year, I discovered it was solidly "meh". Playable, but just not quite as good as going ahead and intentionally marking the difficulty of content so you know where you stand. Lutan's post was dead-on.

It's a theory vs reality thing. I know it looks and works great in your head--it did in mine too--but it's just not really all that great in actual online game design. Sure, you can do it, and it works ok, but it's not as good as just going ahead and admitting that content has levels of difficulty and clearly marking them for people.

If anyone had told me back when I was playing CoH--even myself stepping out of a time machine--that I'd EVER be writing a post in defense of levels in MMORPG's, I wouldn't have believed them. But I've seen how it plays out. No levels is doable, it's just not that great. Definitely not any kind of practical improvement over well-designed levels.

Surprisingly, no levels ends up being MORE artificial than levels because, in the end, content is always at different levels of difficulty. No levels is just pretending it isn't.

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Nadira wrote:
Nadira wrote:

A specific reason to have zones that is only essential really during launch month and after that works against the game, is spreading out the influx of new players. The first week, when ten or twenty thousand players flood the game you must spread them out over a larger amount of real estate. Just to keep them from competing too fiercely for login handling and in game resources (if 200 players in the game are all hunting for the same three 'purple mushrooms' there is going to be a lot of frustration. Having twenty starter zones means that only 10 players will be competing for the same quest item, and you can keep the spawn rate and the waiting time to a reasonable minimum).

This is the only part of your Wall of Text[sup]tm[/sup] that I didn't find relevant. Not that the phenomenon of new-release swamping isn't a potential issue, as anyone who managed to log onto World of Warcrack immediately after they released their most recent expansion can attest, but that more zones is not the best solution for this problem. With a megaserver splitting PCs off into shards (copies of the same zone) like CO does and like CoT will (see [url=https://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans/posts/619424]Kickstarter Update # 6[/url], buried in the paragraph on Victory Beach ^_^, and I haven't heard anything changing this plan) as long as you have a server that is mega enough to handle the load, you split off shards as needed. Then when the PCs move on to new zone(s), the shards are removed until the population per shard is back up to a comfortable amount. There's a [url=http://cityoftitans.com/forum/servers-0]thread on this subject[/url], but it hasn't been added to since before the Kickstarter ended.

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Empyrean wrote:
Empyrean wrote:

TheMightyPaladin wrote:
Actually you could just gain new abilities without getting increases to combat abilities or health and energy unless the new abilities you pick improve them.
Think about it. Damage is often scaled by level so without levels you don't get monster damage except on abilities that should cause it, and they have a long cool down. pluss without levels boosting your health, you don't need to cause monster damage with every attack.
Now a character with more abilities will be more versatile and powerful but not so much that he has to be segregated from everyone else. we would all still see progress but it wouldn't make us unable to team up with fresh players.

But this is exactly what The Secret World does.
And the increased versatility and power that comes with new abilities makes you sufficiently more powerful that you need more difficult content than the newer people who have less abilities, and so there becomes de facto difficulty "leveled" content that just isn't marked in any useful way. This will always happen unless you design a game where you just don't get much more powerful over time, which is obviously a terrible design.
I thought as you do once--I was SURE no levels would be awesome--and after playing a game like that for a year, I discovered it was solidly "meh". Playable, but just not quite as good as going ahead and intentionally marking the difficulty of content so you know where you stand. Lutan's post was dead-on.
It's a theory vs reality thing. I know it looks and works great in your head--it did in mine too--but it's just not really all that great in actual online game design. Sure, you can do it, and it works ok, but it's not as good as just going ahead and admitting that content has levels of difficulty and clearly marking them for people.
If anyone had told me back when I was playing CoH--even myself stepping out of a time machine--that I'd EVER be writing a post in defense of levels in MMORPG's, I wouldn't have believed them. But I've seen how it plays out. No levels is doable, it's just not that great. Definitely not any kind of practical improvement over well-designed levels.
Surprisingly, no levels ends up being MORE artificial than levels because, in the end, content is always at different levels of difficulty. No levels is just pretending it isn't.

Pretty much. There are systems in tabletop RPGs that don't use levels (GURPS Supers, Champions, Mutants and Masterminds) but rather use points that players spend to improve their various abilities over time. But really this just replaces levels with points as a measure of the power of a character. Sure, a player could spend points on a character just buying new abilities that aren't stronger but are more versatile. In that case that character wouldn't be going up against tougher opponents as much as they would more numerous or diverse ones. (MnM uses 'power level' for this, the PL marking the upper limit of the strength of a power.)

In a level-based system, when you level up you automatically get boosts to your damage, defense, hit points, etc and occasionally get a new power. In a point-based system you get points (experience) over time which you use to boost your damage, defense, hit points, etc, and to buy new powers. The end result is the same, it's just that in the level-based system the power level of the character is clearly defined while in a point-based system it is less defined and more gradated.

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Mendicant wrote:
Mendicant wrote:

Empyrean wrote:
TheMightyPaladin wrote:
Actually you could just gain new abilities without getting increases to combat abilities or health and energy unless the new abilities you pick improve them.
Think about it. Damage is often scaled by level so without levels you don't get monster damage except on abilities that should cause it, and they have a long cool down. pluss without levels boosting your health, you don't need to cause monster damage with every attack.
Now a character with more abilities will be more versatile and powerful but not so much that he has to be segregated from everyone else. we would all still see progress but it wouldn't make us unable to team up with fresh players.

But this is exactly what The Secret World does.
And the increased versatility and power that comes with new abilities makes you sufficiently more powerful that you need more difficult content than the newer people who have less abilities, and so there becomes de facto difficulty "leveled" content that just isn't marked in any useful way. This will always happen unless you design a game where you just don't get much more powerful over time, which is obviously a terrible design.
I thought as you do once--I was SURE no levels would be awesome--and after playing a game like that for a year, I discovered it was solidly "meh". Playable, but just not quite as good as going ahead and intentionally marking the difficulty of content so you know where you stand. Lutan's post was dead-on.
It's a theory vs reality thing. I know it looks and works great in your head--it did in mine too--but it's just not really all that great in actual online game design. Sure, you can do it, and it works ok, but it's not as good as just going ahead and admitting that content has levels of difficulty and clearly marking them for people.
If anyone had told me back when I was playing CoH--even myself stepping out of a time machine--that I'd EVER be writing a post in defense of levels in MMORPG's, I wouldn't have believed them. But I've seen how it plays out. No levels is doable, it's just not that great. Definitely not any kind of practical improvement over well-designed levels.
Surprisingly, no levels ends up being MORE artificial than levels because, in the end, content is always at different levels of difficulty. No levels is just pretending it isn't.

Pretty much. There are systems in tabletop RPGs that don't use levels (GURPS Supers, Champions, Mutants and Masterminds) but rather use points that players spend to improve their various abilities over time. But really this just replaces levels with points as a measure of the power of a character. Sure, a player could spend points on a character just buying new abilities that aren't stronger but are more versatile. In that case that character wouldn't be going up against tougher opponents as much as they would more numerous or diverse ones. (MnM uses 'power level' for this, the PL marking the upper limit of the strength of a power.)
In a level-based system, when you level up you automatically get boosts to your damage, defense, hit points, etc and occasionally get a new power. In a point-based system you get points (experience) over time which you use to boost your damage, defense, hit points, etc, and to buy new powers. The end result is the same, it's just that in the level-based system the power level of the character is clearly defined while in a point-based system it is less defined and more gradated.

Hell, look at Eve Online and Ultima Online; these are two other games where players don't have "levels" as such. And that how "old" the character is (ie how many skill points the character has in total) does not necessarily reflect on how "good" that person will be at doing a certain task.

In Eve Online, for example, they work on the 80/20 rule. You can get 80% effectiveness in a skill in 20% of the total time needed to *master* a skill. And also due to the range of skills that a person can learn, a 40million SP character might not well be able to fly as many ships as a 20million SP character (due to different focuses).

The thing is, no matter how you try to hide the levels, people will always come up with a way to compare two characters... Even though CoX didn't have DPS meters, some people used the amount of time to Kill/Be Killed by/Safely Tank a Rikti Pylon for.

Sure, it was an out of game measurement, but it was something that you could still use to compare wildly different builds with.

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Just had a conversation with

Just had a conversation with my wife about how much we wish we could play City of Heroes tonight.

We tried Champions. We tried The Secret World. We tried DCUO. We just... don't want to play them. We WANT to want to play them. But we don't.

She mentioned how much time she spent in Cimerora and how much she loved it. I said "yeah, or the Shadow Shard", and she said, "yeah, I went there with you but it wasn't my thing." But, man, I spent a LOT of time in the Shadow Shard. And we BOTH love Nightward.

So, I have to say meaning no offense but in direct opposition to the OP, please, Missing Worlds Media:

More content, more content, more content.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Empyrean wrote:
Empyrean wrote:

Just had a conversation with my wife about how much we wish we could play City of Heroes tonight.
We tried Champions. We tried The Secret World. We tried DCUO. We just... don't want to play them. We WANT to want to play them. But we don't.
She mentioned how much time she spent in Cimerora and how much she loved it. I said "yeah, or the Shadow Shard", and she said, "yeah, I went there with you but it wasn't my thing." But, man, I spent a LOT of time in the Shadow Shard. And we BOTH love Nightward.
So, I have to say meaning no offense but in direct opposition to the OP, please, Missing Worlds Media:
More content, more content, more content.

Doesnt Valiance Online have its starting zone map setup to resemble Atlas Park? :P

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Izzy wrote:
Izzy wrote:

Empyrean wrote:
Just had a conversation with my wife about how much we wish we could play City of Heroes tonight.
We tried Champions. We tried The Secret World. We tried DCUO. We just... don't want to play them. We WANT to want to play them. But we don't.
She mentioned how much time she spent in Cimerora and how much she loved it. I said "yeah, or the Shadow Shard", and she said, "yeah, I went there with you but it wasn't my thing." But, man, I spent a LOT of time in the Shadow Shard. And we BOTH love Nightward.
So, I have to say meaning no offense but in direct opposition to the OP, please, Missing Worlds Media:
More content, more content, more content.

Doesnt Valiance Online have its starting zone map setup to resemble Atlas Park? :P

They do. There's differences (such as the tram station being missing) but the basic layout of the starting zone is Atlas Park.

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I agree that CoH had just too

I agree that CoH had just too many separated 'Zones' and that it spread the player base out too much.

I would suggest a few less zones but every once and a while shake them up to keep them interesting.

In CoH/CoV there was construction going on in some areas (was originally going to be something but the devs never finished it) do this in CoT but actually put something in.
Have a cave in at the center of town which unleashes molemen then after a time repairs start till its fixed again.
Evil guy one blows up a hospital which becomes surrounded by a sort of triage area of tents.

Basically change the zone either permanently or for a period of time. Don't make it reoccurring just a one time event that can last for months or years before its changed again. Offer the zone to explore in whatever flashback system CoT has so we can revisit.

This will make the city feel alive and dynamic but would (hopefully) not require massive investments of time

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islandtrevor72 wrote:
islandtrevor72 wrote:

I agree that CoH had just too many separated 'Zones' and that it spread the player base out too much.
I would suggest a few less zones but every once and a while shake them up to keep them interesting.
In CoH/CoV there was construction going on in some areas (was originally going to be something but the devs never finished it) do this in CoT but actually put something in.
Have a cave in at the center of town which unleashes molemen then after a time repairs start till its fixed again.
Evil guy one blows up a hospital which becomes surrounded by a sort of triage area of tents.
Basically change the zone either permanently or for a period of time. Don't make it reoccurring just a one time event that can last for months or years before its changed again. Offer the zone to explore in whatever flashback system CoT has so we can revisit.
This will make the city feel alive and dynamic but would (hopefully) not require massive investments of time

I agree about shaking things up, but having only one server is going to go a LONG way towards making the city more vibrant from the get-go.

More importantly, to me all of the zones keep you from feeling trapped in just a city, vibrant or not. I felt like I had access to a larger world.

Different strokes for different folks, but I miss all of the zones and miss being able to range freely like I did in CoH when I play other games.

The games I've played since CoH feel claustrophobic in comparison. CoH felt open and free.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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A friend of mine (who is a

A friend of mine (who is a programmer) once told me that the "server lag" problem has, in theory, been solved once and for all. Apparently Guild Wars or QW2 is using some data handling system similar to how Bit Torrent works and so in this way the users draw data they need not just from the central server but from each other as well. Every player online becomes a partial host of sorts. Apparently this causes the lag to actually decrease as population increases. I'm not a programmer, so I have no idea if this system is priotected by patents or not, etc. but it was a interesting discussion nonetheless.

In any event, to help with the graphics card issues, I think the "Atlas Park 2, 3, 4, 5, ... etc) thing should do the trick, right?

I'm "pro" levels, I would keep them. That said, maybe all open world mobs that spawn ought to be level-normalized like the giant monsters were in CoX. I'm not sure how that would work, but it's a thought.

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Radiac wrote:
Radiac wrote:

A friend of mine (who is a programmer) once told me that the "server lag" problem has, in theory, been solved once and for all. Apparently Guild Wars or QW2 is using some data handling system similar to how Bit Torrent works and so in this way the users draw data they need not just from the central server but from each other as well. Every player online becomes a partial host of sorts. Apparently this causes the lag to actually decrease as population increases.

Wow.. that sounds close to where i was going with my suggestions in an old post [url=http://cityoftitans.com/comment/29083#comment-29083]Here[/url]. ;)

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Quote:
Quote:

I agree about shaking things up, but having only one server is going to go a LONG way towards making the city more vibrant from the get-go.

More importantly, to me all of the zones keep you from feeling trapped in just a city, vibrant or not. I felt like I had access to a larger world.
.

I don't know if it will go a 'LONG' way but it will help.
The point I was trying to make is that new additions tend to have a sort of limited shelf life of interest. When CoH redid the dam it was crazy populated for a few months then it became just another zone after a while.

Let me try and explain it another way. It takes a lot of time and effort to make a new zone. Almost as much to redesign a stale one. Doing so kind of puts all that time and effort on the line. It could be a popular zone that keeps people entertained for years or it could be a dud. Most likely it will fall in line with all new zones/events ....interesting for a moderately short period of time.

If that same amount of effort was put into smaller events and changes to the city...things like new buildings going up, street gang migration, city destruction/repair ect...all with mission arcs, badges and whatnot. This has the benefit of not requiring massive time and effort but also becomes more fluid. If the event or change is very unpopular it can be reverted sooner. If its very popular it can be extended. These smaller events/changes have flexibility. They act as gathering points for players as they will want to see the new thing but they won't become as stale because there is always something new around the corner.

A complete zone has a lot less flexibility and is separated from everything else.

Please keep in mind I am not saying only have one zone...I am just saying that we don't need 20+.....10 will do just fine if they evolve constantly. If you feel claustrophobic in 10 Zones then I dunno what to say.

I should also say these events or changes should be slightly more involved than the perpetually burning building in CoH or Rikti attacks.....they should be a small limited arc or set of arcs that can be revisited in whatever flashback system CoT has.

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I see your point. Zones do

I see your point. Zones do have a diminishing rate of return for effort once you have enough, and after that putting energy into the other things you mentioned would be a better use of dev time.

I just loves me lots of zones to explore and kick around in :P.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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islandtrevor72 wrote:
islandtrevor72 wrote:

I should also say these events or changes should be slightly more involved than the perpetually burning building in CoH or Rikti attacks.....they should be a small limited arc or set of arcs that can be revisited in whatever flashback system CoT has.

Interestingy, this is another innovation we can reasonably crib from Guild Wars 2. They have a dynamic event system, where succeeding at an event will produce the next one in the chain, or an event following an event's failure in order to contain the fallout. They'd theoretically become a bit stale, as it'd be the same thing happening more than once, but it'd still be interesting to see.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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In City of Heroes, completing

In City of Heroes, completing a Lady Grey Task Force would kick of a Rikti Invasion in some random zone, with the bombers first and then the ground assault.

If City of Titans does anything akin to the Control Points from Tabula Rasa, or has a Battlezone akin to the Ground Zone in the Voth Dyson Sphere in Star Trek Online, then you'd have yet another way of triggering Events without needing to rely on punching a clock.

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Quote:
Quote:

In City of Heroes, completing a Lady Grey Task Force would kick of a Rikti Invasion in some random zone, with the bombers first and then the ground assault.

If City of Titans does anything akin to the Control Points from Tabula Rasa, or has a Battlezone akin to the Ground Zone in the Voth Dyson Sphere in Star Trek Online, then you'd have yet another way of triggering Events without needing to rely on punching a clock.
.

I think you missed my point. I wasn't talking about events....I was talking about actual physical changes to parts of a zone either perm or temp. It was a way to maximize the effect of a zone.

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I just want to chime in by

I just want to chime in by saying I'm not terribly fond of rolling out new zones just for the sake of having new zones. What I mean is, let's say you have a zone like Brickstown where the level 30-40 people are generally to be found doing missions. When you roll out a NEW level 30-40 zone, well, Brix empties out and everyone goes to the new zone, don't they? If they ignore the new zone, it's a dud and thus wasn't worth making, if they DO flock to the new zone, Brickstown is now obsolete, making THAT construction project way back when a pointless gesture now. Either way it ends up as a zero sum result. You haven't gained anything, you've just traded one thing for another (or decided not to). You still have basically one zone where the bulk of the level 30-40 people prefer to roam around, whatever it is.

I understand that after a while people want new things to do while leveling up. The same old stuff get's boring. I don't know that adding more zones is the best solution to that, I think adding more missions, story arcs, task forces, trials, instance maps, villain groups, etc is probably better and then just let them inhabit the same zone maps we already have. That or revamp the existing zone maps instead of obsoleting them by making new improved ones that compete against them for population.

The above of course only matters if you do level-based zones like CoX did. You probably COULD just make one great big open world where your missions might take you wherever, regardless of level. I'm not sure how that might work, but I think it's possible. I think one thing that approach would require is less obvious placement of mobs in the streets of the "friendly parts" of the city. I mean, we don't want level 5 people walking around in areas where they're headed to a mission and they're likely to get jumped by the level 15 Warriors that are standing around looking for someone to punch, etc. Of course of people have Fly at some low level and/or you place the hostile mobs a little more out of sight (they are probably breaking the law anyway, so they'd likely not do that in plain view) you could probably do it.

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The key point that I think

The key point that I think Radiac is aiming for is that as Developers and as Players, you really don't want to be dealing with "NEW" locations until the original/existing locations in the game are (in effect) [b]saturated[/b] with content and no longer have "room" for anything else to go on there. An explicit consequence of wanting to set things up that was is the implicit understanding of Ongoing Continuous Development for regions of the city ... meaning that the content for zones is deliberately designed to be Extensible, rather than Contained.

To be clearer about what I'm referring to here ... King's Row had a specific set of Missions and Story Arcs assigned to it ... which never really got augmented or expanded upon. Likewise, the Praetorian Zones all had their respective Loyalist and Resistance stories ... but then never had anything else ever added beyond those stories in their zones. In other words, existing Zones hardly ever (if ever) got anything "New" done in them, encouraging Players to return to them.

The result was always a sort of "Up and Out" kind of dynamic, in which "New" content only ever got added to "New" areas of the game ... while all of the "Old" areas got left to rot.

So I'd certainly prefer it if the Content Team devised and implemented content for regions of the City of Titans with the explicit understanding that whatever they produce is not (and indeed, CAN'T be) the "whole" story for ever and ever for various regions of the city. I'd prefer it if New Content could be added ANYWHERE in the city, at any time, without needing a "revamp" an entire zone in order to justify the addition. I'd appreciate it if the writing for the Story Arcs wasn't so tightly bound as to assume that once you've finished the story arcs that a zone launches with that there will never be any new story arcs written for that area.

In other words, content creation shouldn't "hermetically seal" zones in ways that prevent future developments within them.

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islandtrevor72 wrote:
islandtrevor72 wrote:

Quote:
In City of Heroes, completing a Lady Grey Task Force would kick of a Rikti Invasion in some random zone, with the bombers first and then the ground assault.
If City of Titans does anything akin to the Control Points from Tabula Rasa, or has a Battlezone akin to the Ground Zone in the Voth Dyson Sphere in Star Trek Online, then you'd have yet another way of triggering Events without needing to rely on punching a clock.
.
I think you missed my point. I wasn't talking about events....I was talking about actual physical changes to parts of a zone either perm or temp. It was a way to maximize the effect of a zone.

Actually this did lead to a physical change of the zone in TR. and it could make it easier/harder to travel around accordingly. Some missions were NOT completable unless a certain base was under ASF (player) control. If the Bane (NPC enemy) had control, the mission end point was NOT present for it to be handed in/completed. You also lost way points, vendors, facilities that were in enemy hands.

So just by working with this as a potential starting point, can lead to more of what YOU wanted.... physical changes to the zone, leading to a change of experience as time progresses.

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Quote:
Quote:

So just by working with this as a potential starting point, can lead to more of what YOU wanted.... physical changes to the zone, leading to a change of experience as time progresses..

While I love the idea of players having direct influence on the progression of the game, the actual practice of it is very difficult to do in an action based game. In a more political and social one like Tabla Rasa its a bit easier.

Let me give a hypothetical using CoH. (not a great story but then I am not a writer)

Lets say the first month a bunch of signs go up in Kings Row taking about the new affordable housing project by Devon Construction. They concentrate around the empty lots in Kings Row. No missions, no badges....just a teaser.

Month two you see that a bunch of the buildings around those empty lots are demolished to make way for the entire project. The forman gives a few missions asking the players to stop the harassment by the lost.

Month three construction starts. Missions about stolen equipment. The equipment turns out to be much more high tech than low income housing requires.

Month four the buildings are going up. This arc is when you find out that Devon Construction is a division of Crey Industries. Hinting to Crey not being the nice guys they pretend to be.

Month five Construction is complete. The area now has lower level Crey.

Here is a relatively small area of the city that has completely changed....acted as a drawing point for players...made the city feel dynamic and living....all with minimal dev effort.
The beauty of it is if the story does not hold the players interest it can be changed or dropped entirely. If it proves to be very interesting then it can be expanded upon or extended. It gives the devs a much more flexible use of their time and energy.

Now what if there were more than one of these types (not the exact same one) changes going on at various levels and zones. Say while the Kings Row one is going on there is one where a building in Steel Canyon is bought and turned into housing that caters to supers (no actual change to the city just a cosmetic change to the building and a kind of warp point to personal housing, danger rooms, costume shops ect at the front door)....Also in Talos a Casino ship rolls in ect ect ect.

Each of these changes and mission arcs can be revisited in the flashback system.

Smaller less time intensive changes allow the devs to spread the effort over a larger area, be more flexible with where their effort is directed and offers a continued new experience in the game.

Basically in the time it would take to create (or revamp) one zone they could create a years worth of new content.

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islandtrevor72 wrote:
islandtrevor72 wrote:

Quote:
So just by working with this as a potential starting point, can lead to more of what YOU wanted.... physical changes to the zone, leading to a change of experience as time progresses..
While I love the idea of players having direct influence on the progression of the game, the actual practice of it is very difficult to do in an action based game. In a more political and social one like Tabla Rasa its a bit easier.

Stopping you right here, because in no way shape or form was Tabula Rasa a "political" or "social" game... it was a 3rd person action game, just like City of Heroes was.

Quote:

Let me give a hypothetical using CoH. (not a great story but then I am not a writer)
Lets say the first month a bunch of signs go up in Kings Row taking about the new affordable housing project by Devon Construction. They concentrate around the empty lots in Kings Row. No missions, no badges....just a teaser.
Month two you see that a bunch of the buildings around those empty lots are demolished to make way for the entire project. The forman gives a few missions asking the players to stop the harassment by the lost.
Month three construction starts. Missions about stolen equipment. The equipment turns out to be much more high tech than low income housing requires.
Month four the buildings are going up. This arc is when you find out that Devon Construction is a division of Crey Industries. Hinting to Crey not being the nice guys they pretend to be.
Month five Construction is complete. The area now has lower level Crey.
Here is a relatively small area of the city that has completely changed....acted as a drawing point for players...made the city feel dynamic and living....all with minimal dev effort.
The beauty of it is if the story does not hold the players interest it can be changed or dropped entirely. If it proves to be very interesting then it can be expanded upon or extended. It gives the devs a much more flexible use of their time and energy.
Now what if there were more than one of these types (not the exact same one) changes going on at various levels and zones. Say while the Kings Row one is going on there is one where a building in Steel Canyon is bought and turned into housing that caters to supers (no actual change to the city just a cosmetic change to the building and a kind of warp point to personal housing, danger rooms, costume shops ect at the front door)....Also in Talos a Casino ship rolls in ect ect ect.
Each of these changes and mission arcs can be revisited in the flashback system.
Smaller less time intensive changes allow the devs to spread the effort over a larger area, be more flexible with where their effort is directed and offers a continued new experience in the game.

Quote:

Basically in the time it would take to create (or revamp) one zone they could create a years worth of new content.

I can see how this works... but I don't think it would be any easier for the developers. It is just stretching out content. I can see a problem (just like what happened in City of Heroes) where they had "planned" content, done part of the changes and then left it for several issues with nothing happening.

Yours works in a very similar method to the living story in Guild Wars 2, and the problems that has with it as well...

It would have to be marked out VERY clearly what those changes are, and what if/any content is related to it... This might come across bad, but you need the bright flashing lights pointing the players towards that content, especially if it is a time limited one. Of course, this also depends as to how fast they roll the changes out as well; and depending on the player, you might get backlash due to them being unable to do the "original" content because they were off for the month/period of time[1].

[1] And yes, people complain about it in Guild Wars 2, and with Cataclysm in World of Warcraft. Cataclysm was even worse because it affected those who didn't buy the new expansion and had content removed from them even if they were part way through the story arc... [2]

[2] There is also the tech related side to it, especially relating to how the buildings are put together/different maps... and how people with the "old content" in their log would complete it... or would said mission related to the area actually "vanish" from their tracker?

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Empyrean wrote:
Empyrean wrote:

I see your point. Zones do have a diminishing rate of return for effort once you have enough, and after that putting energy into the other things you mentioned would be a better use of dev time.
I just loves me lots of zones to explore and kick around in :P.

Indeed - and having multiple zones in the same level range helped alleviate the repetitiveness of the game for all us Alt-aholics out there. I liked the variety. The issue is getting enough content to fill those zones.

Thankfully the CoT devs are starting small and building out from there - they have definite plans on expanding the city after release. As long as there is a healthy and expanding amount of content for characters of all levels, and in a variety of locales (old and new), people should stay interested.

Content (zones and missions) and character generator stuff (powers, costumes, animations, etc) are gong to be what keep people playing the game for years. I don't expect a newborn CoT to have the same breadth of content that CoH had after 8 years, but after the technical hurdles of getting the game to work, those two things are probably going to be priority.

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Quote:
Quote:

Stopping you right here, because in no way shape or form was Tabula Rasa a "political" or "social" game... it was a 3rd person action game, just like City of Heroes was..

Sorry, I meant to put Eve Online not Tabla Rasa (ah late night posting). The point I was trying to make is action based changes are limited in implementation.

Quote:

I can see how this works... but I don't think it would be any easier for the developers. It is just stretching out content. I can see a problem (just like what happened in City of Heroes) where they had "planned" content, done part of the changes and then left it for several issues with nothing happening..

Well, the devs not following through on something is a possibility, I can't argue that. But that's a hypothetical argument.

As for how it would be easier. It wouldn't. What I am saying is the time and effort that would be devoted to designing or redesigning a zone could be split into smaller more manageable updates that could be rolled out over a period of time providing a much longer shelf life of new content. A new zone has lost its sparkle relatively quick (baring certain exceptions). A new zone is an 'eggs in one basket' situation.
Smaller changes are more the 'lets see what sticks' situation. Rolling back an unpopular full zone means all that time is wasted...rolling back an unpopular small change means only a portion of the time was wasted (looking at the whole)

So easier....no probably not. More flexible, more reward for less risk, longer shelf life....I would think yes.

Quote:

It would have to be marked out VERY clearly what those changes are, and what if/any content is related to it... This might come across bad, but you need the bright flashing lights pointing the players towards that content, especially if it is a time limited one. Of course, this also depends as to how fast they roll the changes out as well; and depending on the player, you might get backlash due to them being unable to do the "original" content because they were off for the month/period of time[1]..

Well, first not all of the changes would be time limited ones. And each could be announced just as every other game does it....through load screens, launchers, forums, mailing lists and word of mouth. As for people who are off for periods of time. This is something to be considered of course. Which is why I said the flashback system would have the old version of the zone to explore.

Quote:

[1] And yes, people complain about it in Guild Wars 2, and with Cataclysm in World of Warcraft. Cataclysm was even worse because it affected those who didn't buy the new expansion and had content removed from them even if they were part way through the story arc... [2].

If I recall correctly (and not sure I am) much of the complaints for GW2 was due to being unable to revisit the content. And as for WoW...that was obviously mishandled. I would hope that MwM has more sense than that.
But regardless....flashback system.

Quote:

[2] There is also the tech related side to it, especially relating to how the buildings are put together/different maps... and how people with the "old content" in their log would complete it... or would said mission related to the area actually "vanish" from their tracker?.

This is why I dislike using hypothetical examples....people hyperfocus on them and ignore the underline thought. If the time sensitive changes only serve to cause ire in the playerbase then the devs would not create more of them. They would switch to the small one time change (like my superhero highrise example) or ones that can be taken out and put back in as many times as they feel (like the casino boat example).

If those changes that are time sensitive do not cause universal anger...the mission could get a big red warning under it saying on this day the mission arc will go away. Or maybe the missions are designed with fore thought and are not directly tied to the changes in a way that they stop making sense when the next update comes. Or maybe the active mission stays in the log but clearly states it cannot be completed unless the player goes to the flashback system. Or maybe some other better idea the devs come up with.

The underline point I was making was instead of devoting massive time and effort to one zone project which spreads the playerbase out, has a limited shelf life, is more risk than reward (generally). Take that time and put it into smaller projects each of which is flexible in that it can be extended, removed, expanded upon and act as a gathering point all for comparatively little risk.

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Like many, I agree to a

Like many, I agree to a certain extent. Many of the classic zones had very little traffic and then we got new zones. Personally, I would have moved the TFs and other missions to other zones and closed down Boomtown and a couple of others. Too many of the zones were too similar and way too many missions were the same thing with a different level cap.

I can see (for example) a Downtown zone with tall buildings and lots of civilians, then several other city zones with shorter buildings and more moving cars, each with a different flavor (like Industrial or whatever). Then you have a waterfront, an island, something underwater, a moon base etc.

There's only so much you can do with a city before it starts to all look the same. I see no reason why there shouldn't be more zones, each easily defined from the others.

I remember when Star Wars was cool...a long, long time ago...

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And Alexandria, where one

And Alexandria, where one kooky gang all wear egyptian-style animal-head masks?

Be Well!
Fireheart

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Cinnder wrote:
Cinnder wrote:

I'm torn also. New zones were/are way up at the top of my list of things I want to see in MMO updates, and I loved all the Praetorian zones. However, you're right that the newest zones ended up looking like ghost towns (ha ha, no pun intended re: Night Ward) and that was not good.
I don't know how an MMO developer solves this problem. While it's not good to have empty zones, I'd find a MMO that doesn't expand its map to feel stagnant.
Anyone know of an MMO out there that has found the sweet spot to balance these issues?

FFXIV has done a decent job of it.

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Brand X wrote:
Brand X wrote:

Cinnder wrote:
I'm torn also. New zones were/are way up at the top of my list of things I want to see in MMO updates, and I loved all the Praetorian zones. However, you're right that the newest zones ended up looking like ghost towns (ha ha, no pun intended re: Night Ward) and that was not good.
I don't know how an MMO developer solves this problem. While it's not good to have empty zones, I'd find a MMO that doesn't expand its map to feel stagnant.
Anyone know of an MMO out there that has found the sweet spot to balance these issues?

FFXIV has done a decent job of it.

Guild Wars 2 as well with their dailies. Even though the dailies are not necessarily tied to a zone, for the public event related dailies, players will go to where they are easiest... and sometimes that is indeed in the low level zones.

*edit* Its worth noting that I typically ran my tip missions in CoX in Atlas Park, because the size of the zone was just right for quickly speeding to and from each mission. Steel Canyon (IIRC) would have been better, but it had a few mission entrances that always threw me for a loop as to how to get to them ie the underground ones that had no obvious way to get to them.

Of course, this is where personal preference comes in.

I sometimes run the challenges in low level zones in Wildstar, even though I am level capped because they are mindless fun, and I still get *Some* reward out of doing them (those sweet sweet runic modules that I need to upgrade my level capped loot)

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Brand X
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Gangrel wrote:
Gangrel wrote:

Brand X wrote:
Cinnder wrote:
I'm torn also. New zones were/are way up at the top of my list of things I want to see in MMO updates, and I loved all the Praetorian zones. However, you're right that the newest zones ended up looking like ghost towns (ha ha, no pun intended re: Night Ward) and that was not good.
I don't know how an MMO developer solves this problem. While it's not good to have empty zones, I'd find a MMO that doesn't expand its map to feel stagnant.
Anyone know of an MMO out there that has found the sweet spot to balance these issues?

FFXIV has done a decent job of it.

Guild Wars 2 as well with their dailies. Even though the dailies are not necessarily tied to a zone, for the public event related dailies, players will go to where they are easiest... and sometimes that is indeed in the low level zones.
*edit* Its worth noting that I typically ran my tip missions in CoX in Atlas Park, because the size of the zone was just right for quickly speeding to and from each mission. Steel Canyon (IIRC) would have been better, but it had a few mission entrances that always threw me for a loop as to how to get to them ie the underground ones that had no obvious way to get to them.
Of course, this is where personal preference comes in.
I sometimes run the challenges in low level zones in Wildstar, even though I am level capped because they are mindless fun, and I still get *Some* reward out of doing them (those sweet sweet runic modules that I need to upgrade my level capped loot)

CoH's problem was it kinda lacked the incentive for higher levels to help lower levels.

FFXIV gives an incentive.

Has WS changed? I haven't played it since the third month of release and having gotten to 50, I recall the dailies being in high level zones. Though I'm not sure I consider it a good example for CoT to follow, because it locked so much behind content that many couldn't get into.

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Brand X wrote:
Brand X wrote:

Gangrel wrote:
Brand X wrote:
Cinnder wrote:
I'm torn also. New zones were/are way up at the top of my list of things I want to see in MMO updates, and I loved all the Praetorian zones. However, you're right that the newest zones ended up looking like ghost towns (ha ha, no pun intended re: Night Ward) and that was not good.
I don't know how an MMO developer solves this problem. While it's not good to have empty zones, I'd find a MMO that doesn't expand its map to feel stagnant.
Anyone know of an MMO out there that has found the sweet spot to balance these issues?

FFXIV has done a decent job of it.

Guild Wars 2 as well with their dailies. Even though the dailies are not necessarily tied to a zone, for the public event related dailies, players will go to where they are easiest... and sometimes that is indeed in the low level zones.
*edit* Its worth noting that I typically ran my tip missions in CoX in Atlas Park, because the size of the zone was just right for quickly speeding to and from each mission. Steel Canyon (IIRC) would have been better, but it had a few mission entrances that always threw me for a loop as to how to get to them ie the underground ones that had no obvious way to get to them.
Of course, this is where personal preference comes in.
I sometimes run the challenges in low level zones in Wildstar, even though I am level capped because they are mindless fun, and I still get *Some* reward out of doing them (those sweet sweet runic modules that I need to upgrade my level capped loot)

CoH's problem was it kinda lacked the incentive for higher levels to help lower levels.
FFXIV gives an incentive.
Has WS changed? I haven't played it since the third month of release and having gotten to 50, I recall the dailies being in high level zones. Though I'm not sure I consider it a good example for CoT to follow, because it locked so much behind content that many couldn't get into.

You are indeed correct in that the dailies are in high level zones. Although as I said, players are not penalised for doing content in the lower zones (actually going for zone completion is valid for the rep, and the challenges are quick and easy for a chance of getting the runic modules)

If you are referring to the 2 raids, which required (admittedly) quite a long quest chain (one step was getting to exalted with the main faction... doing the dailies and completing zones fully helped out on that part). Then yes, there was "content locked" away. But that was the only part that actually was.

2 raids.

Nothing else at all.

And CoX had the Magisterium iTrial which had the requirement of Lore and Destiny unlocked to get into. Something that could take quite a while to do. Although with a good group (just like in Wildstar) you could probably knock it out in a few days....

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Brand X
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Gangrel wrote:
Gangrel wrote:

Brand X wrote:
Gangrel wrote:
Brand X wrote:
Cinnder wrote:
I'm torn also. New zones were/are way up at the top of my list of things I want to see in MMO updates, and I loved all the Praetorian zones. However, you're right that the newest zones ended up looking like ghost towns (ha ha, no pun intended re: Night Ward) and that was not good.
I don't know how an MMO developer solves this problem. While it's not good to have empty zones, I'd find a MMO that doesn't expand its map to feel stagnant.
Anyone know of an MMO out there that has found the sweet spot to balance these issues?

FFXIV has done a decent job of it.

Guild Wars 2 as well with their dailies. Even though the dailies are not necessarily tied to a zone, for the public event related dailies, players will go to where they are easiest... and sometimes that is indeed in the low level zones.
*edit* Its worth noting that I typically ran my tip missions in CoX in Atlas Park, because the size of the zone was just right for quickly speeding to and from each mission. Steel Canyon (IIRC) would have been better, but it had a few mission entrances that always threw me for a loop as to how to get to them ie the underground ones that had no obvious way to get to them.
Of course, this is where personal preference comes in.
I sometimes run the challenges in low level zones in Wildstar, even though I am level capped because they are mindless fun, and I still get *Some* reward out of doing them (those sweet sweet runic modules that I need to upgrade my level capped loot)

CoH's problem was it kinda lacked the incentive for higher levels to help lower levels.
FFXIV gives an incentive.
Has WS changed? I haven't played it since the third month of release and having gotten to 50, I recall the dailies being in high level zones. Though I'm not sure I consider it a good example for CoT to follow, because it locked so much behind content that many couldn't get into.

You are indeed correct in that the dailies are in high level zones. Although as I said, players are not penalised for doing content in the lower zones (actually going for zone completion is valid for the rep, and the challenges are quick and easy for a chance of getting the runic modules)
If you are referring to the 2 raids, which required (admittedly) quite a long quest chain (one step was getting to exalted with the main faction... doing the dailies and completing zones fully helped out on that part). Then yes, there was "content locked" away. But that was the only part that actually was.
2 raids.
Nothing else at all.
And CoX had the Magisterium iTrial which had the requirement of Lore and Destiny unlocked to get into. Something that could take quite a while to do. Although with a good group (just like in Wildstar) you could probably knock it out in a few days....

CoH did have some high level content, but it never felt locked away as much as WS's end did. Not to mention trying to do the end content through a PuG, was filled with a lot of people more than willing to drop the team if top medal wasn't going to be achieved.

Gangrel
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To be honest, the medal

To be honest, the medal requirement was harder so you did NEED the Gold medal's to progress forward. That dropped down to silver, and now its bronze. They didn't actually make the adventures any easier (or harder) by any stretch of the imagination. That is why players would drop a PUG if a medal opportunity was lost. However, they should have said at the start if they wanted to go for a medal or just to complete it.

To get gold you still had to go through deathless, complete all of the objectives and on top of that do all of the optionals. Hell, I have yet to get gold in any of them. However, once they dropped it down to silver (do it in a time limit, all objectives met) and then down to bronze (just complete all objectives) it became less and less of a problem.

Although that problem was on the developers shoulders (because they were the ones that set the requirement), it was also the problem of the players as well for not communicating what they wanted.

Its worth noting that I rarely saw people drop randomly from PUG's due to medal restrictions not being met. I think out of 200+ PUG runs, I had 1 or 2 pug drops overall. But anecdotal experience is anecdotal here.

And now they are changing how the medals are calculated, which should give groups more leeway in achieving their goal.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Well see, that all happened

Well see, that all happened after I left. My anecdotal experience being different. Now mind you, when I say all this, I actually loved the game, but in the beginning it was very much a game of "Do you have a good group to play with"

Also, having an outfit locked behind content I couldn't get into because I lacked the group, I just gave up on it. :p

Gangrel
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Just wondering, but which

Just wondering, but which outfit are you referring to?

If you are referring to the cowboy style gunslinger hat, yeah...

I still don't have mine.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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There are some design

There are some design patterns that help mitigate this problem
The primary is the 'starburst' pattern. You create big hub zones that connect to most new zones, so you are at most one or two zones away from the center of the action.
Another pattern is the 'life time zones' which means that each zone covers a wide level range, preferably 1 to max level. Typically zones in MMOs are designed to match a narrow band of levels, and unless you are within that band you have no reason to be in that zone. This makes designing and tuning zones easier, but leads to fragmented player bases or ghost town (or both) once the game matures and new zones keep getting added at the max range. Life-time zoning turns this on its head and opens up most of the game to players from level 1, but with the understanding that once out of the tutorial a lot of any zone is lethal to the new player. It requires heavily on open world instancing to make it work (where spawns are created for players or groups according to their levels and stories). Ideally you work heavily with 'overlays' that exist only for the group that caused it to be created so that level 1 players in a zone don't get smashed by level 50 spawns. Though the automatic encounter scaling (like the giant monsters in CoH did) is another solution that does not screen players from the encounters from other groups (they player and monster dps is simply automatically scaled to level, so that a level 50 spawn will still defeat a group of level 1 players, but they will do so slowly enough that they can decide to run away)
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Combining he two patterns also works. You would end up with a small number of hub zones from which hazard-zone like zones radiate outward, safe for low level players near the entrance but getting progressively more dangerous (and high level) the deeper into the zone you venture, with automatic encounter scaling and spawn overlays to keep the transition smooth enough that the effective level gradient from entrance to deep end is perhaps 10 levels.
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And of cours a lot of the new zones can be employed primarily as instances instead of open world. One of the latest expansions of Everquest had an interesting take on that. The zones were huge, but they were also fragmented and you entered isolated parts of it as instances for various missions, with the core zone being open world and acting as a mission hub.

Brand X
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Gangrel wrote:
Gangrel wrote:

Just wondering, but which outfit are you referring to?
If you are referring to the cowboy style gunslinger hat, yeah...
I still don't have mine.

Some nicely designed outfit found in a raid (believe it started out red colored).