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The Sewer Network: What might revitalize this?


Techwright

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The original development team put an extensive sewer network in place, connecting it to many of the city zones, intended as something of a challenge path between zones, but I rarely, if ever hear of sweeper teams moving through the area, like we used to have in the early years.

 

Similar to the discussion we're having regarding the Hazard Zones, what might your ideas be for invigorating interest in traveling the sewer network?  As before, I'm hoping for brainstorming ideas, which means we're looking for reasonable creativity, rather than 100% feasibility right now. 

 

 

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Part of the reason for sewer runs was leveling. The live devs then dropped DFB on us, which became the lowbie "PL" of choice, especially with a hospital and trainer *right there.* Other than badge hunting and nostalgia, there's not reason to go there now.

 

Unlike the hazard zones, I can't see putting "missions" down there (granted, we have sewer missions a-plenty...) and it's no longer really a "shortcut" (not that it ever *was,* granted) between zones.

 

Short of a (rather tongue in cheek) "Stop the Blockage" event, which floods the streets if not completed, I can't think of a good thing to put down there to encourage people to venture back in. People complain about the Perez maze, and the sewers are a bit more tedious.

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Primarily on Everlasting. Squid afficionado. Former creator of Copypastas. General smartalec.

 

I tried to combine Circle and DE, but all I got were garden variety evil mages.

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First, let's get rid of the giant monsters in the sewers. 

 

Second, can we do something about the THOUSANDS of various gang members who like to make the sewage tunnel their hangouts?  meeting places?  um, campsites?  wtf are they doing there?

 

Third, Maybe do something about the toxic waste all the mad scientists keep dumping down into the sewers.  We all know that cannot end well.

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There are roughly 3 types of players and here's how to revitalize anything. 

 

Those who go through solo content for content.  To get them to use a place put in missions to that place.  Preferably new story arcs with contacts that show up automatically in their contact list.

 

Those who do content for rewards, and those who do group content (because people who do group content go where the people are).  To get them to use a place put it in a daily or weekly rotation for rewards.   You cannot just make it more rewarding - there are too many zones and things.  People do the most rewarding one.  You have to make it rotate so they do each of them.

 

Those who do badges.  To get them to use it, put in badges.

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2 minutes ago, Snarky said:

First, let's get rid of the giant monsters in the sewers.

There aren't any in either sewer network. ASN trial, DFB, yes, but the sewer network itself, no.

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Primarily on Everlasting. Squid afficionado. Former creator of Copypastas. General smartalec.

 

I tried to combine Circle and DE, but all I got were garden variety evil mages.

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49 minutes ago, Greycat said:

There aren't any in either sewer network. ASN trial, DFB, yes, but the sewer network itself, no.

I was really talking plot.  In the 'plot/reality/world" of our characters....there are giant monsters in the sewers.

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2 hours ago, DougGraves said:

There are roughly 3 types of players and here's how to revitalize anything. 

 

Those who go through solo content for content.  To get them to use a place put in missions to that place.  Preferably new story arcs with contacts that show up automatically in their contact list.

 

 

How's this?  Stop me if you've heard it:  we get a mission to rescue a pair of plumber brothers, Marinara and Linguini.  They've been attacked by giant mushrooms from the Banished Panthenon, and...

 

oh.

 

really?

 

how old?

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I took to leveling my last few Praetorian's by running through the underground exclusively. Really quite effective and oh so many ghouls. 

 

It got me thinking about sewer runs so the next one I made in Atlas that is where he ran off too. Enjoyable as well but the problem I ran into was I was soon out leveling everything. 

 

Don't really have a solution to this but wanted to say that if they do anything there I am bound to wander through it multiple times. 

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4 hours ago, DougGraves said:

You cannot just make it more rewarding - there are too many zones and things.  People do the most rewarding one.  You have to make it rotate so they do each of them.

 

Those who do badges.  To get them to use it, put in badges.

Apply to everything! 

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AE SFMA Arcs: The Meteors (Arc id 42079) Dark Deeds in Galaxy City: Part One. (Arc id 26756) X | Dark Deeds in Galaxy City: Part Two. (Arc id 26952) | Dark Deeds in Galaxy City: Part Three. (Arc id 27233) Darker Deeds: Part One (Arc id 28374) | Darker Deeds: Part Two. (Arc id 28536) | Darker Deeds: Part Three. (Arc id 29252) | Darkest Before Dawn: Part One (Arc id 29891) |

Darkest Before Dawn: Part Two (Arc id 30210) | Darkest Before Dawn: Part Three (Arc id 30560) |

 Bridge of Forever ( Arc id 36642) | The Cassini Division (Arc id 37104) X | The House of Gaunt Saints (Arc id 37489) X | The Spark of the Blind (Arc id 40403) | Damnatio Memoriae (Arc id 41140) X  The Eve of War (Arc id 41583) | Spirals: Part One. (Arc id 55109) |  Spirals: Part Two. (Arc id 55358) |  Spirals: Part Three. (Arc id 57197)

I Sing of Arms and the Man (Arc id 42617) | Three Sisters (Arc id 43013)

(Pre War Praetorian Loyalist.  Pre War Praetorian Resistance.  Pre ITF Cimerora.  Post ITF Cimerora. X = Dev Choice/Hall of Fame )

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CoH has a ton of areas that could be revitalized. Sewers is no exception but there aren't enough Dev resources to do a lot.

 

Anyway, lesser effort changes could be unique enemies and enough defeats = badge. It could be a spot for a contact in the future where AE/player canon missions are added. Maybe a unique enemy could spawn there once a sewer trial was completed (kinda like activating the rikti invasion after a LGTF).

 

Lots of options and there's always just forming a team to do the 'old skewl sewers run' which I've seen once in a while.

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I'll file this into the category of "But Why?"

 

I'd like to have a similar "Hazard Zone" connecting Cap Au Diable and Port Oakes. It would be Red Side, so it would be doubly ignored, but it always bothered me that it wasn't possible to travel between those zones without Ferries, Helicopters, whatever.

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I know.. what if there was an organization that hid in the sewers and subway systems?  They could give out missions and plot lines that work to their ultimate goal of overthrowing the current corrupt government.  They could come with their own hubs of trainers and vendors so that you only need to come out of the sewers if a mission sends you to the above world.   But if you're gonna go through all the work, you might as well build a new zone, and maybe even a new topside world to counter-balance the sub terrainian world... maybe call it Preatoria or something that ties into the original game.  I bet it will be extremely popular.

 

Active on Excelsior:

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5 hours ago, Ghost said:

Simple

Make a badge that can only be achieved by arresting x-amount of villains in the sewer system.  

Oh yeah, put a level restriction on it so 50's dont just go stomping through. 

So a badge you HAVE to get before you are 50 and no way to get after 50?  You have not thought this out have you?

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Abandonded Sewer PVP! Let's see a gank-stalker lie in wait surrounded by Rikti Drones!

 

AE SFMA Arcs: The Meteors (Arc id 42079) Dark Deeds in Galaxy City: Part One. (Arc id 26756) X | Dark Deeds in Galaxy City: Part Two. (Arc id 26952) | Dark Deeds in Galaxy City: Part Three. (Arc id 27233) Darker Deeds: Part One (Arc id 28374) | Darker Deeds: Part Two. (Arc id 28536) | Darker Deeds: Part Three. (Arc id 29252) | Darkest Before Dawn: Part One (Arc id 29891) |

Darkest Before Dawn: Part Two (Arc id 30210) | Darkest Before Dawn: Part Three (Arc id 30560) |

 Bridge of Forever ( Arc id 36642) | The Cassini Division (Arc id 37104) X | The House of Gaunt Saints (Arc id 37489) X | The Spark of the Blind (Arc id 40403) | Damnatio Memoriae (Arc id 41140) X  The Eve of War (Arc id 41583) | Spirals: Part One. (Arc id 55109) |  Spirals: Part Two. (Arc id 55358) |  Spirals: Part Three. (Arc id 57197)

I Sing of Arms and the Man (Arc id 42617) | Three Sisters (Arc id 43013)

(Pre War Praetorian Loyalist.  Pre War Praetorian Resistance.  Pre ITF Cimerora.  Post ITF Cimerora. X = Dev Choice/Hall of Fame )

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3 hours ago, Snarky said:

So a badge you HAVE to get before you are 50 and no way to get after 50?  You have not thought this out have you?

I suspect what Ghost was say was to add a level cap to the zone, so any higher level characters are reduced in rank as we enter.  Then the suggested badge becomes more challenging for all.

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6 minutes ago, Techwright said:

I suspect what Ghost was say was to add a level cap to the zone, so any higher level characters are reduced in rank as we enter.  Then the suggested badge becomes more challenging for all.

That would be okay.  I have one badger and it is already a pain to deal with game mechanics to get some.  Ever try to get a heal badge on a Brute?  lol.  Last night I had to get a GMs help to complete an ouro arc because I had killed Lt Harris in the main timeline.  So there was no final talk to in Fire Wires arc.  

 

Badging, it's not just a job.  It's a F-ing inconvenience.

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Begin by turning off the lights.  No city is going to keep a sewer lit up 24/7, and utility companies tend to react poorly to taps.  So shut most of the lights down.  Make it dark.  Not black, not impossible to navigate, just dark.

 

The old DA fog could be applied.  Sewage contains biological matter.  Biological matter generates heat as it decays.  It's going to be steamy down there.  This will heighten the sense of confinement and disorientation.

 

Now we organize the spawns better.  All of these low level critters standing around are a wasted opportunity.  Those Hellions twiddling their thumbs should be point guards.  The Lost aren't converting anyone if all they're doing is preaching to themselves.  Wouldn't the Vahzilok be moving constantly, looking for... spare parts?  Enemies should be doing something more than waiting for a hero to beat them down (or walk past on the way to a badge).

 

And why are there no lairs of any kind?  No secret bases?  No neat little corners of "Oh, wow, I had no idea this was down here"?  Places where tougher Hellions gather, maybe a little party room with some Girlfriends from Hell, or a ritual room with an altar and portal?  Labs where Vahzilok take their hauls and work on turning them into Abominations?  Chapels where Lost converge for sermons?  And maybe... the occasional special GM, or at the very least, EB spawning to add a bit more flavor to these locations?

 

Remove the generic feeling from the sewers.  Make them dark, foreboding, with memorable locations, instead of a generic maze with nothing interesting anywhere.

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Get busy living... or get busy dying.  That's goddamn right.

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