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Put all mission objectives on the map.


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On 5/20/2021 at 10:40 AM, DarknessEternal said:

I"m flabbergasted so many people like spending an hour in a mission looking for 1 of the 2 things left with no direction on how to find them.

 

Y'all shouldn't be in charge of any decisions.

 

Oh god, this. One of my alts got a mission requiring that he rescue 21 (TWENTY-ONE!) hostages* on an Oranbega map. I rescued 20 of them, and then spent the next 30-40 minutes running around and around in a huge, empty map looking for that last hostage, and failing to find them anywhere. Unrelated, but making this even worse: The mission was waaaaay up north of Talos Island, and I had to Super Jump all the way there, as this alt didn't have a flight power. I exited the mission through the door and made my way back to Atlas Park to purchase the Reveal power, then had to return to Talos, SJ all the way back up to the mission entrance again, use Reveal to see if I had somehow missed a side passage/room somewhere (I hadn't), and then spent another 20 minutes again retracing my steps through all of the passages and rooms I'd already searched three times, before I finally said, "Eff this" and autocompleted the mission. Making this even worse is the fact that the "last mobs" markers usually work on CoT maps, but they weren't showing up this time, which meant that there were TWO groups of mobs that I was somehow not finding.

 

* IIRC, it was a mission arc where the CoT was going after people who had Mu blood. I somehow have never been offered that arc since.

 

6 hours ago, Beef Ninja said:

Are you guys forgetting about those damn outdoor missions that take forever because the map is huge and the objectives can be literally anywhere?

That gorram factory map. GAH! It wouldn't be so bad if it didn't often include "wandering" mobs. who are constantly moving and can appear anywhere on the multiple levels of that central building. That map, and one of the big city maps, are on my list of automatic autocompletes.

Edited by RikOz
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2 minutes ago, RikOz said:

That map, and one of the big city maps, are on my list of automatic autocompletes.

Don't forget the god awful Arachnos base one, with the HUGE multitiered room with teh walkways. That is just hideous, for finding things or escorting guys out.

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On 5/26/2021 at 12:42 AM, Myrmidon said:

1,000,000,000

Thats way to much.  I cant play the market nearly that well, or farm as easy as others make it sound.  That said i like both the idea and a reasonable cost.  Like 1/10 to 1/100th of your proposal.

 

No offense intended you psycho influence hoarding market manipulating beast!  Kidding of course. 

Edited by RageusQuitus2
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On a semi-related note, I've suggested before they add some sort of "enhanced senses" power pool, to do things like increase perception, accuracy, and let you spot items on the map, and/or mobs through walls. It just makes sense that Daredevil wouldn't have to run all the way through a map just to figure out where ONE guy is hiding.....

Edited by Menelruin
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The Envoy of Shadows arc has a hunt mission that is god awful painful.  If I miss the last two items, tucked away in some cursed corner of a monster Orenbega map, I'll drive myself crazy and more than a little motion sick running around looking for it.  Once I get motion sick, that's it for the day.

 

Maybe this worked if a full team of 8 was playing the mission and the frustration could get spread out, but solo, ugh. 

 

Just think how many of the older story arcs would be more enjoyable if these missions were revamped or if we had a way to expedite the search.

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As someone who would use this - mostly because I don't have all of the hostage spawn points memorized on every map, and those are the easiest ones to overlook - I still say that if it goes in, it should only show current objectives, so that hidden objectives that appear conditionally through the map aren't displayed right away. It would amount to something like the tutorial, where you have a map marker for each step along the way, and I'm fine with that.

 

But the consequence of it going in is that people are going to be more prone to just rushing to the objectives and only doing those parts. There are already threads of people complaining about this behavior and how they hate "fast paced" teams, and this will simply increase the average pace of the game. Even people who are playing "kill to objective" will now have a much better idea of where the objective is and so go that much faster. So it's something to think about for more than just "people who don't like it must be masochists," because apparently some people don't want to just rush through every mission.

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1 hour ago, siolfir said:

But the consequence of it going in is that people are going to be more prone to just rushing to the objectives and only doing those parts. There are already threads of people complaining about this behavior and how they hate "fast paced" teams, and this will simply increase the average pace of the game. Even people who are playing "kill to objective" will now have a much better idea of where the objective is and so go that much faster. So it's something to think about for more than just "people who don't like it must be masochists," because apparently some people don't want to just rush through every mission.

All true. I totally get some people dont want a fast paced team, but there is a difference (I think) between a team that simply rushes the boss/glowies and a 'fast paced' team. Also, just about every team with a good combination of skill levels and ATs can be (and usually will) be a 'fast paced' team. They will hit their groove after a mob or two and mostly steamroll along, barring ambushes or those leaders that think 'wow, you know what we need, +4 carnies!'

Most objective rush missions have the OB right at the end/end room, so having it on the map would hardly make it that much easier. With Reveal, you can look at most maps and end up with a choice of 2 rooms for like 80+% of objectives locations as it is.

Giving us a tool to show objectives, an optional one, is just that..more options. Those people who hate fast paced teams dont have to use it. And if they keep joining teams that rush, can start their own team.

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All true, @Razor Cure and I even thought about including how you usually know exactly where you're going most of the time anyway for any "defeat boss" missions but decided it wasn't relevant and just hinted at the possibility of memorizing spawn points. I was simply providing the alternative viewpoint, since if these forums have shown me anything it's that someone will find a way to complain about anything - optional or not.

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I could see fixing or replacing some specific missions where it's awful to find that last glowie.  Definitely.  Orenbega maps spring to mind, as well as outdoor factory maps.

 

But I don't agree with removing the mechanic completely  - the game needs at least some minimal challenge.   They already changed

the game to show that final glowie - they just need to make it work consistently across all missions.

Edited by krj12
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Alright, fair cop, @siolfir.

I'm very much NOT a fan of "Defeat All" and I prefer my missions to be short-and-sweet.  My perspective was skewed by that bias.

But . . . yeah.  Some players do want a slower pace, and this is a social game . . . which means introducing a feature like this could apply some negative social pressures.

 

Seems we're circling back to the point that has come up a number of times over the years:  The usefulness of a more robust means of communicating and/or organizing specific team parameters with other players.
Maybe it's already time to re-examine the LFG sub-system . . . create a page of team preference tags to flag on-or-off, which can be used to help curate a specific team experience.

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The design intent of glowies it to make you explore the map and have some mindfulness towards the situation beyond just blowing up baddies.

 

That said, half the maps in this game are a labyrithian nightmare, and I get the frustration, especially for folks who have disabilities or limited time on their hands. Hell, I was in a city farm map the other day (literally the most basic ass map in the game) and spent more time looking for the glowie than I did fighting!

 

Maybe have it be something that activates after 15 minutes (give or take, depending on the size of the map), and it highlights the area the objective(s) is/are in instead of pinpointing it. That way, it still takes time and effort, but you're thrown a bone if you're lost. And again, have it be optional. Maybe give a small reward bonus for getting the objective before the helper option activates?

 

I dunno, just spitballin' here 😃

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