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Focused Feedback: City Zone Adjustments


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On 7/16/2022 at 6:06 AM, Techwright said:

You could add dialog that provides useful insight to new players, perhaps dialog similar to the screen change dialog that now goes so fast across the screen that it is barely read. 

 

I would love to see an NPC named 'Rando Tips' & '[villian mirror]' or something that could tap into that existing tips list. Fun and useful.

 

 

23 hours ago, Cobalt Arachne said:
On 7/16/2022 at 6:06 AM, Techwright said:

6. Please consider adding a vault access, preferably need the crafting tables.

Everyone has vault access everywhere at all times now, check the top left of your Salvage window. It's been that way for a while if I recall. 👀 I could add one, but it'd just be for visual transparency.

 

Similar here, there could be a storage vault similar to Pocket D and other locations with an NPC that explained how a player has access 24/7 from their Salvage Window.

 

Edited by Troo

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

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30 minutes ago, Cobalt Arachne said:

I was instructed to add them by the lead devs to prevent a brand new player from wandering into Fort Trident and one-way teleporting themselves to Founders Falls and being stranded in a zone filled with +35 enemies. 

Oh!  Is it possible to add Fort Trident as a default destination on the SG portals?  That way no one would ever be stranded, just click on the portal and return.  And it let's characters without an SG to get to Fort Trident from any zone.

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8 hours ago, Techwright said:

Love the Fort modifications overall!

 

1. Thanks for moving BABs in there as a trainer.  I always thought the poor fellow was given a rather redundant position (and in a corner at that) after the fall of Galaxy.  I personally think he should replace Castle, but this is a fine new position.  (And yes, I went to confirm that he also occupies his corner spot still.  The man gets around.

 

I believe Back Alley Brawler was moved to SW Atlas Park because the 2nd arcs of the new L1-7 arcs (Matthew Habashy -> (Officer Fields XOR Sondra Costel) -> Aaron Thiery) exited there, with Aaron Thiery's missions all being in W Atlas Park.  'Course, like Ms. Liberty, he could be in more places than just one. 🙂

 

 

7 hours ago, gameboy1234 said:

While I think the Freedom Force TFs unlocking Fort Trident is fine probably the way most players will do it (Positron counts right?), Shining Stars has always been a bit of a dud with players.  Any thoughts on revamping these missions?  I recall the animations and the way the AI works in these missions to be darn weird.  Buggy even.  Maybe collect some ideas from players about which sections need updating the most.

 

I'll second the request to revamp the Shining Stars arcs, maybe even Dr. Graves arcs too.  There's way too much silly work and running around in the Shining Stars arc; as well, maybe the initial Shining Stars base could be moved to that skyscraper SW of City Hall.  Both are supposed to be a bit of a tutorial, but I think they need another edit pass or three.

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Didn't read the whole thread, sorry if this is a duplicate: Entering the Freedom Corps building in AP (the new one) I got a "Cannot Enter" message.  I had to go around the side to enter Fort Trident.  This is strictly an RP thing but it felt a bit off.  There's a big marquee with the name Freedom Corps right there, so it felt natural to enter at that door.  Be forced to go around to a side door felt second class to me.  Just my 2 inf.  I'd like to see the main entranced to Fort Trident moved to the main door of that building, or even just make all the doors go to Fort Trident.

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On 7/15/2022 at 9:49 AM, Troo said:

 

I, *shudders*, sort of agree with @ShardWarrior. 😉

 

Could Fort Trident also include a super group registrar or a 'make-your-own-base' NPC which provides some info and directions to the super group registrar?

It seems to have almost everything else..

 

 

This would be a great help for red-siders, while such blue registrar is easy to find, for red zone, theirs is on the second zone.

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You know, someone in the Mission Architect thread brought this up: but if the idea of removing Atlas and Mercy AEs is to prevent new players/characters from just getting farmed and never experiencing the same, we might just want to consider removing the Pocket D entrances that were added to Mercy and Atlas? I'm just saying that might kind of undercut it a bit.

 

Also, total side note: while I don't mind the removal of the AEs myself, I do kind of wish the AE building design had been kept and just relabeled with some FC banners flung over it or something because the AE building itself is kind of nice-looking. Though I also get why you can't do it since it is meant to be the entrance to the new Fort Trident.

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4 minutes ago, Sakura Tenshi said:

You know, someone in the Mission Architect thread brought this up: but if the idea of removing Atlas and Mercy AEs is to prevent new players/characters from just getting farmed and never experiencing the same, we might just want to consider removing the Pocket D entrances that were added to Mercy and Atlas? I'm just saying that might kind of undercut it a bit.

 

The point is to make new players have to zone before finding an AE facility.  Zoning into Pocket D counts too.

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On 7/15/2022 at 10:13 AM, Cobalt Arachne said:

Not sure what this is referring to, in Fort Trident/The Crucible all of those have minimap waypoints.

 

I'm been trying to figure out how to answer this.

 

When it comes down to it, it's about being user friendly.

 

Trident is currently built like a zone and not like an entry level base designed for ease of use.

 

When you enter, the trainer isn't there to greet you like Ms Liberty in Atlas.

There are so many contacts that is hard to distinguish who is just standing around, who is relevant, and what to expect before clicking on most of them.

 

I seems to me it would be more user friendly for a new player if the vendor and leveling contacts all had the colored circles under their feet.

 

I would put the trainer pretty much directly at the entrance near the railing before the submarine. I would put an enhancement vendor (and lock this so you can only buy enhancements of the origin that you can use), insp vendor, and P2W vendor right near that trainer.

 

In the next section of the base, I would also include those 4 again, along with a base entry portal and teleports the low level zones, Hollows, Kings Row, Steel Canyon, Skyway, Perez Park. Maybe even have it drop you off at a Tram station or zone entrance instead of the SG portal.

 

in the very back of the base put all the task force contacts with lowest level task force stuff closest to the way into the room. Put the Merit vendor and Respect contact back there along with maybe an O-portal and Null The Gul (even if this is a limited version that doesn't allow alignment changes.

 

Honestly, the submarine seems like a great way to get to the PVP zones or the Rogue Isles.

 

It would be interesting to put in some "open to the public" salvage racks and insp/enhancement storage.... just to see what happens..

 

Basically, what is a player that doesn't have a base want to get out of a base?

access to those four basic contacts and a quick travel hub to get around the city in a way that is intuitive without needing to look at the mini map.

 

Solve the door problem by putting you at the entrance door regardless of which door you enter.

Isn't that how City Hall already functions?

And make it like City Hall when you leave ... you always exit toward the Atlas statue regardless of which door you use to get in.

 

Origin specific enhancement vendors that will direct characters of a different origin to the correct origin enhancement vendor, but will the option of additional origin lore to characters matching their origin would be kind of cool.

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If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

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4 hours ago, UltraAlt said:

When you enter, the trainer isn't there to greet you like Ms Liberty in Atlas.

There are so many contacts that is hard to distinguish who is just standing around, who is relevant, and what to expect before clicking on most of them.

 

This is a very good point.  Would having some kind of intro and/or introductions type mission like Levantera's "Welcome to Vanguard" arc that introduces you to everyone in the RWZ?  Something like that might help here get the player familiar with all the contacts and what they can do. 

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On 7/13/2022 at 1:33 PM, Bionic_Flea said:

Fort Trident looks good.

 

My only complaint is that multiple NPCs have the same dialogue and that gets old quick.

 

Copied from Brainstorm:

[01:25] [NPC] FreedomCorps Soldier: Sheesh! You worry to much, Mom!
[01:25] [NPC] FreedomCorps Soldier: Ummm... No, that wasn't me on the news! Why would an accountant be on the news?
[01:25] [NPC] FreedomCorps Soldier: Sheesh! You worry to much, Mom!
[01:26] [NPC] FreedomCorps Soldier: How much longer before those contractors finishing building the new place?
[01:26] [NPC] FreedomCorps Soldier: I'm sorry, but Positron really needs me to help him with a project right now.
[01:26] [NPC] FreedomCorps Soldier: Sheesh! You worry to much, Mom!
[01:26] [NPC] FreedomCorps Soldier: Sheesh! You worry to much, Mom!
[01:26] [NPC] FreedomCorps Soldier: Ummm... No, that wasn't me on the news! Why would an accountant be on the news?
[01:26] [NPC] FreedomCorps Soldier: Ummm... No, that wasn't me on the news! Why would an accountant be on the news?
[01:26] [NPC] FreedomCorps Soldier: Sheesh! You worry to much, Mom!
[01:26] [NPC] FreedomCorps Soldier: Sheesh! You worry to much, Mom!
[01:29] [NPC] FreedomCorps Soldier: Sheesh! You worry to much, Mom!

 

 

I like the new additions, but I still think that Rando Cal Tipsian, the administrator of this facility, should give the rundown.  😁

https://youtube.com/clip/Ugkx0rhrAD58g4tTOhPNgDRTDiZdQxRWjDwX

 

Sorry to nitpick but one repetitive phrase was replaced by another:

 

 [07:34] [NPC] FreedomCorps Soldier: Nah, I don't need to do overtime today. We've got some good heroes on the job.
[07:34] [NPC] FreedomCorps Soldier: Nah, I don't need to do overtime today. We've got some good heroes on the job.
[07:34] [NPC] FreedomCorps Soldier: Nah, I don't need to do overtime today. We've got some good heroes on the job.
[07:34] [NPC] FreedomCorps Soldier: I really should take more breaks to catch up on the gossip.
[07:34] [NPC] FreedomCorps Soldier: Nah, I don't need to do overtime today. We've got some good heroes on the job.
[07:34] [NPC] FreedomCorps Soldier: Oh. Nevermind. It's one of the heroes.
[07:34] [NPC] FreedomCorps Soldier: Nah, I don't need to do overtime today. We've got some good heroes on the job.

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Fort Trident:

= The info guide is very helpful.  Nice touch.
= I'd move the Longbow Guide to the other side of the entrance arch if possible (they're easy to skim past where they are), but maybe that's just me.

= The P2W vendor doesn't have a ring at their feet, but then neither does the one out in that Plaza...


 

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In Blackbeard's Pub, there's an NPC sitting at one of the tables across from the bar that's misaligned - butt hanging way off the seat. Also, a little odd that they're not doing the /e sitstool emote given, well, they're on a stool. >.>

 

image.thumb.png.cb8d55f7d71018060b5f3c67521af488.png

 

Also also, whoever had the idea of putting Bad Penny at the gambling tables? That's hilarious and you are the best.

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Global is @El D, Everlasting Player, Recovering Altaholic.

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24 minutes ago, arthurh35353 said:

No word on Blackbeard's Pub? Or is it really going to end up the red-headed stepchild on Redside there?


What word are you looking for?  What's missing in the patch notes or what's wrong when you visit?

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A couple notes made me chuckle, but this one was the best.  Glad he's finally getting treatment

 

Quote

Removed the infinitely barfing guy from the redside area in Pocket D who's vomiting sounds made it unpleasant to roleplay in that half of the zone. He's been gently escorted off the premises and delivered to a proper medical facility to receive treatment for over a decade's worth of alcohol poisoning.

 

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1 hour ago, Doc_Scorpion said:


What word are you looking for?  What's missing in the patch notes or what's wrong when you visit?

There's basically no club music, no one (other than Bad Penny) playing any of the games in the casino. Blue-side got non-zombie tiki entertainers and Black Beard has... seaguls cawing inside.

 

It's a frankly horrible place that I wouldn't want to visit at all.

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4 hours ago, arthurh35353 said:

No word on Blackbeard's Pub? Or is it really going to end up the red-headed stepchild on Redside there?

 

This is your chance to provide suggestions to improve your (and everyone else's) game experience.

 

What would you do to improve Blackbeard's Pub?

If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

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4 hours ago, arthurh35353 said:

There's basically no club music, no one (other than Bad Penny) playing any of the games in the casino. Blue-side got non-zombie tiki entertainers and Black Beard has... seaguls cawing inside.

 

It's a frankly horrible place that I wouldn't want to visit at all.

 

arthurh, I can't remember. Do you play Redside much? I am merely looking for context is all.

 

 

Edited by Troo

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

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10 hours ago, arthurh35353 said:

There's basically no club music, no one (other than Bad Penny) playing any of the games in the casino. Blue-side got non-zombie tiki entertainers and Black Beard has... seaguls cawing inside.

 

It's a frankly horrible place that I wouldn't want to visit at all.

I'll look at it; It was on the list, but I'm also juggling all fixes/tweaks to Sheathed Weapons, Aether Costumes, Advanced Difficulty ITF, Fort Trident & The Crucible, yata yata.

The seagull noises are likely because the sound size of the coastal ambience was just set to be giant because it didn't have to consider any underground, adding a tailor is an easy 'sure, can do' as well, I'll even go look for a CC0 pirate shanty to add to the space for ambience.

 

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