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Posted

I had a portal mission in the new section of the Vanguard base. I could find no signage indicating how to get to this section, and the yellow distance marker just showed I was a few hundred feet away but offered no indication of how to get there. I had to use my mission teleporter to get to the portal, then backtrack out to see where the access point was. There should be wayfinding signage identifying the corridors next to the infirmary as the access to the portals (once you enter the area, there is lots of signage). I would also suggest a building map for the base once you enter (rather than the zone map).

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Posted

Given how the base is now integrated into the zone? I don't think a separate base map will work. Signs directing players to the new areas, like the Portal Corp portal/door just past the infirmary that took me a while to realize was there, or a... uhm... base map... on like a pedestal that can be accessed like the "You are here" signs you see in larger buildings/complexes would also be helpful.

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Posted

Yeah, I was on an Apex/TinMage earlier and some of the players who were newer were getting a little lost because they didn't realize "mission waypoint is some weird inaccessible spot" means "it's inside the base".  It's cute to add a maze, or whatever, I guess, but the waypoints need to be much more clear.

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Posted

I just got lost in there tonight.  First I'm all "oooh, what's down this hallway?" and before you know it, I was all "how do I get outta here?!" 

 

Since we can't have a map, then some signs, maybe floor arrows... a talking NPC who says "main base's thataway" each time you go by them, anything would be nice.

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Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game...

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Posted (edited)

The layout doesn't seem that daunting after all. There is a label/sign on the hall next to the infirmary that directs you to the RWZ, which seems to be mislabeled since it sends you to 2 different portals. (These 2 portals are through the Portal Corp door at the end of that short hall.) The right portal direction sends you to a portal that seems to just be a mission door whereas the left one sends you to your choice of Firebase Zulu or Peregrine Island. (The Peregrine Island connection delivers you to the right portal in building 111 of Portal Corp.) There is another label/sign on that same hall that directs you to the motor pool at the end of a rather long hallway. (Edit: Despite appearances and turns, that long hall is a straight path. There is a split, but that split is just a loop in the middle of the hall.) In the motor pool, if you can fly, super jump, or teleport, you can go up an open bay to the surface. If you can't or prefer not to, there are stairs that lead up to the surface by the Crey's Folly zone gate. At that hall junction, between the two labels/signs for the RWZ and motor pool, just past the lounge area, is where AE is in the RWZ base. And the open area behind the quartermaster has another open bay that fliers, super jumpers, and teleporters can use to get to the surface, or anyone can use to drop down back into the base. Aside from the lounge with the Rikti Assault Suit behind the infirmary that leads into AE and connects the RWZ/Motor Pool halls already mentioned in this post, the Vanguard base doesn't actually seem all that changed.

 

Edit: All other passages/halls/tunnels I saw were already there prior to the update.

 

Edit again: Okay, to summarize:

 

The gated area behind the Vanguard Quartermaster next to Serpent Drummer is no longer closed off. It also has a lowered bay that can be used to transition to/from the surface using appropriate travel powers.

 

The infirmary is now bracketed by two halls. These halls lead to the lounge area behind the infirmary. There is a marked wall on the opposite side of the lounge area that says directions to "RWZ", AE, and the motor pool.

 

Behind the marked wall is AE. AE has 2 sides for medical resurrection pads that overlook the entrance and the terminal/holography area.

 

Going to the right from that wall rather than going behind it leads down a winding hallway that has a loop just before you enter the actual motor pool. The motor pool has a lowered bay that can be used to transition to/from the surface using appropriate travel powers. Heading to the left in the motor pool will lead to another short hall with some stairs at the end that lead to/from the surface near the Crey's Folly zone gate, opposite the abandoned hospital.

 

Going to the left from that wall instead, which is marked "RWZ", leads to a Portal Corp. marked door. Passing through that door places you in a left-right junction. Following this hall to the right leads to a mission door portal. Following this hall to the left instead leads to a portal that sends you to Portal Corp in Peregrine Island or to Firebase Zulu.

 

Hopefully this will help people navigate the additions to the Vanguard base.

 

Edited by Rudra
Multiple corrections.
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Posted
4 hours ago, Rudra said:

The infirmary is now bracketed by two halls. These halls lead to the lounge area behind the infirmary.

These two hallways are what need to be labeled. I walked past them a bunch of times and they don't register as passages. Just needs yellow paint on the floor similar to that identifying the infirmary. Once you get to the lounge, everything is marked pretty well. 

 

Alternatively, if doors were added at the ends of the two hallways next to the infirmary, the mission waypoint would direct you to click on the door.

Posted
5 hours ago, Uun said:

These two hallways are what need to be labeled. I walked past them a bunch of times and they don't register as passages. Just needs yellow paint on the floor similar to that identifying the infirmary. Once you get to the lounge, everything is marked pretty well. 

 

Alternatively, if doors were added at the ends of the two hallways next to the infirmary, the mission waypoint would direct you to click on the door.

Something to make those two hallways more recognizable as such would help, agreed. I didn't notice them my first (two?) passes through the base after the update. (Because their coloring lacks the shading the other halls have that makes them stand out. Admittedly that is because the original "hidden" halls had shadows to help them stand out and these two halls aren't positioned for shadowing to really apply.)

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