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Posted (edited)

Sorry for raising the dead, but:

 

I don't think creating an echo is really necessary given the appearance of Mercy Island as a whole has remained pretty much unchanged save for changing the placement of the respawn points and the starter contacts and that weird period where the dome atop the Arachnos HQ was replaced with a Lord Recluse statue. There's not even any Freedom Corps banners on the Longbow-held Fort Darwin.

 

Now compare that to Atlas Park, which had seen much greater changes like entire buildings being swapped out for shinier and less blocky ones or the sheer fact there's now an Architect Entertainment building a Freedom Corps base in place of a cluster of low-rise tenements.

 

And while I can somewhat excuse the presence of two Arachnos forts behind the Overbrook dam - let's face it, the zone was left isolated from the rest of the city long enough for building a fortress to be possible, plus the area behind the dam seems to kind of be on the outskirts of Paragon City - I have a much bigger problem with how Arachnos now somehow has a well-guarded foothold in western Atlas Park (i.e. the very center of the city) complete with a network of what totally isn't Rikti pylons. Which sure, goes away if you complete the post-i21 starter questline, but still raises many questions of HOW they were even able to set up such a big obvious outpost in such a risky area and still only be an entry-level threat? For Statesman's sake, the final boss of that questline is an Arbiter, normally an endgame-level boss unit, here nerfed into basically a recolored generic early-level Wolf Spider Huntsman! How is that even supposed to make Arachnos look like a serious threat!?

 

Not helping matters is that the writing isn't entirely consistent on whether Arachnos should be treated as a terrorist organization, a crime syndicate or a whole legitimate foreign nation. The very existence of redside content frames it as the latter, which just raises the question of how they're able to get away with doing ANYTHING AT ALL on American soil without provoking a war.

 

I just don't understand it at all, and I'd like to thank @Chris24601 for coming up with what I think is a pretty sensible idea of fixing it.

Edited by Vic Raiden
  • Like 1
Posted
6 hours ago, Vic Raiden said:

I have a much bigger problem with how Arachnos now somehow has a well-guarded foothold in western Atlas Park (i.e. the very center of the city) complete with a network of what totally isn't Rikti pylons.

It isn't well guarded. Just temporally overrun. That's why you see those large crates during the arc. And the pylons can be quickly set up. Further, if you look at how the pylons are arranged and how they don't fight back yet, it looks like they are just starting to be deployed. And they very well may be Rikti pylons. Arachnos has the tendency to steal anything they can to use against their enemies. And are even working with the Restructurist Rikti.

 

6 hours ago, Vic Raiden said:

Which sure, goes away if you complete the post-i21 starter questline, but still raises many questions of HOW they were even able to set up such a big obvious outpost in such a risky area and still only be an entry-level threat?

The story arc addresses how they were able to get there and set up so quickly. As for them being only an entry-level threat? Why wouldn't Arachnos use their cannon fodder for such a risky venture in the heart of Paragon City rather than their more valuable troops? If the cannon fodder are successful, then more valuable troops can be deployed to secure the location.

 

6 hours ago, Vic Raiden said:

For Statesman's sake, the final boss of that questline is an Arbiter, normally an endgame-level boss unit, here nerfed into basically a recolored generic early-level Wolf Spider Huntsman!

You don't play much red side, do you? Players encounter Arbiters even as enemies well before the end game. And when we fight those Arbiters, they are just re-colored Wolf Spider Huntsmen. Even when we fight Arbiters in the late game, they are still just more powerful re-colored Wolf Spider Huntsmen. Only Arbiter Sands has shown any difference in capabilities so far.

Posted (edited)

I'm going to +1 this, I think that Mercy detracts a lot from starting a red side character.  I was on about two months ago and answered questions from a player who seemed experienced but couldn't even find the starting contacts in Mercy.  That's a problem, if you're not in the know  then discoverability is very poor.

 

Mercy has very poor sight lines.  From Atlas Park, without leaving the safe zone around Ms. Liberty, you can see Vanguard, City Hall, Wentworths, the tram, Fort Trident, and with only a little more effort the Tailor and the Hospital are visible too.  It's far easier to navigate around and find things in AP than it is in Mercy.

 

As a quick fix, I'd like to see some facilities moved closer to the starting spot.  Vanguard in particular since a lot of folks like to jump on Mothership Raids, but moving some others if there's time.  The Hospital in Mercy is in a good spot, leave it.  I think trying to fix the geometry in Mercy to improve sight lines would take too much effort, so this is a second tier idea.

 

The spawn in Mercy is way too thick (just the green starting area, not the whole zone).  It needs to be trimmed down, I'd say by a lot.  Longbow and Legacy Chain especially, and I'd like to see some of the RIPper spawn reduced too.  Kalinda, Burke, and Kuzim should all be added as starting contacts so players can just look there, and the starting Aribter (Richards) should make reference to them the first time you talk to him (if that's too hard, just have him reference those contacts whenever a player talks to him and doesn't need to level up).

 

 

Edited by gameboy1234
  • Like 1
Posted
2 hours ago, gameboy1234 said:

I think trying to fix the geometry in Mercy to improve sight lines would take too much effort, so this is a second tier idea.

 

Another idea: trying to fix the "tram" in Mercy would require a lot of effort.  If a black helicopter were added next to Dollface in Mercy, just behind Desslock, it would make her dialog make more sense (she's the only one I think not actually at a day job location) and also give players more straight forward access to travel.

Posted

Aye. I can't stop finding it weird how the arachnocopter on top of Fort Darwin can be used to quickly zip back to Mercy's gatehouse, while the exit 'copter can't be used to go back and is exclusively a mission door.

Posted
2 hours ago, gameboy1234 said:

Mercy has very poor sight lines.  From Atlas Park, without leaving the safe zone around Ms. Liberty, you can see Vanguard, City Hall, Wentworths, the tram, Fort Trident, and with only a little more effort the Tailor and the Hospital are visible too.  It's far easier to navigate around and find things in AP than it is in Mercy.

 

As a quick fix, I'd like to see some facilities moved closer to the starting spot.  Vanguard in particular since a lot of folks like to jump on Mothership Raids, but moving some others if there's time.  The Hospital in Mercy is in a good spot, leave it.  I think trying to fix the geometry in Mercy to improve sight lines would take too much effort, so this is a second tier idea.

 

To my recollection, Mercy doesn't even have a Vanguard outpost in it. The first one redside players can find is all the way ahead in Cap au Diable. As for other facilities: yeah, it's stupid how the usable/day-job-able arachnocopter landing pad is so far away from the starting area, all the way over on Fort Cerberus' balcony, while the tailor and Vault Reserve buildings are so far away from the central square and aren't even all that easy to recognize as what they're supposed to be.

 

Atlas Park will probably forever remain an example of how to do a starting hub zone correctly.

Posted

Mercy Island’s sight lines WERE fine… when you started from Fort Darwin and not within the city.

 

Trainers, Vendors, Hospital, initial contacts, the main road out into the blight where the original starting missions were. It also presented a very solid mission concept… you’ve been dumped in the worst violence-ridden slum of the isles to see if you can even survive long enough to make it to the nicer elevated and walled town.

 

Its literally the embodiment of Lord Recluse’s Darwinian philosophy… particularly when you realize Project Destiny is just a giant scam in the late game. He’s literally dumping villains at random to see who is fit enough to survive and as long as at least one makes it through the weeding out process, it’s a win.

 

Being a Destined One doesn’t mean you’re special… it means you’re a dupe who’s jumped through all Recluse’s hoops until you finally turn the tables in the last act. The shift in starting Mercy to where you’re now someone worthy of respect and the Arachnos troops conn as allies to you completely undercuts the longer term story in my opinion.

 

Frankly, I think the phasing should be inverted from where it is now. You start in the gutters of Mercy outside Fort Darwin and clear it of the Longbow incursion and the final arc isn’t to clear out Fort Darwin, it’s to clear Longbow from the city above so Arachnos can reassert control.

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Posted

I guess to add to my thoughts above; I get the reluctance to want to change too much of what the LiveDevs left us with…

 

But at the same time in many ways what the LiveDevs left was in many ways half-finished due to the shutdown and in other ways less geared towards a coherent experience as it was towards funneling players into the premium endgame grind.

 

One thing that really became obvious with many of the arcs released after the move to F2P was how many of them were effectively commercials for various premium power sets (Ex. Graham Easton’s arc climaxes in fighting four of the different premium power sets on tougher than average Tsoo mobs… twice during the Eagle Eye arc you get pallet swapped to someone with the Street Justice premium set).

 

While I won’t call for it to be removed it’s also not something I’d take as the norm Homecoming should be shooting for in content, nor something it should feel can never be changed if a better design idea comes along.

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Posted

I *miss* the original Mercy Island but in my case it is entirely sentimental. I think it has one advantage over Atlas Park in that red-side players only rarely get sent back to Mercy Island, and for a couple of those instances it makes lore-sense.

 

The main thing I'd "fix" with it is that I'd increase the number and frequency of Snake spawns. The first Hunt Snakes mission can be a PITA at low levels, even if you know where they are likely to spawn.

Posted
On 2/1/2025 at 6:05 AM, Vic Raiden said:

and that weird period where the dome atop the Arachnos HQ was replaced with a Lord Recluse statue.

 

What?

You have a problem with the ruler of "red side"/The Villain Isles showing his dominance over all his lackies?

Of course, he will have others build statues of himself.

You are lucky that they aren't kaiju that are in Mercy Island to cull the weak and pitiful!

 

On 2/1/2025 at 6:05 AM, Vic Raiden said:

How is that even supposed to make Arachnos look like a serious threat!?

 

I never took them to be a serious threat to anyone other than "red side" characters ... you know ... villains.

 

On 2/1/2025 at 6:05 AM, Vic Raiden said:

Not helping matters is that the writing isn't entirely consistent on whether Arachnos should be treated as a terrorist organization, a crime syndicate or a whole legitimate foreign nation.

 

I think the answer you are looking for is "yes" except for the "legitimate" part. I would it an "illegitimate foreign nation" with the other aspects included.

It is an island ruled by a terrorist organization in the manner of a crime syndicate.

 

On 2/1/2025 at 12:17 PM, gameboy1234 said:

Mercy has very poor sight lines.  From Atlas Park, without leaving the safe zone around Ms. Liberty, you can see Vanguard, City Hall, Wentworths, the tram, Fort Trident, and with only a little more effort the Tailor and the Hospital are visible too.  It's far easier to navigate around and find things in AP than it is in Mercy.

 

I think it as jumbled mess intentionally.

You do see structure in some areas that Arachnos has taken over, but the rest is still pretty much built up on top of what appears to have been islands primarily focused on fishing and timber harvesting. Higher levels of industrialization moved in and the economy apparently increased enough for criminal forces to come in and take advantage of the local workers.

 

Mercy is "the mean streets". It is the poor part of town that you need to work your way out of if you want to hit "the big time".

 

 

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