Jump to content

Recommended Posts

Posted
43 minutes ago, gameboy1234 said:

I came here to add: Super Group Registrar.  Easily accessible from City Hall blue side, much more inconvenient red side going to port oaks then hiking to the Marcone building. (Also inconvenient, this building doesn't even have a name.  It's just "the Arachnos building in central Port Oakes" on the wiki.) A registrar or building could be added to Mercy.  


There's that mission for Burke in the "new" introductory story arc where you disguise yourself as an Arachnos to find out about [REDACTED]. That seems like it would be a good place in Mercy to add a SG registrar. I don't think the old one should be removed since many folks might be confused if it wasn't there, and there's no value in that.

Posted
56 minutes ago, gameboy1234 said:
On 2/5/2025 at 9:02 AM, laudwic said:

 

I just can't imagine the Devs spending much time on it due to the relatively low player base and lack of resources. 

 

This is a self-fulfilling prophecy though.  Not spending time fixing things is the reason for the low population.

Even when Mercy Island was laid out the way the OP is asking for, red side had a low population count. It isn't Mercy Island that causes red side to have a low population count, it is being a villain that causes it. You can even see it on the thread discussions about how to improve red side's player presence where multiple players responded with there is nothing that will entice them to even try red side because they don't like villains. So your reasoning here doesn't stand up.

  • Thanks 1
Posted

I won't ground rule out the existence of people who like being villains yet snub red side because of some weird hangup about Mercy's map...  But I can't image there's any significant number.

 

1 hour ago, gameboy1234 said:

Not spending time fixing things is the reason for the low population.


No, red side has always had a dramatically lower population than blue side.  Write that on a sticky note and put it on your monitor.  Every time you get the impulse to propose some magic thing that will magically change that, re read the note until the impulse passes.

Unofficial Homecoming Wiki - Paragon Wiki updated for Homecoming!  Your contributions are welcome!
(Not the owner/operator - just a fan who wants to spread the word.)

Posted
On 2/7/2025 at 2:02 PM, Doc_Scorpion said:

I won't ground rule out the existence of people who like being villains yet snub red side because of some weird hangup about Mercy's map...  But I can't image there's any significant number.

 


No, red side has always had a dramatically lower population than blue side.  Write that on a sticky note and put it on your monitor.  Every time you get the impulse to propose some magic thing that will magically change that, re read the note until the impulse passes.

The ONLY way to increase population in the redside zones would be to add hero content to it (ex. recapture the Zig escapees freed by Arachnos on Mercy) and allow heroes to go there.

 

 I actually think this would be a valid approach if Blueside zones also could be accessed by villains with rogue/villain content (ex. take advantage of the Blood Brother/Skulls gang wars in Atlas Park to cover for some heists).

Posted
2 hours ago, Chris24601 said:

The ONLY way to increase population in the redside zones would be to add hero content to it (ex. recapture the Zig escapees freed by Arachnos on Mercy) and allow heroes to go there.

Boy, I would love that. It would be a huge undertaking, though.

  • Like 1

---

64453 - This Was Your Life? - An AE arc that lets you relive your hero's greatest triumphs! (Er, there may still be some bugs in the system...)

Posted
22 hours ago, JKCarrier said:

Boy, I would love that. It would be a huge undertaking, though.

Huge compared to what though?


A new power set? A new game mechanic?

 

Adding contacts with missions would require time to compose and edit, but if you’re not introducing new mechanics, maps, or mobs, then it’s probably the most straightforward sort of content to work on.

 

In terms of expanding player experiences, you would effectively be adding half-dozen (hero) to about a dozen (villain) new zones to explore.

 

The first thing to devise would be Paragon Newspaper and Rogue Radio missions for repeatable content. A lot could probably just be duplicating the existing missions for each zone with the dialogue changed (rescuing instead of taking a hostage; recovering stolen goods instead of stealing them; stopping a bank/casino heist instead of participating in one).

 

After that, maybe a zone arc akin to Faultline’s for each zone… just do it one zone at a time; maybe just half a zone (about 6 missions) per page.

 

The main advantage is no new tech or even mobs are needing. Nor do early levels need to be particularly deep. I suggested “recapture Zig escapees” as a Mercy Island arc for heroes for a reason… it’s straightforward and doesn’t require a lot of story.

 

Longbow has a lead, you investigate, catch villain… use the rule-of-three… three arcs each catching a supervillain who’s wholed up with one of Mercy’s villain groups. Then a fourth arc as you go after Arachnos and learn about Project Destiny.

 

Later zone arcs might be about opposing the worst villains in each like Boccor or Themari and shutting them down.

 

Maybe Cap could be assisting Amanda Vines as a sort of AU of the Marshal Brass arc.

 

Conversely, I’d be looking at the main villain groups for each level band and how you might benefit from assisting or subverting their plans for your gain.

 

I’d pay particular attention to the more mercenary groups like the Outcasts, Sky Raiders, Warriors, etc. and maybe write the arcs more like Dean McArthur’s where you’re recruiting, say, the outcasts, as muscle for a caper of your own.

  • Haha 1
Posted

I've never felt that I ran out of content in Mercy Island playing a villain, even without an XP booster. When my red-siders are feeling in a lull I often will Ouro through one or more of the arcs I missed.

Posted
12 hours ago, tidge said:

I've never felt that I ran out of content in Mercy Island playing a villain, even without an XP booster. When my red-siders are feeling in a lull I often will Ouro through one or more of the arcs I missed.

The comment above isn’t about villains in Mercy Island; it’s about drawing Blueside players to Mercy Island.

 

Similarly, the idea would be to add some villain contacts to Atlas Park, providing villains a different path than the usual Destined Ones villain plot.

  • Like 1
Posted (edited)

Red side missions have some of the most interesting writing, and despite that:

  • Some players will rationalize not wanting to play redside, no matter what (artwork, agency, whatever)
  • Some players only want to go where there are not other players

Vigilantes and Rogues already get a sort of what is being asked for by doing the Villain/Hero alignment missions on the opposite side.

 

Atlas Park isn't particularly interesting, it just happens to be an original zone that often contains doors/contacts for older arcs. Red side isn't free of missions that send players "back" to Mercy Island, but it isn't nearly as prevalent in Red content.

Edited by tidge
  • Like 3
Posted
16 hours ago, Chris24601 said:

Adding contacts with missions would require time to compose and edit, but if you’re not introducing new mechanics, maps, or mobs, then it’s probably the most straightforward sort of content to work on.

Perhaps, but pretty much any change you make to the game is going to have a domino effect on other systems. If everyone can go everywhere, how does that impact the Alignment system? Badges? Task Forces? And how would Praetoria fit into all of this?

---

64453 - This Was Your Life? - An AE arc that lets you relive your hero's greatest triumphs! (Er, there may still be some bugs in the system...)

Posted
37 minutes ago, JKCarrier said:

If everyone can go everywhere, how does that impact the Alignment system?

If heroes and villains can move freely between Paragon City and the Rogue Isles, then it removes the whole point of the Vigilante and Rogue alignments. I don't know if the Hero Merits or whatever they were called still exist, but every alignment had its benefit, with rogues and vigilantes having the benefit of being able to freely play on any side they wanted.

 

39 minutes ago, JKCarrier said:

Badges? Task Forces?

Damn good questions.

 

39 minutes ago, JKCarrier said:

And how would Praetoria fit into all of this?

If heroes and villains can move freely between Paragon City and the Rogue Isles, the Praetorian character players would have precedent to similarly remove their own restrictions from playing in Paragon City and the Rogue Isles.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...