It would be neat to have a Defend The Thing alert.
It's simple. You have a thing... some sort of destroyable object with a bunch of hit points or whatever, that I will from this point on refer to as The Box. The Box is at the center of the map, and around it is... you know, whatever would be on the map, who cares.
So the alert starts, and NPCs start spawning at the edges of the map, and they do so continuouslys. Every few seconds, an effect occurs on the entire map that aggros all NPCs to The Box. So naturally, the NPCs will spend a lot of their time attempting to destroy The Box. Their aggro can be redirected as normal, but every few seconds the pulse will set them back on The Box.
The NPCs will be a mix of tiny jobbers and big fellas. Standard fare that will fall in droves to any team that knows what they're doing.
About once a minute an even bigger fella with lots of hit points and powerful attacks will spawn. He is immune to aggro and instead will randomly lunge from player to player smacking them around with big damaging attacks and knocks and whatever.
After about five minutes, the boss comes out. Everything else continues to spawn as well. At this point, some sort of uber shield covers The Box and it is safe, meaning the players have won the alert. The players now have about a minute to defeat the boss to get a bonus to their standard reward. If the players cannot defeat the boss after about a minute, a cutscene plays showing the boss and his goons retreating. The players then get their rewards.
The defend the thing level is when I quit playing the otherwise amazing spectacular Prototype and an assumption there would be more of the same is why I haven't bought the sequel.
Chief complaint about Sky Command seems to be "too much moving around" so I figured that could be solved by just having 1 thing to defend. And yes, "immune to aggro", there I go adding a reason for players to need to move around again. I forgot how much players of CO hate that ^_^
Sounds like some of the heroic encounters they have in Neverwinter. It would be a good idea. Having it be a random situation (Defend the armored truck) would be pretty cool too and add a bit of life to the world.
"I tried to look at that page but saw only inane comments."
So an alert that is more like the open mission in VB where you have to defend that thing for the hordes of zombies? I like that mission, it would be a fun alert.
So an alert that is more like the open mission in VB where you have to defend that thing for the hordes of zombies? I like that mission, it would be a fun alert.
Agreed, I enjoy missions where you need to hold off enemies and protect someone (like in whiteout with the guys fix the shields). Alert or open mission style would be fun as a group I think.
@Aleatha1011 in CO | Keeper of the Cheesecake since Nov. 2011| Bunni BOT is on PRIMUS! | Come check out my deviantart page!
Don't we kind of have this with several of the existing alerts? Ala Biselle's speech...
Anyway, more alerts are always welcome...though making an enemy immune to aggro pretty much guarantees a team wipe with most alert groups. DPS and Support toons faceplant a LOT without healthy tanking support.
So an alert that is more like the open mission in VB where you have to defend that thing for the hordes of zombies?
Good point, nobody is ever in Vibora Bay to play that mission, right now there are four people on the whole map, while there are only 25 players between level 35 to 39 that can enter the zone and over a hundred level 40s who obviously can't be bothered with the place.
...though making an enemy immune to aggro pretty much guarantees a team wipe with most alert groups. DPS and Support toons faceplant a LOT without healthy tanking support.
Yeah that's just me having too much faith in our playerbase... I keep thinking people will have the idea to stun, knock, and root the thing while dpsing it down hard gay style. I keep forgetting our players only have the ability to tab target and then mash a dps power while not looking at the screen. Silly me u3u
Good point, nobody is ever in Vibora Bay to play that mission, right now there are four people on the whole map, while there are only 25 players between level 35 to 39 that can enter the zone and over a hundred level 40s who obviously can't be bothered with the place.
you forgot the over 100 level 40s who don't know what vibora bay is, or think Queen city means Vibora proper.
You also both forgot all 40 lvl players who can't be bothered with playing overly long and boring crisis for the bazilionth time only to have the zone unlocked.
6 toons here qualified for VB crisis but only three played through it and no other one will play it in the future. That's how you kill appeal of the entire zone, dear developers. Good work! No, really. I totally do appreciate a good trolling and a waste of resources.
I'd say Cryptic did an exceptionally good job at keeping both Vibora Bay and Lemuria as not very popular maps, trololololo.
But seriously - immune to aggro is a poor idea. It leaves only DPS toons valid and tanks who could hold aggro away from the target would be completely useless. CO has enough pure DPS fest as it is.The game is already very skewed towards the DPS side.
I'd do it with aggro reset from time to time, so players have to work for to keep their aggro.
You also both forgot all 40 lvl players who can't be bothered with playing overly long and boring crisis for the bazilionth time only to have the zone unlocked.
I've been going to vibora Bay at around level 30 through the At The Mall Alert powerhouse for over a year. I tell people in the Alert how to go through and reach Vibora Bay that way all the time. Maybe one in a hundred players bother, and usually they are under level 20 so it doesn't do them much good to go there.
Why do you assume that the only players in the game are players who have played the content over and over again? There are over 950 New Champions Super groups at 498 players each, thats at least 473,100 players that should have been cycling in and out of Vibora Bay since January 2013 if the vast majority of them didn't leave the game before level 15.
I've been going to vibora Bay at around level 30 through the At The Mall Alert powerhouse for over a year. I tell people in the Alert how to go through and reach Vibora Bay that way all the time. Maybe one in a hundred players bother, and usually they are under level 20 so it doesn't do them much good to go there.
Players undel lvl 25 have literally no real reason to even try Vibora, aside of the Minefield. There' nothing there if you can't farm mobs, or do missions.
But players at right level are wonderfully kept away by completely needless crisis requirement (that's the last zone ingame gated behind this mandatory crisis nonsense).
Glitch with getting to VB by via the alert is a non-reliable bandaid based on this alert being in rotation, which is random. BTW - it should be fixed, really.
What is needed is all zones without unneeded requirements for travel, available all the time.
Funny, that's how Nevermind online has it. It seems even Cryptic finally noticed how terrible CO design is.
CO is the game guilty of terrible, terrible crime of resources completely wasted on zones beacuse it stupidly locks zones either behind levels, or missions.
And then devs look at statistics and they see that players hate zones others than MC.
Gee... I wonder why, devs?
How this can happend, after you bottleneck everything as one and only Westside path till level 15, ten closed other zones behind levels, and then made one endgame zone closed behind the crisis, and another one as an underwater annoyance (again, great job!)?
Somehow I think that XP alerts aren't the only reason for other zones being abandoned.
Why do you assume that the only players in the game are players who have played the content over and over again? There are over 950 New Champions Super groups at 498 players each, thats at least 473,100 players that should have been cycling in and out of Vibora Bay since January 2013 if the vast majority of them didn't leave the game before level 15.
Players who, by large, don't stay in game long enough to reach VBA. They don't really matter. Game keeps adding numbers for every player who ever looked into tutorial even if they are long gone.
I see enough new players around.
What I don't see often is repetition in handles at lvl 40.
CO has enough new players, but not enough player retention.
I seriously doubt if CO can keep new players long enough to sell them enough Z-store thingies, let alone talk them into LTS or subscription.
You also both forgot all 40 lvl players who can't be bothered with playing overly long and boring crisis for the bazilionth time only to have the zone unlocked.
Hey that's my favorite crisis you're talking about u3u
I like it, if mostly because I can see it be done with current assets ridiculously easily.
Rather than have players stop a robbery, the players are on guard in the vault while waves of enemies come in towards them trying to rob the place.
Rather than villains unleashing a artefact outside City Hall, the heroes are defending a parked up convoy while waiting for the next squad to relieve the last one to take the Doomsday weapon.
It could easily be the category for Escort Alerts too, being the same basic idea, Protect or Defend, but people historically have disliked escort missions in games, so our defended object should be static and inanimate, so AI can't fail us.
I would also like to suggest that the defended object be destructible by the players too, but also healable. That leads to a fun contrast: AoE attacks will take more goons, but might hurt the Object. Meanwhile healers have the choice of healing their companions or protecting the Object they are defending. Hufflepuff loyalty or Gryffindor defermination to complete your mission.
Comments
The defend the thing level is when I quit playing the otherwise amazing spectacular Prototype and an assumption there would be more of the same is why I haven't bought the sequel.
Chief complaint about Sky Command seems to be "too much moving around" so I figured that could be solved by just having 1 thing to defend. And yes, "immune to aggro", there I go adding a reason for players to need to move around again. I forgot how much players of CO hate that ^_^
My super cool CC build and how to use it.
Even with the moving around in SC, I enjoy it. And with a decent team, working together there isn't a whole lot of distance that needs to be covered.
Agreed, I enjoy missions where you need to hold off enemies and protect someone (like in whiteout with the guys fix the shields). Alert or open mission style would be fun as a group I think.
@Aleatha1011 in CO | Keeper of the Cheesecake since Nov. 2011| Bunni BOT is on PRIMUS! | Come check out my deviantart page!
Anyway, more alerts are always welcome...though making an enemy immune to aggro pretty much guarantees a team wipe with most alert groups. DPS and Support toons faceplant a LOT without healthy tanking support.
Good point, nobody is ever in Vibora Bay to play that mission, right now there are four people on the whole map, while there are only 25 players between level 35 to 39 that can enter the zone and over a hundred level 40s who obviously can't be bothered with the place.
Yeah that's just me having too much faith in our playerbase... I keep thinking people will have the idea to stun, knock, and root the thing while dpsing it down hard gay style. I keep forgetting our players only have the ability to tab target and then mash a dps power while not looking at the screen. Silly me u3u
My super cool CC build and how to use it.
You also both forgot all 40 lvl players who can't be bothered with playing overly long and boring crisis for the bazilionth time only to have the zone unlocked.
6 toons here qualified for VB crisis but only three played through it and no other one will play it in the future. That's how you kill appeal of the entire zone, dear developers. Good work! No, really. I totally do appreciate a good trolling and a waste of resources.
I'd say Cryptic did an exceptionally good job at keeping both Vibora Bay and Lemuria as not very popular maps, trololololo.
But seriously - immune to aggro is a poor idea. It leaves only DPS toons valid and tanks who could hold aggro away from the target would be completely useless. CO has enough pure DPS fest as it is.The game is already very skewed towards the DPS side.
I'd do it with aggro reset from time to time, so players have to work for to keep their aggro.
I've been going to vibora Bay at around level 30 through the At The Mall Alert powerhouse for over a year. I tell people in the Alert how to go through and reach Vibora Bay that way all the time. Maybe one in a hundred players bother, and usually they are under level 20 so it doesn't do them much good to go there.
Why do you assume that the only players in the game are players who have played the content over and over again? There are over 950 New Champions Super groups at 498 players each, thats at least 473,100 players that should have been cycling in and out of Vibora Bay since January 2013 if the vast majority of them didn't leave the game before level 15.
Are you referring to pornography, being homophobic, or just being unintentionally insulting?
Or maybe you are a 13 year old boy?
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
But players at right level are wonderfully kept away by completely needless crisis requirement (that's the last zone ingame gated behind this mandatory crisis nonsense).
Glitch with getting to VB by via the alert is a non-reliable bandaid based on this alert being in rotation, which is random. BTW - it should be fixed, really.
What is needed is all zones without unneeded requirements for travel, available all the time.
Funny, that's how Nevermind online has it. It seems even Cryptic finally noticed how terrible CO design is.
CO is the game guilty of terrible, terrible crime of resources completely wasted on zones beacuse it stupidly locks zones either behind levels, or missions.
And then devs look at statistics and they see that players hate zones others than MC.
Gee... I wonder why, devs?
How this can happend, after you bottleneck everything as one and only Westside path till level 15, ten closed other zones behind levels, and then made one endgame zone closed behind the crisis, and another one as an underwater annoyance (again, great job!)?
Somehow I think that XP alerts aren't the only reason for other zones being abandoned.
Players who, by large, don't stay in game long enough to reach VBA. They don't really matter. Game keeps adding numbers for every player who ever looked into tutorial even if they are long gone.
I see enough new players around.
What I don't see often is repetition in handles at lvl 40.
CO has enough new players, but not enough player retention.
I seriously doubt if CO can keep new players long enough to sell them enough Z-store thingies, let alone talk them into LTS or subscription.
Hey that's my favorite crisis you're talking about u3u
You don't know who Hard Gay is? Let me Google that for you
My super cool CC build and how to use it.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
I'm all for new game mechanics.
scus I used his name as a verb, ya goof. don't make me go all michelle obama on you :O
Michelle Obama is the president's wife btw o3o
My super cool CC build and how to use it.
If so, I could get behind the idea.
- Be safe and have fun, champs - for science!
Rather than have players stop a robbery, the players are on guard in the vault while waves of enemies come in towards them trying to rob the place.
Rather than villains unleashing a artefact outside City Hall, the heroes are defending a parked up convoy while waiting for the next squad to relieve the last one to take the Doomsday weapon.
It could easily be the category for Escort Alerts too, being the same basic idea, Protect or Defend, but people historically have disliked escort missions in games, so our defended object should be static and inanimate, so AI can't fail us.
I would also like to suggest that the defended object be destructible by the players too, but also healable. That leads to a fun contrast: AoE attacks will take more goons, but might hurt the Object. Meanwhile healers have the choice of healing their companions or protecting the Object they are defending. Hufflepuff loyalty or Gryffindor defermination to complete your mission.