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Reader Comments (13)

Posted: Feb 3rd 2010 6:17PM (Unverified) said

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Cake cave map is much, much worse. Especially on 'kill all' missions.

Posted: Feb 3rd 2010 7:00PM Its Utakata stupid said

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I agree with you Eric 100%. Those blue and purple caves are hideous in every respect...even made worse when someone throws a speed buff on you, and you get stuck in every frackin corner because you overshoot your turn. :(

Though Villian side, those maps are laid out a little more interstingly and expansive. Though those designs don't carry over on Hero side until you start hitting Tasks Forces.

Anyways...yes agreed, the game needs more new inovated maps (without making them Black Rock Depths in WoW.)
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Posted: Feb 5th 2010 7:58AM Valdamar said

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Yeah villainside has much more map/mission variety - it's one of the major reasons why 14 of my 17 Level 50 characters are villains - heroside bores me too.

Sure, CoH itself can be boring and repetitive (heck, all MMOs are repetitive), but most of its content was created before the game's launch and most of it has never been revamped - by contrast CoV's content is much more interesting, as the Devs had learnt from their mistakes with early CoH. That's why if you look at the best content on heroside it's all stuff that was added after CoV (the revamps of Faultline & RWZ, especially) using the lessons they learnt from making that. Going Rogue's Praetoria should be a similar leap forward in terms of map design and storytelling - this Dev team learns from their mistakes and listens to player feedback, so the game is always improving.

Though I just can't help but wish that CoH would do a WoW:Cataclysm style revamp of all their old content (maybe post-GR). Even if Praetoria is stunningly good, the old Paragon City content will still be there, for CoH veterans to moan about and for the haters to point out as evidence that CoH is a tired old game, when really it isn't - NCSoft know that, which is why they've poured so much investment into CoH/V.

CoH/V is very slick systems/gameplay-wise - now they just need more content - and War Witch has confirmed that mission/map content is their main priority now.
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Posted: Feb 3rd 2010 6:48PM urgan said

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Are you freaking kidding me? ALL of the other City of maps are worse.

Yes, the warehouses lack in RP / story value, yes they are repetitive, and yes their graphics aren't great.

BUT they have the best flow, best sizes, best speeds... all the things required for actual gameplay. Frankly, they're the most fun to actually play.

If I had to banish maps in that game it would be caves and sewers.

Posted: Feb 3rd 2010 7:22PM Scarecrowe said

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Cave maps.... mmmmm, yes. :)
But the ubiquitous science lab maps are almost as bad. And then there are the outdoors maps... the portal/train ones that has that little island off to one side? That map gets way overused.

Posted: Feb 3rd 2010 7:37PM Zaetal said

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This is why CoX gets so stale even after creating 40 different types of characters, its the same dang thing over and over and over and it LOOKS the same every time, if you killed zombies in the sewers day one on release waaayy back, you're still doing it years later.

It's why CO felt so fresh with super heroes doing quests outside in the open, sure the types of quests weren't much different, but the area you were doing it in was different as you beat up the bad guys.

A shame that was about the only thing they got right with that game.

Posted: Feb 3rd 2010 8:02PM aurickle said

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For me it's not so much the areas as the fact that EVERY SINGLE THING in those areas is predefined. Not only do you quickly learn the layouts of each map module, but you also know exactly where every single mob is going to be located because the designers saw fit to program spawn points into the maps themselves. Even the Architect system can't get around that limitation. No matter how cool your story and other ideas might be, you have very limited control over the maps and zero control over the placement of the mobs or other elements.

CoX needs to give both its in-house designers and its Architect volunteers a lot more control -- more like what designers have with Neverwinter Nights 2. Imagine the power of using CoX's wizards to create dialogue and trigger events, but then being able to tie those events to whatever location or object you wish. And being able to actually place the objects you want in the locations you want. Or being able to build maps in a progressive manner by clicking on a connection point and then being given a list of all tiles that can connect to that location. So for example you could have a warehouse that you design, but with a more upscale front office. Or a high-tech research lab hidden inside an otherwise shabby-looking warehouse.

This is ultimately Cryptic's eternal achille's heel -- everything that they do (starting with CoH and continuing through STO) is consistently built around the idea of recipes. Even their own designers are stuck with a recipe that they then drop specific ingredients into at specific locations, with no flexibility for being able to innovate or truly create. Sure, it lets them churn out games at a faster and faster pace. But one could easily argue that the product has long since grown stale!

Posted: Feb 3rd 2010 8:06PM Cinnamoon said

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I see I am not alone in actually liking the warehouse map. The raver warehouse is the best. I'd much rather see that map pop up than the red-and-cream office building! I actually like the cave maps too.

I think people hate on the early maps more because, well, most people make lots of lowbie toons and not many highbie ones. Naturally, they see the early maps the most and get sick of them. (MA helps with that; people use a wider variety even for low-end crawls, so lowbies can get a taste of what the higher-end maps look like.)

Faultline rocks. I do it on every character now. But even Faultline's plot takes place within indoor maps, and some of them are annoying (like the set where the entrances are all underground and nasty to find.) The maps are just fundamental to the game's design.

Posted: Feb 4th 2010 10:37AM bjooks said

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You're right about these maps getting more stale because they show up so much with low-level toons, which many people have umpteen million of. It's also a problem because they're also the same maps that show up in every radio mish. While I love the radio mishes for the ability to just grab a mish and fight, they have hurt the game in making repetitive content seem even more so.
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Posted: Feb 4th 2010 6:23AM (Unverified) said

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This is what got me to quit playing CoH after I finally got my hero to 50. I'm not the type of player who enjoys running up alts. Yeah, it's a lot of fun to come up with new concepts but I really enjoy the experience of making one character the best he can be. When I realized that endgame was the same as the leveling game and I was going to be doing the same outdoor missions and fighting different bad guys on the same maps over and over again? I walked away.

Sad, really. I love the concept, but there just is no replay value for me.

Posted: Feb 4th 2010 7:47AM Surelle said

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I have 5 level 50s (4 blueside and 1 redside) in CoX and can't wait for Going Rogue. Most of my toons are quite old now and I haven't played CoX much in years, so it will be good to finally get some new content.

I've heard there are even going to be new maps located in space for all us level 50s to explore (with the Rikti aliens featured in so many impromptu raids that makes sense). Will the level cap be raised?

Hang on, Massively, and keep pounding the CoX pavements....Going Rogue news should start cropping up soon! Thanks for not forgetting about this MMORPG.

Posted: Feb 4th 2010 11:25AM (Unverified) said

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This is a big problem in CoH, but the bigger problem is that they've solved it for the most part and players still don't know about it.

Go to the Hollows and Faultline and try some new story arcs where you get to blow up submarines and fight in ice-covered buildings. Do your midnighter arch as soon as you hit level 10 and enjoy the new missions. Do stuff in Croatoa and Striga. Get into Ouroboros and Cimerora as soon as you can. Play the featured stories in AE.

Or, better yet. Pop into Atlas Park at level 1, turn around and go 30 feet, and enter the Rikti War Zone. Go fight some aliens with some level 50's and just do end game content right away.

And if you don't know what the Shadow Shard is, go and check it out. The Rulaaru are a hoot to fight.

I'm pretty sure if you play your cards right, you can spend less time in warehouses and more time fighting against things like the Giant Tree of Thorns or something.

(This isn't saying CoH isn't repetitive, I'm certainly not arguing the post, it's spot on. I'm just adding in some alternatives to people who want to get more life out of the game)

Posted: Feb 4th 2010 11:31AM (Unverified) said

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Oh, and I suspect CoH will always have warehouses unless someone starts deleting old content from the game, which I don't think they're interested in doing.
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