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# 1 Adventure Packs
05-12-2010, 09:41 AM
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I'm getting pretty excited by the concept of these Adventure Packs. To me, they seem like more robust versions of Task Forces. Although, this is based on my assumption that these Adventure Packs send a team to a series of instanced missions.

However, an even cooler version would be an instanced zone that we would play through to the end. I think sounds like a lot of fun since you would be able to do a lot more with the story and environment such as "phasing" and having a real impact on the zone.

I know that they will scale to any team size, but my main suggestion/thought was to add an extra super-awesome boss mission at the end that only "unlocked" if your team size was at least four. I think that could add a lot of encouragement to teaming.

Smell that beautiful aroma of speculation! Aaaahhhh!
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# 2
05-12-2010, 09:50 AM
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I remember something way back, that said that Adventure Packs were meant to last something like 11 to 16 hours of gameplay. I highly doubt that someone could really run this all the way through without a very dedicated group.

Plus, CO's equivalent of Task Forces are pretty much the Lairs; so really, I'm expecting something more along the line of a lengthy Crisis zone.
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# 3
05-12-2010, 10:01 AM
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Quote:
Originally Posted by SPrime
I remember something way back, that said that Adventure Packs were meant to last something like 11 to 16 hours of gameplay. I highly doubt that someone could really run this all the way through without a very dedicated group.

Plus, CO's equivalent of Task Forces are pretty much the Lairs; so really, I'm expecting something more along the line of a lengthy Crisis zone.
I've never seen them say it would last anywhere near that long. I believe they said it would last a couple hours.
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# 4
05-12-2010, 10:11 AM
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I've never seen them say it would last anywhere near that long. I believe they said it would last a couple hours.
Heh, I might be wrong; in fact, I just looked over the old State of the Game threads and couldn't find any approximate number (though I was pretty sure that's where I had seen it...). Though it does say that it is meant to be a long story arc spanning differing locations, with bosses, etc...

One thing is for sure, since that this will be the main content focus in the upcoming months, we can expect it to be very solo accessible.
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# 5
05-12-2010, 10:37 AM
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Originally Posted by SPrime
One thing is for sure, since that this will be the main content focus in the upcoming months, we can expect it to be very solo accessible.
Oh, definitely; however, I think adding an incentive to encourage teaming such as my suggestion to add an extra Lair-type boss at the end (with an associated mission) would be a very smart (and fun!) idea.
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# 6
05-13-2010, 07:02 AM
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I doubt they'll do that. Having a final boss you can't beat without a team would be really, really annoying; and be one of the types of things I hated in so many other games. Like "Sure, you can do the entire quest chain right up to the last one... but you need a team for that."

What I do think they'll do is, like COH before CO, will find a way to reward teams -

For example, in COH you gained more XP overall in a team. Each mob was worth less because of the group split, but there was a bonus for teaming and, as such, you'd kill more mobs faster, and on the whole it'd grant you a significant increase in leveling speed. (Assuming of course that your team wasn't terrible)

They might have to do something a bit different in CO, since our mobs are worth very little xp compared to mission completes; but I'm imagining that's the direction they'll be looking at; making teaming not merely more fun, but also more profitable in some fashion.

(The instances if I recall will also scale to team size, like in COH, which is one thing I've always found odd about CO - so many features from COH that were well liked there... and got dropped here. Like the Exit Mission button... ><)
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# 7
05-13-2010, 09:23 AM
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Originally Posted by mistformsquirrel
I doubt they'll do that. Having a final boss you can't beat without a team would be really, really annoying; and be one of the types of things I hated in so many other games. Like "Sure, you can do the entire quest chain right up to the last one... but you need a team for that."
I can see that. What if that last mission just wasn't even offered unless you were in a large team? It would just end before that and be "YAY, You saved everyone," but for a large team "YAY, You saved everyone, but wait...something in the rubble is moving!" type of thing.

Another option would be to just have it without all that, but the final boss that everyone faced would "upgrade" based on the team size up to a Lair-type boss. So that would mean, solo he'd be a Master Villain or whatever, but for a large team would be Cosmic or whatever. At Cosmic, he would have upgraded tactics, abilities, loot, hp, etc.
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# 8
05-13-2010, 10:48 AM
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That I would expect.

COH kinda had this in reverse:

Originally some missions ONLY had "Archvillains" - Archvillains being like Legendary (Tough) (Or maybe low-grade Cosmics) here.

However, after people got sick of getting stuck on these missions, not to mention being unable to defeat some of the big names of the world alone (whereas NPC heroes *could*) - they added the ability to downgrade an Archvillain to an Elite Boss so you could have a (tough) solo-fight and stand a good chance of winning. It worked - VERY popular feature, and if you have a big enough team you can still get the AV version.


Champions could do the same thing - solo have them spawn as a Supervillain (Supervillain (Tough) for some), but in a large enough team make them Legendary, or Legendary (Tough). (Cosmics, last I checked, usually take more than 5 people beating on them to beat in any appreciable time unless you're exploiting... though I could be wrong!) - Heck, I'd even be OK with the upgraded versions having better loot available (that'd be part of the "reward for teaming up" thing)

I just want to make sure I can experience the story myself if I want.

*Edit* - Sorry for basically re-iterating your second paragraph there lol <x_X> Im' tired and didn't realize I'd basically just re-stated what you said. I'll leave it for context though.
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