Where is creys folly in city of heroes




















You have arrived in ' Crey's Folly. Part of the reason is the liquid toxins seeping into the ground and the other part is due to the large groups of hostiles in the area.

You may be able to survive in some parts of this location on your own, but for your security, you're better off with some team-mates to help you. See my report for more information.

As the s heralded in a new, more environmentally friendly attitude, the area no longer carried the connotation of dismal working conditions and proved that, towards the s, profit could go hand-in-hand with environmental responsibility. All that changed with the First Rikti War. The Crey facility was targeted and the resulting explosion not only devasted the Crey labs, but created a strange element that poisoned the area. As citizens and workers moved out, Villains moved in.

Crey's defensive measures against the Rikti brought about an environmental nightmare in this area, turning the neighborhood once called 'Venice' into ' Crey's Folly. The United States once held their oil reserves in Paragon City , until the reserves became an attractive target for villains trying to make names for themselves. From this non-descript perch near the Brickstown entrance, the agents of Nemesis monitor everyone who enters Crey's Folly.

Though it would not seem so on the surface, Crey's Folly is a hotly contested area, particularly among groups with a strong scientific background such as Crey and Nemesis. When Venice was targeted by the Rikti in their initial strike, this is where their first attack was centered. The area was flattened and Rikti forces streamed into the area, slaying all they encountered. As this location was the site of the main Crey administration facility, various groups are eager to plumb the ruins in search of lost tech, but the Rikti are thick in this area and have managed to repel any attempts to survey the damage.

This imposing structure was built to house the main administrative offices of the Venice Industrial Development Initiative V. When the Rikti invaded they quickly swarmed through the building and assumed complete control. Most of my other chars were villains or praetorians in their teens, but I'm finding a whole lot of the missions I take as a hero in my teens and at least the start of my 20's involve running to different zones.

Does it stay like this Hero side into the higher levels too? Villain zones seem great about sending you closeby or sending you off to kill something that is at least in the same zone. First Ward is a little more difficult than villain zones, but at least all the missions seem to be close to the mission givers and the mission givers seem pretty close to one another.

Trying to play the hero content, it's been very hit or miss. Steel Canyon mostly kept me running around Steel Canyon, it felt like, but Skyway keeps sending me off to Steel Canyon and Boomtown for stuff, and in Talos Isle my first mission sent me to Founders Falls.

I'm a newbie, so I always have to look up how to get to these other places too if I haven't seen them in the options on the tram. One Skyway mission was the worst, since it told me to go kill Outcasts, and I ran all over the zone looking for Outcasts before checking Paragon Wiki and finding out that I needed to look for them in other zones. It feels like it could've recommended a place in the mission text or put a star on my map.

At least my villain quests normal tend to mention subsections of the zone I am in to go look for certain mobs. As far as good experiences hero side, Faultline and Striga were both pretty self-contained. Are there recommended zones for heroes that don't send you running all over the place maybe? I'm considering burning a respec to pick up a real travel power and prioritizing it on my other chars that want to stick hero side, but it is awfully nice having tough early, and I definitely wouldn't of felt this need on my villains which all took travel powers from habit playing live and not having ninja run but would've been fine without.

The rest are very hit or miss. There are a few contacts like Maria Jenkins whose story arcs don't take you to different zones but that's about it. Base teleport codes are a game changer if you do not consider it cheating. Feel free to ask in game! It's largely a legacy thing born of a time of paid monthly subscriptions, travel powers coming at 14th level, no jet packs or other p2w travel powers and mission design that including burning player in game time to help the profit line.

Hence far worse in the early hero side the only side at the time vs later game content. Then they added CoV, then Praetoria, radio missions and the growing realization by all Devs included I'm thinking that the player base reached Bye bye any profit reason to 'burn player time" to keep them paying longer.

And greater reason to design to avoid annoying the player base with filler missions and travel times between missions. I personally refuse to use base teleport codes, but I'm pretty good at navigating all other available options, roads between adjacent zones, tram, pocket D, midnighters club, paragon dance party, vanguard, normal base port entrances, etc.

Blueside will deifnitely send you far more often. Redside will do it some It happens. But FAR rarer on redside. See I'm the exact opposite, I base teleport every opportunity I have and I don't even buy a travel power for most of my characters. Yes, blue side will send you all over the place.

Part of this is the legacy of CoH at launch having 2 zones - plus a hazard zone or 2 - per level band:. You kids have it so easy these days.

Oh, and get off my lawn! She was located in south Founders' Falls, south of the gate to Eden, and in those days there was no tram in Founders' Falls So she was located in one of the most inaccessible long distance locations possible basically a zone and a half away from the nearest tram and she would almost NEVER give you a mission that would take place in Founders' Falls.

Most of her missions wound up being in Crey's Folly! So going from Indigo to the mission door was a LOT of traveling and needing to cross large chunks of multiple zones. So yeah Contacts stop sending you to places that aren't "local" on Blueside once you get above Level Redside and Goldside don't suffer from this problem because they have fewer zones, the zones are more "segregated" in their content although Goldside has underground and aboveground zones until Level 20 and so the travel distances to get from Contact to Mission Door s is nowhere near as obnoxious.

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer. Clearly what we need is a giant Bioshock style underwater city and sprawling complex of underwater tunnels connecting Paragon City and the Rogue Isles. It can be a bit annoying but personally I like the excuse to visit different areas of the city.

Have these 2 superspies never heard of a cellphone with encrypted comms? Aren't they concerned about the possibility that Malta or other agencies are using high-powered listening devices to eavesdrop on their mission briefings to you that take place out in the open, instead of in a SCIF? Navigation menu Personal tools Create account Log in.

Namespaces Page Discussion. Paragonians nicknamed this area "Venice" for these omnipresent watercourses. In the s and 50s, increased awareness of the environment provided the impetus for change in the zone. Slowly, new technology allowed corporations to change their previous methods and cut down on the pollution in the area.

While the zone would never become an area for family living, it no longer posed an imminent threat to the health of the city. Saying that one worked in "Venice" no longer carried the connotations of dismal and deadly working conditions. In fact, the area became the poster-child of the 70's environmental movement; it was used as proof that profitability could indeed go hand in hand with environmental responsibility.



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