I11 – OMGASM!

At least that’s how Margie characterized 99% of the forum response to the announcement of I11 coming out Real Soon Now and what it will have.

Issue 11: A Stitch in Time reveals that all that is and was is not as it should be! The mysterious Ouroboros organization, a group of beings from the ends of time, enlists the aid of Heroes and Villains to rewrite the past. Heroes and Villains are able to travel through time using the new Ouroboros System, which opens the gates to both new and existing content for players. Issue 11 also unleashes two brand new power sets: Dual Blades and Willpower, giving Heroes and Villains a slew of new power options. Additionally, Dual Blades offers Weapon Customization – taking the “City of” Character Creator to the next level! And the Inventions system is enhanced with new “Very Rare” Purple invention sets.

Okay, sounds interesting.

Ouroboros System

Through the mysterious Menders of Ouroboros, players gain the ability to “Flashback”, that is to travel through time and relive major events from the history of Paragon City™ and the Rogue Isles™. Heroes who travel back in time will embark on missions such as preventing the Circle of Thorns from unleashing a devastating demon on a defenseless world, a story originally presented in the City of Heroes comic book. Villains who journey through time will get the chance to assist Lord Recluse™ in his initial campaign to conquer the Rogue Isles, and much more.

Heroes and Villains also use the Ouroboros System to return to story arcs that they may have missed and replay hundreds of missions from earlier in the game. Players will even get to set mission parameters for these missions to earn special badges. Heroes and Villains will be auto-exemplared to the appropriate level for each story arc to ensure the challenge level remains constant.

Interesting. “Flashback” is the feature that was being talked about earlier as a long-term request that the devs wanted to do — for those completists who wanted to go back and run arcs (and get badges) that they’d bypassed on the way up.

The addition of doing it as a time travel device for added content, though, is a very cool bit.

The “mission parameters” include “Time Limits, Lives, No Inspirations, No Temp Powers, self-nerf, (as well as others).”

Weapon Customization

Sometimes an assault rifle just isn’t the right tool for the job, or character, especially when he or she should be using a sniper rifle instead. Players can now change their weapons in the same way that they change their costume parts! From within the costume creator and tailor screen players select the new “Weapons” region. A number of new options are now available for appropriate power sets. Current power sets that benefit from this upgrade include Assault Rifle, Mercenaries/Assault Rifle, Bow, Broadsword, Claws, Villain Claws, Dual Blades (see below), Katana, Ninja Blade, Mace, Robotics/Pulse Rifle, and Thugs/Dual Pistols.

Okay, this is definitely worth of an OMGASM.  First off, though AR is an annoying set to begin with, it’s a *really* annoying look.  But the idea that we can now tailor the various swords, axes (not mentioned here, but included elsewhere), and other such discrete weapons is extremely cool.  Granted, folks will now want tailored/customized power effects, but that’s a different technical battle (which includes spines).

Well done.

That customization, btw, seems to include (based on the pics) colors for weapons.  Hmmmm … Jack could use a bloody sword …

And though it’s not mentioned above, axe is part of the customizable set.

It’s also mentioned elsewhere that mace includes as variants, war hammer, pipe wrench, and sledge hammer.  And dual blades includes sais and faerie daggers and red cap daggers.  Oh, and tommy guns for AR.  And, somewhere, shovels. And compound bows.  And, for the dual pistols (me wants for non-MM character!) “Revolvers, semi-autos, flintlocks” — and “color-tinable laser sights.”

Another note that customization refers “for Masterminds it’s the bow, pistols, assault rifle, and pulse rifle for Ninja, Thugs, Mercenaries, and Robotics powersets.”

There are hints, btw, that some weapon options (at least) will be unlockable or based on combat defeats of enemies that wield them.  That feels appropriate on the one hand (a combat trophy) and annoying on the other (no “I start off as a rebel Family guy with the tommy gun”).  That includes at least a couple of Rikti weapons, as well as the aforementioned tommy gun. Or, as another example, “Vanguard Talsorian blades (claws) and the Redding Rail Rifle (Assault Rifle) are purchased with Vanguard Merits, if you are of the correct AT and powerset.”

And because it’s costume system based, it means (a) you can have different variations in different costume slots (“Today I feel like wielding a pipe wrench”), and (b) it doesn’t open up for you until you start using the costume system (Icon).  Though that will, I suspect, start folks using all those unused veteran costume tokens they’ve (well, I’ve) not seen much use from.

Two New Power Sets

The City of… universe expands with two new amazing power sets: Dual Blades and Willpower.

    Dual Blades

    With a flashing blade in each hand, the Stalker made quick work of the Coralax hybrids guarding the shipwreck.

    Now Heroes and Villains can wield paired weapons to devastating effect! Use the new Weapon Customization interface to choose from several types of weapons. Dual Blades also uses a brutal new Combo system, where the order of your strikes can create new advantages for you to take down your foes! Dual Blades is available to Brutes, Scrappers, Stalkers and Tankers!

Okay, I will be curious to see how this “Combo” system works — and when/if it gets retrofitted to other power sets.  More variations in the Attack Chain is a good thing.

    Willpower

    Available to Tankers, Scrappers, Brutes and Stalkers, the Willpower set offers a strong mix of resistance, defense and regeneration powers. This is the perfect power set for those characters who have the mental will and determination – the  willpower – to ignore pain and press on through insurmountable odds!

And (as I understand it from previous posts) who want minimum fx around their defensive set.  Though the picture used is anything but.

More images via here.

New Inventions

Issue 11 brings with it new invention sets including “Very Rare” Purple sets, as well as brand new invention sets for Taunt, Buff and Debuff powers, among others.

/em shrug

It also looks like (from the illustration) that we’re going to see more cut scenes, as in CoV.  I have mixed feelings about those.  On the one hand, they provide some nice flavor.  On the other hand, they are always startling out-of-the-moment intrusions, and (when repeating a mission for the Nth time) annoying.

Whew.  Good stuff.  And, interestingly, what’s drawing the most commentary (or the most red-name reaction) is the customization bits, which ties into the general acknowledged strength of CoX in toon design.

13 thoughts on “I11 – OMGASM!”

  1. It is also implied that this is just the beginning of power customization. It would be so cool if fire blaster could access carnie senichal power affects. Add in some more costume parts and it will be city of Carnies: Girl-Power!
    Alos it looks like willpower will be more of an attempt at a balanced set: Defense + Resist + Regen. Could be great … Could be crap
    All that said – I so want to beta test this.

  2. More on when weapons will be available:

    The majority of custom weapons are available to you at level 1, in the costume editor, right after you pick your powerset.
    Signature stuff we stole from villain groups in the game are attached to the (already existing) badges for those villain groups.
    So to get the Red Cap daggers, get the Cap Buster badge (yes, I know villains have a difficult time with this badge). All the Rikti stuff is tied to the Accolade from the Invasion world event, etc. etc.
    The Vanguard Redding Rail Rifle and Talsorian Blades are purchased with Merits.
    We -can- make recipe drops as well, but for initial implementation we are not doing so.
    And remember, this is just the start of this feature. If a weapon you want doesn’t make it into Issue 11, then let BAB know and we can try to get it into 12 or 13.

  3. On the Flashback stuff, you get exemped down. Someone asked why not scale the enemies up, instead. Posi answers:

    This is really a 2 part explaination:
    Part 1: Enemy groups usually have a “big boss” that is the max-level of that group, storyline wise. For example Dr. Vahzilok is level 25. If you were fighting a level 45 Eidolon (who could pwn the level 25 Doctor on his own), it simply does not make much sense.
    Part 2: When we build enemies, we build them “to” a level. That is, a low level enemy, like a Hellion, only has 1 ranged and 1 melee attack. High level enemies, like the Carnival, have multiple attacks, some Mez attacks, and effects that play off one another, etc.
    If we scaled up the Hellion to the Carnie’s level, he’d still have those 2 simple attacks, and no special powers… and he’d still be the same XP as the (much harder to fight) Carnie. Which means that everyone starts to fight the easy high-level Hellions, and no one fights the Carnies.
    Given a choice, we’d much rather adjust your level to the enemy’s. The fights are fairer, so the rewards match up.

  4. New FAQ up here.

    Question: Will we be getting a free respec and free costume token with the update?
    Answer: Yes.

    Cool. And the token is almost a torches-and-pitchforks necessity.

    Ouroboros “Flashback” System:
    Question: Is Flashback going to allow a character to do all the missions from a contact or just the story arcs?
    Positron Says: Initially, the system will include Story Arcs and Badge Missions. If there are other missions that simply “must” be flashback-able, then let us know and we’ll see about including them in future game updates.
    Question: Ouroboros? Are they going to be our version of the Time Police? Someone messed up time, we need someone good/evil enough to go back and do what needs to be done to correct it.
    Positron Says: You can learn all about their motives and methods by playing through the content in Issue 11.
    Question: Is the flashback feature just going back and doing old missions or is there more? Based on how it was worded, and the news articles it seems like there is more to this than meets the eye.
    Positron Says: While the primary use of the Flashback System is to experience missed content, there are also special missions Ouroboros will ask you to go on where you travel back in time to various points of Paragon City’s/The Rogue Isle’s history.

    I’m really pleased they’ve included new content along with the FB system.

    Question: I have a couple questions about the Flashback system, if a kindly dev would deign to respond. Can it be used multiple times on the same contact? Like, if I really enjoy beating the crap out of Mynx and tearing off her skin just as a pasttime, can I do Crimson Revenant over and over?
    Positron Says: You simply select the story arc from the Ouroboros device. That will put you into “Task Force” mode, and you can complete the story arc from the appropriate contact. Once completed, you will drop out of Task Force mode. If you want, you could then go back and do it all again.

    That could be cool.

    Question: One further clarification please, will it be enough possible missions to fill out contact bars? One of my biggest OCD things is seeing a half-completed bar. It makes things seem ‘undone’. Maybe make it so that the Flashback’d missions give more contact-experience (for lack of a better word) towards completion of the bar?
    Positron Says: The actual method of going back and doing the missions is independent of the Contacts themselves, so much so that progress on a Flashback Story Arc does not affect that Contact’s XP bar.

    Ah. Interesting. A shame, but understandable.

    Question: Does this include Safeguards?
    Positron Says: Not currently, but it may in the future.
    Question: Does Flashback include the Tutorials so heros can go back for isolator and villains for jailbird?
    Positron Cryptically Replies: The tutorials are not Story Arcs, nor badge missions. That’s not to say that the Paragon Times articles published have no bearing on Issue 11.
    Question: How about the Patron arcs? Can we Flashback and do those?
    Positron Says: Unfortunately, Patron Arcs are not flashbackable. We are still working on a solution to this problem.
    Question: So we can go back to the 5th column and Council fighting it out on the streets right????
    Positron Cryptically Replies: Ouroboros has you participating in a lot of historical events. Wait for it to go live and find out!

    Heee!

    Question: Do ‘story arcs’ mentioned in the announcement include Faultline, Striga, and Croatoa specific arcs?
    Positron Says: Yes.
    ———————————————————————-
    New Inventions:
    Question: I don’t suppose I could get one of you nice devs to explain how the very rare enhancements work? How do you get them? What is special about them (like values we can get, set bonuses, ect).
    Positron Says: They have better than normal bonuses (think in the range of 125% of what they “should be” – but this is all pending continued balance testing). They only come at level 50, and you need to be level 50 to slot them. However, they “work” all the way down to level 1, so exemplar to any level and you will still get your Set Bonuses from them. Also they are ALL “unique” so you can only ever have 1 of any of them slotted (so only one “Armageddon” set, even though you might have several powers that can take it).

    Interesting and cool (and nice that they’re doing it for post-50s).

    Question: Are there Endurance Mod IO’s or Reduce Knockback IO’s included in Issue 11?
    _Castle_ Says: Endurance Mod IO, yes. Reduce Knockback IO’s, no; they aren’t really possible to do without some serious work.
    ———————————————————————-
    Everything and the Kitchen Sink:
    Question: Why isn’t being worked on in Issue 11?
    Lighthouse Says: With the announcement of any coming changes to the game, there are invariably questions to the effect of, “But why are you doing that and not doing this?” The list of such questions includes such things as: Epic Archetypes for Villains, the Cathedral of Pain, Issues with bases, Supergroup character limitations and desired changes to the in-game mail system. There are more I could list, but I think you get the idea.
    When the Development Team sits down to plan out the next Issue, all these things are all considered. However, we weigh in each feature not only on the scale of “can we do this in the timeframe that we want to” but also “what’s the scheduling impact versus the end result?” Everything has an opportunity cost – if we do this, then we can’t do that. One excellent example of this are Epic Archetypes for Villains. To do these right, it’s as much work (or more) to bring out new powersets. Now, the new powersets are something everyone can use, Hero or Villain. So, while we’d like to have brought out Epic Archetypes for Villains in Issue 11, we chose instead to bring everyone Dual Blades and Willpower.
    We try to pack each Issue with as much as we can, but at the end of the day, no game’s Development Team can do everything. Everyone has to pick and choose. As we look back over the year and what we’ve accomplished we think we’ve done pretty well. Of course, that in no way means we are resting on our laurels. Far from it, we have a ton of great ideas to add into the game and that list of stuff I mentioned above to work on.
    So, all that is to say, we hear you and thank you for your feedback.
    ———————————————————————-
    Weapon Customization System:
    Question: What is the weapons list that we can choose from?
    Lighthouse Says: Keep in mind that Issue 11 is still in internal testing and has Closed Beta and Open Beta to go through before release. All features are bound to be tweaked, polished and changed as we go through that testing process. So, the actual specific list of weapons available is likely to be a changing one.
    Also, we can’t spoil everything for you right away! We have a Development Diary that will be coming out soon specifically about Weapon Customization that should answer this and other questions.

    Worth noting — this is all pre-beta. We’ve seen that sort of thing change in the last several minutes.

    Question: Anyone know if you’ll be able to change the actual look of the weapons, (i.e. the shape of the sword/hilt) or just the color?
    Positron Says: You can only change the actual full model (and not just a portion of it, like a hilt). Additionally there are color options that can be set.
    Question: Does this mean that the weapon sets names themselves will be changed to reflect their new multifaceted nature?
    Positron Says: No current plans; it would just be too radical a departure for powersets to simply be called something new because there were some new weapon models added to it.

    Still, it is interesting to consider that you can substitute your broadsword for a katana (or vice-versa) and be using the “wrong” set with your weapon.

    Question: Can my brute with the stone hammer/elec armor make it look like a staff/walking stick by any chance?
    Positron Says: Sorry, the “weapons” that are single powers in other powersets are not customizable at this time. Possibly in the future, however.

    Makes sense.

    Question: If I am a Mastermind can I customize my henchmen’s weapons?
    Positron Says: You can not customize your Henchmen. The Mastermind Primaries were called out because they have the weapons in them that the Mastermind themselves will be able to choose.
    Question: Will the weapon customization effect ninja katanas or bows?
    Positron Says: If you mean the Henchmen, then no. If you mean the Mastermind powers then BAB had this to say:
    Response by Back Alley Brawler: http://boards.cityofheroes.com/showflat.php?Cat=0&Board=newsdiscuss&Number=9306080
    “Yes, and this was actually a tricky combination to figure out. A Thugs/Trick Arrow Mastermind for example will be able to customize both their left and right hand pistol as well as their bow. “

    Ah. That makes sense, too, though it’s vaguely disappointing.

    Question: Please let there be meat cleavers like the Morts have for dual wielding. I would love to make a brute with dual meat cleavers!
    Positron Says: Unfortunately, no. It’s a good idea, but in practice the Cleavers, along with a few other weapons, just don’t work very well with a lot of the Dual Blades animations.

    See, now I’m tempted to redo Jack with dual blades (daggers) — and if it was meat cleavers, that would be even more tempting.

    Question: I really want more info on this combo system is it just for dual blades or is it for ever melee power set or is it for all power sets?
    Positron Says: It is the “secondary effect” for Dual Blades; it is just for that powerset. Other powersets have secondary effects already.

    Ah. “Secondary effect” similar to the other power sets, e.g., tends to debuff, tends to slow, tends to (etc.).

    Question: Does the Weapon Customization include the ability to change the color of some of the non-weapon effects, or is this purely for the scrapper/tanker/AR folks out there?
    Positron Says: No, that level of Power Customization still suffers from the same “It’s a near impossible schedule hit” problem it always has.
    Question: One question about weapon customization, will they all be available to a level one weapon user or will more unlock through level up or do they have to be unlocked through mishs etc.?
    Positron Says: Most choices are available to a level 1 character. Stuff “stolen” from specific villain groups (Red Cap daggers, Family tommy guns) will be unlocked by earning the appropriate badge. Additionally, the Vanguard Redding Rail Rifle and Talsorian Blades are purchased with Merits from Vanguard.
    In the future, we hope to introduce recipe drops as well, but for initial implementation we are not doing so. Also, remember, this is just the start of this feature! If a weapon you want doesn’t make it into Issue 11, give us your feedback and we can try to work them into Issue 12 or 13.
    Question: Is the Battle Axe on the list?
    Positron Says: Yes. Sorry, we missed it in the initial press release.

    Ho-ho may need to check that out.

    Question: Will one of the weapon graphic options be the Arachnos Mace (either version)?
    Positron Says: The Arachnos Mace is not currently included, but it very possible for a future addition after Issue 11.
    Question: Hopefully Baseball Bat will be an option for Mace Tankers.
    Positron Says: It will be included in Issue 11.
    Question: Shovel? Why a shovel? Am I missing something? All because of a stupid Ben Stiller movie?
    Back Alley Brawler Says: No, we just went through our vast library of weapons and props and pulled things that we thought would make good weapons. A shovel is not the only tool that will be available.
    Interestingly enough, a shovel makes a great axe and a great mace…if you just rotate it 90 degrees!
    ———————————————————————-
    New Powersets – Willpower and Dual Blades:
    Question: Any chance we can see more information as to what specific powers are in the Dual Blades and Willpower sets?
    Positron Says: Not until Open Beta (as Closed Beta may radically change things)
    In closing, keep in mind that Closed Beta is not that far off followed by the Open Beta right behind it. In Open Beta, Issue 11 will be available to anyone who wants to connect to the Training Room Test Server and check it out.

    Good stuff.

  5. Positron notes that the Flashbacks are not special instances, but take place in the “live” world. Which breaks the immersion a bit. Posi’s take is that it’s not like people are running around saying, “It’s 2007, it’s 2007,” but unless you are a solo player, you are likely to run into people you “know.” Do you just mutter to yourself “/l wow, I can even remember a time in the future when my pal Captain Nucular walks this street — I’ll have to look him up when I get back to the present”? I guess so.

  6. And here. By which I mean, you form a team first (no inviting afterwards), the leader selects the mission(s) (and other challenge parameters), you can’t contact any other contacts or do any other missions … but you can still get messages from your SG or run into your friend at the train station (a bit goofy — I mean, I’d rather see a “all com channels except your team go dark, and you are Hidden from everyone” if you want to play the time travel bit.)

  7. As noted, the weapon pieces that are tied to badges (“defeat 100 X”) will automatically go to you if you have the badge before I11. A list will be published pre-release.

  8. As also noted in the previous comment’s post, badges are per-toon, not per player. So if your alt X gets the tommy gun, that doesn’t mean you can get the tommy gun from Day 1 on alt Y (or a new alt). That’s a shame, actually.

  9. A few more FAQ from BAB:

    1) Neither Spines or Thorns will be customizeable. We only have the ability to change part of the powerset’s FX, but not all of it. I wracked my brain trying to come up with a way to make it work, but it’s just impossible with the tech we have right now. (And no, it’s not possible to allow you to pick the FX from one or the other.)

    A shame — but only because I think Spines is one of the ugliest powers out there. It’s one of the few power sets I’ve never played with because it is so distractingly awful, though Margie’s run a couple of Spine scrappers with me.
    Who thought of it? What’s it based on? Are there that many Porcupine Pete fans out there?

    2) Weapon customization will not work for power pools, patron powers, epic powers, temporary powers, or veteran reward powers.

    Which makes sense, since those powers are (mostly) specific items you’re receiving, not generic weapons.

    4) Weapons in Stone, Ice, and Fire Melee are not customizeable. They certainly can be made so but we really did as much as we could for everyone else, focusing on powersets that are completely weapon oriented first. We really only included Masterminds because we already had to set up the Bows, Assault Rifles, and already had an assortment of handguns and laser pistols/rifles that would work for Thugs and Robotics Masterminds. We don’t have a bunch of stone mallets, fire swords, or ice swords laying around. Will we do it at some point in the future? Very possible, but I can’t say for sure.

    I would cast my vote for this. I’ve always thought the flame and ice swords are cheesy looking (and have avoided them to date); the stone mallet isn’t bad.

    5) We’re generally trying to avoid pulling weapons from Mastermind minions, patron powers, temporary powers, or veteran powers. So very unlikely that you’ll be seeing the Grave Knight’s sword or the Undead Slaying Axe as an option for a custom weapon unless Positron specifically tells me to do it.

    Not sure I understand the reasoning here. Esp. since the Undead Slaying Axe is already available to all vets.

    6) We’re also trying to stick with weapon options that suit the animations of the power as well as the damage type…so you’re not going to see a Katana as a Mace option. If the set has stabby animations, the weapon has to be pointy. If it’s got slashy animations, the weapon has to have a sharp edge. If it’s wielded with two hands, then it has to have a grip long enough to be held correctly.

    Which makes perfect sense.

    7) Likewise, the weapon has to look like it can do a reasonable amount of damage and could actually be used in place of the weapon that it’s replacing. So a baseball bat in lieu of a mace is acceptable, but a whiffle bat is not going to happen.

    Ditto. Plus the silliness factor would be anti-immersive.

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