Stinking Badges!

While most Red Name posts tend to be brief, I found this extended item from Positron fascinating as an insight as to how design work operates on this game (or, sometimes, doesn’t operate), especially over time.

Here’s some detail into the badge systems that several of you have deduced through reasoning and sometimes nefarious means.

When badges were introduced back in issue 2, we had the ability to give them a Name and a Description, and all the badges got these (of course). When City of Villains was in development, it was determined for those characters to use the same badge system as the original one for clarity sake (no sense in having two datasets floating around). We added a couple more fields to the database: V_Name and V_Description. These are used when your character has the “villain” bit turned on.

Now back then, I was the one in charge of all the badges, so I went and looked at all of them and wrote villainous names and descriptions for the badges that villains would be able to earn. In the process I had come across several badges that were “impossible” for the other side to get, “Positron’s Ally”, “Villainous”, etc.

I discussed with Jack and Poz what to do, and we had a plan back then. We knew it would someday be possible for a villain to turn into a hero or vice versa, so it was decided that the “impossible to get” badges should have titles and descriptions entered that reflected your “going rogue” status.

Thus (for example) “Positron’s Ally” has a V_Name of “Positron’s Betrayer”. “Villainous” is the V_Name, and so the Name (as seen by hero) is “Reformed”. The descriptions were entered to reflect a character that started on one side and switched to the other. There are literally dozens of badges with this sort of nomenclature in them.

These went through testing and betas and launched with Issue 6: Along Came a Spider. It wasn’t until the badge system got the pounding of the entire playerbase that a lot of cracks in the system became exposed. Most of these got shored up between issue 6 and issue 7, a couple persisted through to later issues, and one was thought to be fixed, but wasn’t really. That was the infamous Reformed badge. A badge which was able to be earned through a Villain character hitting a Hero character with Confuse while in Siren’s Call, enabling the Hero to now attack, and defeat, Longbow, and thus earn credit for the badge.

Fast forward to Issue 10: Invasion. We now introduced a mission that heroes could take that involves them going up against rogue Longbow agents. Suddenly there was a “legitimate” way to earn the badge. I use quotes around that because earning the badge involves farming the mission over and over to get the requisite 1000 defeats needed for it.

Fast Forward to Issue 13: Power and Responsibility. I am no longer “the man” when it comes to badges. Phil “Synapse” Zeleski has the dubious task of managing these and a lot of the other reward systems in CoH/V. I know how much work this is and how hard it is, and when Phil started delving into the datafiles he had a lot of questions. The Reformed badge was one of them, and I (wrongly) told him that it shouldn’t be available to Heroes at all. Dutifully Phil then put a “requires = villain” on the badge, thus killing any chance Heroes had of getting the badge, however the progress bar’s requirement was left to “any”, so Heroes would see their progress bar, just not be able to actually achieve the badge.

Again Phil asked me how to handle this: remove the meter, or let Heroes get the badge. I made the wrong decision (again!), and had Phil simply remove the progress meter. Yes, I had heard the concerns of a few vocal badge aficionados, and I fell on the wrong side of the argument (it’s amazing, but sometimes being insulted makes you feel MORE right than you probably should).

After sitting down with Phil and going over the history of EVERYTHING badge related with this issue, Phil and I decided to go back and reinstate the Reformed badge for Heroes. This will be in Issue 14: Architect, but your credit should still be being counted from now until that releases. Of course, you have no progress bar, and something might have happened elsewhere that I don’t know about, so if you really want to make progress towards the badge, I would wait until Issue 14 is released to do it.

I’ve been on some software projects like this. “Hey, Dave, why did you design this thing this way — should we change it to this other way?” “Uh … sure.” [Later.] “Oh, crap, I remember why we didn’t design it that way in the first place …”

Four Years! DING!

Yes, unbelievably, I’ve been playing CoX for that long And though my game time has certainly dropped down a lot after the first couple, I’m still out there fighting (or occasionally committing) crime, and loving it.

I’d like to thank Doyce for dragging me into it in the first place, and Margie for making it something more than just individual fun. And, of course, the folks at NCSoft for making a kickass game (warts and all).

Double XP Weekend

Came and went. Did some play during the weekend, but not obsessively.

Ran Rita and Runt through the entire Indigo arc. Ugh. Dual scrapper teams are not what you want with Knives of Artemis (though we both have some range attacks for those heavily-caltropped encounters), and we had a heck of a time doing a quick and effective take-down of the Sappers. Too many faceplants, but we still got up to 42.

However, we did get enough Prestige for Margie to do something-or-other with the base, so that was all good. And, in keeping with the travel convenience notes in the previous post, we used pretty much everything (except base teleporters) to hop around Paragon at Indigo and Crimson’s requests.

Saturday night, we rolled up a new pair. I wanted to try an AR Blaster again, inspired by the Malta TacOps folks. Except … you just can’t do it, because the military outfits simply are not the same (and, in fact, tend to cut off all the belts), plus there’s not a similar helmet. Disappointing. So I resurrected Honey Gun again, and we played that for a few levels (Margie rolled up a Controller … Controller/Blaster is either going to be very interesting or horribly frustrating).

Today we took a walk on the Red side, getting our Mastermind duo, Gifted Kid and Special Educator, up to 30, woo-hoo. Highest villain I have, and doing the MMs is about as from doing Scrappers as you can get. A fun pair for mindless fun, and the only team we played that actually felt like they were getting double-XP.

I’ve decided to set up a Google Docs spreadsheet with our solos and duos, so we can easily both look at them when we’re not altogether certain what we want to play. I’ll let you know how that works out.

Bells and whistles

Cool, keen stuff out there

  1. Valkyrie costume pack: This came bundled with the Mac client (about which, woo-hoo!), but will be available to everyone else for a paltry sum, along with the …
  2. Mission teleporter: Also available with the Mac client, available for others soon for a small amount. One things that CoX has steadily done over the years is reduce the grind of travel from point to point. Travel powers, obviously. But, then, PocketD (as an intersection with three, later four zones). And teleporters from bases. And a vet reward teleport to bases. And a vet reward jump jet. And then early travel powers from the Kings Row and Steel Canyon Safeguard mishes. And then extra train stops in Skyway and Founder. And Ourobous portals. And team teleport, both as a power but also as a Safeguard Power and a Vet Award. And, now, the ability to simply teleport to your mission (once ever 2 hours). Nice, if too slow. Of course, that’s changed early gameplay a lot. Back in the Good Old Days, I can remember a lot of mad dashes across the Hollows, as well as Steel. Time-consuming and dangerous, but also a chance for some good hunting skills, and an opportunity to know the zone from the ground (not to mention the between-zone gates). My problem these days is that there are so many ways to get places fast, it’s way too easy to not choose the most optimal. 
  3. Vet Reward 57: 50% discount on all tailor sessions (though, to be honest, unless you’re a clothes horse you almost certainly have a ton of unused tailor tokens from past issues).
  4. Vet Reward 60: After 5 years of play, you get all the “big” travel powers — Flight, Superleap, Teleport, Superspeed — available at Level 6, without a prerequisite. That is, take Fly without having to take Hover, or Superspeed without Hasten. Again (see #2), travel is a huge QoL item.

None of these are game balance changers, IMO — they’re just nice-tos to add to the enjoyment of the game. And, of course, an encouragement to stick around.

(For the record, I should be hitting 48 months very shortly.)

Worlds.com patents sex, sues Playboy … film at 11

So Worlds.com has filed suit against NCSoft — with other MMO publishers in their next-step sights — based on a very goofy patent. To wit:

The present invention provides a highly scalable architecture for a three-dimensional graphical, multi-user, interactive virtual world system. In a preferred embodiment a plurality of users interact in the three-dimensional, computer-generated graphical space where each user executes a client process to view a virtual world from the perspective of that user. The virtual world shows avatars representing the other users who are neighbors of the user viewing the virtual word. In order that the view can be updated to reflect the motion of the remote user’s avatars, motion, information is transmitted to a central server process which provides positions updates to client processes for neighbors of the user at that client process. The client process also uses an environment database to determine which background objects to render as well as to limit the movement of the user’s avatar.

 

Why, yes, that does sound like City of Heroes. And, um, about every other MMO out there. While there seems to be plenty of “prior art” in question, and NCSoft says it will defend itself “vigorously,” some are worried that might not be enough — especially with a suit filed in Texas by an American company against some Damned Furriners.

Rrg.

More links:

CoX – Winter is i-cummin in

Quoth Ex Libris:

It’s Holiday Time again in Paragon City and the Rogue Isles.

This year join the festivities and be rewarded as well as get the chance to reward others.

By simply logging in between December 15th, 2008 and January 4th, 2009, players receive the following:

  • The Holiday Spirit Temporary Power. This temp power grants 48 hours of 25% Debt Protection.
  • The Frostbitten Badge
  • The Holiday Cheer Temporary Power. Use this power on another player to give them a random, Mystery Gift – possibly a Temporary Power, a sack full of Influence or Infamy, or possibly a winter themed hat.

Sounds fun.

The full article mentions some other goodies. In addition to the standard Father Time mission (will that rascal Snaptooth never learn?), presents on the street and candy canes and jingle jets and an enhanced ski run … we also get “holiday auras” (flaming or glowing halos, tintable). Cool (heh).

 

CoX – Leveling Pact

Okay, this has gotta be one of the spiffiest features going — the new Leveling Pact in I13.

Basically, two characters (at this time) of level 5 or below (at this time) can form a leveling pact, meaning that they end up with the same level of XP, individually earn XP at half the rate, but share the other half with their pact buddy.

Results?

  • A duo that’s running around doing stuff is going up at the same amount, just as before.
  • But you always ding together. Even if you end up with different bonuses on XP rate or have mission credit that just goes to the mission owner, or click on different numbers of glowies — everyone gets the same XP. 
  • Your pact buddy isn’t on right now, or is busy screwing around at Wentworths, or is on a bio break, or you see a target of opportunity on the way over to the next mish? No worries, and no need to cool your heels. You can go out hunting on your own, even running missions on your own, and you both go up in XP.

The last is so, so nice.

There are a few oddities of the system. It can take a few moments for the XP division to catch up with you — we’ve finished a mish and gotten the final reward — but not dinged to the next level until zoning out of the mission, for example. Mildly disconcerting, but not a big problem.

Margie and I have one duo like this so far, and, damn, it’s just pleasantly nice. Enough so that I really wish they’d increase the level that you can enter into the pact. I’m sure they’re tuning and testing and watching for exploits — but in the meantime, it would almost be worth it to take some of our sub-travel-power toons and restart them in a pact.

The other eventual expansion of the LP comes in syncing up more than two characters at a time. Not a feature we’re likely to use, but I can imagine times it could be used.

And then there’s the PL angle — folks expressing concerns that Bad People will offer to “PL yuh” via a Leveling Pact. Oh noz! Except … so the heck what? I’ve never seen the significant harm of Power Leveling services, except that people pay exorbitant money and there are probably sweat shops involved somewhere.  But my experience of the game isn’t hurt by someone “cheating” in that way., at least not in any way I can think of.

Problems logging in?

There have been some problems, post-I13, with folks being able to login or get to the updater or other annoying things like that. Ex Libris suggests:

We are continuing to get reports via support and our forums that some of you are experiencing trouble with the patching process. To assist you in this matter our Tech Support Specialists have given us the following information for you to help troubleshoot your issues.

Most of these issues are caused by software firewalls blocking the update, or after the update occurs, the firewall ‘quarantines’ files that it thinks are possibly malicious due to them changing.

The first thing that should be done is configure your firewall:

Make sure that both cohupdater.exe and cityofheroes.exe are added as trusted programs, with full access to the Internet. Sometimes old entries remain, so you may need to remove all current entries for these applications and re-add a new one. Disabling the software does not always allow free access across your program files. If the errors persist after this you could try temporarily uninstalling your firewall software.

Next, if you still see checksum errors, delete the file coh.checksum, then find the file that the checksum is failing on, such as cityofheroes.exe in the game’s root directory, or player.pigg in the Piggs directory and delete that file as well. Once deleted run the updater again, and the files should download properly.

If you are still experiencing an issue after configuring your security software, temporarily uninstalling your security software, and deleting the game files that are causing an error, please submit a question to our Technical Support Team here: Ask A Question! so that we can address the issue on an individual basis. Please include the following information so that we may better assist you.

We have a small utility that will run traceroutes, pathpings, and port tests to our servers; please run this test so that we will have some data regarding your connection. Make sure that you are connected directly to your modem during this process. To download the network tool, please browse to the following link:

Network Tool

Right-click the “netinfotool” file and choose Save As. Save the file to your desktop. After the download is complete, double-click the file on your desktop. Follow the on-screen prompts. The tool will take from 5-15 minutes to run. It will create two new files, one named “EULA” and one named “network_data_coh”, in the same folder where you saved the test utility. Please include this file in your support question.

Please also send us as much of the following information as possible:
 

  • A thorough description of the problem, including the exact text of any error messages received.
  • What type of connection do you have (cable, DSL, dial-up)?
  • Are you on a home, campus, or business network?
  • Are you using a router?
  • Who is your Internet service provider?
  • Where are you located?
  • Are you connecting through a router or hub? If so, what is the name and model number?
  • What firewall software do you have installed?

Direct Link to File a Support Ticket! 

And if you’re running NOD2, here’s more help.

CoX – Come on home!

Just in case any of you old timers is interested …

To celebrate the release of Issue 13: Power & Responsibility the City of Heroes Team would like to welcome back all previous subscribers to try out the new update.

All players who had retail accounts that are in good standing will be able to access our live servers starting now through Sunday night at 11:59 PM EST.

As well, all players logging into City of Heroes will see the following goodies as a result of Issue 13.
 

  • One Freespec Token for each character, to find out more about Respecification check out the Paragon Wiki Article at the Titan Network.
  • One Costume Tailor Token for each costume slot, per character, to find out more about changing your costume read up on how to do this here: Costume Section of the Paragon Wiki.
  • Prestige Refund for Bases. This refund is a one time granting that will be activated the first time someone enters your base after Issue 13 has gone live.

We look forward to having old and new players join us in celebrating Issue 13: Power & Responsibility.

To find out more about some of the great features check out this full list of Issue 13 guides and resources.

To welcome back old and new users and discuss this announcement head here to our Announcement & Discussion Forum. 

More on Merits

Synapse’s second compendium on the new I13 Merit System.

Hello again, Synapse here. I wanted to take a moment to answer a few more of your questions. I also wanted to address a few concerns I’ve heard in this thread repeatedly. I’d like to reiterate the fact that we have no intention of carelessly “nerfing” or “buffing” merit rewards. Making any changes to the number of merits a task gives out will be done with very careful consideration, ample data and after exhausting our other options. Additionally, I’ve heard a number of players refer to the Merit Reward System as a reduction to rewards. I’d like to remind players that all but a handful of tasks in the game had their rewards reduced, however the majority of tasks in the game have had their rewards significantly increased and that now story arcs give players a chance at earning rewards that might otherwise be unattainable. That said, we’ll also be looking at ways to further grow and enhance our merit reward system over the life of the game. So, what you’ll be seeing in Issue 13 launch is not the final version of this system. Like any system in our game, we will continuously improve upon and enhance these systems in the future.

So, as soon as we have some details for you about what changes will be made we will share them with you. Now, without further ado, some answers to your questions:

Poster: EvilGeko
Q: What about the market? Do you care about the players who enjoy that aspect of the game? Do you have any plans for how to address the supply issues in the market that this system will cause for Pool C and D drops?

A: We feel that players will take that chance on the random roll tables for that chance at the reward they want. There will always be that temptation to roll on the Pool C rewards 12 times instead of buying that one shiny IO. If a player doesn’t get what they want, they can post these items on the markets. Also consider that before only players running Task Forces and Strike Forces were contributing Pool C and D items to the market, now even solo/casual players will be able to do so.

Gah. This is just sort of stuff that I hate about market stuff.

FWIW, while I sometimes craft, I tend to just buy crafted IOs. Life is way too short …

Poster: Puppycrusader
Q: I accepted that this placed me at a disadvantage in terms of rewards, as TF/SF/Trials were the sole distributer of many desirable recipes, and relegated myself to having to work hard to gain the neccesary INF to purchase them on market.

Now that this is no longer true, though, and TFs are not the sole venue of distribution, is there a reason for this concept of “diminished rate,” when many story arcs, particularly high level ones, are almost indistinguishable from a Task Force, save for the mandatory team size that must be met to begin the latter?

A: Task Forces will always award superior rewards due to their general increased difficulty, preparation time and the fact that all players are locked into TF mode. Story Arcs are way more casual, and are much less structured than Task Forces. Solo players, small groups and large groups can do Story Arcs at their leisure. On a side note, one of the greatest things about Story Arc Merit Rewards is that they have no diminishing returns.

I actually very much appreciate that Story Arcs are now considered Real Game, at least more than they used to be.

Poster: Zombie_Man
Q: Play test has indicated that the Diminishing Returns of Merit rewards is 50% for attempting the same Trial twice in a row.

Is that right?

Would a third attempt also be at 50% or does the DR get more diminishing? And if yes, what are the stats?

Is the DR rate the same for TFs, Trials, and Arc-Completions?

A: This is probably the most complex part of the Merit Reward system. Different types of tasks have different diminishing rates.

-Story Arcs do not have diminishing returns.
-Task Forces without a second reward option will have their rewards reduced by 50% each time the task is completed within 24 hours. So if a task force gives 50 merits the first time done within 24 hours, then the second time will give 25, the third time will give 12, the fourth time 6. This is reset after 24 hours. Also, I wanted to remind players that the 24 hour diminishing returns set up that we currently have may be subject to change.
-Task Forces and Trials with unique rewards (respecs or unique enhancements) grant full merit rewards for the first completion within 24 hours and 50% merit rewards for each subsequent completion. So if the first run through a task gives 50 merits, each subsequent run through will give 25.

So for my purposes, we could run the same story arc sequentially and not lose anything for it. Of course, that sounds boring.

Poster: MadScientist
Q: Have you considered simply adding 1 Merit per AV?

A: Yes, Archvillains and Monsters are just too easily farmed. There are missions where they are very easily ghosted to and defeated.

Poster: Umbral
Q: Is there any chance that the Challenge System options be included to allow players to gain more merits by imposing limits on themselves? It’s a system with a lot of potential that’s only really utilized for ouro mishes and, even then, a majority of the badges can only be attained on specific tasks (Gold Medal on 95% of the story arcs and TFs out there?).

A: This was one of our stretch goals for Issue 13 that we simply didn’t have enough time to get it in. We hope to have this in a future update. I agree, there is a lot of potential here.

Poster: TheWeaver
Q: That leads to my primary concern. If it turns out that what players do with their merits is save them so that they can buy exactly what they want, what will happen to the market for Pool C and Pool D recipes? There is no other way to get them, so my intuition says that the market would dry up. The net result being that unless I earn merits I’ll no longer be able to obtain the level of reward that I currently do.

Is this intended? Is the feeling that if you don’t run TF/SF’s that it should not be possible to fully equip a toon with “mid-level” Pool C and Pool D recipes? Here for example is a Mids-data chunk for my lvl 37 Night Widow. Nothing too fancy here and the build cost me around 10-15M to outfit. Should I be able to achieve this type of build using only merits obtained from running Story Arcs?

A: You can earn an infinite number of merits through Ouroboros by running your favorite story arcs over again. I don’t suspect you’d be able to purchase all of those IOs by simply running through all the story arcs once. However, you might be able to spend some of those merits on random rolls and simply selling what you don’t need on the market.

Poster: Wuigly_Squigly
Q: Would it be better if the reward of merits we’re timeX spent on said TF, instead of the current: This tf is long, this tf is medium-long, this tf is short, categorizing? For example, you finish a 20 min katie or w/e and get 5 merits or something, whereas you finish that same katie but take an hour you’d get 15 merits, essentially the longer a tf takes, the more merits you get?

A: Well, this would leave a lot of room for exploitation. Players could complete all but the last objective in 20 minutes. Sit around for an hour and 40 minutes and then finish to get the additional merits for doing nothing. So there has to be other factors other than how much time you’ve spent doing the TF.

I hope this clears up some of your additional questions and concerns.

For what it’s worth, for what they’re trying to do, I think they’re doing a good job. It sounds like they are seriously thinking of how to make it fair.

CoX – Bits and Pieces from the Dev Digest

BAB on why Shields was a toggle set, not a click set.

Problem is there’s a shield on your arm, which prevents you from being able to use certain emotes or from just standing around without a shield on your arm. So we wanted to make the shield something that you as a player had control over when it was out or not…ie, toggle power.

That in turn leads us down the path were we can’t have any powers that are based off of having a shield that work when you don’t have the shield actually in hand. So the passives were designed around physical prowess and conditioning and not necessarily the shield itself.

I think we may have ended up deviating from that philosophy at some point, but that was the original intent.

I confess, I am still less-than-thrilled about shields.


 

Sunstorm’s Q&A on the Base Changes in I13 

There have been many posts on the Closed Beta boards and here that I’ve wanted to answer. I’d like to answer as many of those critical questions as I can.

Here is a quick Q&A based on those questions, but first, some really good news:

Prestige Refunds: The programming team has set up a refund system for all base plots, rooms and items. As soon a player loads into a base, that base will automatically refund the Prestige difference. This is crucial: the base must be entered in order to trigger the Prestige refund. If your base is not loaded, then the refund will not happen until someone enters it.

Teleporter recipes: The Rare salvage requirement on these should be removed in the next patch.

Now for the Q&A:

Q. Why re-price bases?

A. Bases were priced in a way that prevented many players from accessing the larger size bases they would like to build.

The goal here was to allow everyone to build larger and more interesting bases on a smaller budget. (I’m really looking forward to seeing all the new base pics!)

Q. What has been re-priced?

A. Primarily the Plots, Rooms, and many Energy and Control items. Plots received a large reduction in cost, and rooms were significantly reduced. The cost of energy and control items is also reduced, and is now based on the amount of energy and control they provide.

Q. Base salvage, why replace it, and what will happen to it?

A. Base salvage has little value to most players. Since there are a limited number of base items to construct, once those items are built there is little need for any further base salvage.

As a result, base salvage tends to either gather dust on salvage racks, or be a source of confusion with Invention salvage. Base salvage will not be removed though, so anything not converted to Brain Storm tokens will remain in game.

Q. Salvage Storage Racks, Why only 30 pieces of invention salvage?

A. In short, the market. The market system is designed to have a steady supply of salvage coming in. If large salvage racks were added, it would create a temporary supply problem of unknown duration until the salvage racks filled up.

Since having salvage temporarily dry up would be a big problem for all players, this number was intentionally kept low. Once the impact on the markets as a whole can be measured, we will look at adjusting these numbers again.

So … do the racks replace or join with putting salvage in the Vault?

Q. What’s happening to Rent?

A. Rent still exists, but it has been reduced dramatically. Rent is no longer charged by plot size, and is instead based on the number of utility items in the base.

These are the items that charge rent:
– Storage bins: 100 prestige per bin.
– Workbenches, and Enhancement terminals: 100 per tier
– Medical Items: 100 per item, excluding Basic Reclaimator

No rent is charged for basic utility items like Teleporters, Teleport beacons, Medical Reclaimator’s, Basic Work Tables, and Invention work tables. Rent free bases of any size can still be built, with all the normal utilities available. In the future, we will be looking into improving how rent is charged as well.

Q. Base Pathing issues, why was pathing changed?

A. The base pathing was never intended to be changed. The fix for it was not simple though, so it took some time for the programming team to get the fix in. We are actively looking at ways to make the pathing system easier for base builders, however, in the future there may be pathing requirements for raiding.

Q. Why was X feature not looked into?

A. Actually, we looked at a lot of features. We have plans for not only Base Raiding and the Cathedral of Pain, but also the base editor as well. We want to add new base decorations, new permissions features, and a few more goodies as well. We are still working on these, and they will be added in as we can get them completed.

So, beyond that, I’ve been a long time reader of the base threads, and am looking forward to seeing the new bases that will be built. My goal is always to make base building better, and we will keep working to bring in new features to improve bases.

Not as interested in all this as Margie is. She’s the family base architect.


 

BAB on why we can run but not walk.

To add walking into the game we’re looking at anywhere from 15 to 75 animations. That would get us a single ‘style’ of walking for the male, female, and huge player models. Doubtful that we’d ever be able to create a single walk animation that would make everyone happy…based on the mixed feedback about flight poses and the new hover animations.

We’re not opposed to adding walking into the game…it’s just really hard to prioritize it over so many other things that require animation time.

 

Aside from some RPG applications, it’s not that big a deal, but …


 

Synapse on the Merit system in I13.

Before I answer your questions, I’d like to give you some information about the Merit Reward system. As most of you understand average (median) completion time is the primary metric we chose to use to determine the how many merits a task would grant. In fact, longer tasks give an additional 5% bonus to the number of merits they award for every 100 minutes of average time. Lastly, we use difficulty as a factor to round out numbers. So, some tasks get bonus merits because of their overall challenge. A good example of this is the Lord Recluse Strike Force. It normally would grant 18 merits due to its relatively short average completion time, however because of its difficulty it gets a +7 bonus granting a total of 25 merits!

Taskforces give an average of 1 merit every 5 minutes of average time (12 merits an hour), Trials give an average of 1 merit every 4.5 minutes (13-14 merits an hour), and Story Arcs give an average of 1 merit every 12.5 minutes (4-5 merits an hour). The reason for this major difference is due to the considerable time and effort Task/Strike Forces can take to set up and complete, so naturally these tasks grant a much greater reward.

Now, I’d like to answer some of your questions you asked:

Poster: EarthWyrm
Q: Is it intended that Flashbacks follow the 1 merit/5 minute benchmark for TFs? If not (most do not seem to, based on testing prior to 11/18), what is the benchmark meant to be?

A: Story Arcs run normally or through Ouroboros do not use the same 1 merit/5 minute benchmark. Story Arcs offer substantially less merits per hour than task forces.

Q: Why is the (non-unique) Steadfast Protection: Knockback Protection 125 merits to purchase, when all other non-unique Pool B recipes are 50 merits, including the Karma: Knockback Protection recipe?

A: This will actually be corrected in a future update. They will both sell for 75 merits each.

Poster: KeepDistance
Q: Would you consider removing items from the merit purchase system that already have direct-inf purchase availability through vendors? (Specifically, I mean SOs and common IO recipes.) If not, what do you see as the benefit to offering them through merits?

A: We understand that there are some players who prefer to not use the invention system at all, so we’d like the Merit Reward system to mean something for these players too. Common IO recipes are there for players who don’t like to worry about IO sets.

See, this is one of my complaints. Too many mechanisms for buying too many different sorts of things that do somewhat the same things but not really. The drug interactions between influence, salvage, inventions, invention sets, merits, etc., is starting to give me a migraine.

Poster: Mirai
Q: The merit system had been advertised as a way to purchase a wide variety of items, including certain costume parts and badges. That variety is not there. Are there plans to add these things in shortly, or has that strategy been scrapped?

A: The Merit system has a lot of room for growth and items like costume pieces and badges would be a great addition to this system. We’ll be looking at ways of expanding upon this system in the future.

That said, I’d rather the Merit System not be the *only* way to buy anything in particular. Unless it turns out I get a lot of merit. 

Which seems a bit sketchy — 4-5 merits per hour for a story arc, while “non-unique Pool B recipes” will be 75 merits. Um … not terribly enticing there.

Poster: Paradox1
Q: The Story Arc merit system seems to encourage us to solo non-TF missions, as running other people’s story arcs earns 0 merits (unless we happen to have the same arc open). Is this really the way you want to encourage us to play the game?

A: While only offering Merits upon story arc completion to the owner of the story arc is consistent with our original reward system (only the mission owner earns the bonus story arc XP and gets to choose the SO enhancement) we understand that there is certainly room for improvement upon this. We will evaluate our options on how we can improve the rewards for party members along for the ride on a story arc.

Gah? So if we aren’t in the same story arc as a “committed duo,” only one of us gets merit? Bleah.

I mean, we usually get the same arcs — but now there’s a “pressure” to do so.

Poster: IronTiger
Q: Why do pool D random recipes cost more than pool C random? The price for a specific pool D is the same to a Pool C in most cases.

A: The cost of pool D rewards are higher due to the significantly higher likelihood of getting the desired enhancement with a single roll. Taskforce reward tables have substantially more items on them than Trial reward tables.

Oh, yeah, random reward pools with different classes of whatever. Meh.

Poster: macskull
Q: What is the intent and purpose of the merit system? Originally it seemed intended to be an alternate, additional, avenue for those who did not wish to use the market, or for a deterministic way to get a recipe you wanted. Now it seems like it’s replacing the current system instead of adding onto it.

A: The basic intent for the Merit Reward system is to more accurately reward players for their time invested doing missions. Ultimately, what it came down to is that not all Task Forces and Strike Forces were created equal. Some take 30 minutes, some can take upwards of 10 hours. The fact that all of these Task Forces had been granting the same reward made us realize we needed to incorporate time into the reward equation. That’s essentially where Merits came in.

I’ve never specifically minded the diffferent lengths/efforts of different TFs because, basically, you get buckets o’ experience and influence for it. I don’t mind something that rewards beyond that for level of effort — but I’m feeling like this is less an added reward than a new hoop to jump through.

Poster: NotPutzing
Q: Have you considered reducing the merit timer slightly from 23 hours or even 20 hours? This would let people do thing at the same thing the next night at the same time. So, if someone wanted to run Friday and Saturday Hami raids at the same time, they wouldn’t have to worry about finishing a few minutes earlier than they had the last night.

A: We’re aware of the issue and why this would be important to players. We’ll be looking at this and we’ll try and find a fair solution in the near future. Reducing the timer to 18-20 hours does not sound unreasonable.

Poster: Tempest_56
Q: How much a reduction are we going to see in future changes to merit awards, given that it’s been shown that speed-runs of all the rewarding content can be (and will be) run? See: the 25 minute ITF. What failsafes are in place should the rewards for all available content drop to ridiculously low levels, thereby effectively locking out those of us who don’t do TF speed runs four-plus times a day?

A: We’re aware that there are Task Forces out there that can be completed far faster than they were intended. There will always be groups of players who will maximize their rewards for the amount of time they invest. Any increases or reductions to merits granted will only be done along with ample data supporting this decision. Let me give an example: Currently we show an average completion time of the Positron’s taskforce of 235 minutes. If we saw this average completion time, not the fastest times mind you, drop to say 120 or 90 minutes, then we’d look into how this is being done. What we could do mission side to fix this, and consider toning down merit rewards if necessary. On the up side, if we see a task that simply isn’t giving enough rewards for the time required, we’ll bump that up.

On the other hand, since I’m not a PvPer, I don’t mind folks farming in this fashion. It doesn’t harm me, unless the game difficulty gets adjusted for folks who farm/speed-TF.

Poster: Beef_Cake
Q: Do you plan on granting merits to normal missions other than arc completion?

A: It is something we’re looking at, if we decide this is a good way to go we’ll consider different ways of implementing this.

At which point, Merit because quasi-Influence.

Q: Will you consider letting us increase our Merits awarded by using the Ouroboros Difficulty System?

A: This was a stretch goal for this feature, we hope to have mission difficulty and Ouroboros challenge settings impact the number of rewards players receive for completing these tasks added in future updates.

This seems a worthwhile addition.

Q: Wouldn’t the casual players running task forces essentially be punished, if and when the data mining shows that the reward should be lowered due to Speed Runners and Farmers?

A: We’re going to have a very good reason for decreasing the rewards for a task. We’ll periodically be doing data mining to check on average completion times. We’ll consider options with making changes to Task Forces before making changes to the merits awarded, and only do so if we see a substantial decrease in average completion time.

As noted, I don’t mind folks “farming” because it doesn’t affect me — unless the game is made more difficult (or less rewarding) because of it.

Poster: OfficerZap
Q: Are there any major, easy, exploits that would mean awarding merits to all team members upon completion would not be possible? If not, could you please explain the reasoning for the limitation, and also the impact you think this may/may not have on group vs solo play?

A: The reasoning behind not initially having group members, that are not the mission owner, receiving Merit Rewards is that the original reward system didn’t give mission helpers rewards either. However, we understand how some players might perceive this as a penalty for not being the mission owner and we will consider our options on how to best address this issue.

Actually, that’s funny — I had forgotten that there used to not be such a thing as “shared mission credit.” That’s such a natural addition that it’s hard to remember that once that wasn’t the case. I don’t think the old way is a good design model, though.

Q: Is it possible to, if not at launch, add purple recipes to the list at a suitable price? If not, could you explain the concept behind excluding these from the list?

A: It’s technically possible, yes. However, purple recipes would be so expensive Merit wise due to the statistical likelihood of one dropping that we decided to omit them from the items on the list at this time. That isn’t to say we won’t ever add them to it in the future.

Poster: Snow_Globe
Q: Would the developers be willing to not only decrease merit drops based on time, but actually increase merit drops? Would there be a commitment to review times on a regular basis?

A: Any decision to increase or decrease merits rewarded for completing tasks will only be done after careful consideration, gathering ample data and reviewing all of our options. It’s our goal to periodically data mine task completion times to make sure tasks aren’t grossly over or under rewarding our players.

Poster: MadScientist
Q: Pool C and D are no longer dropped anywhere in-game. To my knowledge, those will be the only items purchased from stores that never drop in the wild. My question is: What are your goals in making that design move? What do you expect that unique situation to achieve?

A: In the past, completing a Task Force gave you the option to choose a random IO recipe. This rolled on a reward table. All we’ve done is remove where you roll on the reward table. Instead of it being upon completion of a Task Force, now it’s purchased from a vendor.

One of the benefits of doing it this way actually gives the players the option to choose rewards from a large amount of task force level ranges instead of whatever one the Task Force would normally use. So, you can spend your 20 merits to roll on random roll from a variety of level ranges (10-14, 15-19, 20-24, 25-29, 30-34, 35-39, 40-45 or 46-50.)

Q: Do you still plan to go back and revise some of the older, less-popular, grindy-er TFs? (such as Positron, Synapse) Or do you now feel that all TFs will stay as they are and use higher Merit rewards to balance content that’s longer or more difficult than players normally would go for?

A: One of the factors we’ll be looking at when considering making changes to the number of merits a task gives out is the mission itself. The Merit Reward system is going to be going through on going improvements over time, this might mean revamping missions in the future if we feel that is necessary.

Poster: Kitsune9tails
Q: What is the intended relationship between the Merit system and the markets?

A: The Merit system gives players who don’t like to fiddle with the markets the chance to buy that IO enhancement they’ve always wanted but haven’t been able to afford with influence/infamy. It also gives players a way to have greater control over supply and demand on specific items by allowing players to buy that incredibly overpriced recipe listed on the Auction House, thus decreasing the demand for the item on the auction house.

As someone who’s ambivalent about the markets, the fact is it’s easy enough to just freaking buy the (simple) IOs you want in the market with minimum muss (and price).

Poster: EvilGeko
Q: Will you state right here, right now, that you will not further nerf rewards on content that the playerbase learns to do quicker?

A: We can’t do that. However, we can state right here and now that we won’t take such decisions lightly. We’re going to only decrease rewards on a task if we don’t have the option of immediately making adjustments to a Task Force and we find that the majority of players are running the Task Force at a significantly reduced average time than before.

Q: Why not fix Katie and Eden instead of taking away their rewards?

A: We don’t always have time between issues to make changes like this. Keep in mind that this is just the first step for the Merit Reward system and is going to be an on going task to make sure Task Forces are where we want them as far as completion time.

Poster: _Synchotron_
Q: Why are merits untradable/unsellable? All the rewards they’re replacing had no such restrictions, why these? If they have to be untradable/unsellable, why aren’t they account-based, rather than character-based? If you run more than a couple characters at a time, this will fragment your merit pools and dramatically reduce the value of the merits you earn. If its a reward for time played, why should the particular hero I play matter?

A: Merits were designed to represent an individual character’s accomplishments and time invested doing missions. Thus, untradeable and unsellable.

I actually wish there was more account-based stuff, rather than toon-based stuff. It’s less “comic booky,” but would make for a better play experience, I think.

Poster: Lemur_Lad
Q: Will villains get more villain only options for earning chunks of merits to balance out the larger number of hero trials and TFs?

A: We will be monitoring this. We want to make sure that a villain doing missions from 1 to 50 will be earning roughly the same amount of merits a hero can earn. If we find a serious imbalance between heroes and villains in the number of earnable merits, we’ll look at ways of improving this.

Poster: TheWeaver
Q: What impact are you expecting the merit system to have on those of us who (for one reason or another) tend not to run TF/SF’s?

A: The intention of the system was to also give players who don’t tend to run Task Forces and Strike Forces the chance at earning the same high end rewards as players normally running Task Forces, however at a diminished rate. This gives player an opportunity to earn rewards they normally would not have had access to outside of the Black Market/Wentworth’s.

Poster: Healing_Phoenix
Q: Why is it that the Villain side SF payout is way less than Hero side TF payout? I feel that as a villain I’m being punished.

A: On average Villain Strike Forces take significantly less time to complete when compared to Hero Task Forces. Since time is the major factor when determining the number of Merits a task gives upon completion Villains on average receive less Merits per task, but roughly the same Merits per hour.

Poster: Zombie_Man
Q: Why were Merits not put in Pool A or B drops so that the rule of 1 Merit for every 5 minutes could be normalized to actual play rather than racing toward the end of a multi-part task bypassing content?

A: The 1 merit for every 5 minute rule is for Task Forces and Strike Forces, not for Story Arcs. Story Arcs award players with roughly 4-6 merits per hour (of average completion time) instead of the 12 merits per hour (of average completion time) that Task Forces give. We will be evaluating options of putting merits through alternate means for the future.

I’d like to conclude this first Merit Rewards System Q&A by repeating that the existing Merit Reward System is by no means the final version you’ll ever see of it. Just like every system we’ve implemented into City of Heroes, we’re always looking at ways of improving them and making them more fun for a larger group of players.

 

 

Still not impressed.

In our 40s

We managed to ding both Kitsune-chan / Ex-terra and Rita & Runt up to 40 over the weekend, despite the presence of ‘rents in the household.

It had been a while since we’d pulled R&R up to play, and … well, I’ve forgotten a bit about playing a regen scrapper (“You’re golden until you’re suddenly dead”). Once I hit my stride, though it was fun. I think I’m more of a stand-off-and-pound-em-from-afar kind of player, but there’s nothing wrong with a bit of up-close clawing action to take the edge off now and again.

Dev Digest RSS feed

Found one again at http://www.dotfour.net/coh. It has both Dev Digest and Community Digest items (and can be read either on that page or, as noted, as an RSS feed).

Maybe more gaming posting will ensue here, though a lot of the chat these days is tweaks and complaints over I13 goings-on, or (sadly) about Lighthouse’s departure from the Community.

UPDATE: Not sure why I didn’t spot these earlier, but RedTomax has a feed for Dev Digest, Community Digest and European Dev Digest.

 

 

I13 Open Beta

I won’t be hopping on (though I see Margie playing with it, and she’s chortling with joy over bits and pieces thereof), but a few notes on what’s out.

First Posi weighs in:


 

Patron and Epic Power Pools:
First off, we’ve made some changes to the Villain Patron and Hero Epic Power Pools. We know that these have been out of balance for a while, so in bringing Patron pools up to the same level as Hero pools, we’ve made a lot of changes to both side’s high level powers. We did extensive datamining on power choices, how they were being utilized, and damage outputs. In the end we tweaked several powers and removed some, replacing them with (what we think) are far more useful ones. We were very cautious in removing powers; it’s not something we ever do lightly. We only do it where there was a huge disparity in how often it is chosen over another power. That to us points to severe problems with that power even being in that pool to begin with.

I’ve rarely been impressed with the EPPs (I’ve never gotten a Villain to the PPPs). If they’ve tweaked things, I just hope they’ve made them more interesting. 

Merit System:
Next up, we have a new Merit System for playing through content in the game. Players will no longer need to “farm” particular missions or Task Forces for a specific IO. Now you can accumulate Merits and simply purchase that IO outright from the new Merit Vendors sprinkled throughout Paragon City and the Rogue Isles. Practically everything you do in the game earns you Merits now and the amount you earn is based on our datamines on how long particular things take to accomplish in our game. This means that really fast Task Forces or Trials will earn you fewer Merits than ones that take longer to complete. Merits don’t have a level associated with them either, so you can earn Merits in your low-level career, and save them up to purchase IOs that will be most useful when you are level 50. The choice is now in your hands, and out of the random drop tables these missions had previously.

Ho-hum. One more “crafting” currency. 

Bases:
We’ve made some changes to the way players deal with bases. Overall things got a lot less expensive, Prestige-wise, in bases. This means that smaller SGs should be able to accomplish more with their bases now. If your SG wants to take advantage of the new, lower, prices, you’re going to have to do a little work in selling the older items, and buying the new, lower priced items. It’s an unfortunate artifact of the way the base system was designed that we can’t just refund your SG the difference straight away. We’ve also eliminated the need for Base Salvage. Now everything in bases can be built with Invention Salvage. You will even be able to convert all that extra Base Salvage into Invention Salvage to help get rid of the extraneous items your SG has probably accumulated. This change will help smaller SGs build cooler stuff faster, as well as give large SGs a benefit for all their hard work so far. Don’t worry, the storage containers in bases will now be able to hold a small amount of Invention Salvage as well now.

Okay, on the other hand, it sounds like this is simplifying things, though it makes Invention Salvage all the more valuable for base goodies. Probably an overall gain. 

Leveling Pact:
We’re adding in a brand new feature for new characters and new players to get acclimated to the game with Leveling Pacts. Characters that are level 5 and under can form a permanent bond that will evenly split all XP they ever earn, keeping them in perfect level sync their entire careers (unless they decide to break the Pact). It’s superior to Sidekicking because the split happens even if one half of the duo isn’t on-line! They will be able to log in later and be treated to the XP they would have earned had they been on-line and playing with their partner anyway. This is the perfect way for a couple of close knit buddies to make sure they always have characters “in sync” even if one plays more often, or at different times, than the others. This feature will initially launch with the low-level limit on initiating Pacts, as well as only being able to Pact two characters together. It’s a brand new way of dealing with our reward system, so once we are happy with how things are working out, we can look into raising the maximum entry level on Pacting as well as the number of characters that can be Pacted together.

Margie says the Open Beta is having some technical problems with the right now, but I think it’s an exciting feature — and I look forward to their expanding the maximum entry level (I see no reason to have any limit on when you can enter, if the upper person is pulled down to the lower person’s level). 

PvP Changes:
We’ve also overhauled our PvP system in such a way that the changes do not affect PvE. We’ve ignored PvP as “good enough” for long enough. The previous systems were “ok” and have a very vocal and devoted fan-base, but we plan on incorporating more and more PvP features into City of Heroes and City of Villains. In order for us to do that we really need a solid foundation of the core PvP gameplay. We are trying to make PvP more accessible to new players, while giving experienced PvP’ers the advantage that comes with formulating tactics around the new systems we’re putting in place. PvP from now on will be on our priority list. If something isn’t working out, we’ll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

More focus on PvP? Bleah. Changing the code base so that tweaks to make PvP better don’t screw up PvE? Huzzah! 

Multi Builds:
Be sure to check out the new “Multi-build” feature. You can access this feature by visiting any level-up Trainer in the game. Here you can make an alternate build, or switch between the builds that you have. We are initially launching this feature with only two builds available to work with, but the feature has the capability of dealing with more, should we ever find a need for third, fourth, or more, builds.

I don’t see this as something I’m very likely to use, but I think it’s a keen idea. 

Day Jobs
Finally, I want to talk about Day Jobs. These are rewards your character earns for logging out for extended periods in certain in-game locations. These rewards are varied, depending on the job your character was working on. I hope that you all find these as fun and exciting as we had in designing them. I look forward to the role-playing that players will do incorporating their “Day Job” into their crime fighting (or crime committing) regime.

Some nice bennies here. Margie notes that hanging out and Wentworths gives you a teleport power back to Wentworths … worth its weight in gold, that is. 


 

But to get to the nitty-gritty, let’s look at the Patch Notes for the Open Beta.


 

New Features

Midnight Squad Story Arcs (for Level 20-25 Heroes, Level 30-35 Villains)

The Midnight Squad has need of its members in recovering some stolen artifacts. Heroes and Villains should speak to Mercedes Sheldon who can be found inside the Midnighter Club in the side wing that leads to the Hero Zone Steel Canyon.

Cimerora Story Arcs (for Level 35-50 Heroes and Level 35-50 Villains)

Players can journey through time back to the ancient land of the Roman Cimeroran peninsula where they can talk to Daedalus (for Heroes) or Sister Airlia (for Villains) to encounter new challenges.

The Merit Rewards System

A new game system that allows players to earn tokens by completing Trials, Task Forces, Strike Forces, Story Arcs, defeating Giant Monsters, etc. The most challenging and time consuming tasks grant the most reward tokens, which can be redeemed throughout Hero and Villain zones for recipes, enhancements, salvage, costume pieces, badges, inspirations and other game items.

I’m glad that Story Arcs are included here, as that’s what I’m most likely to ever have a chance to do any time soon.

Day Jobs

For more information about Issue 13’s Day Jobs feature, please visit the web article: Dev Diary: Designing Issue 13’s Day Jobs

New Powersets

Shields

Heft a Shield for Heroic or Villainous Ends! This new powerset brings a classic power to City of Heroes: Shields! Now, you can arm Tankers, Scrappers and Brutes with a powerful shield to protect themselves and their allies.

While this certainly allows for Captain America clones, this remains a niche power in most comic book universes. That said — I’ll almost certainly try it some time. 🙂

Pain Domination

Villains can now bend the power of pain to serve their own ends! Those playing a Corruptor or Mastermind have access to this new powerset. The antithesis of the Hero healing powerset “Empathy,” Pain Domination brings parity between Heroes and Villains with a distinctively evil flair.

I’m not doing much, Villiain-wise, but it’s an interesting idea.

Multiple Builds

Characters can create a second build with different power selections and enhancement slotting, and switch between builds by talking to any Trainer. Now you can have separate builds for soloing and grouping, or for PvP.

• The second build works like a respec, so you can change anything except your Primary and Secondary powersets.
• The second build is slotted with enhancements separately from your first build.
• You can swap builds once every 15 minutes.
• All powers fully recharge when switching builds

I find the separate enhancement slotting interesting. I’m not sure how they could have done it differently, but that means that you’re going to be spending twice as much for slotting powers on your multi as if you ddin’t have one.

Villain Patron Powers Unlocked

Now any Villain that has unlocked a Patron Power Pool can freely select another when respeccing or making Multiple Builds, offering the same flexibility that heroes are afforded with Ancillary Powers.

It makes less sense story-wise, but it’s probably a good thing.

PVP Revamp

PvP combat has been completely revamped in this issue, in an attempt to make it more fun for all ATs and builds. Please note that these changes only take effect in PvP situations; these changes have no effect on PvE. Here are a summary of the major changes:

• The damage of all attacks has been refigured. Basically, the longer the activation/animation time of an attack power, the more damage the power is going to do. There are adjustments for recharge time and End cost, but the actual time the power takes up in an attack chain is the primary consideration.
• In general, the base damage of all ATs has been increased. The Containment bonus for Controllers has been reduced because of their higher base damage.
• Being hit by an attack triggers movement suppression, just as making an attack does. Suppression for being hit by an attack is always the same duration.
• The greater the base range of an attack, the longer the suppression for the attacker.
• Resistance and defense powers have greater diminishing returns when stacked than in PvE, and lower caps. • If more than one enemy is targeting a character in PvP, there will be a penalty to the accuracy of all attacks against them that increases with each additional enemy.
• Hit point regeneration is reduced when suppressed in PvP areas.
• Healing powers suffer from diminishing returns when several are used in a short period of time.
• All ATs except Tankers and Masterminds have some default resistances to all attacks in PVP.
• Unlike in PvE, defensive toggles do not suppress when you are held/stunned.
• Melee classes gain extra resistances to all debuffs and to movement slows. These bonuses are linked to the power in each set that gives status protection (Unyielding Stance, Wet Ice, Plasma Shield, etc.).
• “Buffing” ATs (Defenders, Controllers, Corruptors, Dominators and Masterminds) have less ability to benefit from all buffing powers than other ATs (the powers have less effect on them, and their caps are lower).
• Melee ATs gain more benefit from buffing powers than other ATs (the powers have greater effect on them, and their caps are higher).
• Defeating enemies in PvP can award Influence/Infamy, Inspirations, and rarely Salvage, but no XP.
• There is no such thing as Status Protection in PvP, only Resistance. The base durations of status effects are greatly reduced in PvP (generally 4 seconds for Controllers and Dominators, 2 seconds for all other ATs).

Wow. I have no idea how the PvPers will react, but it certainly sounds like they shook up all the puzzle pieces in the box to make a very new experience.

COMBINED NOTES

Powers

Toggle Power Change

• All Player defensive Toggle Powers should now “suppress” when you are Held, Stunned or Slept instead of shutting off. The toggles have limited or no functionality when in this state. If you are held while flying, for instance, if the power which held you does not also have a -Fly function, you will remain in the air. Status protection powers still provide Hold, Sleep and Stun protection, even if suppressed.
• Offensive Toggles (Like Radiation Infection or Icicles or Rise to the Challenge) will still detoggle as before.

This is actually very nice. I hate having to restart toggles after being Held. This reduces the lethality of mezzing enemies.

General

• Max status resistance cap for all ATs increased. This includes Holds, Stuns, Immobilizes, Sleeps, Terrorize, Fear, Confuse, Intangible, Untouchable  Yay!
• The most any powers range can be debuffed has been altered. Minimum Range is now 25% of normal range of the power. In other words, if the power has an 80’ range base, it cannot be debuffed lower than 20’. I didn’t know ranges could be debuffed.
• Removed duplicate visual FX from Holiday Rocket Pack Temporary Power.
• The sound effect for Energy Manipulation – Power Thrust was inadvertently changed and has been reverted to its original sound
• The Warburg Nuke Chemical Burn power now correctly states that it reduces the target’s defense and not accuracy in its long help.
• Temporary Powers/Power Analyzer Mk I, II and III: These temporary powers should no longer aggro enemies.
• The “No Phase” state (the period of time after leaving a ‘phased’ state of invulnerability before you can enter it again) been changed to allow you to phase/hibernate for 30 seconds, then disallow such powers for 90 seconds.
• Invulnerability/Unyielding: This power’s activation text should no longer state it reduces the user’s defense.
• Powers granted by the 54 month veteran badge no longer gain a bonus to damage dependent upon the character’s origin.
• The Goldbricker Rocket Pack will no longer function in areas or missions where temporary powers are disabled.

Tailor

• New Day Job themed costume items added, including Police Officer and a variety of civilian suits. Yay!
• Added the ability to save and load player-designed costume configurations to a file saved on the player’s computer. What?! That’s fabulous! If I read it correctly, it means you can save a particular costume configuration and use it for another character (or save it to revert to at a later time). Excellent!
• The Cyborg Pack Combat Auras will now be available at all levels for all players that purchased them.
• Many costume auras have been optimized for performance. There are also a lot of new combinations for auras that didn’t previously exist. Nice. Auras are spiffy.
• Major changes to the supergroup costume color system. Most notably, each costume now has its own set of supergroup colors. We can bid a fond farewell to the days when changing your costume required entry to the supergroup color picker to repair the damage. Additionally, the supergroup color picker has been merged with the tailor screen, solving the problems associated with applying supergroup colors to wings. This sounds like a positive thing, a very nice QoL feature. Though not many folks I know of get all tied to the SG costume modes.
• In the Tailor shop, you can check out how your costume looks when in Supergroup mode. Please note, you cannot load or save a costume when the tailor screen is in SG color picker mode. Also a good thing.
• Fixed a cosmetic issue with the Cyborg ACCAHUD aura

Custom Shields

• The Talsorian Shield is unlocked by redeeming 100 Vanguard Merits at a Vanguard Merit station.
• Roman Shields should be unlockable by earning the Centurion badge.
• The Romulus shield is unlocked by defeating Romulus Nictus once.
• The Romulus Nictus shield is unlocked by defeating Romulus Nictus 5 times.
• The Rularuu Shield is unlocked by earning the Visionary badge or earning souvenirs from shadow shard task forces and story arcs.

Critter Changes

• Freedom Corps Sonic Grenades are no longer irresistible.
• Circle of Thorns Cold Thorn Mage Reflections should now use their offensive powers once again.
• Banished Pantheon Masks now range in level from 20-30.
• Infected level range now extends to level 10.

Tasks

• The Lost and Found story arc will now correctly award salvage for players that are significantly higher levels than the mission levels
• Players can no longer drop Mayhem and Safeguard missions That’s interesting. I’ve had some cases with solo characters where I’ve taken the Safeguard mission but eventually dropped it because I’d outleveled it in other PuG play. I wonder why they’ve done this?

Bases

• All Supergroup Base room prices and Prestige costs have been rebalanced.
• Removed all base salvage from base item recipes. Base Salvage should only be needed in recipes that convert base salvage to invention salvage.
• Base raiding is currently being redesigned, and will be in that state for some time. For the duration, all base raiding, including instant raids, will be disabled. Ho-hum.
• Added Teleporter Beacon for Pocket D. Nice!
• Added SG badge to access Pocket D beacon.
• Robo-Surgery can be attached to the Basic Reclaimator
• Sprit Signal can be attached to Resurrection Rings
• Base Salvage racks can now hold a limited amount of invention salvage.

Removed all raiding related restrictions on placing items in a base. Specifically, items may now intersect and or completely block door to door paths or door to item paths.
• This change will allow much greater freedom in placing objects in your base.
• When raids are enabled again, players will be able to choose whether their base will abide by the new raiding-related restrictions.

Supergroups

• Introduced a 3 second delay that prevents rapidly switching between costume mode and supergroup mode. This prevents an occasional crash caused by rapidly toggling back and forth.

User Interface

• Ctrl-C now copies whatever text is selected. Wow! We’ve reached Win3.1 level in the interface!
• Fixed the bug where pasting text into the system was being handled differently than typing that same text directly.
• Fixed the problem where re-ordering characters on one server would cause the character order data for other servers to be corrupted. Okay, that’s a good thing. The character ordering code has been seriously whacky, which is highly irksome.
• Badge tracking UI window updated to allow sorting by category Badges now have a lot more categories (including a “Recent” category), per Margie. Very nice.
• Contacts that are unlocked (through getting a badge or reaching a certain level, e.g.) automatically give you a pop-up box letting you know they’ve been unlocked and are added to your active contact list. Great. I hate getting contacts who won’t actually give me anything yet. Nice to know that at least now they’ll let me know when they’ll talk to me.

Badges

• Corrected the badge descriptions of taskforce/strikeforce challenge badges that referred to stature level 1 as being 1-15 to be 1-14.
• All badges, other than invention badges, have had their hint text filled in with a greater amount of detail. All badges will explain how many foes need to be defeated and Accolades will explain which badges are needed to obtain them. Meters have been added to all badges where appropriate and badges that track more than 1 kill, event, etc. should now have help text. Thank you.
• Reduced the amount of healing required to obtain the Empath badge from 1,000,000,000 to 100,000,000
• The Artisan, Master Artisan, Craftsman, Master Craftsman and Fabricator badges should now correctly have their status meter update when the character crafts enhancements.
• Defeating Contaminated will now fill your progress bar for the Isolator
badge, which appears after the 15th Contaminated defeated.

Invention

• ToHit Buffs/DeBuff Common IOs should not state they buff or debuff Accuracy any longer.
• Force Feedback: Chance for +Recharge was not marked as irresistible, which meant your slow resistance powers decreased its benefit. This has been corrected and is now marked properly.
• Set bonuses that state they increase “Movement Speed” will now boost the base movement of the character instead of enhancing movement speed boosting powers.
• Knockback Sets now improve Knockdown and Knock Up powers, instead of only Knockdown.
• Universal Travel Power enhancement sets can no longer be slotted into Sprint powers.
• Invention Origin enhancement sets that decrease the recharge time on a power should now correctly state +rech instead of –rech

Added new IO Sets and new IO Set Categories:

PBAoE Damage
• Eradication, Level 10-30
• Obliteration, Level 30-50

Hold
• Basilisk’s Gaze, Level 10-30
• Lockdown, Level 30-50

Universal Travel
• Blessing of the Zephyr, Level 10-50

Recharge Intensive Pets
• Call to Arms, Level 10-30
• Expedient Reinforcement, Level 30-50

Accurate Healing
• Theft of Essence, Level 10-30
• Touch of the Nictus, Level 30-50

Accurate Defense Debuff
• Shield Breaker, Level 10-30
• Analyze Weakness, Level 30-50

Accurate To-Hit Debuff
• Cloud Senses, Level 10-30
• Siphon Insight, Level 30-50

NPCs and Zones

• New villain Respec Contact — Arbiter Sawyer in Port Oakes
• Linda Summers, Kings Row contact is no longer on the far side of Kings Row by Galaxy, now she is over by Blue Steel. Paula Dempsey also got moved to the plaza at the Yellow Line ramp. Thank heavens. Jogging over to those folks was somewhat dangerous but always a drag.
• Two basic stores added in Striga Isle. Smuggler Jimmie is on the docks in Port Noble and Smuggler Freddie is near Ernesto Hess. Both will sell basic inspirations and buy back enhancements, recipes, and salvage. Huzzah! Stores in Striga! Makes Striga work much more attractive.
• Added elevator markers to Grandville in similar fashion to Faultline
• There is a Reconnaissance Officer at the entrance to or just inside most hazard zones: Firebase Zulu; just inside the Hollows; at the Steel Canyon gate in Perez Park; in the Hive; Boomtown; in the Sewers; the RWZ base by the portal to the zone. The Recon Officers give you a rundown of the zone including history, known hostiles, and amenities (hospital, trainers, etc…) A very interesting idea.
• There’s also a jetpack temp power vendor in all the Shard zones and in Grandville. Oh, my a most excellent idea. No more “Oops, I took Superspeed, so I’m screwed in the Shard” or “Huh, let’s see if I can Superjump my way over there …”
• Port Oakes got itself a Black Market. Yay for more Black Markets!
• There is are new ‘Abandoned Labs’ (rows of Invention crafting stations) in Port Oakes and St. Martial.  Yay for more Invention areas in CoV!
• RWZ now has Invention crafting tables off to the side of Lady Grey (for villains and heroes). Also a fine add.
• A base portal has been added to Pocket D. Trina the Seamstress (a tailor) is now in Pocket D’s VIP Lounge. Wow, more reasons go to go Pocket D!

CITY of HEROES

Powers

Blasters

• Blaster Psychic Blast/Psionic Dart: Changed short and long help description of this power from minor damage to moderate damage.
• Blaster Psychic Blast/Mental Blast Changed short and long help descriptions of this power from moderate to high damage.
• Blaster – Cold Mastery – Hoarfrost replacing Flash Freeze, reduced HP bonus
• Blaster – Electrical Mastery – Conserve Power replacing shocking bolt
• Blaster – Electrical Mastery – Power Surge replacing EM pulse, identical to force of nature
• Blaster – Munitions Mastery – Surveillance replacing Sleep grenade
• Surge of power – text description no longer claims to prevent status effects.
• Normalized Projectile Speeds for Psionic/Psychic blast powers (generally faster). Yay!

Controllers

• Controller – Stone Mastery – Seismic Smash replacing hurl boulder. Reduced damage.
• Controller – Ice Mastery – Frost Breath replacing ice storm
• Controller – Primal Forces Mastery – Energy Torrent Replacing power blast, knockdown version
• Plant Control/Entangle: This power will now correctly knock flying targets out of the air only if they are close to the ground.
• Plant Control/Roots: This power will now correctly knock flying targets out of the air only if they are close to the ground.
• Ice Mastery – Frost breath: Reduced Endurance Cost.
• Primal Forces – Energy Torrent: Reduced Endurance Cost.

Defenders

• Defender Archery/Aimed Shot: Changed attack speed from 1.67 to 1 second.
• Defender – Dark Mastery – Oppressive Gloom – Increased Radius
• Defender – Dark Mastery – Soul Drain – Increased buff off of first target. Minor decrease in overall buff.
• Defender – Psychic Mastery – World of Confusion replacing Telekinesis
• Defender – Electricity Mastery – Shocking bolt replacing Electric fence
• Defender Vigilance will no longer increase the Defenders endurance costs when grouped with team mates with greater than normal Health values.
• Normalized Projectile Speeds for Psionic/Psychic blast powers (generally faster).

Peacebringers

• Peacebringers can now Activate Dwarf Form shape shifting while Held, Stunned, Slept or Terrorized.

Peacebringers damage adjusted
• Increased Melee Damage to 0.85 from 0.75
• Increased Range Damage to 0.8 from 0.625
• Increased Melee SSDamage to 1.0 from 0.85

• Peacebringers Luminous Blast/Radiant Strike: This power’s long help stated it dealt high damage; this was corrected to state that it deals Superior damage.
• White Dwarf form Taunt powers now have a Range Debuff component. This will have the effect of forcing ranged attackers to move closer to the Taunter. Cool.
• Cosmic Balance now grants 10% Recharge Slow Resistance per Peacebringer, Warshade, Arachnos Widow or Arachnos Soldier on their team.
• Cosmic Balance bonus now applies in shapeshifted forms.

Scrappers

• Scrapper – Body mastery – Focused Accuracy – Decreased to-hit buff, added accuracy buff. Provides same total bonus in PVE.
• Scrapper – Weapon Mastery – Targeting Drone (Modified to work like focus accuracy)
• Scrapper – Martial Arts/Dragon’s Tail: Corrected the critical hit portion of this power so that it is equal to the power’s normal damage.
• Scrapper Taunt powers now have a Range Debuff component. This will have the effect of forcing ranged attackers to move closer to the Taunter. Nice.
• Claws – Corrected the Damage and Endurance cost on Shockwave (damage went up from 1.04 to 1.05 scale, while endurance cost is fixed at 11.56.
• Claws -Reduced Animation time of Slash from 1.5 to 1.33 resulting in a damage scale reduction from 1.4 to 1.32
• Dark Melee -> Siphon Life recharge time reduced and damage increased
• All Taunt Powers primary powersets now include a -75% range debuff to the target.
• Dark Melee/Midnight Grasp initial damage increased and DoT duration shortened.

Tankers

• Tanker – Energy Mastery – Focused Accuracy – Decreased to-hit buff, added
accuracy buff. Provides same total bonus in PVE.
• Tanker – Pyre Mastery – Melt Armor replacing ring of fire. Reduced debuff effect
• Tanker – Arctic Mastery – Shiver replacing chilblain
• Tanker – Arctic Mastery – Freezing Rain replacing Ice storm, reduced debuff effect
• Tanker – Earth Mastery – Quicksand Replacing stone prison, reduced debuff effect
• Tanker – Earth Mastery – Conserve Power replacing Salt Crystals
• Dark Melee -> Siphon Life recharge time reduced and damage increased.
• Dark Melee/Midnight Grasp initial damage increased and DoT duration shortened.
• All Taunt Powers in secondary powersets now include a -75% range debuff to the target. I think the general change to Taunt powers to include a range debuff is an excellent idea.

Warshades

• Warshades can now Activate Dwarf Form shape shifting while Held, Stunned, Slept or Terrorized.
• Warshades damage adjusted
• increased Melee Damage to 0.85 from 0.75
• Increased Range Damage to 0.8 from 0.625
• Increased Melee SSDamage to 1.0 from 0.85
• Black Dwarf form Taunt powers now have a Range Debuff component. This will have the effect of forcing ranged attackers to move closer to the Taunter.
• Dark Sustenance now grants 10% Recharge Slow Resistance per Peacebringer, Warshade, Arachnos Widow or Arachnos Soldier on their team.
• Dark Sustenance bonus now applies in shapeshifted forms.

Badges

• Heroes should now be able to earn the Gladiator Accolade.
• Heroes owning the Fire Marshal, Bomb Squad, PPD Deputy, Security Expert, Interceptor and Villain Disruptor badges should now award the Force of Justice Accolade. The Force of Justice Accolade does not grant a power.

Emotes
• Kheldians in Dwarf form will now be able to use the emotes from the Wedding Pack and Cyborg Pack

CITY of VILLAINS

Powers

Arachnos Soldiers

• Tactical Training: Assault: Corrected long help for this power to state that it grants resistance to placate and taunt, not protection.
• Arachnos Soldier pets will now be usable when completing story arcs in Ouroboros where only the use of Archetype powers has been selected.

Brutes

• Brute – Soul Mastery – Dark Blast replacing Gloom
• Brute – Soul Mastery – Darkest Night replacing summon widow, reduced debuff effect
• Brute – Mace Mastery – Focused Accuracy – Decreased to-hit buff, added accuracy buff. Provides same total bonus in PVE.
• Brute – Leviathan Mastery – Arctic Breath replacing Bile spray – cone power similar to Freezing rain.
• Brute Super Reflexes/Evasion: The brute version of this power will no longer have its defense affected by attacker’s level.
• Brute Taunt powers now have a Range Debuff component. This will have the effect of forcing ranged attackers to move closer to the Taunter.
• Modified Energy Aura’s Energy Drain heal aspect to have some healing ability. The heal is roughly 3% of your health per target hit.
• All Taunt Powers in primary powersets now include a -75% range debuff to the target.
• Dark Melee/Midnight Grasp initial damage increased and DoT duration shortened.

Corruptors

• Corruptor – Soul Mastery – Power Boost replacing Soul Drain
• Corruptor – Mace Mastery – Focused Accuracy replacing pet – Decreased to-hit buff, added accuracy buff. Provides same total bonus in PVE.
• Corruptor – Mu Mastery – Conserve Power replacing electric shackles

Dominators

• Dominators – Soul Mastery – Oppressive Gloom replacing Dark Consumption.
• Dominators – Soul Mastery – Soul Drain Replacing dark Obliteration, adjusted buff effect
• Dominators – Mace Mastery – Personal Force Field replacing Disruptor Blast
• Dominators – Leviathan Mastery – Water Spout – Eliminated knockback and fear effect, reduced chance of knockup and stun.
• Dominators – Leviathan Mastery – Hibernate replacing Chum spray
• Dominators – Mu Mastery – Power Surge Replacing Ball Lightning – Identical to Force of Nature
• Plant Control/Entangle: This power will now correctly knock flying targets out of the air only if they are close to the ground.
• Plant Control/Roots: This power will now correctly knock flying targets out of the air only if they are close to the ground.
• Normalized Projectile Speeds for Psionic/Psychic blast powers (generally faster).

Masterminds

• Mastermind Ninjas/Aimed Shot: Changed attack speed from 1.67 to 1 second.
• Mastermind – Soul Mastery – Oppressive Gloom replacing Night Fall. Increased radius
• Mastermind – Mace Mastery – Power Boost replacing Mace Beam Volley
• Mastermind – Leviathan Mastery – Knockout Blow replacing Chum spray
• Mastermind – Mu Mastery – Thunderstrike (AOE version) replacing static discharge
• Mastermind Robotics/Pulse Rifle Blast: This power can no longer be slotted with knockback enhancements as it doesn’t have a knockback component.
• Mastermind Necromancy Liches Torrent power should now only do Knockdown, unless slotted with Knockback Enhancements, or otherwise buffed.
• The Ouroboros Portal will now have a description in its info if selected by a mastermind.
• Mastermind Upgrade powers will now affect all henchmen within 30’ of the target henchman. Endurance cost for Upgrade Powers has been increased. It now takes approximately 45 endurance (reducible by enhancements) per upgrade power used.

Stalkers

• Stalker – Soul Mastery – Shadow Meld – New power replacing pet, +30% def, 20 second duration, 90 second recharge)
• Stalker – Mace Mastery – Disruptor Blast replacing pet
• Stalker – Leviathan Mastery – Water Spout – Eliminated knockback and fear effect, reduced chance of knockup and stun.
• Stalker – Leviathan Mastery – Hibernate replacing pet
• Stalker – Mu Mastery – Ball Lightning replacing Zapp
• Stalker – Mu Mastery – Conserve Power replacing pet
• Claws – Corrected the Damage and Endurance cost on Shockwave (damage went up from 1.04 to 1.05 scale, while endurance cost is fixed at 11.56.)
• Claws -Reduced Animation time of Slash from 1.5 to 1.33 resulting in a damage scale reduction from 1.4 to 1.32
• Claws – applied the 20% recharge and endurance discount to Build Up. (Someone was kind enough to point out to me that this should really always have been there.)
• Claws – Eviscerate is no longer a Cone attack. This means it has a 100% Crit from Hide chance and its damage scale increases from 1.99 to 2.23.
• Modified Energy Aura’s Energy Drain heal aspect to have some healing ability. The heal is roughly 3% of your health per target hit.
• Claws/Eviscerate: This power will now only accept single target melee IO enhancements.
• Dark Melee/Midnight Grasp initial damage increased and DoT duration shortened.

Widows

• Fortunata Training/Psychic Wail: This power will now affect 16 maximum targets.
• Normalized Projectile Speeds for Psionic/Psychic blast powers (generally faster).

Tasks

• Alan Desslock now gives a better explanation why you cannot get his final mission from him.

Badges

• The Bane of Danaan badge hint now displays correctly rather than showing up as ???

City Zones
• Breakout: Changed “Escaped Convicts” text to read “Zig Combatants” for the Breakout Tutorial


 

Overall? It’s nothing big and spectacular and game-changing — but a lot of nice Quality of Life changes that will make it a more pleasant game to play.