CoX: I18 / Going Rogue – First Impressions

In no particular order.

  1. Praetoria is shiny. All sorts of lovely mirrored surfaces, reflective windows, etc. Almost like it was designed that way.
  2. The ambiguous moral underpinnings of Emperor Cole’s realm are interesting.  I look forward to running through both side to see if the “freedom fighters” of the Resistance are as great a mix of admirable and dubious as the “law & order” types of the Loyalists.  As it is, the greater interest of making initial decisions would lead me to point any newcomer to play in Going Rogue vs. a standard Atlas/Mercy Hero/Villain startup.
  3. Eleventy million kudos for Paragon Studios realizing that people have differently-sized monitors, therefore the splash screens need to not get all expanded out of proportion.
  4. Good news: the markets are now merged,  so that the odd disparities of what goes for how much between Redside and Blueside will no longer exist.  Bad news: all selling history is wiped out, so nobody knows how much to sell anything for. Yet.
  5. All the servers conned yellow — except Freedom (red) and Virtue (red, then gray). Wow.
  6. We went ahead and genned a couple of new toon for Praetoria: Ms. Crackle (the Praetorian version of Miss Crackle, and in this case an Electric/Storm Controller), and Positive Force (Kin/Electric Brute).  We had a good time, albeit with a few faceplants … but I’m seriously thinking an Empathy+Brute duo would be unstoppable.
  7. A few dozen more kudos for allowing different levels of sophistication going into the initial missions, allowing you to be walked through stuff or thrust more directly into it as a Vet.

Two thumbs up.

CoX: I18! Going Rogue! Woot!

Market merge has happened! Patches are downloading! I18/GR stuff available tomorrow, except for pre-orders who get it tonight.  Woot!

(And all the servers are yellow and red …)

And the details — well, an abridged version — of the patch notes [with comments]


COMBINED

Merging Hero and Villain Economies

  • Influence, Infamy and Information are being combined into a unified currency called ‘INF’. All characters will be able to trade ‘inf.’, salvage, recipes and enhancements between each other. [Yay. Anything that flattens the whole economy is a Good Thing.]
  • Wentworth’s Consignment House and the Black Market now share inventories. Capitalism at its best.
    • All outstanding Buy and Sell orders will be cancelled as part of the market merge. All items and bids will be refunded and stored in the auction inventory. Listing fees for unsold items will be refunded. [The bizarre differences between the two were already annoying. Glad to see that tweaked.]

Auction House

  • You can now tab forward and back (shift-tab) through stored items. The price text gets reset when you move to a new item.
  • You can tab forward and back through the search field, min level, max level, bid price and bid quantity fields. Their text auto-selects so you can type to replace it. Similarly the bid price and quantity auto-select when you click on them (the others already did). [Again, everything that makes the market easier to use is a Good Thing.]
Chat
  • … Players can now right-click another player, and if that other player is in a group, the player can select to send a “Tell” to the team leader [That’s kinda cool. If I still did PUGs/teams, I’d definitely find that a nice feature.]

Pop Help

  • Pop help adds exclamation point icons to the side of your screen as you play, providing useful help and information.
  • Left clicking on the icons will display a window with the information.
    • The icon will disappear after the information has been displayed.
  • You may have more than 5 pop help items available at any one time, but only 5 will display on the side of your screen at any one time. [I’ll have to play with this, but it sounds like a good idea.]

Team Search Improvements

  • [Again, these all look pretty cool, for those who do this sort of thing.] This color scheme came about along with other behind-the-scenes work to make searching more useful in Going Rogue. It used to be that heroes could see heroes and villains could see villains and that was that. With Vigilantes going to Rogue Isles and so on, we needed a more sophisticated approach. Now the people you see are people you could team with, and who are in the same part of the game world as you (eg. people in the Rogue Isles can’t see people in Paragon City and vice versa, regardless of their alignment).
  • The new color scheme works like this:
    • Jade green: Same team as you
    • Red: They have ‘not looking for group’ set
    • Yellow: They can’t be invited to team with you because they’re on a mission map or in an arena match
    • Orange: They’re the opposite faction to you and not on a mixed team, so you have to go to their map to team with them
    • Violet: They’re the leader of a team with less than 8 people on it
    • Pale blue: They’re not on a team and you can invite them
    • Green/grey: They’re on a team but not the leader, so you can’t invite them and they can’t invite you

Costume Sets

  • The following costume sets are available as part of the Going Rogue expansion:
    • Sports
    • Overguard
    • Syndicate
    • Clockwork
    • Resistance
    • Praetorian Police
  • These additional sets are available through purchase of the City of Heroes Going Rogue(TM) Complete Collection.
    • Alpha
    • Omega

Combat Auras

  • All in-game Auras can now be set to only activate while in combat. [Yes! So! Good!]

GOING ROGUE

Alignment System

  • The Going Rogue Alignment System is a new feature that allows you to change your faction from Hero to Villain and from Villain to Hero. The Going Rogue Alignment System allows you to experience all sides of the game content with a single character. It introduces two additional alignments, Vigilantes and Rogues. These new factions represent the moral gray line between Hero and Villain, and will benefit from unique rewards.
  • Upon reaching Level 20, defeated enemies that are Level 20 or higher will now have the chance to “drop” a Contact Tip. These Contact Tips are similar to existing contacts except they have a dialog tree attached to the front of it. You can investigate Tips by clicking the “Investigate” button. This opens a description of the Tip and then leads into a dialog tree where you can choose how you want to act upon this information. All Tips will have two flavors to them, either Vigilante and Heroes for characters based in Paragon City or Rogue and Villains for characters based in the Rogue Isles. Depending on the choice you make with the information you’re given, you will receive a specific alignment mission of that flavor. Once the mission is complete, you’re another notch closer towards reaching that alignment and the Tip is cleared out of the contact window.
    • A Tip will be written as if it was information picked up off of a defeated enemy. For Example: “You found a small torn piece of paper that appears to have some interesting information on it.”
  • You can work on multiple different alignment missions at any given time. After completing 10 Tip missions towards a chosen alignment, a Morality mission is unlocked. This mission is also tied to the “Contact Tip Drop” system. Once you’ve done enough Alignment Tip Missions to qualify for a Morality mission, the Morality mission drop will be an alignment drop of that type. The Morality missions make the actual hard switch from one alignment to the next.
  • Characters that change their alignment from Hero to Vigilante or Villain to Rogue may choose to switch back to their original alignment (i.e. Vigilante to Hero / Rogue to Villain), however once a character makes the final switch to the polar opposite alignment, characters must move forward to redeem their Villain to become a Hero, or fall from grace as a Hero to a Villain.
    • For example, a Hero can become a Vigilante, and return back to a Hero. If the Vigilante falls from grace to become a Villain, that Villain character must go on the path of redemption to a Rogue alignment before becoming a Hero again.
  • Players can defeat enemies and collect Tips that they can act upon, making adjustments to the character’s alignment.
    • Change sides from Hero to Vigilante to Villain or Villain to Rogue to Hero.
  • After 10 Alignment Points are earned in an Alignment Pool, a Morality mission drop becomes possible.
  • Vigilantes and Rogues that visit the other cities will con “friendly” to native Heroes and Villains in all PvE areas.
  • Tourists: Vigilantes can travel to the Rogue Isles, and Villains turning Rogues can travel to Paragon City. While there, the Vigilante or Rogue is considered a moral ‘Tourist’.
  • Vigilantes and Rogues must become ‘Tourists’ to earn the alignment points needed to complete their switch to Villains or Heroes.
  • Players can earn a limited amount of fame for their alignment-related deeds. To earn more fame, the public has to first lose interest in your old deeds. The public will hold interest in no more than five deeds, and their interest will last for 20 hours after the deed occurred.
  • The player also has the option to reinforce their standing as their current alignment. Continuing to complete Tips tied to the player’s current alignment will give them the chance to complete the Moral mission once again, thereby reinforcing their existing moral beliefs. This cycle of reinforcement can be completed as many times as the player likes.
    • This can earn them Hero Award Merits or Villain Award Merits.
    • Heroes will earn Hero Award Merits for reinforcing their alignment, redeemable at the vendor found within Fort Trident.
    • Villains will earn Villain Award Merits for reinforcing their alignment, redeemable at the vendor found within The Crucible.
  • Players can earn alignment powers after they have spent a certain amount of time as a Vigilante or Rogue.
  • Players who make the switch from Villain all the way to Hero or Hero all the way to Villain will no longer be able to lead their previous alignment’s Super Group.
  • In PvP zones or Arena matches, Vigilantes are considered “Heroes” and Rogues are considered “Villains”.
  • Stores, Tailors, and Respec contacts will interact with tourists.
    • Some exceptions to this are Store NPCs in Brickstown, Founders Falls, and Peregrine Island.
    • These NPCs require a mission completion to unlock their stores but NPCs do not grant missions to tourists.
    • Tourists in Paragon City can travel to the Midnighter Club, Rikti War Zone or back to Rogue Isles to purchase Single Origin Enhancements.
  • Tourists may run radio or newspaper missions. They can complete Safeguard or Mayhem missions and gain new contacts, but they cannot interact with those new contacts until they complete the switch to Hero in Paragon City or Villain in Rogue Isles.
  • Alignment Merits:
    • Hero and Villain reinforcing Morality Missions will now award 50 Reward Merits on the first reinforcement and 1 Hero or Villain Merit on the second and subsequent reinforcements.
    • The Conversion cost for Hero and Villain Merits is 50 Reward Merits and 20 Million Inf.
  • Tips do not transfer from Villain side to Hero side and vice versa.
    • They will go into Escrow when a character moves from the Rogue Isles to Paragon City and back.
  • Players cannot read Tips in Hazard, Trial, or PVP zones.
  • Tips will not drop while in missions from Architect Entertainment.
  • Tips will continue to drop in Co-Op zones, but cannot be investigated unless the player is within a standard Hero/Villain area.
  • When in Task Force mode (Task Forces, Strike Forces, Flashback missions), Tips will drop for players, but they will not show up in the Tips tab until they leave Task Force mode.
  • The Pocket D Teleporter will prompt you to verify your wish to teleport if you would switch from Hero to Villain content in doing so.
  • Team members assisting on a Morality Mission who are not eligible for an alignment switch or reinforcement will receive an alignment point towards the alignment of the Morality Mission instead, as long as they have an available alignment slot.
  • Tourists may use either Consignment House (Paragon City) or Black Market (Rogue Isles) Transporters, providing they are in the appropriate city at the time.
  • All alignment switch opportunities present a choice table which includes additional warnings of consequences for alignment switching.
  • You should not immediately receive the same Alignment tip after just recently completing or discarding it.
  • Characters may join and remain in leveling pacts regardless of alignment.
  • When a Supergroup leader tries to switch sides, a popup appears telling them the consequences of the alignment shift, which is that they will be removed from their leader rank if they switch their alignment to the opposing side.
    • If they do switch alignment all the way to polar opposite of the SG, leadership will pass to the next highest ranking/senior member of the SG.
  • Vigilantes and Rogues should now see progress meters for side-restricted Day Job badges. However, side-restricted Day Jobs do require a full switch to Hero or Villain to actually earn the badge and/or accolade. Vigilantes cannot become full fledged Arachnos Agents, etc. though they can start making headway.
  • Alignment Guides: When a player receives their first tips, a new contact will show up on the Tips menu who can be contacted via cell phone. They do not give missions, but will explain Tips, Morality Missions, and how to change alignments.
    • These guides can be reached in person from inside Pocket D
      [I look forward to playing with all of this fun alignment stuff.]

Zones

  • Fort Trident and The Crucible
    • Players who maintain either a Hero or Villain alignment through reinforcement will now find they are welcome to enter Fort Trident (Hero) or The Crucible (Villain). Located in Atlas Park and Cap au Diable, these zones allow the Hero or Villain to relax, meet well known signature characters, teleport to their Task Force/Strike Forces, and also purchase purple recipes and PVP recipes from special vendors with earned Hero or Villain Merits. [New features in low-level zones. Nice.]

Super Groups

  • Players remain in their Super Group if they change alignments to the opposing side.
    • Hero and Vigilante are considered blue-side, and Villain and Rogue are considered red-side for this purpose, no matter where they happen to be.
  • Players that are in a Super Group of the opposing side are considered to have “gone dark”.
    • Dark members aren’t allowed to access their Super Group base.
    • Dark members aren’t given most Super Group permissions.
      • Dark members are allowed to pay base rent and to talk in Coalition chat.
  • If the Super Group leader goes dark, the leader will then be demoted from their rank.
    • A different non-dark member will be automatically promoted to the leadership position.
    • The Super Group leader will be notified with a pop-up if they attempt to complete a Morality mission that would change their alignment such that they would go dark. The leader must confirm that they are fine with going dark and getting demoted before being allowed to switch to the new alignment.
    • If they do switch alignment all the way to polar opposite of the SG, leadership will pass to the next highest ranking/senior member of the SG.

POWERS

Ancillary/Patron Powers

  • Ancillary Power Pools are now available to all characters that reach Level 41, regardless of Hero or Villain status. [Yay. Not something I’ve run into too many times, but still good.]
  • Once a Patron Pool has been unlocked as a Villain, it remains unlocked even if you later switch sides.
  • Patron and Ancillary equivalencies are as follows:
    • Scrappers get Stalker Patron Powers, and vice versa.
    • Tankers get Brute Patron Powers, and vice versa
    • Blasters get Mastermind Patron Powers, and vice versa
    • Defenders get Corruptor Patron Powers, and vice versa
    • Controllers get Dominator Patron Powers, and vice versa
  • Specific power instances were altered to eliminate duplication of powers.

New Power Sets

The following four Power Sets are available as part of the Going Rogue Expansion.  [Huzzah for new power sets!]

Kinetic Melee

  • Kinetic Melee is a melee attack set based upon siphoning your opponent’s energy and using it to power your own attacks. Each individual attack adds a damage debuff to the target (strength and duration dependent upon the tier of the power used) and Tankers inflict even stronger debuffs than the other ATs. Additionally, if Power Siphon is active, the caster gains a damage buff. [Definitely plan on trying this one. Margie indicated it played a bit underpowered, but I suspect that will be corrected.]
  • The following Kinetic Melee powers are intended for Scrappers, Tankers and Brutes:
    • Quick Strike
    • Body Blow
    • Smashing Blow
    • Taunt
    • Repulsing Torrent
    • Power Siphon
    • Burst
    • Focused Burst
    • Concentrated Strike
  • The following Kinetic Melee powers are intended for Stalkers:
    • Quick Strike
    • Body Blow
    • Smashing Blow
    • Assassins Strike
    • Build Up
    • Placate
    • Burst
    • Focused Burst
    • Concentrated Strike

Electric Control

  • Electric Control is a power set that can be used by Dominators and Controllers. [Another one I want to try.]
  • Electric control offers a mastery of using electricity to negate enemy attacks and keep them off balance. Many effects will arc from one nearby enemy to another, creating dazzling chains of electrical energy. It offers a wide variety of short duration soft controls in the form of stuns, confuses, and knockback.
  • Arcing controls tend to be short duration, but can hit multiple foes and recharge quickly.
  • All arcing controls will be able to use enhancements, allowing players to enhance the Damage, Stun, Immobilize or other effects of the power.
  • The Electric Control Power Set is comprised of the following powers:
    • Electric Fence
    • Tesla Cage
    • Chain Fences
    • Jolting Chain
    • Conductive Aura
    • Static Field
    • Paralyzing Blast
    • Synaptic Overload
    • Generate Gremlins

Dual Pistols

  • This set is a primary power choice for Blasters and Corruptors and a secondary choice for Defenders. Dual Pistols is also the power set of choice for the Going Rogue signature character Maelstrom. [Margie’s done a lot of play with this. It is an extremely cool-looking power.]
  • What differentiates Dual Pistols from the Assault Rifle power set is the ability to modify every attack’s secondary damage and the effect that has on your target. 70% of damage dealt by most attacks is lethal, the other 30% is modifiable from pure damage to cold, toxic, or fire. This versatility comes at the cost of slightly weaker secondary effects when compared to other power sets. In short, Dual Pistols is a set that can adapt to most situations by bringing a wide variety of debuffs and damage types.
  • The Dual Pistols Power Set is comprised of the following powers:
    • Pistols
    • Dual Wield
    • Empty Clips
    • Swap Ammo
    • Bullet Rain
    • Suppressive Fire
    • Executioner’s Shot
    • Piercing Rounds
    • Hail of Bullets

Demon Summoning

  • Demon Summoning is a primary power choice for the Mastermind archetype and is also the power set used by the Going Rogue signature character Desdemona. [I’ve played with this early on as a pre-subscriber. It’s a lot of fun; not substantially different from other MM powers thus far (in terms of what the minions do), but still good color-texty.]
  • This power set allows the player to summon elemental demons that can manipulate flame, cold and hellfire. However, what truly sets this power set apart from other Mastermind primary power sets are the summoner’s Hellfire Whip attacks that deal both fire and toxic damage and reduce the target’s damage resistance.
  • The Demon Summoning Power Set is comprised of the following powers:
    • Corruption
    • Summon Demonlings
    • Lash
    • Enchant Demon
    • Crack Whip
    • Summon Demons
    • Hell of Earth
    • Summon Demon Prince
    • Abyssal Empowerment

Fiery Embrace Change

  • Fiery Embrace power now adds bonus fire damage for all Melee Power Set attacks instead of being a normal damage Buff. All Melee Power Set attacks made for 20 seconds after activating Fiery Embrace will do bonus damage based on that attack’s damage. This bonus damage IS affected by enhancements and outside buff/debuff effects. At low levels, this means Fiery Embrace will have lower impact than the old implementation, while at high levels or on teams with lots of +Damage effects, you will see increased damage output.
  • Critical damage is not affected by the new Fiery Embrace
  • Spines Toxic Damage Over Time effect is not affected by the new Fiery Embrace
  • In PvP, Fiery Embrace uses the previous Damage Buff version.
  • Fixed Thunder Strike Fiery Embrace bonus – it was not properly applying the split radius effect.

Electric Melee

  • Corrected combat spam for Lightning Rod

Shield Charge Changes

  • Made several changes to correct balance problems introduced a few months back: [I’ve never played a shield guy. Need to try that some time.]
  • Brute Version: Damage broken into 2 stages — stage one has a 5′ radius and does scale 1.8 Stage 2 has a 20′ radius and does scale 1.275
  • Tanker Version: Damage broken into 2 stages — stage one has a 5′ radius and does scale 2.04 Stage 2 has a 20′ radius and does scale 1.445
  • Scrapper Version: Damage broken into 2 stages — stage one has a 5′ radius and does scale 2.7 Stage 2 has a 20′ radius and does scale 1.9125

Fiery Aura

  • Burn – changed power substantially:
    • Added initial hit damage
    • Removed Fear effect
    • Decreased tick rate by 4 (now ticks every 0.8 seconds, instead of 0.2 seconds)
  • Consume: Added Recovery boost per target hit and flat Endurance Drain Resistance value.

Martial Arts
[Wow. Way to zap all the guides …]

  • Cobra Strike:
    • Decreased Recharge Time from 20 seconds to 10 seconds
    • Increased Endurance Cost from 10.14 to 10.19
    • Increased damage scale from 0.25 to 1.96
    • Reduced Stun chance from 100% to 75%
  • Stalkers Eagle Claw: Increased Recharge time from 12 seconds to 16 seconds, increased damage from 2.28 to 2.92, increased End Cost from 11.86 to 15.18
  • Scrappers Eagle Claw: Eagles Claw now increases the Critical Chance of Martial Arts attacks by 33% for 2 seconds after it has been activated.
  • Crippling Axe Kick – increased recharge to 11 seconds, and increased damage and endurance cost appropriately. Added 10 second scale 1 Defense Debuff.

Brutes

  • Fiery Aura/Fiery Embrace – The Brute version of this power had a 30 second duration on the Fire Damage buff. This was inconsistent with the Tanker and Scrapper versions and has been reduced to 20 seconds. Note with the changes above, this only applies in PVP.
  • Dark Armor/Aura of Fear – The Brute version of this power has a magnitude was set to 3. This was inconsistent with the Tanker and Scrapper versions and has been reduced to 2.
  • Decreased Brute Damage Cap from 850% to 775%.
  • Modified the Brute Fury Formula so that there is a more gradual degradation of Fury Build Up while attacking/being attacked instead of a sharp fall off at 80%. The fall off begins at 30%.
  • Reduced Fury Decay Rate from 2 points per second to 0.75 points per second.
  • The overall result of these two changes to Fury Generation is that it will be easier to maintain low levels of Fury, while gaining very high levels of Fury will be more difficult.
  • Fixed a bug which prevented bonus Fury generation when attacking other players or very difficult targets such as Archvillains. The bonus is a flat 5 points per qualifying target hit by the attack, up to 70% Fury. Note that unlike standard Fury generation, this bonus only applies if the attack hits the target.

Controllers

  • Fixed an issue with Controller Kinetics Siphon Power which caused it to spam the Combat Log. It now matches other versions of the power and will only report the initial hit.

Defenders

  • Added continuing FX to Defender version of Hail of Bullets while using Toxic ammunition to match other versions of the power

Dominators

  • Corrected an issue which prevented Dominators with the Primal Forces APP from taking the final 3 powers.
  • Changed display name of Fiery Embrace for Dominators to Embrace of Fire

Scrappers

  • Scrappers will no longer “Drift” more than other AT’s when coming to a stop while Flying or Hovering. [Yay!]

Stalkers

  • Stalkers will no longer “Drift” more than other AT’s when coming to a stop while Flying or Hovering.
    Stalker Offensive Toggle powers will now affect no targets while the Stalker is Hidden. As soon as the Stalker becomes unhidden, the toggle will begin to affect targets as normal. This means these toggles can be run while in Hide and they will not break the Hide state, because they will not hit anything until Hide is broken by some other event. [A good thing for Stalkers. Not an AT I’ve ever gotten into.]

    • Includes Dark Armor/Cloak of Fear, Dark Armor/Oppressive Gloom, and Energy Aura/Repulse.
  • Broadsword/Head Splitter now correctly accepts Melee AoE IO Sets instead of Melee Damage IO Sets.

Tankers

  • Added Bruising effect to Tanker Secondary Tier 1 powers. Bruising is a 20% resistible damage resistance debuff which lasts for 10 seconds. Note: only one application of this effect on a given target is possible at a time.
  • Increased Tanker Maximum Health multiplier from 2 to 2.2. At level 50, this means a Tanker’s maximum health when buffed increases from 3213 to 3534. [Yay!]

General

  • Archery/Trick Arrow (All) – Cast Time and Animation Changes
    • Explosive Arrow cast time reduced from 1.83s to 1.00s
    • Stunning Shot cast time reduced from 1.83s to 1.00s
    • Flash Arrow cast time reduced from 1.83s to 1.00s
    • Ice Arrow cast time reduced from 1.83s to 1.67s
  • Archery/Trick Arrow (All) – Improved the lighting reliability of Oil Slick Arrow.
  • Traps (All) – Corrected an error with the animations for Triage Beacon, Poison Trap and Acid Mortar. The result of this is the reported animation time has been increased from 2.17 seconds to 2.77 seconds. The *actual* animation time has been reduced from 2.83 seconds to 2.77 seconds.
  • Power Pools/Fitness/Health – Fixed a bug that made this power selectable at level 12 instead of level 14.
  • Purchasable Raptor Packs are no longer usable on ‘Master of’ attempts
  • To reduce the travel times involved in larger zones, we’ve made a couple QOL changes to some movement powers:
    • Increased base Flight Speeds by 50% [Yay!]
    • Sprint now improves Runspeed by an additional unenhancable portion equal to its previous value (0.5 scale enhancable + 0.5 scale unenhanceable buff) [Yay!]
  • Changed Cast Time for Enforced Morale and Clear Mind to 1.00 seconds to match the new animation

Mission Architect

Introducing: the Designated Helper

  • We are removing the reduction to rewards based on the number of allied NPCs in a mission, since that had undesirable side effects and limited legitimate story telling options. [I understand and appreciate what they’re doing here, but it seems like still more endless tweaking to a system that will always have balance issues.]
  • Instead, a team can only get assistance in the form of buffs and debuffs (and Autopowers) from a single ally in the a mission. That ally becomes “The Designated Helper”.
  • There can only be one Designated Helper in a map.
  • If there are multiple candidates for Helper, the FIRST eligible ally the team encounters that uses its powers will become the Designated Helper.
  • In order for an entity to be a candidate for Designated Helper, the following rules need to be true:
    • The candidate must Follow the player:
      • Added via choosing an Advanced Mission Goal of:
        • Add an Ally
        • Add An Escort
        • NOTE: If the Author chooses “Release a Captive,” the Captive will not follow players and is not a candidate for Designated Helper.
      • The candidate must have the “Follow “ behavior set in the goal Settings
        • Ally: “Ally Behavior” is “Follow”
        • Escort: “Arrival Behavior” is “Follow”
    • The candidate must have its combat abilities set to either:
      • Aggressive
      • Fight Defensive
    • The ally becomes the Designated Helper once it USES its powers, and Defensive allies only use powers defensively, so if the team meets an Aggressive ally before the Defensive ally uses its powers, the Defensive entity will NOT become the Designated Helper.
    • It is possible for the team to end up with a Designated Helper with no buff/debuff powers if the first candidate the player meets does not have Buff/Debuff powers but is set to Aggressive or Fight Defensive.
    • NOTE: Allies with combat abilities set to “Non Combat” or “Pacifist” will not be the Designated Helper
    • No other allies in the map will use their buff/debuff abilities. They also won’t use any Autopowers, summon any pets or use location-based attacks (like Rain of Fire) or chaining attacks (like Chain Induction).
      • Including any friendly bosses, patrols, ambushes, etc.
      • Including any Designated Helper candidates after the first
  • If the author adds more than one buffing ally to the map, and sets those allies to follow the team, after the first ally they will not use their buffing powers. They will still follow the team so goals can be completed and will use offensive powers to attack enemies, but only one ally will use their non-offensive abilities. If the non-DH allies do not have offensive capabilities, they will not do anything other than follow, much like a non-combat escort/ally.

General

  • Players can now fight Doppelganger versions of themselves. This can be found in the Boss Enemy Group “Doppelganger”. Players can mix and match to create different types of doppelgangers. The following choices are available: [Doppelgangers FTW! Yay! Every GM loves Doppelgangers!]
    • Shadow
    • Demon
    • Reverse
    • Random Powers
    • Ghost
    • Inverse
    • Angel
    • Black and White
  • Custom Critters – fixed several small errors in the amount of XP weight certain powers were awarding in the custom XP calculations.
  • Alignment Tips will not drop in missions from Architect Entertainment.

Combat Mode Auras

  • Players now have the ability to set all Auras to “Combat Mode”.  [Brilliant!]
    • Combat Mode Only versions of all auras have been added to the Tailor and Facemaker. These auras will only turn on when your character engages in combat. They are selectable from Aura -> Effect menu. (Note: The option for persistent Auras (always on) is still available.)

PRAETORIAWelcome to Praetoria, the dark mirror version of Primal Earth. Its reflection is one of a utopia where there is little to no crime and to look down upon the city from on high, you would believe it to be a peaceful, happy place. Marcus Cole, the Emperor of Praetorian Earth is looked upon as a savior, but others know there’s more to the story that isn’t written in the history books. Most citizens of Praetorian Earth respect him or even love him. Some who know the truth fear him, and fewer still dare to stand against the lies. No matter what he is called in the halls of power or history books, no one can stop the hushed whispers in the streets and back alleys of his empire where he is called by another name…Tyrant. [New zones FTW!]

ZONES

Nova Praetoria

  • Level Range 1 to 10
  • Access to Nova Praetoria:
    • Players arrive in Nova Praetoria following the tutorial. They will also start here when the tutorial is bypassed.
  • Significant Buildings:
    • Cole Transport Authority (CTA)
      • Players travel between zones at the CTA subway system.
    • Imperial Bank of Praetoria
      • Players are able to store salvage at the Imperial Bank
    • Loyalist Lounge
      • This is the lounge for those most dear to Emperor Cole and his senators. Only the most trusted of his citizenry may venture here.
  • Significant Contacts
    • Trainer
      • Praetor Duncan – Located in the Magisterium courtyard.
    • Vendors
      • Vendor 56-925 and Merit Vendors are located in the Magesterium.
      • Vendors may also be found in the north and south ends of the island.
  • Mission Contacts
    • Praetor White – Located in the Magesterium, this is the first contact for all members of the Powers Division (Resistance and Loyalist)
    • Provost Marchand and Calvin Scott are your handlers as members of the Loyalists or Resistance.
    • At level 5, Calvin Scott will lead you to Robert Flores; or Santiago, who directs you to meet Ricochet in the Underground. At this point you may choose the path of a Warden or Crusader.
    • At level 5, Provost Marchand will offer you a choice between the Deputy Assistant of Information and Chief Interrogator Washington. This will start you down the paths of Power or Responsibility.

Underground – Nova Praetoria

  • Significant Locations
    • Resistance Hub
  • Significant Contacts – All located in the Resistance Hub.
    • Trainer
      • Vanessa DeVore
    • Mission Contacts
      • Ricochet
      • Jack Hammer
    • Splice

Imperial City

  • Level Range 9 to 15
  • Access to Imperial City:
    • Players can reach this zone via the CTA subway system, the Underground, or by simply travelling towards the city seen in the distance from Nova Praetoria.
    • In Pocket D, Praetorians can return to Imperial City’s Studio 55 where they can continue their party in their own dimension.
  • Significant Buildings:
    • Cole Transport Authority (CTA)
      • Players travel between zones at the CTA subway system.
    • Cultural Direction and Education Center (CDEC)
      • The CDEC is where all of Emperor Cole’s “propaganda” is created and distributed and where Praetorian citizens gather for higher learning and cultural wisdom. The CDEC is also where they are able to access invention tables to create all things for the glory of Cole.
    • Imperial Bank of Praetoria
      • Players are able to store salvage at the Imperial Bank
    • Studio 55
      • Studio 55 is the place to see and be seen.
    • Trading House
      • The Trading House allows players to buy and sell in Praetoria..
  • Significant Contacts:
    • Trainer
      • Nightstar – Located in front of the CTA Building (near People’s Park)
    • Respec Trainer
      • John Snow – Located in Studio 55
    • Tailor
      • Rita Mayfair – Located outside of the Tailor shop in Aureas
    • Inventions
      • Relations Expert Verna Arcola – Invention Tutorial starting contact at Level 10.

Vista Zoning Tech

  • Your character can reach Imperial City by flying, running, teleporting, jumping, swimming or walking to it from any point along the border of the two zones.  [Yes! No islands and/or war walls!]

    • Expected behavior: Your character should appear at a similar location on the “opposite” side of the zone border. (For example, if your character crosses a bridge to Imperial City, the character should not appear in the water on the other side.).

Underground – Imperial City

  • Significant Locations
    • Resistance Hub
  • Significant Contacts (Resistance Hub)
    • Storage Assistant – you can store your salvage
    • Marcus / Cerys – Resistance who have secretly tapped into the Trading House pipeline.
    • Tailor – Tailor 4-5264

Neutropolis

  • Level Range 16 to 20
  • Access to Neutropolis:
    • Players can reach this zone via the CTA subway system or by simply travelling towards the city seen in the distance to the west of Imperial City.
  • Significant Buildings:
    • Cole Transport Authority (CTA)
      • Players travel between zones at the CTA subway system.
    • Neuron Technologies Unlimited
      • The headquarters of Neuron is quite something to behold. He has money and lots of it and it has not gone to waste here. His building is the second tallest in Praetoria, the shiniest, and is the center of technological innovation in Praetoria.
    • Keyes Reactor
      • The source of the city’s power, this island is devoted solely to supporting the reactor and everyone who works there.
      • The most notable feature of the anti-matter reactor are the cooling towers. Nearly ten stories in height, these high-tech marvels bear the singular design aesthetic common to all of Anti-Matter’s structures. At the base of the towers are the industrial installations essential to the reactor’s functioning: platforms sandwiched atop each other, threaded with pipes and conduits, while catwalks connect to other ancillary structures.
    • Imperial Bank of Praetoria
      • Players are able to store salvage at the Imperial Bank
  • Significant Contacts can be found beneath Neuron’s Tower
    • Trainer
      • Battle Maiden
    • Vendors:
      • Vendors 36-287
      • Merit Vendors

New Villain Groups

  • Ghouls
  • Praetorian Police Department
  • Praetorian Clockwork
  • Resistance
  • Seers
  • Syndicate
  • Destroyers

Critter Leashing

  • All spawns in Nova Praetoria, Imperial City and Neutropolis will now ‘leash’ to their spawn locations after 210ft, when engaged in combat.   [Interesting. I look forward to seeing how this actually works.]

    • Enemies which leash to their location will cease attacking players, will return to full health and endurance, and will become untargetable and unselectable while returning to the vicinity of their spawn location.
    • Leashed spawns cannot be re-engaged until they have reached their spawn area, at which point they will become targetable and selectable again.
    • Leashing is used in these three zones only and in no other zones.

Invention

  • The Backup Radio Invention Temporary Power summons a Resistance Veteran for Resistance Members and a Praetorian PD Sergeant for Loyalists.
[Lots of new stuff … and new fun stuff.]

CoX: Getting in some last I17 action

Since rumor has it that I18 and “Going Rogue” go live Real Soon Now (like … today?), we did a bit of Multiple Mastermind action, bringing our robots and gang members into play on Cimerora and elsewhere.

We actually got our hats handed to us multiple times (and rather dented they were, in fact), due to it being a while since we’d played these toons (Oh, hey, I can put up an impenetrable force bubble when things go pear-shaped, can’t I) and the fact that we were running around at +2 levels, x2 members. Which easily led to multiple purple bosses when our pets exercised their usual lack of discipline.

Still, ’twas fun, and we’re up to 38 with them, so that’s all good.

We’ve been pondering what to start running under the Rogue model, and we’ll probably create new toons to run around Praetoria with.  Not sure with what, though we’ll probably experiment with some of the new power sets.  Margie did some beta of the new setting, and it sounds (and looks) pretty nice.

CoH: Scrappity-scrap-scrap!

Yes, it’s actually news around here when I do some gaming. Last night it was CoH, doing our Lvl 42 scrapper team, Rita & Runt.

Lots of fun, but being at that level means you have a ton of powers and attacks and, aside form it being a button-munching fest, it takes a while to get the attack chains back. Especially when it’s been 300-odd days since you last played that toon …

That all said (and we had fun, and pretty much wiped up anything we went against), I want to comment on the best QoL improvement EVAH:

The changes the Auction Houses.

Yeah, the changes have been around a few issues, but I just want to comment on them: this was the interface we needed when Wentworths came out.  Drag something (enhancement, recipe, salvage) into the auction panel.  If it’s salvage you need for a recipe you have, it warns you. Then you can instantly get, on the same screen, the most recent prices for that piece.  Choose a price, and have at it.  Ditto for making bids on items, with the search line being quick and auto-completing.

None of this is capability that wasn’t available in the original interface, but here it’s actually convenient, quick, and useful.  It’s as close to a joy to use as such an interface could be, and it makes buying and selling stuff (auctionable stuff, at least) as close to painless as possible.

Yeah, having the actual crafting be a separate location is still irksome. Salvage management is annoying. The actual crafting stuff is a distraction (though, ultimately, less so than having to constantly refresh DOs and SOs).  But at least they’ve gotten the auction house interface right, and that’s no small thing.

To seek out new life, and new … oh, forget it

One of the mission types in Star Trek Online is exploring unexplored sectors — unmapped areas where you find anomolies and either scan them or visit the previously unvisited planets they represent.

Margie and I, duoed, always seem to have problems getting into these planets. If we both show up there, then we end up with each of us having two mission choices — “Explore system,” or “Explore system ([team-mate name]).”

It seemed that no matter which set of options we chose, either only one of us got in, or we ended up at different worlds.

Episode 2 has not improved this any. So we blew it off and did something else (i.e., beat up on a lot of Gorns). But it was irksome. And we couldn’t find any teaming options that might explain what was going on or what we should do differently.

*sigh*

MMOs, the San Diego Comic-Con, and I

City of Heroes

We sat in on the City of Heroes “Going Rogue” panel, which was mostly interesting for being able to actually see what the various people looked like.  Panelists were Matt Miller (Positron), Melissa Bianco (War Witch), Jesse Caceres (Ghost Falcon), and David Nakayama (Noble Savage)

They went through all the various new features of Going Rogue. They spent a fair amount of time discussing the alignment cycle (Hero becomes Vigilante; Vigilante can become Villain or return to Hero; Villain becomes Rogue; Rogue can become Hero or return to Villain).

Vigilantes or Rogues can visit either Paragon or Rogue Isles, but the intent is not that people “stay” in these transitional forms (even though that means you can GET ALL THE BADGES, except for those that flip between Hero/Villain already).  The incentive to stay (or be) pure is access to custom lounges and extra merits  that give you access to Purple stuff.

It all looked pretty darned cool, and the idea of a new starting zone is very attractive.

The panel was asked by the moderator — Bryan Clayton, the head honcho at Paragon — if they had any comments on the news that NCSoft had registered a trademark for “City of Heroes II”. The panel read off in unison a nicely legalistic disclaimer that said they had no comment but that NCSoft was very proud of the game they had. It was amusing.

One interesting comment  was that Paragon Studios has grown significantly in bodies and funding (such that they are running out of room in their new digs), which is letting them do a lot more stuff than they were able to do in the past.

Margie also hung out multiple times at the NCSoft booth. We submitted some hero screen-caps (Torchielle and Kazima) into a raffle in the hope that they’d be rendered by David Nakayama, who’s the art director on CoX. Alas, they were not drawn (or, thus, drawn), but we had some nice chats with him anyway.

We never did make it to the big NCSoft party the evening it was running; we had Prime Invitations, but since Michelle and Mary were not all that much (or at all) into CoH, it would have been kind of rude to drag them to it (since we were using Mary’s car).

dcuoDC Universe Online

We had a couple of exposures to DCUO over the weekend.  The “big” one was the, well, DCUO panel, which featured a cinematic of the “backstory” for the game universe (as written by Geoff Johns).  Marv Wolfman (who’s doing mission writing) and Mark Hamill (who’s doing the voice of the Joker, natch) were there, too.

I didn’t sit through the full panel, as I had to run off to another line (Margie maybe can relate more).

We also played the game out on the dealer floor — a PvP training scenario in “icon mode” (where you play actual DCU characters), in this case, a battle in the Batcave between Batman and Nightwing vs the Joker and Harley.  It was a bit difficult, mostly because the X-axis on the mouse was reversed (we were promised it would be fixed by release), but I ended up (as Harley) defeating Margie (as Nightwing). Go, me!

The game looked pretty decent, but it was hard to judge too much from the limited exposure.

We did pick up cards for beta keys, though …

Marvel Super-Hero Squad

This is a newly-announced MMO, based on the super-deformed Super-Hero Squad figures.  Margie and Katherine played a bit at the Marvel booth — it looks to be very kid-oriented (think Wizard 101) in design.

The game is all browser-based — no client.

Here’s a trailer:

Overall, a pretty good MMO time at the Con. Not what I went there expecting to focus on, but …

“So what did you do at the San Diego Comic-Con, Dave?”

Well, I did a whole bunch, and some of it I’ll try to blog here tomorrow (being finally home).  But in the interim, I’ll offer up this cinematic, which premiered at the Con panel on the DC Universe Online panel.

I would so pay for a full-length movie …

I have no idea whether the game will live up to the cinematic (but some comments on our quick experience on it … well, as I said, tomorrow) — but the idea that they have folks like Geoff Johns and Marv Wolfman writing bible and content is … encouraging from that standpoint.

(Cross-posted from DDtB …)

So there was, like, y’know, some actual game being played here

Yes, it’s been a long dry patch.  Well, for me at least.  Margie’s been busy as a bee playing CoX, as well as [REDACTED DUE TO SOMETHING WE CAN’T TALK ABOUT OR WRITE ABOUT OR EVEN HINT AT, REALLY].

Still, on Wednesday night, we ended up going in and playing some CoX, and  I’ll admit I was totally embarrassed at some of the oohing and aahing I made at the New, Improve, Old-to-the-Rest-of-You Auction House interface. Eleventy-zillion percent better.

We ran around with Araware and Fazenda, had a fun time, leveled to 31, looked at the Storm Knights roster and were a bit sad, then whomped on bad guys.

Cue the trials and travails with my laptop.  Timing is everything. Rrg.

Sunday afternoon,  we spent a goodly chunk of time playing our first STO in a long time. (I think we didn’t play during any of Season 1.1, and now it’s 1.2, crikey!)  Finished the City on the Edge of Never arc (which was much easier in a duo than soloing), got up to LC4, good times had by all, etc.

Nothing wild or exciting or mind-bending (though getting eleventy-zillion accolades when we signed onto STO was kind of trippy).  Just some gaming fun.  About time.

LotRO for Free? Three tiers for Elven Players under the sky …

So evidently folks are all a-twitter (and a-Twitter) about the announcement by Turbine that they are changing the payment model.

Effectively, it’s a Wizards 101 style of subscription added to the existing model.  There are now three tiers of play — Free, Premium, and VIP. These are described in the table copied at the end of the post.

Free is pretty straightforward.

Anyone can join the game for free when LOTRO Free-to-Play is available. To get started, simply download the game for free at www.lotro.com. No payment or credit card is required.

Premium …

You are automatically upgraded from Free player to Premium player status with your first purchase of Turbine Points in the LOTRO Store. LOTRO grants all Premium players 2 extra character slots, extends the maximum amount of gold you can carry from 2 gold to 5 gold, and provides you with a higher login priority, more mail and chat options, full access to all of LOTRO’s Community features, and 30 days of full customer service from the time of your last purchase.

Are you a former subscriber to LOTRO? Did you purchase and play the game in the past but never subscribed? In either case, you are automatically upgraded to Premium status when you come back to play.

And VIP …

For a monthly fee, the VIP program offers the best value and the most options for players who like the convenience of having unlimited access to all game content and features. VIP players also receive 500 Turbine Points per month and exclusive benefits like priority access to servers, 5 character slots per server, a 20-slot wardrobe for cosmetic items, full customer service, and much more! You can upgrade to VIP at any time by visiting https://myaccount.turbine.com once LOTRO Free-to-Play is available. If you are already a subscriber, just maintain your active subscription to be automatically upgraded to VIP!

In other words, if you’re currently a subscriber, you end up with having VIP status, meaning you get access to pretty much everything.  If you’re Lifetime subscriber, you’re a Lifetime VIPer.

This all goes live this fall.

So, this all sounds pretty straightforward.  Current subscribers see no apparent change (I’m not clear enough on the current subscriptions to know all the details, but VIP looks pretty in-line with what I recall).  But for occasional or casual players, or former players who maybe just want to re-dabble, there’s now an avenue for them to do so. And micro-transactions should mean a better revenue stream for Turbine, which can only be good for the game, right? Indeed, Free-to-Play / microtransaction model actually seems to increase regular subscriptions (via Doyce).

Avo IMed that this has a lot of LotRO people crying “DOOOOOOOOOOM!”  Per the above article, some thoughts:

The big fear is that this will somehow ‘ruin’ the game by doing one of two things. First, it could break the game mechanically a la SWG’s NGE. This comparison was actually brought up over there, but I think it’s fantastically unlikely. Nothing in the announcement or in the existing model that Turbine is already using implies that sweeping changes will be made to the underlying mechanics, and it’s hard to see why Turbine would think such a thing desirable with what’s already one of the top games in the market (assuming WoW to be an aberrant exception, which it is.)

The other feared outcome is that the move to FTP will result in a large influx of additional players, presumably increasing the asshat factor. This is more likely than an NGE-type catastrophe. It’s possible, but I think any such effect is likely to be mitigated by LotRO’s nature – LotRO is a slow-boiling, casual-friendly game, and asshats aren’t likely to stay long.

I really don’t see this the latter is an issue.  If the early, heady, startup days of the game survived with higher crowds, I don’t see it being brought down by this. The “asshats” aren’t going to join an “old” game. There will likely be more noobs, but that should be considered a good thing.

Even at the VIP level, it does look like there will be more microtransactions, which is the sort of fiddly stuff I dislike in such a model.  But overall, I think this is positive for LotRO.  And it certainly makes it more likely that, at such time as we choose to return to it — it will be there for us to return to.

Below: the detailed table of “what you get at different levels”:

PLAYER TIER VIP PREMIUM PLAYER FREE PLAYER
TURBINE POINTS 500/month Free
(can purchase more) or earn thru gameplay
Purchasable
or earn thru gameplay
Purchasable
or earn thru gameplay
CONTENT
World Access* Free Free Free
Epic Story* Unlimited Unlimited Unlimited
Races 4 4 4
Classes 7 7 7
Premium Classes* Purchasable Purchasable Purchasable
Level Cap* 50 50 50
Character Slots*/** 5/server
(can purchase more)
3/server
(can purchase more)
1/server
(can purchase more)
Quest Packs* Eriador Ered Luin, Shire, Bree-land
(can purchase more)
Ered Luin, Shire, Bree-land
(can purchase more)
KEY FEATURES
Inventory 5 bags 3 bags
(can purchase more)
3 bags
(can purchase more)
Gold Limit Unlimited 5 Gold
(can purchase cap removal)
2 Gold
(can purchase cap removal)
Priority Login Priority High Standard
Chat Unlimited Limited Limited
Auction Unlimited Limited Limited
Mail Unlimited Limited Limited
Rest XP Automatic Not available Not Available
Shared Bank** Purchasable Purchasable Purchasable
Skirmishes* 9
(More in Mirkwood Expansion)
4
(can purchase more)
4
(can purchase more)
Legendary Items* Requires Moria Expansion Requires Moria Expansion Requires Moria Expansion
Traits All 1 or 2 slots per trait type
(can purchase more)
1 or 2 slots per trait type
(can purchase more)
Crafting* Tier 1-5 available Tier 1-5 available Tier 1-5 available
Crafting Guilds Unlimited Limited
(can purchase more)
Limited
(can purchase more)
Housing Available Available Available
Music Unlimited Unlimited Unlimited
Hobbies Unlimited Unlimited Unlimited
Cosmetic System Unlimited Unlimited Unlimited
Wardrobe 20 slots
(can purchase more)
Purchasable Purchasable
Destiny points Can earn and spend Can earn but cannot spend Can earn but cannot spend
Monster play Unlimited Not available Not available
Community Features Unlimited Unlimited Limited
Customer Service Full access Full access for 30 days following the purchase of Turbine points Self-service online

STO: A Table of Captains (the new Captain Database)

Star Trek OnlineActually, I’m not sure what the collective noun for a group of captains is, but since we have a Captain’s Table in STO, I’ll go with that.

Anyway, as BD pointed out to me this morning, the Captain Database is now online at the STO site, under “Community”.  Woot!

Well, mostly woot.

Though the table you start with has Captains and Handles, you can only search by the former.  Once you have a captain found, you can click on the @ handle and see all the captains that person has.  That display gives a rather dim headshot of each captain, their short name, rank, current command/ship, and a link to their profile.

(You can also go directly to “My Characters“, which looks the same as drilling down to your own handle’s set of toons, except you’ll be asked to choose one as your “main” — what this means isn’t explained.)

The profile page gives a larger version of the headshot, short name, species / gender / class, and their current command/ship name.  The biography section gives the online biography for the character, with a sidebar for the current ship (including name, class, registry, crew complement) and a list of bridge crew (but no info on them beyond name, rank, and class).

The captain’s log tab duplicates the online captain’s log, registering (with date stamps) all Missions and significant Activity (e.g., a bridge officer promotion).  You can also put in manual Captain’s Log entries, and supplemental entries / comments on all activities.

The system is nice so far as it goes, but could use some improvements:

  1. There’s no searching by @ handle.  Hope you can remember your friend’s captain names.
  2. The search is a bit wonky.  One of Margie’s toons is “B-47” but that search doesn’t come up with anything (though that’s the name on her profile page, once I manually went to it).
  3. There’s no backlink from the captain’s log to the profile page.  Once in a profile, there’s no reference to the @ handle or way to get back to the captain list for that handle.  If you’re going around inside your own toons, you can go back to “My Characters” from the Community menu, but, still …
  4. The generated profile photos are awfully dark, to the point of being difficult to see in some cases.
  5. The individual entries and logs and comments do not have their own URLs (let alone RSS), so it’s not easy to incorporate them into a creative activity outside the walled garden of STO.
  6. Given the (creative) importance of Bridge Officers, there’s no reason why we should not be able to pull up more info on them — mug shots, at a minimum.
  7. We should also be able to see a picture of the ship.
  8. CO had a clever (but horribly implemented) profile picture generator/editor.  STO should learn from that, rather than just creating a static head shot.  We love our uniforms, not to mention stances.
  9. Actually, I’d love to be able to do a “group picture” of my captain and his/her bridge crew, perhaps with the current ship in the background.  Yes, I can do that manually.  No, I don’t want to.

So, a good start, and an easy way to create a linked reference to your STO captains — but not much more than that.  Kudos for what it is, and hopes for what it could be.

(If nothing else, this demonstrates how many bad captain names there are out there.  And I’m not even counting the folks who have been forceably renamed “BadName 54123” and the like.)

Where’s my Ding! There was supposed to be an Earth-Shattering Ding!

Stiltwalker
Stiltwalker

Hmmm.  Is the CO interface to Twitter not working?  Margie’s been doing a bunch of Champions Online the past week (mostly to ding Stilt-Walker up to 40), and not only did she do that yesterday, but she’s also been doing all the Shiny Vibora Bay Revelations stuff and, I have no doubt, been racking up Accolades left, right, and center.

But … no Twitter love to BoH about it.  Sad …

Anyhoo, congrats to Margie for hitting level-cap 40! Woot!  We need to get a (better) picture of Stilt-Walker posted up here while we still have active accounts …

UPDATED: To add picture of Stilt-Walker from her profile.  Which really doesn’t do her justice.

STO Lifetime Perks

I’ve never been so anticipatorially hung up on a game that I really felt the yen for a lifetime sub (which would have SO paid off with CoX, and been SUCH a waste with CO, so I guess it’s a wash).

STO just announced (or re-announced, or firmly established) the perks for lifetime members. It’s worth a comment or two on what works and what doesn’t. Of course, this is just for me — your ego-boo mileage will certainly vary.

Greetings Lifetime Members!
We just wanted to thank you again for purchasing a Lifetime Subscription from us. As you already know, this entitles you to play the game without paying a monthly fee. But, that’s not where it ends. Later this month, we’ll be releasing special perks for you, just to show our appreciation. Here’s some of what we’re working on, exclusive to Lifetime Subscribers:

Exclusive In-Game Chat Channel:
Talk shop with other Lifetime Subscribers. Share thoughts and ideas about the game, or anything else.

Okay, this is pretty easy and straightforward to do — but are any folks (or any significant number) really going to take advantage of this? Is it worth all that and a bag of chips? The chance to chat with, well, other folks so obsessed about Star Trek and so willing to drop a chunk of money?

Folks who like chat will find this the sort of perk they like.

Front-of-Queue Support
Waiting isn’t fun, and we don’t think you should have to do it. Any time the server is queued, you’ll go to the front of it.

Now this is a very, very cool perk. It’s not life-changing, but it’s very appropriate for a lifetime sub.

In-Game Title
Visibly show off your support.

Some people will think this cool. Other people will find it abhorrent.

In-Game VIP Lounge
Spend time in an exclusive area inside the game. This social area is limited to Lifetime Subscribers only.

From what I was reading (and Tweeting) yesterday, this is the Captain’s Table (as in the ST book series). The question is, just like the chat channel, how many people will actually make use of this?

A Unique Costume Piece
Show off that fancy new title in style.

Without knowing what this is, it’s hard to say, but a very cool costume piece is an appropriate thing to have in this game.

So, some stuff that is pretty nice, some stuff mixed, some social stuff that I really don’t see being used all that much (social interaction is most likely to be based on common interests; the intersection of “social players” and “lifetime subscribers” and “folks who are going to want to socialize with other lifetime subscribers” is, I suspect, fairly small.

Queue-jumping is pretty damned cool, though. Getting high priority on support requests / bug reports would also be along those same lines.

I’m not a lifetime subscriber to STO, and am not likely to be, but I think those who are should get some measure of reward to make their lives easier or nicer without giving them an unfair advantage in the game.  Most of these things provide just that.  Nicely done, Cryptic.

Coming up in STO …

The STO Season One “Common Ground” update, sometime real soon now (“Mid-March”).  Features:

PVP Updates

  • Wargames – Federation players can now participate in PvP against one another to better prepare for the dangers of the battlefield.

Um … PvP meh.  But new PvP map will likely mean a new PvE map to use, so that’s good.

Customization

  • Off-Duty Uniforms – Experience DS9 in style! Starfleet officers will have the option to change into off-duty outfits to enjoy more casual attire.

On the presumption this will cost extra, meh.  I can imagine that if I were doing more RPGing, this would be of value.

  • New Stances and Hairstyles – Further customize your Captain by changing his or her hairstyle, or adopting two brand new stances: Stern and Relaxed.

New stances always good.  Actually, the ability to dynamically change your stance would be welcome.

  • The Captain’s Log – A web-based application to check in on you and your friends’ Captains and ships.

You mean, a website portal to our characters and their ships?  Excellent!

Ships

  • A New Klingon Battle Cruiser – The K’Tanco Battle Cruiser has been made available to Klingon Lieutenant Commanders.
  • Klingon Ship Customization – Use the ship tailor to customize your Bird of Prey, Carrier or Raptor.

Fine, fine.  When I finally roll up a Klingon, I’m sure I’ll find this cool.

Missions

  • New Fleet Actions Everywhere!
    • The Big Dig – Available in Romulan space.
    • DS9 Under Siege – The True Way has attacked and boarded DS9. Repel the invasion to save the day.
    • Klingons Can Play, Too – Klingon Captains may now access the Crystalline Entity, Big Dig and Breaking the Planet Fleet Actions

Skills

  • Respec Is Here – Unhappy with your Captain’s skill point allocation? Use the respec tool to change things up. (Available both in-game and as a C-store item.)

Don’t see a personal need for this, but some folks do.  Hopefully Cryptic will have learned some costing lessons here from CO.

  • New Skill: Starship Attack Vectors – Improve your ship’s accuracy and critical hit chance.
  • New Skill: Combat Maneuvers – Improve your ship’s evasion and turn rate.
  • New Skill: Starship Battle Strategy – Improve your ship’s critical hit severity and damage resistance.

All good-sounding stuff, though I’m not sure we need more skills to split our skill points out onto.

In The C-Store

  • New Bridge Variants – All new ways to update your Bridges’ look, available for a low price in the C-Store for both Federation and Klingon ships.
  • Federation Ship Variants – New takes on your old favorites, available for a low price in the C-Store.
  • Respec – Unhappy with your Captain’s skill point allocation? Use the respec tool to change things up.
  • Character Slot – Purchase an additional character slot if you’d like to have more than three characters on your account.
  • Rename – Changed your mind about the cool name you chose? Get it legally changed! Recognized across the Alpha Quadrant.
  • New Federation Playable Species – Become a Tellarite, Pakled or Rigelian.

Well, no big surprises here, though it’s good to see some new stuff finally showing up in the C-Store. Holding out for the Caitian playable species, though …

This is only a bit of the changes, fixes and updates coming to Star Trek Online in March. Season One: Common Ground will be available in mid-March. For a full list of what will be available in Season One, please visit the Engineering Reports forum. Interested in checking things out early? Visit the Tribble test server forums for early release notes.

Leveling up in Star Trek Online

Bierzein is promoted to LC
Bierzein is promoted to LC

I dinged from Lieutenant to Lieutenant Commander in STO yesterday with Bierzein, my Trill Science Officer. That’s my first LC — huzzah!

Since I haven’t talked about the leveling process in STO (and the rank promotion isn’t clearly laid out either) … let’s discuss it.  If nothing else, it will give me some notes for when I do it with the next toon.

Leveling within a Rank

STO is kind of weird with the leveling bits. Each rank has 10 grades within it (tracked very efficiently across the top). But the grades (at least on the Lt level) don’t make that much difference — there are a couple of skills that come available mid-rank, but there’s no huge power ding.

(Actually, there is a “ding” — a visual effect, and a hearty “Well done, Lieutenant” from Leonard Nimoy. But it’s not a sudden massive and obvious empowering.)

Advancement in STO during a rank is through skills and skill points. The grades, in many ways, serve more to give a short-hand as to where you are. As it stands, every mission you get additional skill points for yourself and for your bridge officers (the latter share a pool). They can be applied at any time, but when they hit some sort of threshold a “Skill up!” small flasher appears in the upper left corner. Click on it and apply the skill points for yourself and for your bridge officers (one or more of them) and you’re done. (Be sure and click Apply!)

It’s very subtle in effect, but it’s a constant advancement, which is kind of nice. While the gaps between levels in CoX can drive one to despair sometimes, the constant application of skill points in STO gives you something regularly to do, even if you’re seeing more obvious changes from kits and drops and other externals.

Leveling between Ranks

It took me a bit of time to figure out what to do with leveling Bierzein between Lt and LC. It’s possible there are difference at other ranks, and, of course, Klingon (native) players will deal with something in parallel but with all the details different.

Actually Getting the Promotion:  First off, I was on a mission chain when I got the big glowy-congrats. I decided to finish it up, just becauise of transit time. So I finished those missions as “Lt 11.” Right, until I actually get the promotion, I’m still a Lieutenant.

I knew I had to go back to Earth Spacedock for promotion (and picking up my New Ship!), so I transwarped back there.

No announcement.

I docked and went aboard.

Nada.

I trotted over to Admiral Quinn (putting away my phaser rifle into katana-space first, to be polite).

His tone of voice made it clear that he had no new missions for me and, in fact, was a bit peeved I hadn’t finished the ones still in progress.

I ran around a bit on Spacedock trying to figure out who I had to talk to. Despite the signs on the wall, the place is not as well organized as it might be (it would be handy if the map showed the various areas).

Finally I realized, “Hey, I never applied those last skill points I acquired. I wonder …”

Applied them to Bierzein, and, “Hey!” Admiral Quinn was suddenly hailing me, congratulating me, and summoning me “back to Stardock” (bugged) where I should meet with him personally and give me stuff.

Admiral Quinn has a short memory.

So I ran back to Quinn. Saluted. He congratulated me, and then handed me a plaque to turn in for One (1) Free Starship.

My New Ship:  The gal I needed to do that with, Lt Laurel, was upstairs (up the ramp, up the turbolift) from the Shipyard section of Spacedock. I went up to her, got the lecture the different types of ships I could choose from …

to make a long story short, Escorts are scrapper/blasters, high on lethality and speed and maneuverability, but glass cannons (to hear some) in prolonged combat. Cruisers are tanks/defenders, very tough, able to assist other ships, and pretty unmaneuverable. Science Vessels (Support Ships, some call them) have high shields, specialize in debuffing the bad guys, and are the controllers of the STO universe.

Any type of captain (tactical, science, engineering) can operate any type of vessel (indeed, if you strike it rich, you can actually buy additional ships to swap between, or so they say). The differentiator is less with the captain (who lends some skills to whatever ship they are on) than on intrinsic powers of the vessel class plus the bridge crew (different ships allow added bridge officers off the appropriate type).

Since Bierzein was going to be soloing, I decided to play it safe with a cruiser. (Margie and I have a couple of duos we’re running, and will likely be doing more mixed mini-fleets.)

All that Laurel gave me was a requisition slip for the ship of my choice. The rest of the room is full of educational displays about the ship types, plus guys who could sell me all sorts of ship goodies, but only if you had Yet Another Specialty Currency (one of my minor peeves with STO), or maybe vastly more of a currency I actually had.

From there I had to run downstairs and find the guy who does ship requisitions, Ensign Obin. There I actually received the new ship of my dreams …

… which I immediately renamed (both ship name and registration number) — once, for free.  I’d now be commanding the USS Ad Astra, successor to the USS Per Aspera.  (The renaming button comes up in the normal window that shows you and your bridge crew.)

I then turned around and talk to the guys (Golos Vell and Dirz Raxx) who let me design what my ship looks like. I love this particular STO feature.

Finally, I went over to Ensign Shalah to buy stuff for my ship.  Her selection wasn’t very good, so I took the opportunity to run over to the Auction House Exchange to buy (or sell) some swag.  I decided, though, before screwing around with changing the default weapons config on my cruiser (phaser array and photon torpedoes fore and aft), I’d see how she flew.

My New Bridge Officers:  My new ship came with some new bridge officer slots.  You can requisition officers with Elsa Morel over in Personnel, or check to see if you have some still pending to fill in.  With my cruiser, I got an additional engineering station for a lieutenant, so I promoted my existing Engineering officer to LT, and brought in a new ensign who’d been made available to me in the past.

My New Dress Whites:  I also get a free costume token when I got promoted. That’s nice, too.  I could get the new costume from Ghemik Telur (a simple tailor) in Requisitions, but decided to stick with what I had.  Bierzein is not much of a clothes horse.

The Ceremony:  After all the above (though you can do it at any time after the promotion, if you want), I ran over the Stateroom (auditorium) and talked to Commander Menn Hilo, the guy at the podium who’s usually droning on and on about astrophysics. He offered me formal congratulations and give a nice salute, as did other folks in the room. Pictureworthy (hence the picture at the top of the post).

And that’s it!  I was now a Lieutenant Commander, and when I next beamed up to my ship — it was my new ship, but with all the familiar faces (and one more) around me.  Ready for the next adventure!  Huzzah!

Transitions

I just came the the realization that I have next to zero interest in ever playing Champions Online again. Which ticks me off to no end since (as I’ve said a dozen times) there are so many things about the game I like. I just find the overall experience an awful, not-terribly-fun grind.

On the other hand, we put in our pre-orders for City of Heroes‘ “Going Rogue” expansion, which in theory means we immediately get Dual Pistols to play with. Woot!

(Interestingly enough, as I was watching the DP trailer, it occurred to me that the power just looks a bit goofy, given that in CoX animation, the bad guys aren’t being immediately knocked back / down / dead in in all directions due to the shooting. I’m not sure why that feels more wrong for pistols than for, say, fireballs, but it does.

So I still need to get onto CoX and do my server transfers before they (finally) stop extending the free server transfer service.

On the gripping hand, I’m still busy playing Star Trek Online whenever time permits, so no time for supers.

STO: State of the game and upcoming awesomeness

Some very cool stuff upcoming in Star Trek Online, beyond just “We’re doing a lot in customer support and stabilizing bugs”:

Now that the game is out and in your loving hands, we’re taking long, hard looks at everything each and every one of you is interested in seeing changed. Cruiser turn rates? Death penalties? More open auto-fire? All those topics and more are being scrutinized by the all-seeing eye of… um, us!Some of the few things on the way:

  • Respec
  • Death Penalty
  • Difficulty Slider
  • More open auto-fire
  • Replayable missions
  • Improving Memory Alpha

Some good stuff there, though, honestly, not enthused about the whole Death Penalty thing …

We’re in the final stages of testing the first STF (the five-man raids we internally referred to as “Raidisodes”). STF: Infected is just about ready to release.You know, I might actually record one of our internal play sessions. The excited cries for more shielding and healing get the blood pumping. Although, once our testers reach the end room and the action really heats up… Well, it’s not exactly “family friendly” in there. Definitely going to be an exciting, thrilling mission for our players, though.

After Infected, we’ll roll out more STFs. “The Cure”, “The Khitomer Accord” and “Into the Hive” are all coming along nicely. We look forward to regularly releasing these and seeing what everyone thinks.

Given that I’m pretty much content in my duo-ness, this part isn’t nearly as exciting … though, y’know, y’never know …

We haven’t set the future of STO’s content into stone because so much of it will be determined by you, but we’re laying out what we’d like to focus on for the next 6 to 12 months.

  • Who are the Undine and what drives them?
  • How can we better exploit the Genesis System to create even more compelling content?
  • Where can we boldly go next? Where shall we take exploratory missions, as there’s so much potential there?
  • Which faction should be playable next? Romulan? Cardassian? Pakled? Dominion? Horta? Okay, not so much the Pakleds.

And that’s not even the start of it! Ship interiors, more bridges, crew quarters, First Officers, Fleet advancement… You have subscribed to a service that delivers a universe unending, and we shall see that universe populated with compelling content or, by the Prophets, we will die trying.

Some people get that. Some people don’t. We’re here for those that do.

Interesting idea, that future development might be (at least partially) focused on more playable factions.  That might provide some frontiers in playability over time.

RTWT.

STO: No retreat, no surrender

Why is every battle in Star Trek Online to the death?

That’s not quite true — there are (in my up-to-LT9 experience) a couple of canned cases where folks surrender (rescue the scientists from the Gorn ship, for example).  But 99% of the guys you encounter fight a Bitter Battle to the Death. Klingons, Gorn, Undine, Orions … they’re all totally into fighting until you blast them into a flaming hulk whose warp core shortly goes boom.

Why?

I think it would be interesting if at least some of the “Bad Guys” were willing to try and flee. Yeah, the Klingons are all about honor and that, but even there, “Only a fool fights in a burning house.” Some of these guys should be willing to wild-weasel their way out of combat, to live and fight another day. Even moreso Orion pirates, and Undine with added info about the Federation.

And, in some cases, people should be willing to surrender. And then the Feds have to decide whether they can afford to just leave the shattered hulk behind (to perhaps escape), send over a prize crew (reducing overall ship efficiency), or blow the bad guys to anti-matter flinders.

But every fight to the death (except when the Fed ship manages to break away)?  Not quite believable.

STO: Loot modes

Flagging this forum thread as having a good explanation (as it’s not tool-tipped) of the various looting modes.

Everyone can, in their Social options, set up their preferred Loot Mode, which controls how drops (candy, globes, chicklets) get handled during combat.  The actual control for what happens on the team, though, is with the team leader.

The options:

Here are the basics:

  • Round Robin – Everyone gets a turn at looting, whatever drops on their turn is what they get, then it’s the next person’s turn. [This is what Margie and I run on.]
  • Free for All – Everyone can loot everything, first come first serve.
  • Need or Greed – When an item is looted you decide whether you “need” the item, meaning you’re actually going to equip it and have a use for it, or “greed” the item, saying that you don’t need it but you’ll take it to sell if nobody else wants it. After everyone on the team has picked need or greed the following happens:
    • If one or more people have picked Need, they all roll random numbers and the highest roll gets the item.
    • If, and only if, nobody picks Need, all the Greed team members roll in the same manner to determine who gets it.
    • Rolling Need on an item you’re not planning on using is generally frowned upon.
  • Master Looter – The team leader loots everything and (in theory) distributes loot as he sees fit among the team.

The Loot Threshold is what level of item should have the above done to it.  I.e., if “Common” then every drop will be subject to the above.  If “Rare” then only rare items and above will be; all else will be Free for All.

Honestly, I’d love to see some added options/features:

  1. Autograb.  Breaking attention in battle to grab candy is irksome.  Circling back after combat is also  a pain.  If it’s mine, it should just go in my inventory, and I’ll look at it later.
  2. Lion’s Share.  Give the drop to the person who did the greater percentage of the damage, or tilt the die rolls above to that person.  It’s irksome as well when you’ve tackled a ship all on your own and the drop goes to someone else on the team (who, to be fair, was tackling something else without your help).  This would also impact folks who don’t engage in combat quite as vigorously.
  3. Smart Need-Greed.  Allow users to set options (I really am not interested in X) and/or do some smart examination of what the (for space combat) ships already have — if someone is missing a component (a Tac console), or only has something of a lower value or rarity, then they should get priority for the drop of that item.

If the Loot Threshold actually defaults to Free for All, I’d rather have that smartened, too — e.g., be able to choose Need/Greed, with stuff below the threshold going to Round Robin (it’s worth credits, even if not all that interesting).

Not surprisingly, this setup is much like CO’s (and many other games).  I still prefer CoX’s mechanic, where it’s personal and automatic.  Looting ships/debris is ghoulish, in some ways, not to mention time-wasteful.  But at least now having read the options, it gives me a better idea of what’s going on.

STO: More “death penalty” thoughts

Star Trek OnlineCraig Zinkievich was interviewed again, and raised an interesting point about a “death penalty” in Star Trek Online (Emphasis mine):

Why isn’t there much of a death penalty? There are a few suggestions around that could be introduced to stop players from carelessly throwing their ships into battles; Your Bridge Officers could be incapacitated for a minute or two after a defeat while they’re healed in sick bay or, after a number of deaths, you may have to return to a star base to get repaired before certain modules stop working.

We currently have a death penalty in-game. When you die, your crew comes back depleted and has to slowly build back up. This means your hull and other systems don’t repair as quickly as if they were at full capacity. And on the ground, you’re forced to retreat to a respawn point behind where you expired.

In terms of traditional death penalties, think about what a death penalty really is: It’s a time penalty. You died; therefore we’re putting you in time out for X amount of time. Or, you died, therefore we’re forcing you to spend X amount of money, which takes Y amount of time to earn. Why would you force people to stop having fun, and sacrifice their free time, just to disincentivize behavior in a videogame? I get that people want to feel a sense of risk when they’re fighting in battles, but if the only emotion you feel when you’re playing a game is fear that you’re going to lose some time due to an arbitrary gameplay mechanic, we’re probably not doing something right. It’s like asking why single-player games have quicksave options. But that said, we are looking into finding a meaningful way to give players a deeper sense of loss when something bad happens. But we want it to feel right, rather than just like an arbitrary penalty.

That actually makes a lot of sense.