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 …”

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.)

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.

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.

City of Macintoshes

CoX is going MacOS!

Today, October 30th, 2008, NCsoft announced a partnership with TransGaming, Inc. to bring the award-winning City of Heroes franchise to the Apple® Macintosh® computer platform for the company’s western territories. The Mac version will be available for public beta testing with the release of the game’s thirteenth free expansion, Issue 13: Power and Responsibility this fall. The official launch of the Macintosh version is planned to follow shortly thereafter via a special digital-only edition.

 

You can sign up for the Beta here.

Mac users will get some interesting bennies (which will eventually be available for purchase by other players):

Yes, just like the Good vs. Evil edition of the game, the Macintosh version will include some special in-game items, including:

  • Mission Teleporter Power – Players can save time and get right into the action by teleporting directly to their active mission.
  • Exclusive Valkyrie Costume set – Costume pieces include two varieties of wings, a cape, a skirt/kilt, pants, boots, shoulders, chest, gloves, belts, and helmet with multiple details.

These items will be available separately for purchase in early 2009 for customers who are not playing on a Mac. We’ll have further details of these exciting options, including screenshots, in the near future. 

 

Wow. I’d pay money for a Mission Teleporter. Especially if it bridges zones.

(via Margie)

Dev Tracker RSS feed busted

I’ve been using convenient RSS feeds at unseen.net for the CoX Dev Digest (RSS) and the Community Digest (RSS) that send items whenever a red name posts. Alas, they seem to have stopped working, so I have to go back to the old-fashioned method of (gasp!)looking at the actual pages. Bleah.

Hopefully the new forums will have some feature like this, or someone will develop it.

CoX – Don’t quit your Day Job!

Actually, quitting will start your day job. Current news on the Day Job feature coming in I13.

Day Jobs, a new feature for City of Heroes, rewards players even when they aren’t playing the game. It’s called offline character progression and while other games have done this before, City of Heroes takes it to a whole new level. Simply put, Day Jobs reward players with additional powers and benefits when they log back in. This also gives characters greater depth by allowing them to flesh out their identities and back-stories. Our goal was to create a robust system that benefits players now as much as possible while also allowing the system to grow with future content updates.

While I’ve seen other games provide slowed XP advancement (or credit toward same) while offline, this is the first game I’m aware of that adds additional powers and goodies through it, let alone based on location. 

The Day Job system allows players to log out from a specific location (like a hospital or vault) and when they return to play, after an extended log out period, they will gain a temporary power or some other benefit. All of the benefits granted from Day Jobs, other than badges and accolades (see below) are temporary or have a certain number of uses before they expire. However, each time a character logs out from the same area, the corresponding benefits are replenished. Most rewards take 10 days of logged out time to reach the maximum benefit.

Most of my characters tend to be logged out for 10 days at a time, at least, except for a few in current rotation. 

When characters are logged out from a designated location (consecutively or non-consecutively) for a total of 30 days they will earn a badge associated with the corresponding Day Job. This will result in additional benefits. Once a badge is earned, the rate at which characters accumulate benefits, and even the potency of them increase!

Again, 30 days doesn’t seem to be a problem for me. Though it does make me think I need to get my less active toons on and move them to a location I want.

Below is a list of most, but not all, of the Day Jobs available in Issue 13: Power and Responsibility:

Hero Day Jobs 

 Day Job Name 

 Log Out Location 

 Benefit 

 City Official

 City Hall (Atlas Park)

 Influence Bonus upon mission complete.

 Law Enforcer

 Police Stations

 Experience Bonus upon mission complete

 Commuter

 Train Stations

 Travel speed bonus.

 Shop Keeper

 Store Lobbies

 Enhancement drop on mission complete.

 Intern

 Portal Corp Lobbies

 Large Inspiration upon mission complete.

 Caregiver

 Hospital Lobbies

 Out of combat regeneration bonus.

 Professor

 Inside Universities

 Random tech salvage drop upon mission complete.

 Midnighter

 Inside the Midnighter’s Club

 Random arcane salvage drop upon mission complete.

 Banker

 Inside a Vault

 Influence Bonus upon mission complete.

 Clubber

 Pocket D

 Out of combat recovery bonus.

 Fashion Designer

 Tailor Lobbies

 Coupons that will grant a discount at the tailor.

 Mortician

 Graveyards

 XP Debt Protection

 

 

Villain Day Jobs 

 Day Job Name 

 Log Out Location 

 Benefit 

 Demagogue

 Arachnos Building (Marconeville, Port Oakes)

 Influence Bonus upon mission complete.

 Arachnos Agent

 Arachnos Bases and Arachnos Controlled areas.

 Experience Bonus upon mission complete

 Pilot

 Near Black Helicopters

 Travel speed bonus.

 Smuggler

 Ferry Docks

 Enhancement drop on mission complete.

 Crey Employee

 Crey Industries Building in Nerva Archipelago

 Large Inspiration upon mission complete.

 Pain Specialist

 Hospital Lobbies

 Out of combat regeneration bonus.

 Professor

 Inside Universities

 Random tech salvage drop upon mission complete.

 Midnighter

 Inside the Midnighter’s Club

 Random arcane salvage drop upon mission complete.

 Thief

 Inside a Vault

 Influence Bonus upon mission complete.

 Clubber

 Pocket D

 Out of combat recovery bonus.

 Fashion Designer

 Tailor Lobbies

 Coupons that will grant a discount at the tailor.

 Mortician

 Graveyards

 XP Debt Protection

 

Those all look fun. I note it doesn’t say what you get for hanging out at Wentworths …

An Accolade is obtained by earning two Day Job badges that work in conjunction with one another. In other words, earning multiple badges unlock Accolades. These Accolades will grant an even more enhanced set of powers and benefits. Additional ‘charges’ can also be earned for your Day Job Accolade powers by logging off from either of the areas associated with the two badges that unlocked the Accolade.

Okay, this is starting to sound like work (pun not intended).

Below is a list of some, but not all, of the Day Job Accolades available in Issue 13: Power and Responsibility:

 

Hero Day Job Accolades 

 Day Job Accolade 

 Day Job #1 

 Day Job #2 

 Benefit 

 Police Chief

 Law Enforcer

 City Official

 Baton Power: Melee Minor DMG (Smashing) For Stun.

 Security Chief

 Law Enforcer

 Banker

 Tear Gas: Ranged AoE Hold.

 Scientist

 Professor

 Intern

 Sleep Gas: Ranged AoE Sleep.

 Physician

 Professor

 Caregiver

 Ally Resurrect

 Alchemist

 Caregiver

 Midnighter

 Ally Heal

 

 

Villain Day Job Accolades 

 Day Job Accolade 

 Day Job #1 

 Day Job #2 

 Benefit 

 Web Weaver

 Arachnos Agent

 Demagogue

 Web Grenade: Ranged Foe Immobilize, \-Rech, \-Fly, \-Speed

 Black Ops

 Arachnos Agent

 Thief

 Smoke Grenade: Ranged AOE Foe \-Perception, \-To Hit

 Crey Scientist

 Pain Specialist

 Crey Employee

 Sleep Gas: Ranged AoE Sleep.

 Physician

 Professor

 Pain Specialist

 Ally Resurrect

 Alchemist

 Pain Specialist

 Midnighter

 Ally Heal

 

Note: These are only some of the available Accolades. When players obtain Day Job badges, they unlock information about which Day Jobs to collect next in order to earn the associated Accolade(s).

Okay, nothing terribly special there. Well, maybe an Ally Rez would be handy.

In addition to all of the Day Jobs, every character is “On Patrol” after they log out of the game. When players log back into Paragon City or the Rogue Isles they will gain 1 bar of double experience (when defeating enemies) for every 24 hours they are logged out. A player can earn up to 10 bars of double experience this way. Double experience is shown as a blue portion of your experience bar. One thing to note is that if a player has any experience debt, the debt will be removed first before any double experience is applied.

If your character has a number of bars of double experience that exceeds the number of experience bars you need to level up, then this double experience will carry over to the next security/threat level.

It wasn’t originally clear when first announced that this would be automatic for everyone. This is how a number of other MMOs do it, and it’s a nice feature.

 

When exploring both Paragon City and the Rogue Isles you will encounter several Day Job locations. You’ll know you’re in one when you see a power icon under your health bar that explains what Day Job you will work towards by logging off in that location.

Try visiting a hospital, where you will earn the Caregiver (Pain Specialist if you’re a villain) Day Job. You’ll notice a power icon that when moused over will state “Day Job: Caregiver.” Logging out from this location will earn you credit toward the Caregiver Day Job badge. When you log back in you’ll gain an out of combat regeneration bonus. Once you’ve logged out in the Hospital for a total of 30 days (consecutively or non-consecutively) or more you’ll earn the Caregiver badge and will receive an even more powerful regeneration bonus when you log out at this location from here on out.

Once you have earned the Caregiver badge you will find a hint for how to earn the Physician accolade by first earning the Professor badge. To earn the Professor Day Job badge, you will need to log out from the University for 30 (consecutive or non-consecutive) days. After an extended log out period, the Professor Day Job will grant you a random piece of tech salvage upon mission completion. This bonus will take 10 days of log out time to earn 2 hours worth of this bonus. However, once you earn the Professor badge you only need to be logged out 8 days to earn the 2 hour benefit instead of 10. 

Once you own both the Professor and Caregiver badges you will unlock the Physician Accolade. With this Accolade you will be able to earn ‘charges’ for a power that revives defeated allies by logging out from (and back in to) either a University or a Hospital. You will gain the Day Job benefits for both this Accolade and the Day Job benefit associated with the area. Nice benefits! 

The badges and even bonus powers aren’t all that special (not enough to always run back to the hospital to sign off, though that would be a fun IC/RP touch). But it’s still a fun new feature.

All in all, we’re really excited about this new feature for our game. By balancing your time in and out of the game, you’ll get unique rewards that you wouldn’t otherwise attain. When you are ready to log back in and kick some villain or hero butt… we’ll be there waiting for you, and you’ll still be powerful enough to do just that. And with the addition of our Day Job themed costume pieces you can even dress appropriately!

 

At one point, it sounded like the costume pieces only became unlocked once you had gotten the badges. Honestly, those might be of more interest than some of the powers, since you can never have enough non-spandex costume bits.

PvE power changes in I13

Quoth Castle (plus preface):

Preface: Issue 13: Power and Responsibility includes a whole host of development. Not only are there significant new features, but there is also ongoing development to the existing game. A big part of the game is the balance of all the Archetypes, their respective power sets and how they compare. Maintaining a level of equity between everything is a continual goal.

For what it’s worth, equity (or parity) is important, but not paramount. It’s a means to an end — having fun.

In this article, NCsoft NorCal Senior Designer Floyd “Castle” Grubb gives us the scoop on some proposed powers changes that will be in testing with Issue 13. Please keep in mind that there is still the entire testing and revision process to go through with these changes. The team is excited to see how these refinements stand up to player feedback, datamining, and the beta process.

Introduction

For Issue 13, we have a rather wide selection of PvE (Player vs. Environment) related powers changes. These changes focus on either Quality of Life concerns or on powers which were not quite in Balance with others. Below is a breakdown of what we are doing, with the aim to provide insight into the thought process behind it.

I’ll note that this seems to be a higher level of explanation than we’ve seen in the past. Hmmmm … I’m worried.

Energy Aura

Let’s start with Energy Aura for Brutes and Stalkers. Energy Aura has had a poor reputation from the start, and while it is “balanced” with the other protective powersets using the original metrics, it has been shown that those metrics did not take certain key factors into consideration – namely Regeneration and Healing effects. Energy Aura lacked any sort of mechanic which could increase the Health or Regeneration Rate of the character, and did it have any active method of restoring Health to the character using these powers. Additionally, the set had more protection holes than others. To address these issues, the following changes are being made:

– Energy Protection: This power gained a 1.25 scale Toxic damage resist attribute for Brutes and a 1.00 scale Toxic damage resist attribute for Stalkers. Energy Aura, being a typed defense set, had no protection against these types of attacks unless they were ‘packaged’ with a lethal attack of some sort.

– Energy Drain: Added a 2 scale self heal to each target affected by this power. Un-slotted, the player will recover 2% of their maximum HP per target affected. This can be enhanced to up to about 4% per target. This change was made to offer the power set some minor healing ability to increase their survivability but not offer an overwhelming heal.

I’m not sure that’s enough to answer the complaints about the power — but it can’t hurt.

Invulnerability

Invulnerability has a few issues, mainly stemming from lack of special resistances and “weak” power choices. Here are the changes that are being made:

– Unyielding: We removed the Defense Debuff from this power. While we still believe it fit thematically, the impact on low level characters was more severe than desired.

– Invincibility: Reduce per target Defense Buff to from scale 0.15 to scale 0.1. The overall result of this and the Unyielding change is, if you have the maximum number of targets in this powers radius, you have the same protection as from Issue 12, but if you have fewer targets, your net defense is higher.

– Resist Physical Damage: Added 25% Defense Debuff Resistance. Increased damage resistance scale from 0.75 to 1.00.

– Tough Hide: Added 25% Defense Debuff Resistance.

– Resist Energies: Added 25% Endurance Debuff Resistance. Increased damage resistance scale from 0.75 to 1.00.

– Resist Elements: Added 20% Movement Slow Resistance. Increased damage resistance scale from 0.75 to 1.00.

Huh. Those actually sound like nice positive tweaks.

Kheldians

Peacebringers and Warshades, as Archetypes, have an interesting history and reputation among players. It seems as if no one is neutral about them — they are either loved or hated. This isn’t much of a surprise; they were always meant to require more player decision making and compromise than the base Archetypes. However, certain technological restrictions combined with the “facts” of high level play ultimately proved that the Kheldians were even harder than originally expected. With Issue 12’s introduction of the Villain Epic Archetypes, we took some time to re-evaluate where the Kheldians were and what we wanted to do with them. Here is what we are planning:

– Cosmic Balance: This power now functions while shapeshifted — Dwarf and Nova forms gain the same benefits as human form.

– Dark Sustenance: This power now functions while shapeshifted — Dwarf and Nova forms gain the same benefits as human form.

– Gleaming Bolt, Glinting Eye, Gleaming Blast, Luminous Detonation, Shadow Bolt, Ebon Eye, Gravimetric Snare, Shadow Blast and Dark Matter Detonation: Increased base Range to 80′. This makes Human form Kheldians ranged capabilities more useful overall. The 80′ range meshes more evenly with other Ranged AT’s capabilities.

– Peacebringer AT Multipliers: increased Human form Melee Damage multiple to 0.85, increased Human form Range Damage multiple to 0.8 and increased Dwarf Form Melee Damage multiple to 1.0.

– Warshade AT Multipliers: increased Human form Melee Damage multiple to 0.85, increased Human form Range Damage multiple to 0.8 and increased Dwarf Form Melee Damage multiple to 1.0.

– Dwarf Form: You may now shift into Dwarf Form even while Held, Slept or Stunned.

I’ve never successfully done much with Kheldians, but this all sounds pretty helpful.

Toggle Powers

One important additional piece of development to mention, that is especially relevant to Kheldians and their toggle powers is: in Issue 13, Toggles are no longer shut off due to Hold, Sleep or Disorient effects. This is a major gameplay change, and it is not restricted to Kheldians, but instead applies to all non-offensive player toggles. As part of changes in Issue 13, when a player is affected by a hold, sleep or stun, any toggle power they are running will continue and will still draw endurance from the character. However, some or all of its effects may be suppressed until such time as the hold, sleep or stun is removed. For example, if you are held while in Black Dwarf form, all of your Damage Resistance values, your recovery bonus and knockback protection are suppressed, while your hold, stun, sleep, immobilize and confuse protections remain in effect. Monitoring your stats with the “Real Numbers” tool is a good way to check which aspects of a toggle are suppressed and which are not.

Huh. That’s net a nice QoL advantage. Sure, endurance loss and some suppression, but no constantly having to re-up your toggles after you’re mezzed? Priceless!

Note that Castle also noted that “If the toggle affects anyone but the caster, it does not get the protection. This is one of the key things I’ll be watching on the training room — I know there are rough spots in it, and want to iron those out before Live.” But he also notes “Toggles that affect self and allies (ie: Leadership, Dispersion Bubble) gain the same protection.”

And also: “If the Hold doesn’t overcome the Fly attribute, you will simply take a nap in mid air.”

War Mace

An ongoing project over the last several issues has been bringing War Mace up to performance par with other powersets. The last set of changes got us close, but still not to where we want to be. Here are the changes:

– Clobber: Reduced Recharge Time to 16 seconds and alter damage scale and endurance costs to match using the standard formula. This means it it now a pretty hard hitting attack, with a damage scale of 2.29 and a base endurance cost of 15.18. Since this is now classified as a Damage power rather than a control power, the base duration of the Stun effect was reduced from scale 10 to scale 5.

– Shatter: Reduced Max Targets Hit from 10 to 5.

– Crowd Control: Increased Max Targets Hit from 5 to 10.

Margie can speak better to this, having run Hildy up to 50. It sounds good.

Misc

There are numerous smaller changes going into Issue 13. While you all will get to see the final product in what makes it into the patch notes, there are a few other changes I want to let you know about.

– Fiery Aura Temperature Protection: Now provides 20% movement reduction protection.

– Dark Melee Midnight Grasp: This power has been rebalanced to provide the majority of it’s damage as a front loaded sum (scale 2.21), followed by a shorter, small damage DOT. Overall damage has increased, as has the amount of damage done on a ‘Critical.’

One of Amorpha’s favorite powers. Sounds more favorite now.

– Energy Melee Barrage: We increased the effectiveness of this power by increasing Damage per Activation. We increased Recharge time from 2 seconds to 6 seconds and change the damage and endurance costs accordingly. The smashing component of the damage is now 2 hits of scale 0.5 damage, and the energy portion is now 2 hits of scale 0.16 damage for a combined scale 1.32 damage.

I’ve used this on a couple of characters, like Eliza Dee.  More damage is good, of course. 

These are the highlights, and there are several other changes which are still in a state of flux (stalkers Claws, for instance.) I hope you all like the changes. We are really looking forward for this all to hit the Training Room so you folks can bang on them and tell us how the changes feel! Your feedback is critical for these and other changes that we make to the game.

So … not much nerfy here in the way of powers changes.

I13 – Epic Power Pools

Another I13 interview, this one at Ten Ton Hammer. Most is stuff recapped before, but a few items stood out.

Ten Ton Hammer: Can you talk about the power rebalancing at all? How are you balancing you PvP and PvE powers? 

Matt: One of the things when we started the studio was to make hires in the “Powers” department. Not only do we have more people to work on the powers, but we can also now take a fine-toothed comb to the power system and get some data mining and cold hard facts on the powers and how they’re being used.

To start, we rebalanced the Patron powers and the Epic powers that villains and heroes get so they’re more in line with each other. We looked at what players were picking more often and changed some powers completely and pruned some powers.

In addition, we wanted to make sure PvP remained fun. We were getting into a situation with the games because PvP was getting less and less fun because of how some powers interacted with players. Back then, we couldn’t adjust the powers without having an adjustment made in PvE as well. Basically, we got more people, had more code time, and created a new technology system so that when you’re in a PvP zone some powers act very differently than what they do in PvE. Hopefully this will bring a more balanced PvP game to the CoX franchise and allow new players to find this enjoyable. 

 

Which makes it sound like the Epic Pool Powers are going to get a bit of love. Which is good, because there are a lot of characters I’ve mapped out where they were pretty much unnecessary, or fairly trivial adds to the build.

In online threads, Castle notes that the precise changes won’t be announced until Beta.

 

Still more I13 stuff

The Massively Interview with Posi: Brian Clayton and Matt Miller on Power and Responsibility in City of Heroes – Massively 

(I’m not duplicating stuff I’ve already covered in detail in the previous couple of posts.)

The Merit System

Massively: The Merit System rewards were previously announced for Issue 13, and you’re still going to be pushing forward with that. We wanted to ask you about the Hamidon, and whether that’s been given a large merit reward? Also, whether players will be getting merits for doing Ouroboros flashback arc missions?

Matt Miller: Players will be getting merits for doing Ouroboros flashback stuff, as well as for story arcs – any story arc in the game that they complete. As for the Hamidon, yes, they have a choice between getting a Hamidon enhancement or getting the Merit reward. I don’t know how many Merits that is, but I will say that all the Merit reward values are based on the datamines we did on basically how quickly players typically did these things. So it really became a ‘time versus reward’ mechanism. So the really fast stuff gets a small amount of rewards, whereas the really long stuff gets a larger amount of rewards.

Massively: What kind of things are players going to be able to spend their Merits on?

Matt Miller: Basically, the cool stuff that they’re striving to attain by repeating these missions over and over again, like Invention recipes, the harder-to-get Enhancements, things like that.

 

My thought? Meh. I mean, actually this is a plus and an encouragement to do arcs (vs police band missions), but anything that adds additional complexity to the marketplace in CoX is not a step in the right directoin.

Day Jobs and Costumes

Massively: For Day Jobs, what kind of costumes are we going to be seeing when that system goes into the game with Issue 13?

Matt Miller: So we’ve had Jay working on a lot of civilian clothing for this feature. He’s done a myriad of different suits, from single-breasted, double-breasted, two, three and four-button, bolo ties, normal ties, bow ties, pinstripe – you know, striped suits, like many different varieties of that… sweaters, sweater vests, and then the police uniforms. We’ve got a ton of different police uniforms. We’re even including a really cool police belt, with all the accoutrements on that. I can see a lot of players just grabbing that and putting it on their tech characters and gadget characters, just because it looks so cool.

 

Actually, the best thing about this is that it opens up more civilian costumes — something that CoX has lagged at. A surprising number of my alts aren’t elaborately dressed power armor sorts, but just like t hang out in normal clothing. And, heck, Psi-clone could use a few new suits in his closet …

The Leveling Pact

[…]
Matt Miller: It’s definitely one of those features that came to us based on a lot of feedback we had from our players, and especially our friends who are playing the game. They came to us and said ‘You know, I like playing the game, and I like the sidekicking system, but I’m getting to a point where my friends are so far outleveling me that they don’t want to exemplar down and do my stuff because they’ve already done it before. Is there any way that we can stay more in synch?’

So we had this idea for the Leveling Pact: essentially splitting each character’s XP gain directly in half and just distributing it across two characters whether they’re offline or online. And we said: ‘You know what? There’s a system here. This is a workable system. This is really innovative, and this is taking a new step in sidekicking, making sure that you and your friend are always able to play the game together, and will always be the same level.’

Massively: So basically the main character’s XP gain is halved, and the other part is given to the buddy?

Matt Miller: Yeah, basically both characters when they earn XP, they go through all the calculations for earning XP – how much they’re supposed to get, based on their team size, what they defeated – every calculation possible in the game, and at the very end it’s divided in two and each person in the pact gets their share.

Massively: So the obvious question there, and Brian, this might be more to you, is from a business standpoint, this seems like it might be a dangerous ground to walk for powerleveling services. Because there’s some obvious ways that this could be taken advantage of by those kinds of guys. Is that a concern for the company?

Brian Clayton: Sure. I mean, it’s absolutely a concern. It’s a concern that we deal with today, without the system. Really, what we’re trying to do is build opportunities for our players to play the games in the way they want to. We’ll continue to enforce our policies, and do everything we can to mitigate powerleveling services and things like that. But more importantly, this is a feature that our customers have been asking for, and it’s a feature that we want to provide them with. Arguably, you could say we’re making it easier for some of these powerleveling services, but at the same time we’re probably improving the grouping experience for a substantial amount of our customers.

Matt Miller: There’s actually less incentive now to use a powerleveling service, because now instead of paying someone to powerlevel my guy, I can actually have my friend play… and I’m not giving up my play time to some other service. I actually get to play whenever I want to on my character. And my friend gets to play whenever he wants to on his character, and we’re both leveling at the same rate.

 

I continue to think this is awesome. And the PLing service? Yeah, I suppose — though it’s going to take a PLing service twice as long to LP me up to whatever than it would for them to simply take over my character for the week.

Alternate Builds

Massively:There’s a ton of new features that you guys are putting in here to go along with the leveling pact and to make up for Architect being moved over a little bit. Can you talk about multi-builds a little bit? Is there going to be a minimum level after which the feature’s going to become available?

Matt Miller: Yeah, I believe it’s level 10. We’re going to be experimenting with it in Closed Beta and seeing where’s a good point to introduce this concept. Because it is a fairly complex concept and we don’t want the new players to have to deal with it right away, at level 1! It’s around 10 or 15, when you pretty much know how your character’s playing, and an alternate build would probably be of actual benefit to you.

Basically, what it is is you get to create a new character, the same level and archetype and powersets as your other character, and you can switch between them. You get a respec that doesn’t actually change your main set of powers, but you level up that character, you pick where the slots go, you pick what powers you want, you slot those with Enhancements, and that’s your alternate build.

Massively: So basically you create the character, and he has the archetype and he has the power selections that he has when you make the character, but then you can switch what powers you have selected over the course of your career at a specific NPC, right?

Matt Miller: Yep!

 

I don’t see using this much, but I think the implications for PvP/PvE builds is massive.

Base Changes

[…]
Matt Miller: One of the first things coming for base changes is going to be in Issue 13, and that is a repricing for a lot of things that supergroups can purchase for their bases. We’re lowering a lot of the Prestige costs on not only rooms and base plot sizes, but for items as well, to make them more affordable. We have a lot of datamining now. We know exactly what plot sizes and rooms supergroups can afford. And so we’re going through and we’re making sure that more supergroups can afford those cooler rooms and those cooler base items, and things like that.

And in addition, one of the things we’re doing is we’re getting rid of the Base Salvage out of the game, because a lot of the players were getting confused with the Invention Salvage, since they both get the same kind of message. Players get excited when they get Invention Salvage, and then they get disappointed when they find out it was only Base Salvage, especially if they don’t have a supergroup or their supergroup doesn’t really need the Base Salvage any more. So what we’re going to do is we’re going to get rid of the Base Salvage, and just make everything that’s currently craftable in the bases from salvage, craftable through that Invention Salvage as well.

 

I would also expect this would raise the price of Invention Salvage, since it’s now used for both. But, ultimately, it simplifies the marketplace, which is a good thing.

In other info in the article: more Midnight Club / Cimaroa content in I13, big story arc bits in I15, and more research ongoing into “switching sides” but no announced issue. 
 

More I13 stuff

Another official page:


 

Day Jobs (Offline Character Progression)

Scholar? Caregiver? City Official? Now when players log out of City of Heroes / Villains they’re just getting started! A character’s day job is determined by the actual in-game location from which he or she logs out. If players log out from a University their day job is considered to be a Scholar. If they log out from City Hall they’re a City Official. The benefits are thematically appropriate to the location. For example, a City Official earns extra Influence, a Scholar is granted Salvage, a Caregiver is granted Health Regeneration Buffs, etc.

Once characters have accumulated the required amount of time for each Day Job, they are rewarded with the appropriate Day Job Badge and Title, increasing their “earnings” for that job. Multiple Badges can be combined to unlock Accolades and the ability to accumulate additional new rewards. Almost every location within Paragon City and the Rogue Isles has an associated Day Job, resulting in a wide selection of jobs and rewards!

Dave says: Cool. Yeah, I can imagine folks being unhappy over the non-RP nature of it. Whatever. I think it’s good. 

Multiple Builds

Another character customization option and City of Heroes innovation, Issue 13 delivers the ability to have two different build-outs for each character, including which powers are selected and which Enhancements are slotted. With this feature it will now be possible for all characters to diversify their game experience by visiting any Trainer and switching the entire build of their character to an alternate one. You can use this separate build for whatever you like. If you wish to use different power selections for soloing and groups, you can do that. This even makes it possible to have different IO sets slotted for PVP and PVE. This new system gives characters the added depth and flexibility to tackle any challenge!

Dave says: Excellent idea.  

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.
  • 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.

Dave says: Pain isn’t someting I’m likely to do; Shields is okay, and I’ll probably try something with it, but it’s not something I’m wildly excited about. 

Leveling Pact

A new innovation to MMOs, this system allows you and a friend to create new characters and have your XP be permanently in sync, whether both characters are online or not. You will always be the same level, even if your friend plays ten times more often than you do! It’s sort of like “Extreme Sidekicking.”

Dave says: Excellent idea. 

The Merit Rewards System

A new game system that allows players to earn tokens by completing Trials, Task Forces, Strike Forces, Raids, 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.

Dave says: Not sure we need another currency / thing to collect. Whatever. 

Villain Patron Power Respec

Villains level 40 and above can respec (re-select) their Patron Powers, offering the same flexibility that heroes are afforded with Ancillary Powers.

Dave says: N/A. 

Supergroup Base Repricing

Base Salvage is being replaced with Invention Salvage and all Base room and item prices are being adjusted to more accessible levels. Remaining base salvage can be traded in for invention salvage, or can continue to be stored in base and personal storage.

Dave says: Simplifying the salvage system can only be a good thing. Making base costs more “accessible” is also a good thing. 

PvE and PvP Powers Rebalancing

More details to come shortly, directly from Powers Designer Floyd “Castle” Grubb.

Dave says: Yay. 

New Cimerora Missions

New Hero and Villain story arcs expand upon the history and lore, and delve into the players and politics of Cimerora.

Dave says: I’ll confess that the Cimerora stuff doesn’t wow me.  

Other features

New Invention Origin Sets, new Costume Sets, Zone Refinements, and more!

Dave says: I have new and other feelings about this, too. 

CoX – I13 and I14 announced

Official NCSoft news from Positron. It seems that too many folks complained (unjustly, IMO, but …) about not being able to create custom villains/allies in the announced Mission Architect system. So they’re going to add that in — but push back the whole system to I14, in 2009Q1. In the meantime, we get I13 going into beta Real Soon Now with all sorts of keenness:

Issue 13: Power and Responsibility
Issue 13: Power and Responsibility will contain the bulk of features we’ve announced previously, including:
 

  • Shield and Pain Domination powersets
  • Merit Reward system
  • Day Jobs (that include a suite of new costume pieces)
  • Additional Cimerora and Midnight Squad mission arcs

In addition, we have some other new exciting features to reveal that will be included in Issue 13: Power and Responsibility. These include:

  • Leveling Pact
  • Multi-Builds
  • PvE & PvP Powers rebalancing
  • Villain Patron Power Respec
  • Supergroup Base Repricing

Which looks like a fine set of stuff for a new Issue. But its some of the prevoiusly-unannounced bits that have me seriously jonesing:

The Leveling Pact: A new innovation to MMOs, this groundbreaking system allows you and a buddy to create new characters and have your XP be permanently in sync, whether both characters are online or not. You will always be the same level, even if your buddy plays ten times more often than you do! It’s sort of like “Extreme Sidekicking.”

This makes me very excited. As a committed duo-er, there are a lot of ways this could be incredibly fun. Heck, depending on how it’s implemented, I could see being in a “committed duo” with some of my solo characters, without having to worry about leaving my partner behind.

Multi-Builds: Another innovation to City of Heroes, we are delivering the ability to have two different build-outs of each character, including which powers are selected and which Enhancements are slotted. This will now be possible for characters who want to take advantage of it. By visiting any Trainer you can switch the entire build of your character to an alternate one. You can use this separate build for whatever you like. If you wish to use different power selections for soloing and groups, you can do that. This even makes it possible to have different IO sets slotted for PVP and PVE. It’s up to you.

This is another amazingly powerful ability. It flattens the whole “PvE vs PvP” build gap (not something I’ve ever worried about, but something I’ve found annoying to read of). It also has some interesting RP capabilities. And, better yet, it lets you test a character build without having to spend time on the Test server. Excellent!

PvE and PvP Powers Rebalancing: Floyd “Castle” Grubb and the powers designers have been hard at work in finding ways to strike a better balance between the many powers in the game. The scope of what they are doing is too broad to go into details here, but we’re very excited and we’ll share more information soon. Suffice it to say that we know that you don’t want your PvE powers adjusted because of how they play in PvP, so we’re taking a new tact in power balancing with Issue 13.

Welcome news, since the consensus is that most PvE nerfs are due to PvP abuses (and some in the other direction, too). Clearly this is a result of the Multi-Builds thing.

(Note to Posi — it’s “taking a new tack,” not “new tact.”)

Summary
Issue 13 was so big we had to turn it into two releases, Issue 13: Power and Responsibility and Issue 14: Architect. Issue 13 will be going into beta soon and launching this Fall. It will include most of the previously announced features of Issue 13, and then some. Issue 14: Architect will include the full-featured Mission Architect and is scheduled to launch to the live servers in Q1, 2009. I am really looking forward to getting Issue 13 into your hands as soon as possible, and starting off a kick-ass 2009 with the release of Mission Architect.

Very cool. I look forward to hearing more details.