Golder archers

Based on this forum post from a dev about the “Surviving Eight,” we learn more about archery:

Due to the upcoming Power Sets Manticore is actually a Trick Arrow, Archery Defender.
Hmmmm. Given that most Blaster primaries are available as Blaster secondaries, that implies that Archery will be a Blaster primary. That lets us have both “I pierce/punch/explode/attack you” arrows and “I use my net/screamer/glue arrow” types of powers, which is a nice way of splitting it up in classic comic terms.
I like. Not planning on getting one, but I like.

Powers to come …

So Issue 5 (already under discussion, since Issue 4 is just in “let’s try to get the frickin’ bugs out so we can release it” mode) will include (ta-daaaah) new power sets.
Statesman has (from what I read) indicated that power sets to come include bows, sonics, brawling, pistols, staves, shields and magnetism.
Oooooooh. Fun stuff.

Synapse Task Force

Since it looks like this is in the hopper, here’s some info I’ve started collecting:

Key points:

  1. 4-8 heroes, starting in Skyway.
  2. Level 15-21. Cannot SK up into the range, but can SK within the range. Exemplaring down is possible, but may cause problems if the anchor gets discoed.
  3. 2½ to 6 hour time frame.
  4. SO reward at the end if you have space (+1 SO randomly to someone n the group) (and possibly another fighting Babbage just before that).
  5. Lots of Clockworks, so watch that Endurance drain and Energy Resistance.

It’s the journey that is important, right?

Nice post (if, as the discussion points out, a bit flawed here and there) on travel powers and their relative speeds and slotting.
I currently have two heroes (Velvet, Torchielle) with Super Jump, and one (Psi-clone) with Fly. And Margie’ P-Siren has Teleport.
My observations …
Super Jump:
Speed: A
Control: C
Safety: C
Fun: B
Summary: Good fun and great speed, but you run the risk of touching the ground on a regular basis (and possibly getting Mezzed or shot), and you inevitably find yourself bouncing down right behind some freakin’ wall.
Fly
Speed: B
Control: B
Safety: A
Fun: A
Summary: It won’t get you there as fast, but it will get you there in style. And you can (with some up-front messing about with keybinds and the like) control your path and speed with precision. Safety is very high, at least at low levels (though you can draw agro as you come in for a landing, ahem, and you need to watch for rooftop nasties). But, damn, it’s flying, and who can beat that?
Teleport
Speed: A
Control: B
Safety: D
Fun: B
Summary: With practice (a good caveat) you can really move quickly, and accurately. But anything that lets you easily fall great heights isn’t very safe.
Honeygun’s Sprint+Swift power is almost travel-worthy (DADC), and she’ll be getting Super-Speed next up, so I’ll let you know how that goes.

Balance

Statesman speaks out about the balance goals of City of Heroes, in terms of what sort of opponents should be solo-able, and where the devs think the current state of the game needs to be changed. Much interesting conversation (if not necessarily anything that seems to be changing Statesman’s mind) ensues.
Meanwhile, some changes on tap for Issue 5:

1) Instead of the first five levels being debt free, the first TEN levels will be debt free.

2) XP debt will be halved on mission maps (that includes outdoor mission maps, too).
#2 should encourage mission play, vs. street sweeping (which goal is near and dear to the devs’ hearts). #1, though, only delays the Ceremonial First Major Debt Face-Plant to moments after dinging Level 11 instead of moments after dinging Level 6 …

Lessons Learned in the Cavern of Transcendence Trial

(Below be spoilers, me hearties …)
We ran through the Cavern of Transcendence Trial a couple of times last night, with two different teams. Here were some resources we checked out first (though I didn’t read the CoH Forum info):

The following are some lessons learned we took from the trial efforts (one of which was successful, the other of which wasn’t). Hopefully they’ll be helpful to others. A lot of these apply to Task Forces in general, too …
(UPDATE: After the third try, we learned a couple of new things, identified as “NEW” below …)

Continue reading “Lessons Learned in the Cavern of Transcendence Trial”

Naming of names

Cuppajo has passed on a fine resource for naming your hero: The Phrontistery, a collection of great and often obsolete words. Just on one page, I found some great names whose meanings would make for fine hero names:
Gablock, Gadarine, Galanty, Galeate, Galliard …
Hey, it’s gotta be better than dYYN0m8te! or something like that, and a lot less likely to be taken than Captain Thunder.

HeroStats

HeroStats is a fine little CoH utility (open source and free) that sits in the background and monitors what’s going on in your CoH session. It collects statistics on what you do that you can review later, and provides some real-time monitoring that’s quite useful
The Good

  1. It will monitor the buffs that have been done to you (and the ones you do on others?) with a timer, showing when they will be coming down. The utility is worth it just for this and the next feature. Very useful to give your bubbler a warning, for example, or to know when your Dull Pain is going to drop.
  2. It notes recharge time on powers, and lets you know (without interpolating from the power tray) how long until each power comes back.
  3. It tracks the type of damage done to you. You can see this in realtime (which may tell you about buffs/defenses you need to put up), and you can analyze it later (“I’m taking mostly X damage on the missions I run, so I should slot up …”).
  4. It tracks how far you are to levelling, and, based on the XP you’re getting per minute or hour, about how long that’s going to be. Good for deciding if you want to go on one more mish before you call it a night.
  5. The statistics it collects lets you see what the damage is you’re doing with each attack, and what your TH success rate is. That, in turn, may influence further powers, inspirations, enhancement slotting, etc.

The Bad

  1. The system doesn’t automatically track and segregate stats by alt, so you have to do some file management, file merging, etc., yourself as you shift between toons.
  2. The quantity of stats it collecs gets very big. If you have to merge in a file from a day or two of gaming, it can take a looooong time (and impact performance horribly while it does so).
  3. The numbers collected for statistical purposes are not always easy to interpret — and the documentation (on the system website) is pretty sketchy.
  4. Some folks find the concept of number-tracking to be offputting, or at least detrimental to gameplay. Knowing that they are 637 XP from levelling, or approximately 0:45 at the current rate, takes them out of the “magic.”
  5. Hey, look — one more thing to clutter your screen!

The Ugly

  1. The system works (in-game) by keeping a window up over the CoH window. this leads to a variety of problems (if you are running CoH in full-screen mode):
    • Framerate hit.
    • Can obscure other windows (especially when you manage enhancements).
    • If you go to move it or touch it in any way, it drops the mouse out of the game and brings Windows to the foreground.
  2. It has some glitches to it, and doesn’t always reliably start tracking stuff. I’ve had to stop, close the ap, and restart it to get it working again.

Overall, it’s definitely worth it for the buff/recharge tracker, secondarily for the stat analysis of hits/damage and the XP/time to level. The latter would not keep me using it, but the former definitely will.

More on XP/Range changes

Latest I found from Statesman. Some minor changes from previous posts (numbering mine):

Based on data from the Training Room and feedback on the forums, we will be making the following changes to how XP, Influence and other drops are divided:

[1] If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP. If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when it

More Issue 4 details

Lengthy list of changes the devs are reporting in Issue 4 — lots of Arena details, lots of power, enhancement, and AT changes. The Resolve vs Break Free Inspirations have been combined, lots more chance for blaster powers of all sorts to knock down toggles, other spiffy things.
Interesting new “click to move” optional setting (default off, but with an optional shift-key to turn it on while depressed): click on something to move to it; double-click to move and interact with it.
And lots of comments about (a) how their hero is going to kick butt, (b) how their hero is now useless, (c) how they need to majorly respecc their hero but have no idea exactly how, and (d) how spiffy it all is.

More Issue 4 features

A report from someone playing with Issue 4 features on the Test server. Some interesting stuff, including this bit:

New Team Search features. Now when you search for teams or what to be on the list you have options. For those who want to be on seek team you can designate what you are looking to do (e.i. TF, Trial, Missions, Street Sweep, or whatever). You can also add some comment about yourself. You could list that you are an emp healer or reliable teammate. If you are looking for a team member you can search by the criteria of what you are doing and then search away.
Not that a lot of the more annoying people make good use of the search feature anyway, but it’s nice to have that intelligence built in. I hope you can specify an “any” or multiple optoins of what you’re looking for.
It’s also nice to be able to specify (or search for) more specific info. Nothing like getting a Defender to heal the group, only to find out that they don’t actually heal, just debuff or bubble (or vice-versa) …
Looking forward to it.

Ask Statesman

The latest issue of the “Ask Statesman” news is out.
Biggest (or at least most locally-questioned) bit is:

Once the body slider/face slider changes go live with issue 4, will we be able to change our body/face at Icon or will our current characters be ‘locked in’ to our existing body?

You’ll be able to change your avatars at Icon.
Mildly disappointing (that we have to go to Icon to do it, with, presumably, the associated costs), but not surprising. Actually, if Icon allows changes in body type as well, that’s probably better than I suspected we were going to get.
There’s also this:

What do you think are the most important lessons you’ve learned from City of Heroes, and how are you applying them to City of Villains?

First, make every zone dynamic. In other words, make them come alive. We accomplished this quite well with Striga; that zone provides a new standard for us. Secondly, communicate the story better. We?ll have some new technology in City of Villains that will allow players to see the plotlines in a cool new way. Thirdly, give players what they want. We have a much better understanding of what makes Archetypes and powers cool. Lastly, make missions feel unique. One of the earliest criticisms was that our missions were repetitive. Now we’ve got over a year?s worth of new tech and art to use as we write the City of Villains missions from scratch.
Actually, it sounds like some CoV lessons might make their way back to CoH.
Which raises an interesting question (to me, anyway): will CoV make the gameplay better on CoH? In terms of (more specifically) folks who are “I like CoH because I like to smash things and run around in an undisciplined fashion and cause chaos” more likely to migrate to CoV? Just a thought. Granted, there are other reasons to go to CoV, too, both for the tech changes listed above, and as a different sort of play style and RP possibility. But I have this gut feel as well (or maybe just prejudice) that some of the less desirable (to me) sorts in CoH might shift over to CoV because … well … I don’t want to call them “evil” or “villains,” but … well … because they’re anti-social undesirables.
Just a thought.

Fashion design

Pretty new costume bits are being previewed here. Nice, particularly (for folks who like the “civilian” look) the jacket (will we get back logos, too?). The question, of course, is whether we’ll be able to respec costumes with the new features or not (I suspect not, just logistically), but it’s good stuff nonetheless.

You say you want a resolution?

The backlight on my notebook went out yesterday (again), and so I had to find a spare monitor from a vacant cube and plug it in at work.
All was fine until I got home. We have a couple of old 14″ monitors upstairs, and I brought one in and plugged it into the notebook as I started it up.
Nada. Well, the “signal” light on the monitor turned green, but it wasn’t —
— oh. Resolution. Frelling thing doesn’t take the high-res squinty settings I usually keep my desktop at (sure, it makes stuff harder to see, but it makes so much stuff hard to see!).
Of course, it’s hard to boot up a machine and change the resolution — when you have no screen to see by (unless you know the keystrokes for Safe Mode by heart). Fortunately, the actual LCD isn’t dead, just the backlighting. So if I shine a flashlight straight at the dark screen, I can just see the windows and so forth (akin to using a match to light up a crowded room, in the dark, full of smoke). Doing that, I was able to go into Display Preferences and turn the res down to 1024×768.
I didn’t even think that it would be a problem in CoH. Ha. Yes. Yes, it was. And it was a real pain trying to get back to the “Windows” mode of visibility once I went into CoH and was confronted with another blank screen. Hrm.
There may be a way to manually tweak the resolution down outside of CoH, or pass along a command-line string to the program, but I couldn’t find it. What I did find was a program called TweakCOH, which gives you a nice windows interface to the Options screen outside of the program. With that, it was a piece of cake to lower the CoH res to 1024×768.
Which sucks as a res, given the real estate taken up by various subwindows in CoH (which I’m now used to having up), but it’s better than (literally) nothing.
I recommend TweakCOH as a standard download for any CoH user. It doesn’t do a lot, but what it does it does well, and there’s nothing else obvious to do it with.

Experience, teams, and thou

From the most recent Statesman interview (formatting and [annotations] by me), some good basic info on experience and teams and SKs and Exemplars:


Question: Could you give a complete overview of how experience is awarded when in a team? How does the level of the team members affect the xp earned and how it is split between players? What effect does Sidekicking or Exemplaring have? Is there a group bonus, and does it change based on the size of the group? (Apparently much of this has been explained in dev posts on the US boards, but as these are no longer available, new European players like me would really appreciate the info.)
Answer:
On the top level, XP is divided by damage done. If two heroes both attack and defeat a single mob, each hero is given XP proportionate to the amount of damage received by the mob.
Within a team-up, XP is divided equally among each member, but levels are taken into account. So if a 35th level Blaster teams up with a 32nd level Tanker, the 35th level Blaster would receive proportionately more XP (on the assumption that the higher level character contributed more to the conflict).
When two or more different groups of heroes attack the same mob, the damage of each group is added up and used to divide the mob’s XP.
For every person in a team up, there is an XP boost. The experience points of each mob are multiplied by a value before being divided among the team members. Currently, the XP boost values are this:
Team Size – XP multiplier
2 – x1.25
3 – x1.5
4 – x1.8
5 – x2
6 – x2.1
7 – x2.2
8 – x2.5
[So team-ups divide the experience from a mob, though there’s a slight compensating multiplier shown above and certain tiers of team size will increase the overall numbers of mobs, and, thus, aggregate XP. Still, the truism that the smaller the group the better the XP, dying-horribly-and-taking-debt aside, is true.]
Sidekicking allows players to play at a level higher than their actual Security Level. While Sidekicked, a hero is considered to be at this higher level for XP division. But the hero receives XP depending upon the relatively levels of the mobs he faces. Example: my 15th level Scrapper is sidekicked to a 28th level Controller. For purposes of combat, my Scrapper is now 27th level. If I went out and fought 29th level minions, their XP would be calculated as if they were 17th level minions.
[Thus, the SK doesn’t get XP as though defeating folks 14 levels higher, just 2 levels higher.]
One thing to keep in mind is that as a sidekick, a hero is counted as a full high-level hero when doling out rewards even though he doesn’t have as many powers as a natural hero would. So the risk for the mentor (and teammates) is slightly higher but they get the same reward. If you are within 3-5 levels of your buddy you might want to think about being a regular teammate and not a sidekick: the rewards might be better. This will depend on the villains you are fighting, your aversion to risk, and the composition of your team.
While Exemplaring, a hero receives XP in a similar way. The hero’s actual level is brought down to that of the Aspirant. The Exemplar takes XP from mobs depending the relation of the Exemplar level and the mob level. Example: A 45th level Defender is Exemplarred down to 29th level. He fights a 30th level Minion. The Defender earns XP as though it were a 46th level minion. However, an Exemplar does not gain XP; anything earned is applied exclusively to XP debt.
(via CoH LJ)

The sound of silence

I never … I mean never … get any useful info from the Broadcast channel. Local, Team, Tell, Friends, Supergroup … all of those are useful. But all Broadcast seems to be good for is “Sumbody PL Lvl 10 Blster to 20 plz? 50K infl!” sorts of things.
I ran across across a reference in passing to turning the Broadcast channel off, but I can’t actually find a command for doing it (and, for obvious reasons, don’t want to do a “/broadcast off” or “/broadcast 0” without knowing that’s the actual command). The one additional reference I found said it was “incredibly simple,” so they didn’t mention it.
Okay, call me incredibly simple, too, but … any clues?
It’s not that I find the Broadcast channel offensive or irksome in and of itself, but any of the useful (usually Local or Friend or Tell) messages in the default window end up scrolling off too fast because of the idle chatter.

Issue 4 Video

To my eye, the biggest challenge to the planned Player-vs-Player CoH Arena is actually being able to see what the heck is going on. Think it’s difficult with a group of Invisible Heroes with Bubbles and various glowing Auras in a Shadowy Setting? Try it with two groups, with various power FX going off around you …
I honestly don’t have much interest in the PvP stuff, at least as a loner. I prefer coop play, myself. Though, to that end, if a group I knew was going in on something, I might be willing to lend a hand. We’ll have to see.
(via Doyce)

Global Chat

Margie and I have both signed up for the Global Chat (beta) on CoH, with the following handles:

Me: @Three-Star Dave
Margie: @Kazima

When signed into Global Chat (“/chatbeta 1” in each login session), you can set up a list of friends by their player “handles” (always starting with a “@”). If one of those friends is online, the global friends list will show what character they are playing (incl. archetype, level, team size) and where (map). Spiffy — no need to maintain a humongous alt list for each friend.
The official instructions for Global Chat can be found here. See you in Paragon!