CoH: Issue 21 preview

Overview for I21 “Convergence” is up. Key take-aways:

  • First Ward is a new zone, Praetorian (open to F2Pers to visit, but no missions), a city area that was supposedly abandoned to Devouring Earth, but now used by Emperor Cole for testing things that go boom. It’s also full of Hamidon magic and a new Giant Monster.
  • Incarnate Trial in Praetoria, fighting Devouring Earth under the city.  (Does that mean we have some sort of content for Praetoria between 20 and 50? Is that what First Ward is for?)
  • Time Manipulation is a new Defender Primary and Controller/Corrupter/Mastermind Secondary.  No details. “Channel potent temporal energies to alter the very forces of time to help your allies or devastate your foes.”
  • Some new Costume sets.

And, the biggest change, I suspect:

New Starting Experience

Galaxy City is under attack, and you are thrown immediately into the middle the fray! A new co-op tutorial orients you in the world of City of Heroes, testing you with the moral choices that will determine your future as a Hero or a Villain. In this new starting experience, you can play using any of the Archetypes from the start with no alignment restriction. You will then take part in ongoing training missions in Atlas Park and Mercy Island that will let you further your growth, learn more about the game world and the game’s features, and test you to master your skills as a Hero or Villain.

So it sounds like that replaces (?) Outbreak and Breakout (awwwww …) (optionally?) (If not, then how does that fit into the whole CoV Chosen One mythos?).

Also interesting in that it gets rid of villain-only and hero-only archetypes, it seems. No need to start your heroic Mastermind in Praetoria any more.

So, plenty of reason, it seems, to build some new alts once I21 hits — assuming you’re VIP and can have more than two slots …

City of Heroes goes Free-to-Play? Just the FAQs, ma’am!

My immediate thought: “Cool, now Kay can roll her own characters on her own account …”

So, big announcement from NCSoft today about “City of Heroes Freedom” (CoHF?).  Let’s break it down:

Announcing City of Heroes Freedom and Issue 21: Convergence!

City of Heroes Freedom™will be launching later this year and will be the new name for City of Heroes®. City of Heroes Freedom redefines City of Heroes based on the cornerstones of content, rewards, and choice. With City of Heroes Freedom, you will get the freedom to play and pay as you choose. Join the future of City of Heroes in City of Heroes Freedom. Freedom is the future!

Blah, blah, blah … okay, okay, what does it mean?

Content

In City of Heroes Freedom, dive into new stories and features right away and enjoy more of them in the future. Freedom kicks off with a new free update, Issue 21: Convergence, and increases the pace of quality, high-energy content with regular new Issues, monthly signature story arcs, new weekly in-game store items, and high-level Incarnate Trials. 

Which we’ve already had, I think.  What’s “increased” about the pace of content?

Issue 21 packs in the First Ward co-op zone, gripped in mystical conflict, as well as the Time Manipulation Power Set, the IDF and Defense Costume Sets, and the Underground Incarnate Trial. Signature story arcs, free with VIP players’ subscriptions, let you fight alongside iconic Heroes and Villains in story arcs that make a difference in the City of Heroes universe.

Ooookay. Hope there’s a FAQ down there somewhere, since a bunch of that still doesn’t make any sense.

Rewards

Current City of Heroes subscribers will continue as a VIP players in City of Heroes Freedom, gaining more features, services, and rewards in addition to what they have already received. Some rewards begin today, as all current City of Heroes subscribers will accrue 400 Paragon Points per month starting on their first billing cycle after July 1, 2011 . At the launch of City of Heroes Freedom, you will be able to use Paragon Points to purchase new costumes, Power Sets, and hundreds of new items from the in-game Paragon Market. The new Paragon Rewards program also rewards all levels of loyal players with new bonus content that you select, including exclusive rewards for VIP players.

Hmmm. Okay. Current subscribers get additional cool stuff (so as to encourage us to stay subscribers, one assumes).

Choice

Pay for the content and features that you want. Choose to play for free, or become a VIP player and command VIP service. With City of Heroes Freedom, you don’t have to buy the game or pay a monthly fee to play. You can download the game and play for free for as long as you wish. If you upgrade to VIP player status, you will unlock a bounty of content and benefits. You can also buy a variety of content and services from a new in-game store.

We will be giving you more information on the above features over the next few months, but in the meantime, an overview of Issue 21: Convergence, as well as a City of Heroes Freedom fact page and a statement by Brian Clayton, Executive Producer and General Manager at Paragon Studios are available for you to peruse!

Okay, I will have to peruse. But, basically, it sounds like you’ll have:

  1. Free Players, who get the basic game, and can pay for additional stuff.
  2. Subscribers (“VIPs”) who get extra “content and benefits” for their sub.

Basic hybrid model. Interesting (and, I think, preferable to going totally F2P).

City of Heroes® Freedom FAQ

Q: Why is City of Heroes® moving to a hybrid model?

A: Simply stated, it’s the right time. We’ve been planning this transition to Freedom for well over a year now.  We believe this opportunity is the best way for us to provide more value to our devoted player base than ever before, as well as grow our leadership position in the super-powered hero online gaming space. Over the past few years, MMO players have been enthusiastically embracing “choice”. By making the transition now, we’re putting our stake in the ground as a leader in the industry, helping to define the future of the MMO gaming space.

I.e., it’s been the trend, and for good reason.  It’s hard to get someone to commit, out of the box, to a subscription fee.  On the other hand, micropayment games can get annoying depending on how frequently you get dunned for them.

Q: I am currently a subscriber to City of Heroes. What does this change mean for me?

A: All current City of Heroes subscribers will automatically be upgraded to VIP accounts when City of Heroes Freedom launches. When City of Heroes Freedom launches, you will continue to enjoy all of the subscription benefits and content you enjoy today, as well as brand-new exclusive rewards, features, and services. Additionally, beginning on July 1, 2011, you will earn 400 Paragon Points each month. When City of Heroes Freedom launches, you will become a VIP player, and you will start with a tidy sum of Paragon Points to spend in the new in-game Paragon Market.

How much is 400 PP?  No idea — how long is a piece of string?

Q: What are Paragon Points?

A: Paragon Points are a form of currency that you will use to purchase items and services from the Paragon Market. You can purchase Paragon Points through the Paragon Market or our partners. VIP players automatically get a 400 Paragon Point bonus per month as part of their subscription.

I.e., virtual money that they can get partners to work with.

Q: What is the Paragon Market?

A: The Paragon Market is a new in-game store where you can purchase costumes, powers, items, and game services or features without ever having to leave the game.

Q: Will booster packs be available from the Paragon Market?

A: Super boosters and booster packs will no longer be available for sale when City of Heroes Freedom launches. The costumes, powers, emotes, and auras from super boosters and booster packs will be available for sale individually or as part of different bundles in the Paragon Market.

Well, that makes sense.  Bundles are a natural outgrowth here from booster packs.

It will be interesting to see what VIPs get that F2Pers have to pay for, and what both groups have to pay for.

Q: What will happen to the game servers?

A: All 15 existing global servers will be available in City of Heroes Freedom. We are also adding a new server exclusively for VIPs.

Still think they’ll have to consolidate servers eventually.  Heck, I want them to, just clear up some ghost towns. Although maybe that will change some with F2P.

Q: Will VIP players play with Free players?

A: Yes, although we have taken several steps to make sure that our VIPs have the choice for how they want to play, including creating a new VIP-only server.

Hrm. So what will distinguish the VIP-only server from the hoi-polloi servers?  Will we be able to transfer characters there for free?  Why would we, aside from our sense of specialness?

Q: What happens to my Veteran Rewards? Will I continue to earn new Veteran Rewards?

A: We are replacing the Veteran Rewards with the Paragon Rewards program, a rewards program superior in every way with Veteran Rewards, to add new rewards, features, and choices. The Paragon Reward program unlocks new exclusive rewards on top of the existing Veteran Rewards. All subscribers keep their Veteran Rewards and badges, even if they choose to play for free. We will have more information to share about that in the coming months.

Interesting.  More “hooks” to stick with the game.

I’ve really liked the Vet Rewards.  Some of them are goofy-useless, but others make a real (if not overwhelming) difference at early levels (Nemmie Staff/Blackwand, Sands of Mu, etc.).

Q: What is the difference between a Reward Token and a Paragon Point?

A: Reward Tokens can be redeemed to unlock free in-game benefits. They are earned as part of your monthly VIP player subscription or as a bonus for purchasing Paragon Points. Paragon Points can be used to purchase items through the new in-game Paragon Market.

Wait … we get Paragon Points and Reward Tokens, and we get Reward Tokens from being a VIP (but also Paragon Points) or from buying Paragon Points, and maybe the Reward Tokens as part of the Veteran Awards and …

Dammit, NCSoft, your player currencies are as freaking confusing as your in-game currencies.

(It’s explained a bit more here. Still will need to see it in action.)

Q: What will happen with the issue game content system? Will there still be free issues?

A: City of Heroes Freedom lets Paragon Studios continue to support free issue launches and major seasonal events that expand the lore of the City of Heroes universe. City of Heroes Freedom will feature numerous free updates. In fact, we are inaugurating City of Heroes Freedom with a new issue, Issue 21: Convergence! We plan to share additional information about issues as launch day approaches.

Q: What new game content will we see when City of Heroes Freedom launches?

A: Issue 21: Convergence will launch alongside City of Heroes Freedom. Issue 21 packs in the First Ward co-op zone, gripped in mystical conflict, as well as the Time Manipulation Power Set, the IDF and Defense Costume Sets, the Underground Incarnate Trial, the new Seed of Hamidon zone event, and over 60 new missions.

Cool.

Q: Are there any incentives to maintaining my subscription or reactivating my subscription before City of Heroes Freedom launches?

A: Current subscribers and former subscribers that reactivate their accounts earn 400 Paragon Points per month beginning July 1, 2011. Any active subscriber also earns Reward Tokens in our new Paragon Rewards program.

So, yes.

Part of me thinks I’ll just stick with the subscription, but it sounds like Kay can do some fun F2P stuff (and buy trinkets if she so desires, as she does in Wizards 101).

Q: What content will Free players receive?

A: A Free player can achieve maximum character level (Level 50) in the game and can choose from among eight Archetypes (classes). Free players can create up to two characters (total) and play as Heroes in Paragon City™ or Villains in the Rogue Isles™. Free players can join in most Task Forces, Strike Forces, Trials, and raids. However, certain content and rewards are reserved for VIP players only.

Free players are restricted from certain systems within the game (alignment change, Day Jobs, Mission Architect, and so on), and they will not receive any live support unless they upgrade to VIP player status. They can still access self-help support. View the Free player benefits in the Freedom player choice side-by-side comparison.

Hmmm.  So, F2Pers basically get the game as of four or five issues ago, with severe limits on character slots.  That’ll probably be the biggest heartburn for Kay.

Q: What additional content will VIP players get?

A: A VIP player will enjoy the same benefits as a current City of Heroes subscriber and much more! In addition to the regular Issue content updates, VIP players will receive new monthly Signature Story Arcs as well as full access to Incarnate Trials and Going Rogue expansion content. VIP players have high priority status in any server queues, access to live in-game support, and one free server transfer per month.  VIP players also receive 400 Paragon Points each month and earn exclusive rewards in the Paragon Rewards program.
View the VIP player benefits in the Freedom player choice side-by-side comparison.

Coolness.  Plus — a free server transfer a month.  Hmmmm.

Q: If I am a subscriber now, what will happen to my account if I choose to become a Free player when City of Heroes Freedom launches?

A: Current City of Heroes subscribers who choose to become Free players will retain access to tons of content, however some Issue content will be reserved for VIP players, including power sets, costume sets, etc. One notable difference is that Free players will be limited to two character slots total, plus any character slots directly purchased or earned through Veteran Rewards. All existing characters will be saved and reenabled if a player subscribes as a VIP player.

View the Free and Premium player benefits in the Freedom player choice side-by-side comparison.

So not a good option for folks with alt-itis.

Now, if we look at that side-by-side …

Side-by-Side Comparison*

Character Features Play for Free Premium Players VIP Players
Archetypes 8 8+ 14
Maximum Level 50 50 50
Power Sets 100+ 100+ 150+
Costume Pieces, Auras Thousands Thousands Thousands+
Content Features
City of Heroes Going Rogue Purchasable Purchasable Included
First Ward Zone Access Included Included Included
First Ward Missions Purchasable Purchasable Included
Social Features
Super Groups Not available Can join Can join or form
Chat Channels Local, Team Local, Team, Whispers (Tells) All game channels, and can create them
In-Game Mail Not available Included Included
Forum Access Read only Read only Read or write
Account Features
Free Paragon Points Not available Not available 400 per month
Character Slots 2 total 2 total, plus slots that were unlocked or directly purchased 12 per server, plus slots that were unlocked or directly purchased
Server Transfers Purchasable Purchasable 1 free per month
Auction House Use Limited Limited Buy/sell/store
Mission Architect Purchasable Limited Play/create
Inventions Purchasable Limited Included
Priority Queues Not available Not available Included
VIP-Only Servers Not available Not available Included
Premium In-Game Customer Support Not available Not available Included

*Subject to change by launch.

So a few things to note:

  • Premium Players?  They weren’t mentioned before.  Ah, those are folks who return who were previously playing.  So you’ve got the added slots you bought/earned, your old vet rewards, SG access, some MA and Invention access.
  • F2P – no tells, no SGs.  No Inventions? Interesting. No mail, either.

More to come, obviously.  Overall, I think this is a good direction — getting more people to try the game can only be to its benefit.

CoX: Issue 19 goes into Open Beta

I actually got an invite to the Closed Beta (I presume the NDA on that is over), but only had limited time to play with it.  Now that the beta is open, some highlights to look forward to (below abridged from the official I19 page):

*     *     *

The Alpha Slot

Issue 19 unveils the long-awaited Alpha Slot*, the first part of the new Incarnate* system that gives high-level characters access to new powers and challenges. Unlocking the Alpha Slot is no easy task. Players must first learn what it means to exceed the definition of Hero or Villain to become an Incarnate. Mender Ramiel in Ouroboros guides players on this journey.

Note: you gotta have Ouroboros access.  If you don’t, you need to get it.

We did some of these missions (Psi-clone and Amorpha ride again!). They were fun enough, though it took me a while to get back into the Level 50 power set for him.

Two New Task Forces

Challenges already await new Incarnates. The Praetorians have begun their invasion of Primal Earth. Protecting Paragon City™ and the Rogue Isles™ from such overwhelming forces requires the greatest Heroes and Villains (as well as Rogues and Vigilantes) to work together. Two familiar faces will help in stopping the invasion: Apex and Tin Mage.

Didn’t play these, but they looked fun.

Praetoria Zone Events*

Live events in Praetoria in which your Resistance or Loyalist character can participate:

Good to add more content to Praetoria.

Fitness Pool Powers are Inherent

Fitness Pool powers are now inherent powers granted to all new and existing characters starting from Level 2. All characters will be granted Swift, Hurdle, Health, and Stamina. These powers can be slotted and will accept the appropriate Enhancements.

Existing characters with these powers selected via Pool Powers will be able to gain the powers they have not previously taken via the normal leveling process.  They will not gain access to any of the Inherent fitness powers until they Respec.

Upon using a Respec, the Fitness pool will not be selectable by the character and all 4 powers will be granted as Inherent Powers at level 2.  This prevents issues with lost enhancements or slot allocation errors.

I didn’t roll up any new toons under the Beta, so I don’t have a sense yet as to how much difference these inherents make.  I suspect they will scale down significantly, which will must mean a faster improvement curve up to where they were previously available.  Which is fine — convenient without being game-breaking.

Alternate Power Animations

Now players can customize the animation for some characters’ powers. Shoot a Psychic Blast or even launch a Fire Breath from your character’s hands. Hurl an attack from one or both hands. Select the animations and customize how a character fires off its powers at any Tailor.

The following powers have alternate animation choices:

Primary Sets: Dark Blast, Electric Blast, Energy Blast, Fire Blast, Radiation Blast, Ice Blast, Psychic Blast, Sonic Attack, Mind Control.

Secondary Sets or Powers: Psionic Assault, Sonic Resonance, Icy Assault, Fiery Assault, Mental Manipulation, Energy Assault, Electricity Manipulation, Integration.

I’d love to see some alternatives to the Fire and Ice blades, personally, but these are all nice features.  I’ve never liked Fire Breath — except for the one toon (Torchielle) that used it a lot and for whom it made some sense.

Merged Monorails and Ferries: The Transit Authorities in Paragon City and the Rogue Isles have made major improvements to the monorail and ferry system by merging their respective routes. All monorails can now travel to every monorail station on the Green and Yellow Line, while all ferries can now travel to every ferry station in the Rogue Isles.

This is very nice.  Being able to get to either end of Steel, regardless of where you are, or even to Atlas, even if you’ve already fired off one of the teleport powers (or if you’re not near a base) is all good.

One thing I really like about CoX (at least as a vet — I might feel different as a newbie) is that over time they have really gotten rid of the movement problem.  I remember the old days of jogging everywhere, at least until sometime in Steel.  Now, between jet packs and veteran teleports and auction house teleports and earlier access to travel powers and the enhanced trains and base teleports and Ouroborous … you can get to anywhere pretty darned quickly, pretty darned soon.

(Except the back corners of IP.  Lordy, I hate that zone.)

The other thing not mentioned here is that the trains all give you a zone level for each of the stops.  Looking for action in your level, or not sure if it’s safe yet to bop around in Talos? The trains are your guide.

*     *     *

A few other patch note items not included above:

  • Taking a cue from Praetoria, Nurses have been brought in to hospitals across Paragon City and the Rogue Isles to provide low-level inspiration to recently defeated players

Yes! Stock up on rezzes (or heals, or  break-frees, or whatever) after that darned defeat without having to find a contact to run back to. Huzzah!

  • Mobile hospital areas (similar the Hollows) have been added to Hazard and Trial zones across Paragon City and the Rogue Isles so that defeated players will respawn within the same zone

Task Force players will be infinitely grateful.

Players may now log out to character select.

  • Menu -> Quit will now give the option to quit to Login Screen, Character Select, or Desktop.

Yes!  Having to login all the time to swap between toons was always silly.

Further on the monorails, etc.:

  • Paragon City
    • Green and Yellow Line are now one monorail line. Players can access any zone with a monorail station from any other station. Steel Canyon and Skyway City have two stops.
    • Container ships to Striga Isle will now also connect between Talos Island and Independence Port.

A minor convenience on the container ship, but still nice.

  • The monorail window will now provide a notification next to a stop name if you have an available missions in that zone
  • The monorail line will now place missions that require players to board a train at the top of the window and sets these mission destinations off from all other stops
  • Both handy.

    Overall, good stuff here.  I’m accumulating some stuff I want to play, esp. once NaNoWriMo is over.  I19 isn’t as huge a deal as some issues, but it’s a worthwhile enhancement to the game.

    Info on the Test server here.

    CoX: I19 Overview

    While not quite as whiz-bang as some expansions, I19 for CoX looks like it will have some fine features:

    From the official overview page (abridged):


    The Alpha Slot

    Issue 19 unveils the long-awaited Alpha Slot*, the first part of the new Incarnate* system that gives high-level characters access to new powers and challenges.

    [All the asterisked items require Going Rogue.  Which is kind of interesting, though I understand it from the perspective of the Praetorian activity they have tied into it.  Still, saying that you need GR in order to enhance your Level 50 will probably draw some fire.]

    Unlocking the Alpha Slot is no easy task. Players must first learn what it means to exceed the definition of Hero or Villain to become an Incarnate. Mender Ramiel in Ouroboros guides players on this journey.

    [From what I’ve read on the boards, there will be opportunities for soloists and small-groups (vs TF-sized groups) to do this.]

    Two New Task Forces

    Challenges already await new Incarnates. The Praetorians have begun their invasion of Primal Earth. Protecting Paragon City™ and the Rogue Isles™ from such overwhelming forces requires the greatest Heroes and Villains (as well as Rogues and Vigilantes) to work together. Two familiar faces will help in stopping the invasion: Apex and Tin Mage.

    [It’s using the Praetorian invasion (great idea) that drives the GR requirement.]

    New Auras

    Issue 19 includes two free auras for all City of Heroes players. These auras are customizable.

    Fireflies – Your character can be surrounded by glowing, tintable fireflies.

    Snow – Celebrate winter and be showered by snow.

    [Auras are always nice.]

    Praetoria Zone Events*

    Live events in Praetoria in which your Resistance or Loyalist character can participate:

    [Okay, it took me a minute to realize that these are like the Events on the Hero and Villain side — Rikti invasions and Zombies and Ghost Ship and so forth. Good — Praetoria needed these.]

    The Protest (Nova Praetoria): The angry citizens of Praetoria are staging a protest in Nova Praetoria. Will you join them or shut them down?

    Syndicate Takedown (Imperial City): The PPD has found a cell of the Syndicate in the Agilecorp building. The two forces are at a standoff at the base of the building. If you hurry you can capture one of the Syndicate’s leaders.

    The Great Escape (Neutropolis): One of the Failed Experiments has remained lucid and sane, and appears to have the ability to influence other Ghouls. Informants say he is eager to aid the Resistance in its war against the regime. Will you aid him in his escape? Or will you hunt him down now that he has escaped?

    [And now for the announcement everyone’s been waiting for …]

    Fitness Pool Powers are Inherent

    Fitness Pool powers are now inherent powers granted to all new and existing characters starting from Level 2. All characters will be granted Swift, Hurdle, Health, and Stamina. These powers can be slotted and will accept the appropriate Enhancements.

    Existing characters with these powers selected via Pool Powers will be able to gain the powers they have not previously taken via the normal leveling process.  They will not gain access to any of the Inherent fitness powers until they Respec.

    Upon using a Respec, the Fitness pool will not be selectable by the character and all 4 powers will be granted as Inherent Powers at level 2.  This prevents issues with lost enhancements or slot allocation errors.

    [I am guessing, of course, that everyone will get a Freespec with I19, just for this reason.

    By the way, every Guide and Power Tracking Tool just shattered into a zillion pieces.

    By the way, this is now TEH AWESOME.  Unless they scale back dramatically what the powers do without slotting (or maybe for level) to make up for the fact that everyone now is regenning Health and Endurance faster, running faster, and jumping further.]

    Alternate Power Animations

    Now players can customize the animation for some characters’ powers. Shoot a Psychic Blast or even launch a Fire Breath from your character’s hands. Hurl an attack from one or both hands. Select the animations and customize how a character fires off its powers at any Tailor.

    [Another “minor” change, but still very cool. Except for my dragon character, the whole “fire breath” thing always seemed stupid.]

    The following powers have alternate animation choices:

    Primary Sets: Dark Blast, Electric Blast, Energy Blast, Fire Blast, Radiation Blast, Ice Blast, Psychic Blast, Sonic Attack, Mind Control.

    Secondary Sets or Powers: Psionic Assault, Sonic Resonance, Icy Assault, Fiery Assault, Mental Manipulation, Energy Assault, Electricity Manipulation, Integration.

    [If only we could get alternate forms for the various blades.  Never have liked the Fire blade powers.]

    Primal Earth Characters Can Enter Praetoria

    Non-Praetorians can journey to Praetoria* through Pocket D.

    [Interesting. I wonder how the locals react.  And I guess this means that Praetorians can return.  Also, aside from touring, why would anyone go there — will there be missions that non-Praetorians can hook into, even if they are not immediately Resistance or Loyalist?  And how do they get out again (and is that route available to Praetorians)?]

    More Tip and Morality Missions

    All City of Heroes characters can play and enjoy more Tip missions, while City of Heroes Going Rogue™ characters can choose from more missions* that impact a character’s alignment.

    Other Enhancements

    New Badges: We’ve added new Exploration badges for hazard zones.

    Merged Monorails and Ferries: The Transit Authorities in Paragon City and the Rogue Isles have made major improvements to the monorail and ferry system by merging their respective routes. All monorails can now travel to every monorail station on the Green and Yellow Line, while all ferries can now travel to every ferry station in the Rogue Isles.

    [That’s … I think that’s very cool.  Certainly, once, I would have thought it fabulous.  As it is now, though, it sort of makes any sort of street activity even less necessary than it once was, especially coupled with all the teleporting powers (Pocket D, Base Teleport, Action House teleport, the O, etc.).]

    [Overall, a nice set of QoLs for I19, unless you’re dying for Level 50 TFs.  Not a lot for non-GR owners.  Not a huge amount of there there, but I’ll take it with a smile.]

    CoX: Late News from PAX on I19, I20

    Margie was poking around the Boards, and ran across some threads from PAX (around 9/4 or 9/5), which made us guh-WHUBBLE?

    The first and biggest is that, in I19 (Fall 2010):

    • The Fitness Pool becomes inherent (like Sprint, Rest), available at levels 1 or 2.
    • You can add up to 5 more slots.
    • Existing characters can respec … but (per Castle) “will only get the Inherent Fitness powers if they do not have any of them in their build. Conversely, if you don’t you get them as Inherents and never get the option to select them as pool powers.”  Which I think means that existing characters get a little bit screwed in terms of power slots, but … c’est la vie.

    Wow.

    So for new characters, Swift, Hurdle, Health, and FITNESS will be inherent, from (nearly) ground zero?

    On the one hand, that’s like INCREDIBLY AWESOME because we’ll all be faster, jumpier, healthier, and endurancier!  Because … woot!

    On the other hand, I have to think that we’re going to see some balancing as to what these powers actually do.

    It makes these powers go from nearly-always-necessary to … “Well, when do I want to slot them, vs. other things?”  Sort of like the Veteran early-travel-power scenario.  It certainly opens up a wider variety of builds.

    Consensus in the threads is that it won’t actually make things easier, but make things faster (no pausing between melees to build up the blue bar, or unwanted End Red slotting early days).

    We’ll see.  But … damn.


    Other things tweeted (and I’m sure there’s been subsequent news, so feel free to clue me in in my utter cluelessness.

    1. Issue 19 will be called “Alpha Strike”
    2. Released in Fall 2010
    3. Alpha Incarnate slot which will be story driven and ties to the game lore
    4. ‘Alpha Strike’ task force for Alpha enabled characters – Apex is the contact
    5. Primal earth characters can enter Praetoria
    6. More tip missions
    7. Incarnate content will be included in every issue
    8. Issue 20 closed beta starts in a week (with signed NDA) [Hmmm … early and with a signed NDA? wonder what that’s about?]
    9. Mission maps will get a minor update
    10. Changing character without logging out has not been implemented and has no timeline
    11. ‘Will Paragon and Rogue Isles get yellow targets?’ ‘Probably not but maybe’
    12. No new news on hero/villain coalitions or base access for tourists
    13. No new news on personal bases, but they are talking about it
    14. Old zones may see an update to make them look nicer
    15. There will be ‘casual paths and new features’
    16. They have been looking into animated facial features and fingers but it won’t be any time soon
    17. Alternate animations might be coming in a bit
    18. Praetorian Epic ATs may be coming
    19. They are working on updating old costumes and new costume sets but Sexy Jay is apparently overwhelmed
    20. Tip missions will be getting a bit of a tone update
    21. They have looked at taking down the Paragon war walls but won’t happen anytime soon
    22. ‘Will hero get more arachnos missions in Paragon?’ ‘Yes we can do that’
    23. ‘Will we get and automatic team finder? Maybe?’ (I’m not sure who said what here)
    24. Cross server teaming exists on a priority list no more details
    25. ‘Are power pools going to be expanded?’ ‘It’s been discussed but no timeline’
    26. Power pool customization is on the radar but not a priority
    27. Ouroborus mission to explore what happened to Dark Astoria? Very possible to do; may happen
    28. So, 75% (approx) of the player base have made Praetorians. That’s pretty good. It means GR has sold well.

    It also appears that shifting  Villains to Heroes has been much more popular than shifting Heroes to Villains.  I’m unsure if that’s a content-preference thing, or an inherent morality thing.

    So this was all in the PAX notes, but except for a couple of very early Castle comments, there hasn’t been much more from the Devs, just lots of discussing / kvetching from the boards.

    If nothing else, the changes in I19 (especially the Fitness ones) will render a lot more Players Guides obsolete.

    CoX: Reflections and Shadows

    I’m including this picture here for two reasons. First, I’m very pleased with how Eliza Dee (my Power Girl / Galatea-inspired Crusader) has worked out, costume-wise.

    Second, look at the puddle (click on the pic for the full effect). Wavy puddles of water, with distorted reflections. The new Ultra Graphics mode is awesome in a dozen subtle and obvious fashions.

    Okay, here are two more — not quite so impressive, but still cool.  Reflective windows. Flying shadows.  Nothing that’s necessary, but stuff that adds verisimilitude.

    I like.

    CoX: The Signs of Praetoria

    One of the cool things about Praetoria is its constant propaganda war between the Loyalists (well, Cole and his government) and the Resistance.

    Cole’s team goes for lots of big, Soviet-style posters festooning buildings and billboards.

    Ms. Crackle can see propaganda posters wherever she looks.
    "Who Is One of THEM?" Be sure and report all disloyal or suspicious activity! (I think I saw this poster on the train the other day.)
    "Who Is One of THEM?" Many of the posters have portrait and landscape orientations.
    "United with One Voice, Our Enemy Shall Know Us and Be Afraid." A happy family, protected from Hamidon by the sonic barriers that Cole developed.
    "Hero" - the Emperor Cole. Lots of variations on this post around the city.
    A variation on the full Cole poster: "Our Guardian"
    "The Sun Never Sets on Praetoria" - That's Cole's Tower in the middle. Note the shadows from the overhead lamps to illuminate the sign at night.
    "The Sun Never Sets on Praetoria" - with the actual Cole's Tower in the background. It's visible from all the zones in the city.
    "Unity" - Cole, his tower, and the symbolic star of the regime
    "Join Powers Division" - Cole's super-powered enforcers, led by "Praetor White" (a/k/a Marauder, or, on Primal Earth, Back Alley Brawler)
    "Enriche - "It'll Make You Happier!" - the only adverts in town are for Enriche. Creeeeepy ...
    Kiosk-style ads for Enriche and the Powers Division

    The Resistance relies a lot more on graffiti and stencils down in the sewer system. I haven’t gotten as many of these as I’d like.

    "This is the Cage, and You're the Guinea Pig"
    Resistance graffiti - Tyrant-and-Crossbones
    I LOVE the Loyalist Sheep ...

    The propaganda art of Praetoria is not only decorative (both nicely crafted and even including some lovely textural details), but it tells a story. A serious graphic art win, so far as I’m concerned.

    CoX: Dual Pistols in review

    Golden Judgment (the Tank) and Velorio (the Dual Pistols Blaster)

    This isn’t going to be any detailed guide to the Dual Pistols power — more scribbling down my own notes for next time with Dual Pistols.  I ran Velorio through Going Rogue up to 20 with the set.

    As a set, DP is lovely.  The animations (some of which vary from use to use of a given power) are lovely.  Sometimes a bit much (throwing around ammo in all directions seems wasteful, vs. a flame blaster’s AoE attack), but overall quite nice, from the fancy-twirling Dual Wield, to the deliberately lethal Executioner’s Shot.

    The biggest nuance with the power set is Swap Ammo.  You can, in theory (and, perhaps, for RP) go without the power.  Velorio  didn’t, which meant I had to decide in any given combat (or even during it, since it’s a quick swap) between:

    • Basic bullets:  baseline Lethal damage, chance of knockback/down.  The knockback chance made it less attractive to me, duoing with a Tank.  For a soloist — or someone who wants basic bullets for their own character’s artistic integrity — it’s fine.
    • Cryo bullets:  partial Cold damage, +slow.  I believe the damage is a little less than basic bullets. I tended to use these when we were being mobbed by more powerful opponents — slowing their attacks relative to us was a force multiplier.
    • Incendiary bullets:  partial Fire damage, DoT.  Net-net, a higher damage set, albeit with DoT.  I tended to use this when we were plowing through lower-level types.
    • Chemical bullets:  partial Toxic damage, damage debuff.  I tended to use these when going up against a boss — anything to lessen the damage the Tank was having to stand up to would keep my delicate little Blaster in better health.

    There’s a lot I haven’t played with in the set — I skipped the first quickie power, as well as Suppressive Fire, and, at level 20, hadn’t hit my snipe yet, etc.  But it’s nicely done.  I enjoyed it.

    CoX: I18! Going Rogue! Woot!

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

    (And all the servers are yellow and red …)

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


    COMBINED

    Merging Hero and Villain Economies

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

    Auction House

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

    Pop Help

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

    Team Search Improvements

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

    Costume Sets

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

    Combat Auras

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

    GOING ROGUE

    Alignment System

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

    Zones

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

    Super Groups

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

    POWERS

    Ancillary/Patron Powers

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

    New Power Sets

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

    Kinetic Melee

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

    Electric Control

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

    Dual Pistols

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

    Demon Summoning

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

    Fiery Embrace Change

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

    Electric Melee

    • Corrected combat spam for Lightning Rod

    Shield Charge Changes

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

    Fiery Aura

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

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

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

    Brutes

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

    Controllers

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

    Defenders

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

    Dominators

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

    Scrappers

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

    Stalkers

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

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

    Tankers

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

    General

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

    Mission Architect

    Introducing: the Designated Helper

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

    General

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

    Combat Mode Auras

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

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

    ZONES

    Nova Praetoria

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

    Underground – Nova Praetoria

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

    Imperial City

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

    Vista Zoning Tech

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

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

    Underground – Imperial City

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

    Neutropolis

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

    New Villain Groups

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

    Critter Leashing

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

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

    Invention

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

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

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

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

    Well, mostly woot.

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

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

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

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

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

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

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

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

    STO Lifetime Perks

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

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

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

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

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

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

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

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

    In-Game Title
    Visibly show off your support.

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

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

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

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

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

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

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

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

    Coming up in STO …

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

    PVP Updates

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

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

    Customization

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

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

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

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

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

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

    Ships

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

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

    Missions

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

    Skills

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

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

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

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

    In The C-Store

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

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

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

    Leveling up in Star Trek Online

    Bierzein is promoted to LC
    Bierzein is promoted to LC

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

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

    Leveling within a Rank

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

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

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

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

    Leveling between Ranks

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

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

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

    No announcement.

    I docked and went aboard.

    Nada.

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

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

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

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

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

    Admiral Quinn has a short memory.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    STO: State of the game and upcoming awesomeness

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

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

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

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

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

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

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

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

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

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

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

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

    RTWT.

    STO: Loot modes

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

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

    The options:

    Here are the basics:

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

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

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

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

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

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

    STO: More “death penalty” thoughts

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

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

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

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

    That actually makes a lot of sense.

    CoX: I17 news up

    Wanted to comment more fully on the new CoX I17 stuff coming out Real Soon Now (based on the overview page).

    Features

    Ultra Mode

    Ultra Mode includes a superior graphics rendering process for players who have higher-end graphic cards. Each feature can be enabled or disabled in the graphics menu options and will be scalable. Ultra Mode works on both Macs and PCs. In specific, it offers dynamic shadows, screen-space ambient occlusion, and dynamic environment reflections (including planar reflections and environment mapping of reflective surfaces).

    I’ll be very curious to see how much of this will run on my and Margie’s newer machines.

    Epic Archetypes Unlocked at Level 20

    Previously, you had to have at least one character at level 50 to make an epic archetype character. No more! Now you can create an epic archetype character as long as you have any one character at level 20 or higher.

    A sign of the aging game, perhaps, but also worthwhile.  I guess now I can make a VEAT (since I already had access to Kheldians).

    Animated Tails

    No more tails lying about like dead weight! You will now be able to select tail body parts that will react to your movement and have a swaying or swishing idle animation mode. You will need to go to a tailor to upgrade to the animated version.

    Yes!  Excellent!  (And will they be free upgrades? No matter — I’m swimming in Tailor Tokens.)

    Content

    New Story Arcs: Issue 17: Dark Mirror features two new Hero and two new Villain story arcs for levels 20-30. Each of these story arcs has four missions, and the story arcs highlight the Dark Mirror’s sinister new enemy. Acquire the first Hero story arc in Talos Island, and the first Villain arc in Sharkhead Isle.

    A good “sweet spot” area for some new content.

    Silver Mantis Strike Force Update: The Silver Mantis Strike Force will now be available to all Villains, not just supergroups. You now can access the Silver Mantis Strike Force via Silver Mantis, located in Sharkhead Isle. You can also run this Task Force from your supergroup computer.

    Interesting.  And, it makes me think, a sign of the slow social decay of CoX. How many people are active in SGs any more?

    Positron Task Force Update: This Task Force has been split into two halves and dramatically upgraded and updated to ramp up the fun. The final battle of the Task Force takes place in the Faultline Dam and incorporates the new Dark Mirror enemy.

    Positron TF?  Wow, that brings back some memories.  Sounds like it’s bringing the TF back to what was originally intended, plot and division-wise.  Nice.

    New Badges: Along with adding badges for 500 Badges Earned, 750 Badges Earned, and 1,000 Badges Earned, we are adding new exploration badges to city zones, almost doubling the number of exploration badges. You can learn new Accolades for finding all of the exploration badges in each city zone.

    Um … okay.  Those who like those sorts of things will find them the sorts of things they like.

    New Player Emotes: We’ll let you know more about the new emotes soon.

    Ditto.

    Quality of Life Improvements

    Craftable Temporary Powers: You will now have a much cleaner and more consistent way of finding and crafting temporary powers.

    Never found much use for craftable temp powers.

    Increased Mission Count: You can now have seven active missions (previously three).

    Now that’s pretty interesting.  Honestly, I’ve never felt much need for more than three, especially these days, and even with 3 it’s easy to end up with stale mishes.  Expanding to seven feels more like a copy-cat move than something all that worthwhile.

    Show Last Objective: This UI improvement lets you find your last objective on a mission map, making it easier to find something you’ve missed.

    THANK YOU, LORD!  Best QoL Improvement EVAH.

    Auction House: The UI gives you new options for sorting search results, your Auction House inventory is now separated by clearly marked tabs based on the item’s status, the Auction House text entry box now autocompletes, and a single click on a recipe displays all salvage needed for that recipe.

    I’ll have to play with it, but any improvement to the auction system is a good idea.

    In-Game E-mail: You can now use in-game e-mails to send Influence/Infamy to your own characters or to other players’ characters via in-game e-mails. (You still cannot send Influence, Infamy, or items from a Hero to a Villain or vice versa.)

    About time.

    Mission Architect Improvements

    Experience: You can now handpick the powers for custom enemies and still receive experience for them (within game balance limits).

    New Maps: We have added approximately 20 new unique maps.

    Giant Monsters: You can now add giant monsters to some outdoor maps.

    Exit Mission on Complete: You can now specify that players have to leave the mission manually on completion.

    Escort Missions: “Lead to place” technology allows you more control over escort objectives.

    All sound useful for those who do MA content. Though the idea of adding Giant Monsters … (Can we create the Good Old Days at Portal Corp …?)

    Overall, sounds like quite a nice issue, especially with the Going Rogue around the corner.

    Does STO need a “meaningful” cost of dying?

    Star Trek OnlineIn a recent interview, Star Trek Online’s exec producer Craig Zinkievich indicated that STO might need a more significant “death penalty” than just going back to the nearest respawn point.  Or at least, that’s what some players are clamoring for.

    Zinkievich explained Cryptic’s feelings on death penalties, saying that they are usually just a time penalty, preventing players from getting straight back into the game and having fun.

    “I get that people want to feel a sense of risk when they’re fighting in battles, but if the only emotion you feel when you’re playing a game is fear that you’re going to lose some time due to an arbitrary gameplay mechanic, we’re probably not doing something right, ” he said.

    However, the game’s developers aren’t against the principle entirely; “we are looking into finding a meaningful way to give players a deeper sense of loss when something bad happens. But we want it to feel right, rather than just like an arbitrary penalty.”

    I’m of two minds here, of course.  I don’t know about anyone else, but seeing my beloved ship blow up and suffering for 30 seconds of cooldown before getting back into action does feel meaningful.

    And what are the alternatives?  Thinking of CoX and CO and (I believe) WoW …

    1. Loss of experience or slowdown of experience gain (CoX):  You could justify this as saying that Star Fleet looks askance on ships being driven to (“near”) destruction, and so your meteoric rise to the admiralty is slowed for a bit.  I find this irksome, but not horrifically bad.  (By the way, when is STO getting a “Level Pact” feature?)
    2. Loss of capability (CO):  As you succeed in CO missions, you get stars, up to five, which provide a buff.  As you get killed, you lose the stars.  This has the paradoxical effect of making you less effective against the things you have to go up against again.  I don’t like it.
    3. Loss of swag (WoW):  I’m thinking here of the mechanic of having your body looted, etc.  This is perhaps the most realistic — a finite chance of some system or feature on your ship getting wiped out, or inventory lost — even (perhaps with successive failures) the death of a Bridge Officer.  Eek.  Most realistic, but I’d be seriously hating it.  It suffers from the disadvantage of #2 (making you less effective against a foe you’ve already established is dangerous), unless you delay it until after the battle/mission is over (you survived, but those great twin disruptor cannons that your engineer kept together with spit and baling wire have finally given up the ghost — time to return to Star Fleet for a refit).  Losing a BO, though — yeah, I can see it game-wise, but I’d hate it play-wise.

    So the variation on #3 perhaps makes most sense if you have to do something about deaths. And, yes, it adds some “realism.”  I’m still not convinced it’s necessary, or that folks who take untoward risks now will be all that much less likely to do so even with penalties.

    Thoughts?

    Wanna be my STO Buddy?

    Note from Cryptic this evening:

    Have a friend interested in Star Trek Online? Maybe he or she saw you vanquishing a Borg cube and was interested in more? Now, with the Star Trek Online Buddy Key, you can invite them along on your adventures, unrestricted, for five whole days.

    Here’s how it works:

    1. Visit the Star Trek Online Buddy Key claim center to claim your key.
    2. Click “Claim My Buddy Key.”
    3. You’ll be redirected to your account page. In the upper-right corner, you’ll see a section labeled “Unused Keys.” Your Buddy Key will appear there!
    4. Send your friend the Buddy Key, as well as a link to the Star Trek Online key registration page. (To claim the Key, your friend will need to create a Cryptic account if he or she hasn’t yet.)
    5. Your friend is ready to enjoy Star Trek Online. He or she can download the client at our download page.

    After five days, your buddy will need to purchase a retail copy of Star Trek Online (and apply a retail key to his or her account) to continue playing.

    Thanks again for your continued support, and we can’t wait to see you and your buddy in game!

    – The Star Trek Online Team

    Fiendishly clever.

    So if anyone out there is interested in giving STO a spin for five days for free, let me know. (Amanda, I’ll hold onto one of those for you. 🙂 )

    CoX I17 ups the ante

    This CoX post shows what the new “Ultra Mode” graphics will look like. And it is damned beautiful. I have no idea whether my machine will support it but, damn — that’s pretty.

    Other I17 (“Dark Mirror”) announcements:

    • New badges, new missions and new player emotes
    • Epic Archetypes now available at level 20
    • Improvements and additions to Mission Architect
    • Enhancements to UI and game systems

    All of which sounds nice (if non-specific) — though some folks are apparently having conniptions about EATs being available at 20.  “I fought my way to 50! Now you’re cheapening that effort by making the available at 20!”  (I assume that’s what it means — I haven’t seen a Redname confirming what all that means).  I guess it’s an acknowledgment that a lot of the CoX population is veteran, not newbies, so enough people have a lvl 50 that it’s not worth holding that out as a carrot any more.

    I don’t see it as a cheapening of lvl 50.  I’m kinda glad I’ll be able to access the VEATs (having not 50ed any Villains), but I don’t feel like anyone has “stolen” Kheldians from me for my various lvl 50 Heroes (I’ve yet to really get the swing of Squids, anyway).

    On the other hand, it sounds like there’s not a lot of content to I17 (which makes sense, if the content folks are all hammering out Going Rogue, but is still a little disappointing).

    Remember Going Rogue? That’s right, how could you forget? Well, you have the opportunity to get access to the Dual Pistols and Demon Summoning power sets in March and April, if you pre purchase City of Heroes Going Rogue (MSRP $29.99 USD)!

    Ooooh.  Well, that sounds pretty keen. Dual Pistols for the win!

    You will also be able to get your hands on an exclusive item pack if you get the City of Heroes Going Rogue: Complete Collection (MSRP $39.99 USD), that will be available when Going Rogue releases in July! What’s in that item pack, you ask? Well, a few nifty things like:

    • Alpha- and Omega-themed auras
    • Alpha and Omega themed costumed sets
    • Four stance emotes
    • The Shadowy Presence invisibility power

    Hmmm.  Not sure any of those are worth the extra $10.

    But, overall — good stuff.