Okay, this looks like it will be more cool (or less lame) than you’d think. Though I’d still like a “map” emote that I can be looking at as I come up. “Shoulda taken a left turn at Albuquerque …”
Category: Resources & Rules
City of Rogues – more info
But not much. Instead, we get a short FAQ, in which we learn:
- This will all happen post-I15, “later this year.”
- You don’t have to change sides to play CoR, and if you do change sides you can change back.
- That seems to be all they are saying right now.
#2 makes sense — but I have the aesthetic feeling that there should be some sort of cost in changing — and even moreso in changing back. It shouldn’t be purely mechanical. There ought to be “a price to pay.”
We’ll see.
City of Rogues — the rogue release
Oops.
For some CoX subscribers who were watching their emails last night, a little something came through …
Paragon Studios™ is proud to officially announce the next City of Heroes® expansion, City of Heroes Going Rogue™! This will be the first major expansion for the City of Heroes franchise since the launch of City of Villains® in 2005.
Praetoria, a utopian mirror to our own world, hides a dark secret. Exploring this mysterious alternate earth, the heroes and villains of this world feel an uneasiness of doubt creep over them. Loyalties are questioned. Choices are made. Lines are drawn. As they search for the truth behind Emperor Cole and his Praetorian guard, brutal foes and fierce allies emerge, turning this once blissful paradise into a battle ground.
City of Heroes Going Rogue officially opens the “mirror universe” of Praetoria and an all-new alignment system that explores the shades of gray that lie between Heroes and Villains. For the first time, Hero characters can become Villains and vice versa, enabling Heroes to cross over to the Rogue Isles™ and Villains to experience Paragon City™.
For more information, read the official press release and check out our new Going Rogue website to view the announcement trailer and register for the latest news and updates for City of Heroes Going Rogue.
The web page link is still up, but the announcement was dubbed premature and the press release is MIA. Speculation and thought run rampant on the subject however. My initial reactions?
Well, first, people have been clamoring for being able to run both Blue and Red power sets together for a long time. Earlier speculation had some sort of a conversion process — where a hero would turn villainous (and move to CoV setting), or a villain heroic (move to CoH), perhaps around some sort of particular mission arc.
Instead, it sounds like they are creating a whole new setting — Praetoria — to house both moral ambiguity and, presumably, both Blue and Red side powers. That’s a little odd — do we really need to be pulling people away from the Paragon and Rogue Isles maps? Does having a new setting invalidate the legitimate (and time-honored) storyline of heroes fallen or villains redeemed?
We don’t know much about the metastory or how folks get there. Will this be someplace you can go some time during your career, or do you start characters there? If the former, what’s the mechanism for transfer, and is it reversible? In other words, is Praetoria a third new game locale to split up the CoX population, or a new meta-zone that people can enter and leave? The email leaves open the possibility of the former, but doesn’t make it certain.
Further, the trailer at the website makes this sound more like an event than a simple new location — is Praetoria going to invade? And how will that be part of the “moral ambiguity” story arc over time?
New maps and new story are good. I look forward to hearing more.
Early-to-mid 20s
Regardless of what happens going forward with the AE system, I’m pleased I got a couple of characters (Al McGordo and Tyger-Tyger) over the hump into their 20s, making for a bit more fun play.
I’ve been trying to think of a good way that the Devs could create some sort of shortcut to let folks start at higher levels. Actually, it’s the 10-13, or even 10-19 range that’s the most problematic, I think. A way to demonstrate that you know what you’re doing, and therefore should be allowed to start play at a higher level would be a good way to start — but then that runs into meta-game issues of reducing the veteran pool among low-level players, which hurts the game long-run.
More Mission Architect patching
In keeping with other MA/AE tweaks:
- The maximum number of tickets awarded per player per mission has been reduced to 1,500 tickets. Because you cannot get a partial reward for defeating an enemy, you may end up with slightly less.
Expedient, but I suspect this limitation will turn out to have some unexpected effects downstream.
- It is no longer possible to unpublish an arc that has been banned, though it may be resubmitted.
- You may now either unpublish, or resubmit an invalidated arc.
- If your character is not eligible for any xp/influence/debt reduction rewards in a Mission Architect mission, you will no longer be awarded any tickets for that mission.
Now that’s interesting. If I understand the system, that essentially means exemplared characters don’t get any tix for a mission.
- It is no longer possible to have the Mission Completion ticket reward be greater than the total number of tickets gained before mission completion.
Which makes sense.
- The ‘chicken tug’ animation is no longer selectable for critters through the Mission Architect UI
Wha–?
End of the “Meow” Mix, Part 2
Posi responds to the responses to his previous announcements on Mission Architect abuse, FAQ-style.
Q) “If I powerlevelled a character, am I going to lose them?”
A) Probably not. Only the worst of the worst, exploitive, powerlevelled characters will be removed from the game. We don’t take retroactive punishments lightly, but some offenses are so egregious that no one would question their intent and those ill-gotten gains should be dealt with. I just want to emphasize that no one is looking to ‘punish’ anyone here, but rather remove the rewards of exploitive behavior.
Though what defines “worst of the worst” remains undefined. As a listserv admin, I can appreciate the need for flexibility, but it’s going to still make some people nervous (arguably the ones who probably could be).
Q) “Are you going to give us an absolute definition of what abuse is?”
A) I know a lot of you want to know an exact definition to see if you were actually abusing the system, or just playing the game, but I don’t want to be set up in a situation where our definition of abuse is abused. For example, if we say that the definition is “you gained 4 levels in under 30 minutes”, then someone will make sure that they gain 4 levels in 31 minutes, so they can claim they were within the allowed limits and not abusing. Someone said it best that the “definition” of reckless driving is purposely ambiguous, being “Disregard for safety”. With this example, I would say that a good interpretation of abuse is “Disregard for the risk and/or time to reward ratio”.
On the other hand, “reckless driving” (and “disturbing the peace,” etc.), while allowing some ambiguity, also allow for abuse. The question then becomes whether one trusts the enforcers of the peace to act justly and be worthy of trust (and have the resources to make good decisions on the number of bad cases).
I do still think this lack of definition is kind of lame. Yes, folks are going to rules lawyer it. So set the threshold down further, offer some exceptions (as people point out legitimate ways to gain that goal), and note that this isn’t going to create automatic consequences, just raise red flags for further investigation.
Treating abuse like obscenity (“I know it when I see it”) is sketchy jurisprudence and not a good way to communicate expectations (which is also an important part of this process).
Q) “Why are you removing badges we worked so hard to get?”
A) I apologize in advance if we remove a badge that someone got legitimately through normal gameplay. We didn’t want MA to become a badge farm (hence why kill-count badges don’t work in MA). Unfortunately the number of “count” badges we put into the system promoted some pretty aberrant gameplay. People forming voting cartels to get Hall of Fame badges, missions whose sole purpose was to tick a badge count clogged up the searches, etc., made finding the honest-to-god story arcs harder than it needed to be. We hope that by removing these problem badges (and adding some new, non-problem, ones in the process) we can see a better play experience throughout the entire MA system. These changes won’t happen until I15, but we’ll get a list of the alterations to you guys early next week.
Any time you build a system that allows rerunning of missions, sharing of mission construction, and badge acquisition through basic activities, you’re going to see this sort of thing. It was highly predictable.
Q) “Am I going to get banned for farming for badges?”
A) Absolutely not.
Good to know (esp. since badges don’t affect gameplay).
Q) “What if people who have a grudge against me complain about my arc and get it banned? Why should I permanently lose a slot over that?”
A) The first time your arc is pulled because of complaints, you do NOT lose the slot. If you get an arc banned and you do lose the slot, your only option at that point is to contact Customer Support. They are the gatekeepers to the slots, and can give you your slot back if it was banned in error.
I shouldn’t expect this would happen to often, though I’ve had enough past experiences to realize it might. It is good that there’s an opportunity for “appeals.”
Q) “You say not to use the word “Farm” in the mission or description. Is that how you are blanket banning things?”
A) We do not do blanket banning based on keywords or phrases. When customer service bans an arc, they are looking at the arc in question when they do it. I ask you not to use certain words in your title or description because players can still complaint-ban your arc, and then there is the fact that we are only human, and even if your “farm” arc is a complete joke/parody ABOUT farm arcs, someone might mistake it for a real farm and ban it, causing both you and us a headache in getting the arc unbanned.
Don’t joke about bombs while in line at the airport — even if you’re not jailed you will likely be detained. Got it.
Q) “What about all the farming and abusing that goes on in the normal game? How come you guys don’t put a stop to that?”
A) We address rewards abuse all the time. We put timers on missions that could get reset for rewards. We take rewards off of critters that are considered exploitively farmable. Or we just change the mission. Merit rewards are another way we have handled the situation. You can’t run really fast stuff over and over and get a reward every time. Again, we are looking out for “Disregard for the risk and/or time to reward ratio”, and we take action.
And, let’s face it, if those other farming/PLing methods were nearly as effective as Meow missions, AE would have been standing empty.
Q) “Why did you guys wait until after the reactivation weekend to do this?”
A) We had a publishing blackout during the reactivation that prevented us from putting new code up onto the live servers.
I’d say that the abuse was visible within a few days of I14 coming out (if not already happening during Beta), The decision may well have been to not stomp on things during Reactivation / Anniversary Weekend, but I think it was a bad decision. Even if I did get a few levels out of it.
Overall, a better explanation for the thunderbolts flung the other day, and a good sign that this is being followed up now with some attention to player concerns.
End of the “Meow” Mix
I’m not quote sure why Rikti Comm Officer AE Farm missions were dubbed “Meow” missions (I was hoping for Cat Girls, to be honest, go fig), but Positron has decided it’s time to put his foot down on Meows and other extreme farming. Hope you already PLed your toons to 20 …
When we created Mission Architect, the goal was to have an outlet for players to craft cool stories, using our assets, that other players could play and participate in. Other players could rate those stories and the best-of-the best would rise to the top.
While we have accomplished some of those goals with the initial launch of Mission Architect, some have found ways to abuse the system we put in place.
Not surprising in the least, of course.
We are not blind to this happening, nor did we not expect it. However, it is time to take action regarding it, so please be aware that we are about to implement a zero-tolerance stance on the extreme abuse we are seeing in the system.
It would have been nice to have heard a bit of this righteous anger before now.
One thing was made clear to me when I interacted with the players on our Anniversary. It was that you guys really don’t like the powerlevelling that is going on with MA. The constant spam of MA PL teams forming, requests for “Meow” missions, 5 star badge cartels, and the inability to find quality content in the Mission Architect listing are all things I heard complaints about over and over while I was logged in on Tuesday.
And that’s a good point. The crowds of farmers make it difficult to find any mishes to play (except for Dev Choice ones), difficult to find folks to play them with — and, at times, difficult to hang out at AE without mapserving. Comments follow.
So here is a list of things that are going to happen:
- Players that have abused the reward system egregiously may lose benefits they have gained – leading up to and perhaps including losing access to the characters power-leveled in this fashion. Hmmmm. Harsh to punish actions after the fact. “That which is not forbidden is permitted.” Set the rules and limit things going forward, fine. Data mine to figure out who’s abused this? Not so much. (And I don’t say this as someone who has much to lose).
- Currently, some badges are being modified, and some may be removed from the game entirely. The list of changes being made to the MA badge system is not final yet, but you will be made aware when we have a concrete plan. Expect the ticket badges to require a lot more tickets to win.
- Players who knowingly use an exploit when creating an arc, run the risk of having access to MA suspended, or worse- depending on the severity of the action, their account banned. That’s fine — if the list of known exploits is given, or at least described in sufficient detail to make it clear what to not do.
- Players who have a story arc banned for any reason, will have it continue to use up one of their publishing slots. Players will NOT be able to unpublish this slot without Customer Service’s help. This sets up a “three strikes and you’re out” policy. If an individual gets three story arcs banned, they will no longer be able to publish since their slots will all be used up with banned arcs.This lock will not take place on the first level of “complaint banning”, where an arc has received a larger number of complaints. Players will still have a chance to fix the arc. A good punishment here, and easy to implement. And now I know, I guess, that the Report button isn’t just for dirty words or something.
- If Customer Service looks at an arc and determines it was banned in error, they will mark it as “unbannable”. At that point the arc can not be banned for any reason. The unbannable flag will reset if the player makes any changes to the arc at that point, and the arc can be banned again. Thus avoiding “griefing.”
- Remember, publishing slots are account wide, so players will not be able to log in another character on their account and use their slots instead.
- Players are urged to avoid using common farming terms in their story title and/or descriptions. Even if it’s a joke, DO NOT run the risk of having an arc banned and requiring Customer Support to grant you your publishing slot back. But if I want to make a Cat Girl arc, can I include “Meow”? in the title?
So, overall, a decent approach to punishment … but I remain concerned about ex post facto punishment.
Some of you have taken the stance of “how does powerlevelling hurt the game?” and “shouldn’t I be able to play the game the way that I want?” What we want to make clear is in order to keep the game fair, balanced, and challenging, we have to maintain a risk:reward ratio. This is a ratio we’ve spent years attempting to achieve. Mission Architect is not immune to this, and we are taking swift action to see that the problems players are seeing and are being exposed to are remedied.
Fair enough. It should be indicative (reviewing some of the boards on the subject) of what some folks are looking for from the game, but PLing does have impacts both on team availability, team quality, and PvP competition. It also rankles enough non-PLers to make the game overall less attractive. So I don’t mind seeing this come in. I just wish it had been swifter and more vocal earlier since I14’s release.
Some Champions Online notes
From Massively‘s press betas:
Combat: Interesting use of low-level powers to build endurance that high-level powers then eat. Also interesting video-game-like use of holding down a key to build up a power. And blocks against certain types of attacks? Sounds complicated, but fun.
Character Creation: Time-consuming, but in an interesting way (if you’re one of those people who loves character creation). Stats-based, very RPG-like (well, duh). Power set archetypes, but also much more custom combos. Good variety of power sets — and, yes, power armor is finally a set all to itself. The character edit options sound even (if that’s possible) more flexible than CoX, and the ones you choose influence how your character stands and moves. And … facial expressions. And, it sounds like, a ton of costume options.
Sorcery powers video. Swinging travel video.
CO Dev Blog: One thing CO seems to have going for it is a background from the RPG over the last two decades. That will help a lot.
The First Five Levels: A lengthy intro tutorial which ends with a massive power-up to level 5 and your travel power (broad array, with colored effects, and options to start slow and build up or start off with a bang). Leveling can be added powers, or expansions / strengthening of existing ones (beyond basic power boosts from leveling). Map markers so you always know where you are going.
Choosing your Nemesis: This is a cool idea that never made it into CoX, but that Emmert has made part of CO. Spiffy.
Duplicate names: A way to avoid folks having to come up with “Captain Terrific,” “Capt. Terrific,” “Cap. Terrific,” “CaptainTerrific, ” “Captain.Terrific,” “Captain Teriffic,” etc. is worth its weight in gold.
I am considering it highly likely that I will try this out when it comes out.
Other I14 stuff I missed
Some cool bits only recently brought to my attention (i.e., catching up on back reading).
Black Market / Wentworth’s Consignment House
- Characters (on active accounts) who have inventories, bids or items for sale in the Black Market or in Wentworth’s Consignment House will no longer have to log into the game within 60 days to avoid item or influence/infamy expiration.
- In-game Black Market and Wentworth employees will still give their friendly reminder, however if your account is “active”, they won’t take your “stuff”.
Yes! Though, to be honest, it was an excellent way to stay on top of my less-used characters, I am glad that I don’t have to worry about this any more.
Flight: Made adjustments to Hover and Flight powers. The minimum speed for these powers is now higher. This includes Kheldian Flight powers.
Faster Flying = Goodness.
Next up: Nerfing Rikti Comm Officers
When the Mission Architect was first announced, folks were immediately worried about farming. And the Devs said, “Worry not, we have ways to keep that from happening.”
Ah … yeah.
So all those constant Broadcasts for “LF farm ae team” and “Lvl 50 boss farm lfm” are just folks being deluded.
I spent a little time at this today, just to see. There’s a sort of weirdness about the farming routine that’s almost fascinating for about 15 minutes, after which you need a shower.
I took Al, my Fire/Rad Troller, who had just turned 20. I joined up as the lowest person on a farm mission.
Target: a mission full of Rikti Communications Officers. Like, 20-person spawns of them.
It’s perfect. Comm Officers are (since they changed how they were awarding Portal spawns) pretty high XP, but they are, in and of themselves, pretty wimpy. You never see them alone in the wild, let alone in packs.
Bang. Instant farming. In two relatively short missions (the simple looping city map), I dinged Al over five levels.
Two missions. Forty-five minutes tops, more likely thirty. Five levels.
Now tell me about no farming?
I will be very curious to see how the Devs adjust this (and how much wailing and gnashing of teeth there is). The irony is that they just set things up, after a year and a half, so that PvP nerfs don’t affect PvE. How they will have AE nerfs that don’t affect normal mission play will be a real challenge.
As a postscript, I can see some value in “farming.” The pre-14 movement power gap is now gone, but pretty much everyone (no matter what the Devs claim is needed) is grinding from 14 to 20, just waiting for Stamina. Except for those folks who get Quick Recovery earlier, but that’s pretty few in number.
So I can see some value in doing farming missions at that level to jump over that hump to being “really” superheroic. I don’t see a lot of point in doing it at higher levels, and I seriously don’t understand people who farm their way up to 50 … so that they can … um … I have no idea. But that’s been the whole PL conundrum to me, too.
One thing I can say for the Farm League, at least at the moment — there’s always something hopping there. That beats a lot of the action sometimes, on some servers.
I15 already? Yeesh!
Along with the Five Year Anniversary today (well, yesterday), and the recent I14, they’re now announcing I15. Crikey!
5th Column Task Force
- Villain Strikeforce (Levels 45 – 50): 5 Missions
- The Villains are hired for what seems like a simple, high-paying job: Steal information from the Hero 1 Time Capsule. Things go awry when the job ends up leading to the return of an enemy from the past. Now the villains have to deal with the mess they’ve made – while trying to make as much profit from it as possible.
- Hero Taskforce (Levels 45 – 50): 5 Missions
- The Heroes follow the trail of some stolen information to find that an old foe is returning… in a big way! Forced to deal with an invasion, the Heroes must scramble to find a way to defeat a seemingly unstoppable enemy.
Enough to make me wish we were hanging with a large enough group to do TFs/SFs.
New Costumes – New Issue 15 costumes include the Vines and Ulterior themed costume sets. More details to come!
New Costume Change Emotes* – Just recently introduced in Super Booster II: Magic, Costume Change Emotes represent a brand new feature type that provide fun and colorful transitions between two different costumes for a given character. Players activate them using the costume change interface, selectable from the main Menu.
- Backflip
- Salute
- Howl
- Evil Laugh
- Peacebringer Transform (Kheldian’s only)
- Warshade Transform (Kheldian’s only)
- Vanguard Sigil
*By default characters only have one costume slot, and must unlock additional costume slots through activities in the game. This can be accomplished by completing costume slot missions at levels 20, 30, and 40; and by using Halloween Event salvage (which can also be bought, sold or traded via the in-game Consignment Houses).
Huh. So are the ones from the booster pack still going to be only available from that, and these are additional emotes?
I do like the idea of fading into a different costume under the cover of an Evil Laugh …
New Character Faces – Over 20 new character faces provide even more options for character customization
Always nice to see more faces.
Mission Architect Updates
- Architect toolbox allows players to better and more easily polish their content before sharing it with the public.
- Missions can now be selected for both “Hall of Fame” and “Dev Choice,” allowing players to attain both badges. “Dev Choice” missions also have selectable reward types.
- Enhanced searching and navigation options like key phrase tagging and arc difficulty display help players find the content they’re looking for even faster
- New Server-wide Architect Chat channel
- Plus several other features and improvements to Mission Architect
Hmmm. Honestly, not quite as robust a set of things as I’d expect for a new issue. A bit of content (a TF/SF). Some costume parts. Enabling costume change technology (already present) for all. Fixes to Mission Architect. Seems a bit lightweight to me — almost feels like leftovers from the I13 / I14 split.
On the other hand, presumably this won’t take too long to beta and roll out.
Returning to Paragon City
Doyce, the guy who originally got me into CoX and who long since went on to other pastures, stopped back in for the “reactivate your account” weekend. He’s got some interesting perspective on the game, based on past experience with it and more recent with other MMOs.
Costumes changes!
Margie picked up the Magic Booster Packs for each of us as a late anniversary gift. Aside from some very pretty outfit pieces, one of the coolest things it included is the ability to do a costume change with a resulting special effect: casting a spell, calling down a flash of lightning, a smoky presto-chango, and a Wonder Woman-like spin. It shows up as an option on the costume screen, so any change follows the emote.
These can also be done as a macro, with the /cce command. Notes are here.
There’s also a new “Mystic Fortune” power you get, which lets you do a tarot-like reading that generates a fairly nice set of non-stackable buffs (mostly) on someone for 20 minutes. It’s actually something worth keeping an eye on and using on your team. Inappropriate for non-magic characters — but valuable enough to use anyway.
Mission Architect gameplay
Friday I ran in a MA arc that Margie wrote (still under development, formal release TBA). I found it very interesting the amount of control the MA system provided, and the ability it gives the creative mission writer to create not just new content, but types of stories. (I may be prejudiced, but Margie’s carnie (not Carnie) arc was just plain fun, as well as being interesting.)
After that, we tried another mission picked at semi-random (search for 4 or 5 stars, few grades). This one (I didn’t note the number, but it mentioned “Dragonettes” in the text) featured a custom group, the Geishas, which were nicely constructed — they looked good, provided a challenge, were interesting. The final mission / encounter, though, turned out to be too hard at our level — insufficient control and DoT for our Lvl 21 duo to get either of the bosses down.
That, in turn, inspired me to write up a quick arc (Lvl 37-50, not yet formally released), which Margie was gracious enough to go through with me a couple of times over the weekend, playing one, then another of our Lvl 50 duos.
There are still some awkward bits to crafting an adventure — how to make the last glowie give you the clue, how to have EvE battles not trigger so early, how to have anything not trigger so early. It’s also way too easy to drown players in text (a weakness of mine in all circumstances).
Plus, if you test the mish pre-published, you don’t get any inspiration drops. That can be a serious disadvantage.
I think I’ve got it decently polished — one more test, and I’ll officially publish it.
Last night I did some PUGging at the Architect with Miss Crackle, my Lvl 40 Electrical Blaster. The first encounter was against … frogs? Horrible, powerful, frog gangs down in the sewers. It was conceptually awesome, and waaaaay overpowered.
After that, the team leader (well, the new team leader) chose a mission attacking a group of women warriors, “Amazons,” on the skinny city map. We plowed through them, not much challenge.
We did the mission again, set to Boss level. And … plowed through them, with a bit more difficulty, a bit more slowly, but for a lot more XP.
Then we … did it again. Which I’d not realized going in (the introductory interface for MA mishes if you are not the team leader is not very helpful), but it was a little different team makeup, so we plowed through it again.
Yes, I found myself farming Amazons. I hang my head.
It was (a) great XP, (b) not at all fun after, oh, about a third of the way into the second mish. If I’d realized that was the plan, I would have dropped before the third mish; once in, though, I wasn’t going to quit the team.
Not that the mish was a piece of cake — nearly everyone died at some point or another, mostly because the tanks kept rounding up bigger and bigger mobs. But half-way through that last mission I realized something that made these guys cannon fodder: no ranged attacks. I could hover over them and just rain death from above and be absolutely safe. Indeed, at one point, there was just me and one of the tanks (the better one) still up. No problemo.
So, yes, it’s possible to create farming missions using the MA.. Not trivial farming missions, to be sure, but still, XP farms. Sort of “The Most Dangerous Catch.” (Do you incur debt in MA mishs?)
It’s also, if you’re not doing that, quite possible to make impossibly difficult missions. Indeed, I think the biggest weakness of most beginning mission authors is overdoing stuff — too many mobs, too many bosses, too high level, too many clickies, too much everything. A more balanced, nuanced approach is something one has to learn.
Oh, last evening? Katherine, at 8, wrote her own mission (also TBA once tested). She was very jazzed.
Thumbs up on Mission Architect. It both provides an opportunity for added creativity in the CoX world, and teaches respect for the professionals who have written decently balanced missions for the “real” game.
Waiting for Wednesday
When, according to this European Dev post, I14 should be released. (If the actual date’s been announced elsewhere, aside from Real Soon Now, apologies.)
I14 is coming …
Or so we’re warned.
Greetings Heroes and Villains!
NCsoft’s latest free expansion “Issue #14: Architect” is coming soon, and the data content is now available for download prior to being released on the live servers. So give yourself a head start! The download will begin after you exit your play session rather than prior to entering the game. The download is purely optional – you can cancel at any time.
It is important to note that you will not be able to see or experience the “Issue #14: Architect” content until it has been officially released on the live servers, but, again, receiving it ahead of time will allow you to play right away (once the content is available), instead of waiting for a large patch to download.
Remember – you can cancel the download at anytime. Your progress will be saved and you can resume downloading the content the next time you are done playing City of Heroes®.
Please visit our Game Updates page to get an overview of what’s included in “Issue #14: Architect”.
Note: The download window is currently not showing the text explaining this process. The patching system is still working correctly.
Margie’s been doing some serious playing around with the Mission Architect. I’ve had a few ideas for a mission arc, too. We’ll have to see.
Catching up with I14, again, some more
A few Dev/Comm posts of late of import:
- What’s in I14 (open beta, at least). More on open beta.
- Super-Leader!
- Sunstorm defines what it can do. Basically it’s to avoid deadlocks of top-ranked leaders, leaders who go missing, etc.
- PvP!
- Some changes a-coming. I have no basis for knowing if these are good or bad.
- Mission Architect!
- Not an official FAQ, but garnering very positive response from the devs.
- The MA site in Croatoa will be changed soon to be more site-specific.
- Publishing will be under @global names.
- How to keep opponents from running.
- Some copyright-worrying words need to be unbanned.
- Tips and tricks.
- More miscellaneous questions for you.
Supergroup Super-Leaders!
Ta–daaaah! It’s Super-Leader!
Actually, this is a new SG rank coming out in I14. It’s not a rank per se, but it give a way for customer support, et al., to deal wit SG leadership problems (leaders unavailable, leaders behaving badly, etc.). Per Sun Storm:
This tool essentially allows us to resolve your tickets more rapidly, keeps us from getting involved in SG/VG political drama, and also keeps groups that may have lost leadership from losing access to a fully operating base.
The new rank introduced in this issue is called, duh, duh, duh … “Super Leader” The super leader title does not have to denote actual leadership or rank within the SG, consider them mainly to be the key master or owner of the group.
Due to the current format in game, we had a few options, we could either demote everyone but one person or we could auto promote a single leader into the new position. We opted to go with the second option.
So when Issue 14 goes live, the highest ranking leader that had most recently logged in will be promoted to the “super leader” position. This ensures that every group that is currently active will have someone who recently played the game in this rank.
Any of you wishing to pinpoint who that person should be can effectively set up those permissions now by changing the ranks of members so that you have the one person you would like to have this access be the only SG leader at the time Issue 14 goes live.
Unlike some forum chat, it’s not necessary to demote everyone — but if you don’t, it will be a random thing based on which Leader was logged in last.
The super-leader, as I understand it, essentially allows someone to deal with the other Leader rank toons. Promoting someone to SL (which the SL can do) makes that person the new SL (demoting themselves to just plain L). It makes sense, I suppose, and should help Customer Service a lot, as well as some SG logistics. It’s probably a net benefit (until demonstrated otherwise) in helping with the Drama.
We’ll see.
So, about all that I14 Mission Architect stuff …
I’ve been woefully remiss in keeping up on CoX board reading. So … a quick update!
- Official announcements and media mentions.
- You can include AVs in MA missions, but they’ll follow the normal difficulty level spawn rules (dropping to down to Elite Bosses when appropriate). There’s other mission scaling logic involved as well.
- You’re limited to three published arcs, but if an arc gets a “Dev’s Choice” or “Hall of Fame,” it becomes a “permanent”
part of the MA missions and no longer counts against that limit. Villains defeated don’t count against Defeat badges, alas. - I don’t want to go on this mission. Or a mission where warwolves shoot energy beams out of their shoulders. Fortunately you can drop MA missions without harm, and rate things without finishing them.
- Some fun custom dialog options. As well as enemy power set combos. And these missions sound fun.
- The metaphysics (and metagame) aspects of how this is implemented are a bit odd, since MA missions aren’t (as framed) “real.”
- Future ideas: story forks and temp powers, and lighting effects. And giant monsters?
- Aw, we get souvenirs but not citizenry gossip? Rats.
- No, this is not a sneaky way to fire all the Devs.
- How tickets work.
More red name info for you to read and muse upon as you await I14 coming out not very long from now.
My thoughts?
- Okay, yeah, I’ll have to do some of that thing. If nothing else, it will engender an understanding of the powers and limits of the overall COX system.
- The virtual reality of it bothers me, too. From a story-telling standpoint, it feels kind of cheesy. Unless there’s more to this than we know.
- Brilliant way to create more generic (though quirky) content (as in the police band / newspaper missions) while the Devs work on (one hopes) some new whiz-bang content.
Hover and Flight Speeds
Some love going out in I14 to folks who choose the Hovering Lifestyle …
Folks may or may not be happy to know that I [Castle] checked in some changes for I14 yesterday that increases the minimum speed of Hover and the Suppressed Speed of Flight. Previously, both values are ~5.5 [mph] on live. After the change, the values will be ~14 [mph], with Hover enhanceable up to around 22[mph] (about the speed of unslotted Sprint.)
And, more directly (including bumping Swift with Flight):
Currently:
Code:Hover 14.18
w 3 slots 21.78
w swift 16.13
w both*3 25.16
That’s not great, and it’s still an expensive build, but it makes it more feasible to have toons that “never” touch ground (I have a couple) by design.