Dev Digest RSS feed

Found one again at http://www.dotfour.net/coh. It has both Dev Digest and Community Digest items (and can be read either on that page or, as noted, as an RSS feed).

Maybe more gaming posting will ensue here, though a lot of the chat these days is tweaks and complaints over I13 goings-on, or (sadly) about Lighthouse’s departure from the Community.

UPDATE: Not sure why I didn’t spot these earlier, but RedTomax has a feed for Dev Digest, Community Digest and European Dev Digest.

 

 

I13 Open Beta

I won’t be hopping on (though I see Margie playing with it, and she’s chortling with joy over bits and pieces thereof), but a few notes on what’s out.

First Posi weighs in:


 

Patron and Epic Power Pools:
First off, we’ve made some changes to the Villain Patron and Hero Epic Power Pools. We know that these have been out of balance for a while, so in bringing Patron pools up to the same level as Hero pools, we’ve made a lot of changes to both side’s high level powers. We did extensive datamining on power choices, how they were being utilized, and damage outputs. In the end we tweaked several powers and removed some, replacing them with (what we think) are far more useful ones. We were very cautious in removing powers; it’s not something we ever do lightly. We only do it where there was a huge disparity in how often it is chosen over another power. That to us points to severe problems with that power even being in that pool to begin with.

I’ve rarely been impressed with the EPPs (I’ve never gotten a Villain to the PPPs). If they’ve tweaked things, I just hope they’ve made them more interesting. 

Merit System:
Next up, we have a new Merit System for playing through content in the game. Players will no longer need to “farm” particular missions or Task Forces for a specific IO. Now you can accumulate Merits and simply purchase that IO outright from the new Merit Vendors sprinkled throughout Paragon City and the Rogue Isles. Practically everything you do in the game earns you Merits now and the amount you earn is based on our datamines on how long particular things take to accomplish in our game. This means that really fast Task Forces or Trials will earn you fewer Merits than ones that take longer to complete. Merits don’t have a level associated with them either, so you can earn Merits in your low-level career, and save them up to purchase IOs that will be most useful when you are level 50. The choice is now in your hands, and out of the random drop tables these missions had previously.

Ho-hum. One more “crafting” currency. 

Bases:
We’ve made some changes to the way players deal with bases. Overall things got a lot less expensive, Prestige-wise, in bases. This means that smaller SGs should be able to accomplish more with their bases now. If your SG wants to take advantage of the new, lower, prices, you’re going to have to do a little work in selling the older items, and buying the new, lower priced items. It’s an unfortunate artifact of the way the base system was designed that we can’t just refund your SG the difference straight away. We’ve also eliminated the need for Base Salvage. Now everything in bases can be built with Invention Salvage. You will even be able to convert all that extra Base Salvage into Invention Salvage to help get rid of the extraneous items your SG has probably accumulated. This change will help smaller SGs build cooler stuff faster, as well as give large SGs a benefit for all their hard work so far. Don’t worry, the storage containers in bases will now be able to hold a small amount of Invention Salvage as well now.

Okay, on the other hand, it sounds like this is simplifying things, though it makes Invention Salvage all the more valuable for base goodies. Probably an overall gain. 

Leveling Pact:
We’re adding in a brand new feature for new characters and new players to get acclimated to the game with Leveling Pacts. Characters that are level 5 and under can form a permanent bond that will evenly split all XP they ever earn, keeping them in perfect level sync their entire careers (unless they decide to break the Pact). It’s superior to Sidekicking because the split happens even if one half of the duo isn’t on-line! They will be able to log in later and be treated to the XP they would have earned had they been on-line and playing with their partner anyway. This is the perfect way for a couple of close knit buddies to make sure they always have characters “in sync” even if one plays more often, or at different times, than the others. This feature will initially launch with the low-level limit on initiating Pacts, as well as only being able to Pact two characters together. It’s a brand new way of dealing with our reward system, so once we are happy with how things are working out, we can look into raising the maximum entry level on Pacting as well as the number of characters that can be Pacted together.

Margie says the Open Beta is having some technical problems with the right now, but I think it’s an exciting feature — and I look forward to their expanding the maximum entry level (I see no reason to have any limit on when you can enter, if the upper person is pulled down to the lower person’s level). 

PvP Changes:
We’ve also overhauled our PvP system in such a way that the changes do not affect PvE. We’ve ignored PvP as “good enough” for long enough. The previous systems were “ok” and have a very vocal and devoted fan-base, but we plan on incorporating more and more PvP features into City of Heroes and City of Villains. In order for us to do that we really need a solid foundation of the core PvP gameplay. We are trying to make PvP more accessible to new players, while giving experienced PvP’ers the advantage that comes with formulating tactics around the new systems we’re putting in place. PvP from now on will be on our priority list. If something isn’t working out, we’ll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

More focus on PvP? Bleah. Changing the code base so that tweaks to make PvP better don’t screw up PvE? Huzzah! 

Multi Builds:
Be sure to check out the new “Multi-build” feature. You can access this feature by visiting any level-up Trainer in the game. Here you can make an alternate build, or switch between the builds that you have. We are initially launching this feature with only two builds available to work with, but the feature has the capability of dealing with more, should we ever find a need for third, fourth, or more, builds.

I don’t see this as something I’m very likely to use, but I think it’s a keen idea. 

Day Jobs
Finally, I want to talk about Day Jobs. These are rewards your character earns for logging out for extended periods in certain in-game locations. These rewards are varied, depending on the job your character was working on. I hope that you all find these as fun and exciting as we had in designing them. I look forward to the role-playing that players will do incorporating their “Day Job” into their crime fighting (or crime committing) regime.

Some nice bennies here. Margie notes that hanging out and Wentworths gives you a teleport power back to Wentworths … worth its weight in gold, that is. 


 

But to get to the nitty-gritty, let’s look at the Patch Notes for the Open Beta.


 

New Features

Midnight Squad Story Arcs (for Level 20-25 Heroes, Level 30-35 Villains)

The Midnight Squad has need of its members in recovering some stolen artifacts. Heroes and Villains should speak to Mercedes Sheldon who can be found inside the Midnighter Club in the side wing that leads to the Hero Zone Steel Canyon.

Cimerora Story Arcs (for Level 35-50 Heroes and Level 35-50 Villains)

Players can journey through time back to the ancient land of the Roman Cimeroran peninsula where they can talk to Daedalus (for Heroes) or Sister Airlia (for Villains) to encounter new challenges.

The Merit Rewards System

A new game system that allows players to earn tokens by completing Trials, Task Forces, Strike Forces, Story Arcs, defeating Giant Monsters, etc. The most challenging and time consuming tasks grant the most reward tokens, which can be redeemed throughout Hero and Villain zones for recipes, enhancements, salvage, costume pieces, badges, inspirations and other game items.

I’m glad that Story Arcs are included here, as that’s what I’m most likely to ever have a chance to do any time soon.

Day Jobs

For more information about Issue 13’s Day Jobs feature, please visit the web article: Dev Diary: Designing Issue 13’s Day Jobs

New Powersets

Shields

Heft a Shield for Heroic or Villainous Ends! This new powerset brings a classic power to City of Heroes: Shields! Now, you can arm Tankers, Scrappers and Brutes with a powerful shield to protect themselves and their allies.

While this certainly allows for Captain America clones, this remains a niche power in most comic book universes. That said — I’ll almost certainly try it some time. 🙂

Pain Domination

Villains can now bend the power of pain to serve their own ends! Those playing a Corruptor or Mastermind have access to this new powerset. The antithesis of the Hero healing powerset “Empathy,” Pain Domination brings parity between Heroes and Villains with a distinctively evil flair.

I’m not doing much, Villiain-wise, but it’s an interesting idea.

Multiple Builds

Characters can create a second build with different power selections and enhancement slotting, and switch between builds by talking to any Trainer. Now you can have separate builds for soloing and grouping, or for PvP.

• The second build works like a respec, so you can change anything except your Primary and Secondary powersets.
• The second build is slotted with enhancements separately from your first build.
• You can swap builds once every 15 minutes.
• All powers fully recharge when switching builds

I find the separate enhancement slotting interesting. I’m not sure how they could have done it differently, but that means that you’re going to be spending twice as much for slotting powers on your multi as if you ddin’t have one.

Villain Patron Powers Unlocked

Now any Villain that has unlocked a Patron Power Pool can freely select another when respeccing or making Multiple Builds, offering the same flexibility that heroes are afforded with Ancillary Powers.

It makes less sense story-wise, but it’s probably a good thing.

PVP Revamp

PvP combat has been completely revamped in this issue, in an attempt to make it more fun for all ATs and builds. Please note that these changes only take effect in PvP situations; these changes have no effect on PvE. Here are a summary of the major changes:

• The damage of all attacks has been refigured. Basically, the longer the activation/animation time of an attack power, the more damage the power is going to do. There are adjustments for recharge time and End cost, but the actual time the power takes up in an attack chain is the primary consideration.
• In general, the base damage of all ATs has been increased. The Containment bonus for Controllers has been reduced because of their higher base damage.
• Being hit by an attack triggers movement suppression, just as making an attack does. Suppression for being hit by an attack is always the same duration.
• The greater the base range of an attack, the longer the suppression for the attacker.
• Resistance and defense powers have greater diminishing returns when stacked than in PvE, and lower caps. • If more than one enemy is targeting a character in PvP, there will be a penalty to the accuracy of all attacks against them that increases with each additional enemy.
• Hit point regeneration is reduced when suppressed in PvP areas.
• Healing powers suffer from diminishing returns when several are used in a short period of time.
• All ATs except Tankers and Masterminds have some default resistances to all attacks in PVP.
• Unlike in PvE, defensive toggles do not suppress when you are held/stunned.
• Melee classes gain extra resistances to all debuffs and to movement slows. These bonuses are linked to the power in each set that gives status protection (Unyielding Stance, Wet Ice, Plasma Shield, etc.).
• “Buffing” ATs (Defenders, Controllers, Corruptors, Dominators and Masterminds) have less ability to benefit from all buffing powers than other ATs (the powers have less effect on them, and their caps are lower).
• Melee ATs gain more benefit from buffing powers than other ATs (the powers have greater effect on them, and their caps are higher).
• Defeating enemies in PvP can award Influence/Infamy, Inspirations, and rarely Salvage, but no XP.
• There is no such thing as Status Protection in PvP, only Resistance. The base durations of status effects are greatly reduced in PvP (generally 4 seconds for Controllers and Dominators, 2 seconds for all other ATs).

Wow. I have no idea how the PvPers will react, but it certainly sounds like they shook up all the puzzle pieces in the box to make a very new experience.

COMBINED NOTES

Powers

Toggle Power Change

• All Player defensive Toggle Powers should now “suppress” when you are Held, Stunned or Slept instead of shutting off. The toggles have limited or no functionality when in this state. If you are held while flying, for instance, if the power which held you does not also have a -Fly function, you will remain in the air. Status protection powers still provide Hold, Sleep and Stun protection, even if suppressed.
• Offensive Toggles (Like Radiation Infection or Icicles or Rise to the Challenge) will still detoggle as before.

This is actually very nice. I hate having to restart toggles after being Held. This reduces the lethality of mezzing enemies.

General

• Max status resistance cap for all ATs increased. This includes Holds, Stuns, Immobilizes, Sleeps, Terrorize, Fear, Confuse, Intangible, Untouchable  Yay!
• The most any powers range can be debuffed has been altered. Minimum Range is now 25% of normal range of the power. In other words, if the power has an 80’ range base, it cannot be debuffed lower than 20’. I didn’t know ranges could be debuffed.
• Removed duplicate visual FX from Holiday Rocket Pack Temporary Power.
• The sound effect for Energy Manipulation – Power Thrust was inadvertently changed and has been reverted to its original sound
• The Warburg Nuke Chemical Burn power now correctly states that it reduces the target’s defense and not accuracy in its long help.
• Temporary Powers/Power Analyzer Mk I, II and III: These temporary powers should no longer aggro enemies.
• The “No Phase” state (the period of time after leaving a ‘phased’ state of invulnerability before you can enter it again) been changed to allow you to phase/hibernate for 30 seconds, then disallow such powers for 90 seconds.
• Invulnerability/Unyielding: This power’s activation text should no longer state it reduces the user’s defense.
• Powers granted by the 54 month veteran badge no longer gain a bonus to damage dependent upon the character’s origin.
• The Goldbricker Rocket Pack will no longer function in areas or missions where temporary powers are disabled.

Tailor

• New Day Job themed costume items added, including Police Officer and a variety of civilian suits. Yay!
• Added the ability to save and load player-designed costume configurations to a file saved on the player’s computer. What?! That’s fabulous! If I read it correctly, it means you can save a particular costume configuration and use it for another character (or save it to revert to at a later time). Excellent!
• The Cyborg Pack Combat Auras will now be available at all levels for all players that purchased them.
• Many costume auras have been optimized for performance. There are also a lot of new combinations for auras that didn’t previously exist. Nice. Auras are spiffy.
• Major changes to the supergroup costume color system. Most notably, each costume now has its own set of supergroup colors. We can bid a fond farewell to the days when changing your costume required entry to the supergroup color picker to repair the damage. Additionally, the supergroup color picker has been merged with the tailor screen, solving the problems associated with applying supergroup colors to wings. This sounds like a positive thing, a very nice QoL feature. Though not many folks I know of get all tied to the SG costume modes.
• In the Tailor shop, you can check out how your costume looks when in Supergroup mode. Please note, you cannot load or save a costume when the tailor screen is in SG color picker mode. Also a good thing.
• Fixed a cosmetic issue with the Cyborg ACCAHUD aura

Custom Shields

• The Talsorian Shield is unlocked by redeeming 100 Vanguard Merits at a Vanguard Merit station.
• Roman Shields should be unlockable by earning the Centurion badge.
• The Romulus shield is unlocked by defeating Romulus Nictus once.
• The Romulus Nictus shield is unlocked by defeating Romulus Nictus 5 times.
• The Rularuu Shield is unlocked by earning the Visionary badge or earning souvenirs from shadow shard task forces and story arcs.

Critter Changes

• Freedom Corps Sonic Grenades are no longer irresistible.
• Circle of Thorns Cold Thorn Mage Reflections should now use their offensive powers once again.
• Banished Pantheon Masks now range in level from 20-30.
• Infected level range now extends to level 10.

Tasks

• The Lost and Found story arc will now correctly award salvage for players that are significantly higher levels than the mission levels
• Players can no longer drop Mayhem and Safeguard missions That’s interesting. I’ve had some cases with solo characters where I’ve taken the Safeguard mission but eventually dropped it because I’d outleveled it in other PuG play. I wonder why they’ve done this?

Bases

• All Supergroup Base room prices and Prestige costs have been rebalanced.
• Removed all base salvage from base item recipes. Base Salvage should only be needed in recipes that convert base salvage to invention salvage.
• Base raiding is currently being redesigned, and will be in that state for some time. For the duration, all base raiding, including instant raids, will be disabled. Ho-hum.
• Added Teleporter Beacon for Pocket D. Nice!
• Added SG badge to access Pocket D beacon.
• Robo-Surgery can be attached to the Basic Reclaimator
• Sprit Signal can be attached to Resurrection Rings
• Base Salvage racks can now hold a limited amount of invention salvage.

Removed all raiding related restrictions on placing items in a base. Specifically, items may now intersect and or completely block door to door paths or door to item paths.
• This change will allow much greater freedom in placing objects in your base.
• When raids are enabled again, players will be able to choose whether their base will abide by the new raiding-related restrictions.

Supergroups

• Introduced a 3 second delay that prevents rapidly switching between costume mode and supergroup mode. This prevents an occasional crash caused by rapidly toggling back and forth.

User Interface

• Ctrl-C now copies whatever text is selected. Wow! We’ve reached Win3.1 level in the interface!
• Fixed the bug where pasting text into the system was being handled differently than typing that same text directly.
• Fixed the problem where re-ordering characters on one server would cause the character order data for other servers to be corrupted. Okay, that’s a good thing. The character ordering code has been seriously whacky, which is highly irksome.
• Badge tracking UI window updated to allow sorting by category Badges now have a lot more categories (including a “Recent” category), per Margie. Very nice.
• Contacts that are unlocked (through getting a badge or reaching a certain level, e.g.) automatically give you a pop-up box letting you know they’ve been unlocked and are added to your active contact list. Great. I hate getting contacts who won’t actually give me anything yet. Nice to know that at least now they’ll let me know when they’ll talk to me.

Badges

• Corrected the badge descriptions of taskforce/strikeforce challenge badges that referred to stature level 1 as being 1-15 to be 1-14.
• All badges, other than invention badges, have had their hint text filled in with a greater amount of detail. All badges will explain how many foes need to be defeated and Accolades will explain which badges are needed to obtain them. Meters have been added to all badges where appropriate and badges that track more than 1 kill, event, etc. should now have help text. Thank you.
• Reduced the amount of healing required to obtain the Empath badge from 1,000,000,000 to 100,000,000
• The Artisan, Master Artisan, Craftsman, Master Craftsman and Fabricator badges should now correctly have their status meter update when the character crafts enhancements.
• Defeating Contaminated will now fill your progress bar for the Isolator
badge, which appears after the 15th Contaminated defeated.

Invention

• ToHit Buffs/DeBuff Common IOs should not state they buff or debuff Accuracy any longer.
• Force Feedback: Chance for +Recharge was not marked as irresistible, which meant your slow resistance powers decreased its benefit. This has been corrected and is now marked properly.
• Set bonuses that state they increase “Movement Speed” will now boost the base movement of the character instead of enhancing movement speed boosting powers.
• Knockback Sets now improve Knockdown and Knock Up powers, instead of only Knockdown.
• Universal Travel Power enhancement sets can no longer be slotted into Sprint powers.
• Invention Origin enhancement sets that decrease the recharge time on a power should now correctly state +rech instead of –rech

Added new IO Sets and new IO Set Categories:

PBAoE Damage
• Eradication, Level 10-30
• Obliteration, Level 30-50

Hold
• Basilisk’s Gaze, Level 10-30
• Lockdown, Level 30-50

Universal Travel
• Blessing of the Zephyr, Level 10-50

Recharge Intensive Pets
• Call to Arms, Level 10-30
• Expedient Reinforcement, Level 30-50

Accurate Healing
• Theft of Essence, Level 10-30
• Touch of the Nictus, Level 30-50

Accurate Defense Debuff
• Shield Breaker, Level 10-30
• Analyze Weakness, Level 30-50

Accurate To-Hit Debuff
• Cloud Senses, Level 10-30
• Siphon Insight, Level 30-50

NPCs and Zones

• New villain Respec Contact — Arbiter Sawyer in Port Oakes
• Linda Summers, Kings Row contact is no longer on the far side of Kings Row by Galaxy, now she is over by Blue Steel. Paula Dempsey also got moved to the plaza at the Yellow Line ramp. Thank heavens. Jogging over to those folks was somewhat dangerous but always a drag.
• Two basic stores added in Striga Isle. Smuggler Jimmie is on the docks in Port Noble and Smuggler Freddie is near Ernesto Hess. Both will sell basic inspirations and buy back enhancements, recipes, and salvage. Huzzah! Stores in Striga! Makes Striga work much more attractive.
• Added elevator markers to Grandville in similar fashion to Faultline
• There is a Reconnaissance Officer at the entrance to or just inside most hazard zones: Firebase Zulu; just inside the Hollows; at the Steel Canyon gate in Perez Park; in the Hive; Boomtown; in the Sewers; the RWZ base by the portal to the zone. The Recon Officers give you a rundown of the zone including history, known hostiles, and amenities (hospital, trainers, etc…) A very interesting idea.
• There’s also a jetpack temp power vendor in all the Shard zones and in Grandville. Oh, my a most excellent idea. No more “Oops, I took Superspeed, so I’m screwed in the Shard” or “Huh, let’s see if I can Superjump my way over there …”
• Port Oakes got itself a Black Market. Yay for more Black Markets!
• There is are new ‘Abandoned Labs’ (rows of Invention crafting stations) in Port Oakes and St. Martial.  Yay for more Invention areas in CoV!
• RWZ now has Invention crafting tables off to the side of Lady Grey (for villains and heroes). Also a fine add.
• A base portal has been added to Pocket D. Trina the Seamstress (a tailor) is now in Pocket D’s VIP Lounge. Wow, more reasons go to go Pocket D!

CITY of HEROES

Powers

Blasters

• Blaster Psychic Blast/Psionic Dart: Changed short and long help description of this power from minor damage to moderate damage.
• Blaster Psychic Blast/Mental Blast Changed short and long help descriptions of this power from moderate to high damage.
• Blaster – Cold Mastery – Hoarfrost replacing Flash Freeze, reduced HP bonus
• Blaster – Electrical Mastery – Conserve Power replacing shocking bolt
• Blaster – Electrical Mastery – Power Surge replacing EM pulse, identical to force of nature
• Blaster – Munitions Mastery – Surveillance replacing Sleep grenade
• Surge of power – text description no longer claims to prevent status effects.
• Normalized Projectile Speeds for Psionic/Psychic blast powers (generally faster). Yay!

Controllers

• Controller – Stone Mastery – Seismic Smash replacing hurl boulder. Reduced damage.
• Controller – Ice Mastery – Frost Breath replacing ice storm
• Controller – Primal Forces Mastery – Energy Torrent Replacing power blast, knockdown version
• Plant Control/Entangle: This power will now correctly knock flying targets out of the air only if they are close to the ground.
• Plant Control/Roots: This power will now correctly knock flying targets out of the air only if they are close to the ground.
• Ice Mastery – Frost breath: Reduced Endurance Cost.
• Primal Forces – Energy Torrent: Reduced Endurance Cost.

Defenders

• Defender Archery/Aimed Shot: Changed attack speed from 1.67 to 1 second.
• Defender – Dark Mastery – Oppressive Gloom – Increased Radius
• Defender – Dark Mastery – Soul Drain – Increased buff off of first target. Minor decrease in overall buff.
• Defender – Psychic Mastery – World of Confusion replacing Telekinesis
• Defender – Electricity Mastery – Shocking bolt replacing Electric fence
• Defender Vigilance will no longer increase the Defenders endurance costs when grouped with team mates with greater than normal Health values.
• Normalized Projectile Speeds for Psionic/Psychic blast powers (generally faster).

Peacebringers

• Peacebringers can now Activate Dwarf Form shape shifting while Held, Stunned, Slept or Terrorized.

Peacebringers damage adjusted
• Increased Melee Damage to 0.85 from 0.75
• Increased Range Damage to 0.8 from 0.625
• Increased Melee SSDamage to 1.0 from 0.85

• Peacebringers Luminous Blast/Radiant Strike: This power’s long help stated it dealt high damage; this was corrected to state that it deals Superior damage.
• White Dwarf form Taunt powers now have a Range Debuff component. This will have the effect of forcing ranged attackers to move closer to the Taunter. Cool.
• Cosmic Balance now grants 10% Recharge Slow Resistance per Peacebringer, Warshade, Arachnos Widow or Arachnos Soldier on their team.
• Cosmic Balance bonus now applies in shapeshifted forms.

Scrappers

• Scrapper – Body mastery – Focused Accuracy – Decreased to-hit buff, added accuracy buff. Provides same total bonus in PVE.
• Scrapper – Weapon Mastery – Targeting Drone (Modified to work like focus accuracy)
• Scrapper – Martial Arts/Dragon’s Tail: Corrected the critical hit portion of this power so that it is equal to the power’s normal damage.
• Scrapper Taunt powers now have a Range Debuff component. This will have the effect of forcing ranged attackers to move closer to the Taunter. Nice.
• Claws – Corrected the Damage and Endurance cost on Shockwave (damage went up from 1.04 to 1.05 scale, while endurance cost is fixed at 11.56.
• Claws -Reduced Animation time of Slash from 1.5 to 1.33 resulting in a damage scale reduction from 1.4 to 1.32
• Dark Melee -> Siphon Life recharge time reduced and damage increased
• All Taunt Powers primary powersets now include a -75% range debuff to the target.
• Dark Melee/Midnight Grasp initial damage increased and DoT duration shortened.

Tankers

• Tanker – Energy Mastery – Focused Accuracy – Decreased to-hit buff, added
accuracy buff. Provides same total bonus in PVE.
• Tanker – Pyre Mastery – Melt Armor replacing ring of fire. Reduced debuff effect
• Tanker – Arctic Mastery – Shiver replacing chilblain
• Tanker – Arctic Mastery – Freezing Rain replacing Ice storm, reduced debuff effect
• Tanker – Earth Mastery – Quicksand Replacing stone prison, reduced debuff effect
• Tanker – Earth Mastery – Conserve Power replacing Salt Crystals
• Dark Melee -> Siphon Life recharge time reduced and damage increased.
• Dark Melee/Midnight Grasp initial damage increased and DoT duration shortened.
• All Taunt Powers in secondary powersets now include a -75% range debuff to the target. I think the general change to Taunt powers to include a range debuff is an excellent idea.

Warshades

• Warshades can now Activate Dwarf Form shape shifting while Held, Stunned, Slept or Terrorized.
• Warshades damage adjusted
• increased Melee Damage to 0.85 from 0.75
• Increased Range Damage to 0.8 from 0.625
• Increased Melee SSDamage to 1.0 from 0.85
• Black Dwarf form Taunt powers now have a Range Debuff component. This will have the effect of forcing ranged attackers to move closer to the Taunter.
• Dark Sustenance now grants 10% Recharge Slow Resistance per Peacebringer, Warshade, Arachnos Widow or Arachnos Soldier on their team.
• Dark Sustenance bonus now applies in shapeshifted forms.

Badges

• Heroes should now be able to earn the Gladiator Accolade.
• Heroes owning the Fire Marshal, Bomb Squad, PPD Deputy, Security Expert, Interceptor and Villain Disruptor badges should now award the Force of Justice Accolade. The Force of Justice Accolade does not grant a power.

Emotes
• Kheldians in Dwarf form will now be able to use the emotes from the Wedding Pack and Cyborg Pack

CITY of VILLAINS

Powers

Arachnos Soldiers

• Tactical Training: Assault: Corrected long help for this power to state that it grants resistance to placate and taunt, not protection.
• Arachnos Soldier pets will now be usable when completing story arcs in Ouroboros where only the use of Archetype powers has been selected.

Brutes

• Brute – Soul Mastery – Dark Blast replacing Gloom
• Brute – Soul Mastery – Darkest Night replacing summon widow, reduced debuff effect
• Brute – Mace Mastery – Focused Accuracy – Decreased to-hit buff, added accuracy buff. Provides same total bonus in PVE.
• Brute – Leviathan Mastery – Arctic Breath replacing Bile spray – cone power similar to Freezing rain.
• Brute Super Reflexes/Evasion: The brute version of this power will no longer have its defense affected by attacker’s level.
• Brute Taunt powers now have a Range Debuff component. This will have the effect of forcing ranged attackers to move closer to the Taunter.
• Modified Energy Aura’s Energy Drain heal aspect to have some healing ability. The heal is roughly 3% of your health per target hit.
• All Taunt Powers in primary powersets now include a -75% range debuff to the target.
• Dark Melee/Midnight Grasp initial damage increased and DoT duration shortened.

Corruptors

• Corruptor – Soul Mastery – Power Boost replacing Soul Drain
• Corruptor – Mace Mastery – Focused Accuracy replacing pet – Decreased to-hit buff, added accuracy buff. Provides same total bonus in PVE.
• Corruptor – Mu Mastery – Conserve Power replacing electric shackles

Dominators

• Dominators – Soul Mastery – Oppressive Gloom replacing Dark Consumption.
• Dominators – Soul Mastery – Soul Drain Replacing dark Obliteration, adjusted buff effect
• Dominators – Mace Mastery – Personal Force Field replacing Disruptor Blast
• Dominators – Leviathan Mastery – Water Spout – Eliminated knockback and fear effect, reduced chance of knockup and stun.
• Dominators – Leviathan Mastery – Hibernate replacing Chum spray
• Dominators – Mu Mastery – Power Surge Replacing Ball Lightning – Identical to Force of Nature
• Plant Control/Entangle: This power will now correctly knock flying targets out of the air only if they are close to the ground.
• Plant Control/Roots: This power will now correctly knock flying targets out of the air only if they are close to the ground.
• Normalized Projectile Speeds for Psionic/Psychic blast powers (generally faster).

Masterminds

• Mastermind Ninjas/Aimed Shot: Changed attack speed from 1.67 to 1 second.
• Mastermind – Soul Mastery – Oppressive Gloom replacing Night Fall. Increased radius
• Mastermind – Mace Mastery – Power Boost replacing Mace Beam Volley
• Mastermind – Leviathan Mastery – Knockout Blow replacing Chum spray
• Mastermind – Mu Mastery – Thunderstrike (AOE version) replacing static discharge
• Mastermind Robotics/Pulse Rifle Blast: This power can no longer be slotted with knockback enhancements as it doesn’t have a knockback component.
• Mastermind Necromancy Liches Torrent power should now only do Knockdown, unless slotted with Knockback Enhancements, or otherwise buffed.
• The Ouroboros Portal will now have a description in its info if selected by a mastermind.
• Mastermind Upgrade powers will now affect all henchmen within 30’ of the target henchman. Endurance cost for Upgrade Powers has been increased. It now takes approximately 45 endurance (reducible by enhancements) per upgrade power used.

Stalkers

• Stalker – Soul Mastery – Shadow Meld – New power replacing pet, +30% def, 20 second duration, 90 second recharge)
• Stalker – Mace Mastery – Disruptor Blast replacing pet
• Stalker – Leviathan Mastery – Water Spout – Eliminated knockback and fear effect, reduced chance of knockup and stun.
• Stalker – Leviathan Mastery – Hibernate replacing pet
• Stalker – Mu Mastery – Ball Lightning replacing Zapp
• Stalker – Mu Mastery – Conserve Power replacing pet
• Claws – Corrected the Damage and Endurance cost on Shockwave (damage went up from 1.04 to 1.05 scale, while endurance cost is fixed at 11.56.)
• Claws -Reduced Animation time of Slash from 1.5 to 1.33 resulting in a damage scale reduction from 1.4 to 1.32
• Claws – applied the 20% recharge and endurance discount to Build Up. (Someone was kind enough to point out to me that this should really always have been there.)
• Claws – Eviscerate is no longer a Cone attack. This means it has a 100% Crit from Hide chance and its damage scale increases from 1.99 to 2.23.
• Modified Energy Aura’s Energy Drain heal aspect to have some healing ability. The heal is roughly 3% of your health per target hit.
• Claws/Eviscerate: This power will now only accept single target melee IO enhancements.
• Dark Melee/Midnight Grasp initial damage increased and DoT duration shortened.

Widows

• Fortunata Training/Psychic Wail: This power will now affect 16 maximum targets.
• Normalized Projectile Speeds for Psionic/Psychic blast powers (generally faster).

Tasks

• Alan Desslock now gives a better explanation why you cannot get his final mission from him.

Badges

• The Bane of Danaan badge hint now displays correctly rather than showing up as ???

City Zones
• Breakout: Changed “Escaped Convicts” text to read “Zig Combatants” for the Breakout Tutorial


 

Overall? It’s nothing big and spectacular and game-changing — but a lot of nice Quality of Life changes that will make it a more pleasant game to play.

At last, some gameplay

Things have been just a bit kinda crazy-whacky of late, but we had some chances to do some CoX play this weekend.

Margie and I did a bit of Kitsune/Ex-Terra. They’re getting in their high 30s, bouncing between Bricks and Founders and chewing on DE. The zombies were a bit of a distraction — it’s hard to not get involved in zombie mashing, even though I’m not convinced that it churns as much XP as steady missioning at high reputations.

(I’ll actually be glad to see the zombie apocalypse die down, to be honest. Not only was it distracting, but it whacked the hell out of the market.)

Sunday Margie was absorbed until late at night with some office homework, so I flew mostly solo with Miss Crackle, getting her over the course of the afternoon and evening from 28 or so up to (ding!) 32. I need to actually do some leveling with her, as well as getting her a nice crackly aura at the next opportunity.

Nothing wildly exciting, but fun times.

City of Macintoshes

CoX is going MacOS!

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

 

You can sign up for the Beta here.

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

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

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

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

 

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

(via Margie)

Dev Tracker RSS feed busted

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

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

Braaaaaiiinnnnsss …

I’ve had a couple of commenters drop notes about having fun with the current Halloween event, the Rikti Zombie Invasion. My own play time has been limited, due to business travel and other stuff, but Margie and I have been on a couple of time and enjoyed the madness.

For those who haven’t … Zombies! It’s much like Rikti Invasion event, except …

  1. The sky (moon?) turns ruddy, giving everything a pink glow.
  2. The events seem more clustered (is it only at night?)
  3. No bombs or bombing.
  4. Bad guys don’t leave the streets.
  5. The Zombies climb out of the ground, rather than teleporting in.

Hmmm … maybe next year we can have Rikti Zombies! 

CoX – Don’t quit your Day Job!

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

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

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

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

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

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

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

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

Hero Day Jobs 

 Day Job Name 

 Log Out Location 

 Benefit 

 City Official

 City Hall (Atlas Park)

 Influence Bonus upon mission complete.

 Law Enforcer

 Police Stations

 Experience Bonus upon mission complete

 Commuter

 Train Stations

 Travel speed bonus.

 Shop Keeper

 Store Lobbies

 Enhancement drop on mission complete.

 Intern

 Portal Corp Lobbies

 Large Inspiration upon mission complete.

 Caregiver

 Hospital Lobbies

 Out of combat regeneration bonus.

 Professor

 Inside Universities

 Random tech salvage drop upon mission complete.

 Midnighter

 Inside the Midnighter’s Club

 Random arcane salvage drop upon mission complete.

 Banker

 Inside a Vault

 Influence Bonus upon mission complete.

 Clubber

 Pocket D

 Out of combat recovery bonus.

 Fashion Designer

 Tailor Lobbies

 Coupons that will grant a discount at the tailor.

 Mortician

 Graveyards

 XP Debt Protection

 

 

Villain Day Jobs 

 Day Job Name 

 Log Out Location 

 Benefit 

 Demagogue

 Arachnos Building (Marconeville, Port Oakes)

 Influence Bonus upon mission complete.

 Arachnos Agent

 Arachnos Bases and Arachnos Controlled areas.

 Experience Bonus upon mission complete

 Pilot

 Near Black Helicopters

 Travel speed bonus.

 Smuggler

 Ferry Docks

 Enhancement drop on mission complete.

 Crey Employee

 Crey Industries Building in Nerva Archipelago

 Large Inspiration upon mission complete.

 Pain Specialist

 Hospital Lobbies

 Out of combat regeneration bonus.

 Professor

 Inside Universities

 Random tech salvage drop upon mission complete.

 Midnighter

 Inside the Midnighter’s Club

 Random arcane salvage drop upon mission complete.

 Thief

 Inside a Vault

 Influence Bonus upon mission complete.

 Clubber

 Pocket D

 Out of combat recovery bonus.

 Fashion Designer

 Tailor Lobbies

 Coupons that will grant a discount at the tailor.

 Mortician

 Graveyards

 XP Debt Protection

 

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

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

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

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

 

Hero Day Job Accolades 

 Day Job Accolade 

 Day Job #1 

 Day Job #2 

 Benefit 

 Police Chief

 Law Enforcer

 City Official

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

 Security Chief

 Law Enforcer

 Banker

 Tear Gas: Ranged AoE Hold.

 Scientist

 Professor

 Intern

 Sleep Gas: Ranged AoE Sleep.

 Physician

 Professor

 Caregiver

 Ally Resurrect

 Alchemist

 Caregiver

 Midnighter

 Ally Heal

 

 

Villain Day Job Accolades 

 Day Job Accolade 

 Day Job #1 

 Day Job #2 

 Benefit 

 Web Weaver

 Arachnos Agent

 Demagogue

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

 Black Ops

 Arachnos Agent

 Thief

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

 Crey Scientist

 Pain Specialist

 Crey Employee

 Sleep Gas: Ranged AoE Sleep.

 Physician

 Professor

 Pain Specialist

 Ally Resurrect

 Alchemist

 Pain Specialist

 Midnighter

 Ally Heal

 

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

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

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

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

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

 

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

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

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

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

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

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

 

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

PvE power changes in I13

Quoth Castle (plus preface):

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

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

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

Introduction

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

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

Energy Aura

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

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

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

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

Invulnerability

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

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

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

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

– Tough Hide: Added 25% Defense Debuff Resistance.

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

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

Huh. Those actually sound like nice positive tweaks.

Kheldians

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

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

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

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

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

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

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

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

Toggle Powers

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

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

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

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

War Mace

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

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

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

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

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

Misc

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

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

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

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

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

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

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

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

Weekend update

Actually got some play time in with Margie this weekend — which was a Rikti Invasion weekend, so we pulled out Kitsune and Ex-Terra and had fun with XP-churning lag-fests. 

It’s actually intersting how the invasions play out in different zones (the “standard” landing site) and sizes of groups. A solid group of people who know what they’re doing can run a very nice small invasion draw, while a large group can easily get into a cascading death spiral, fed by a steady stream of people flying back out of the hospital into the middle of the fray.

Good times and a couple of levels, though. Getting not too far from 40 with the both of them.

I13 – Epic Power Pools

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

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

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

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

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

 

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

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

 

Still more I13 stuff

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

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

The Merit System

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

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

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

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

 

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

Day Jobs and Costumes

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

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

 

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

The Leveling Pact

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

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

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

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

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

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

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

 

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

Alternate Builds

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

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

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

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

Matt Miller: Yep!

 

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

Base Changes

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

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

 

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

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

More I13 stuff

Another official page:


 

Day Jobs (Offline Character Progression)

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

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

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

Multiple Builds

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

Dave says: Excellent idea.  

New Powersets

  • Shields – Heft a Shield for Heroic or Villainous Ends! This new powerset brings a classic power to City of Heroes: Shields! Now, you can arm Tankers, Scrappers and Brutes with a powerful shield to protect themselves and their allies.
  • Pain Domination – Villains can now bend the power of pain to serve their own ends! Those playing a Corruptor or Mastermind have access to this new powerset. The antithesis of the Hero healing powerset “Empathy,” Pain Domination brings parity between Heroes and Villains with a distinctively evil flair.

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

Leveling Pact

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

Dave says: Excellent idea. 

The Merit Rewards System

A new game system that allows players to earn tokens by completing Trials, Task Forces, Strike Forces, Raids, etc. The most challenging and time consuming tasks grant the most reward tokens, which can be redeemed throughout Hero and Villain zones for recipes, enhancements, salvage, costume pieces, badges, inspirations and other game items.

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

Villain Patron Power Respec

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

Dave says: N/A. 

Supergroup Base Repricing

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

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

PvE and PvP Powers Rebalancing

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

Dave says: Yay. 

New Cimerora Missions

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

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

Other features

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

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

CoX – I13 and I14 announced

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Very cool. I look forward to hearing more details.

Gaming is Educational!

(Crossposted from DDtB) 

Gaming as a gateway to … education?

Or, as this article puts it: Do first-person shooters make you smarter? The author talks about how playing Call of Duty led to his son actually learning stuff.

 

His education started in the 6th grade, with him digging online to learn more about the equipment that soldiers used in World War II. He wanted to know about the guns he was using in the games. Then he got interested in squad tactics and specific campaigns, like the Normandy invasion. He began reading Stephen Ambrose’s books about WWII, and eventually read most of them. He watched Band of Brothers on DVD. (The HBO series, based on an Ambrose bestseller and produced by Tom Hanks and Steven Spielberg, was a huge influence on the style of all the WWII first-person shooters, so it was natural that a game fan was led back to the original films.) To learn more about the battle of Stalingrad (which is featured in Battlefield: 1942 and the first Call of Duty), he read Antony Beevor’s Stalingrad, along with Vasily Grossman’s A Writer at War (that’s him in the photo). That led to a deeper interest in European and American history which is still blossoming. Suddenly, I had a kid who was devouring lengthy, adult-level books and had become interested in huge swathes of world history. All because of a bunch of video shoot-‘em-ups! 

I’m not sure how applicable this is as a general rule. Does playing Doom cause you to research literary depictions of Hell, or the history of the Marine Corps? From an MMO standpoint, does CoX lead you into graphic arts as literature

On the other hand, I had a similar educational arc from my old table-top wargaming days back in junior high and high school. I still know gobs of stuff about WWII, but also WWI, the Napoleonic Era, and other periods. I subscribed to Strategy & Tactics for a while, and you can learn a lot about history from the history of armed conflict (and it’s causes and effects).

Hmmmm … still have a lot of those games down in the basement …

CoX – Hitting the Level Cap

Doyce comments on hitting 50 on CoX, vs WOW and LotRO.

The difference between WoW and CoH is that, since then, I’ve more than doubled my /played time on Grezzk. That is to say that I’ve spent more time playing Grez AT 70 than I spent getting Grezzk TO 70. And it’s fair to say that I’m nowhere near ‘done’ with everything I could do with him in the end-game of WoW as it exists today (though perhaps I’m done with everything I can do on the server I’m on). I’m getting close, but I’m not done. (And an expansion is coming out in a few months to give me even more to do.)

I had thought that maybe WoW had the corner on this end-game thing. I enjoyed playing Lord of the Rings Online with Kate, but I was struggling with the leveling grind in the mid-40s.

Then we hit 50.

I’ve been on LotRO for a least a couple minutes (almost) every day since then, I think. There are 7 “epic” storylines to get through, and a bunch of dungeons to explore…

 

Certainly (as he points out) CoX doesn’t have a big amount of post-50 content. Are there things to do at the highest levels? Sure — a number of mission arcs run to 50 or beyond. There are police band missions on PI. There are things you can do.

But … yeah. People generally don’t. I’ve pulled out my two 50s on only a couple of occasions since they dinged. The content (esp. for solo/duo characters) isn’t terribly compelling.

But beyond that, what CoX has is a rich environment for alts. With all the different power combinations (and different costume options as icing on the cake), replay of content is rarely a strict replay, but something new. The game not only encourages altitis, it practically demands it.

That’s not to say that there aren’t other approaches that are perfectly legit. As Doyce notes, there’s a cubic ton of content at the top levels in LotRO (and more coming all the time). I mean, there are plenty of level 50s who haven’t even gotten into Moria yet. The very nature of the game and the Ring narrative requires a rich set of content for the top-level crowd. Indeed, it seems that, like karate, it’s only once you become a black belt that you really become a student.

And that’s pretty keen, too. To each their own, indeed.

Wizard 101

Kitten was at loose ends on Saturday, so I followed up on a suggestion from Doyce (who shared this review) and set her up on Wizard 101. And, when she seemed to be getting into it, in order to be able to answer her questions, etc., Margie and I both signed on, too, and ran it for most of the day. Purely, ahem, for research.

Wizard 101 is sort of a cross between Harry Potter and one of those endless card game animes on TV. You are a new recruit at the College in Wizard City, which sits on the World Tree. There are several schools based around different elements (Fire, Ice, Storm) and concepts (Myth, Life, etc.); one school, Death, was not too long ago ripped away from the city, and that and other actions provide the underlying story as you take your student through his/her MMO paces.

The game is designed for kids, and the graphics are large and cartoony (though nicely rendered in sort of a WOW fashion), the villains spooky but not scary, the action controlled but exciting. Kitten, at 8, is at the lower bounds of the age range (I think they actually recommend 9); she was having plenty of fun.

The game follows basic MMO conventions — you get contacts who give you missions, some of which get waypoints on the map of the city’s zones. Some missions are of the “run over and talk to Joe-Bob so you lean more about the world,” others are basic combat missions (as dark things are creeping into the fringes of Wizard City). There are both instanced missions and “outdoor” ones.

While the environment is vaguely Potter-like, the conflict system is where the “card game” part comes in. You have a spell deck (yes, literally cards), which you’ve slotted with both powers/spells you’ve learned as you advance, some specials that you get here and there, and wand spells. When you enter combat with a critter (no PvP here, just PvE), you become locked into a magical circle / arena, where, turn-based, you have a short time to select a spell from a randomized set of your cards, and the target to which it should apply. Then, based on an initial randomized initiative, each of the attackers casts their spells, each of which has a very nice animation around it. 

If it’s an outdoor mission (dealing with skeletal pirates wandering the streets of Unicorn Way, for example), people can join into a battle (which may, in turn, draw more opponents). That gives you a wider array of activities you can do, focusing damage on one opponent, buffing yourself and others, etc. There’s no mechanism I found to do an instanced mission as a team, though there are hints it’s possible.

Spells are driven by Mana (energy) and Power Points (which slowly build up during the battle). Thus your options in any given round are limited by the randomized cards, your remaining Mana pool, and the Power Points you’ve built up. That means setting up your deck important so that you’ll get a good random spread, including both cheap powers you can cast to begin with and high-level (and more expensive in Power Points) spells to seriously slam the bad guy.

When you get defeated in a combat, you’re transported back to the center of the City. (You can flee a combat before that happens, but that carries its own costs.) Healing and Mana recovery are relatively painless. HP in non-hazard zones will slowly come back (good time to run a non-combat mission). There are a series of arcade games at the fair that you can play to get mana points back (and gold), and flitting about Wizard City are little wisps of energy that will recover HP and Mana. You can also get potion bottles that will recover your HP and Mana in a single (not-in-battle) quaff.

The gold, in turn, goes to buying pieces equipment that provides you with various buffs (offensive and defensive) as well as everything from more capable decks to changing your color scheme.

As you go up in levels, you’ll get missions that open up more of the City to you. There are also missions to other realms — but they are only available to folks who are paid subscribers, vs. the free game. Margie, after several hours of playing, indicated she was beginning to bump up against some of the limits of the free game.

Also as you go up in level, you get trained in spells in your primary School for free, and gain training points that can be used to cross-train in other Schools. The spells tend to be more powerful — but also require more Power Points. That makes your deck more delicate to balance.

The biggest problem I have is the social aspect of the game. There’s an elaborate and difficult to manage canned set of emotes and messages you can send. As an adult, you can also free-type (AI-regulated) text. It all made it difficult to interact with anyone else, and honestly there was not a compelling reason to do so to the point I was at.

Another frustration (as an adult) is the lack of control configuration. The X-Y axis on the mouse (looking down and up) is reversed from what I have it on every single other game I play, which makes things frustrating. As does other keys I was used to using for function X doing function Y.

Overall, and despite all that. it was a pretty fun time. It’s not a trivial challenge — I ran a character up to Lvl 6 over the course of the afternoon, but discovered some serious design flaws in how I set up my character that I’d probably start over with. There’s enough cute eye candy to keep kids enchanted, some decent combat play to keep things interesting. And there appears to be an overarching story that creates a useful narrative to follow. The NPCs are fun, visually and personality-wise, and the overall world is quite engaging. Katherine seemed to be enjoying herself. I give it a thumbs up.

CoX – More Mission Architect Stiff

This time it’s Hero 1’s turn:

An Arc being placed in Dev Choice is not how additional content is unlocked for Architects. That’s handled through straight peer review. The better your Arcs, the more stuff you get to put in missions. The amount of stuff we lock on unlock is something we’re going to tweak as time goes on.

So your access to the editor, to make new mssions, becomes more robust and rich as you get whuffie from other players? Hmmm. On the one hand, cool. On the other hand, subject (it would seem) to a lot of abuse.

Dev Choice missions unlock full XP and Influence for an Arc.

Good.

Zombie Man pointed this out, but I feel it needs to be mentioned again. Voting is per account, not character. So, even if everyone in your SG group gives you five stars on an Arc, you still have the other hundred thousand plus players to balance it out.

True enough — but how many votes will it take for a mission to get whatever it is that you get? 

And, to be honest, I’d just as soon not start a new industry in people saying, “Hey, can you vote for my Story Arc?” on Broadcast, or in missions, or whatever.

Players are rewarded for playing, creating and rating Arcs.

Okay, that’s interesting — rewards for playing (beyond XP and inf?), creating (beyond better editing tools?), and rating Arcs? So there’s an incentive to play a lot of player-generated content and rate it (can you only rate it at mission completion?).

Players will be able to publish somewhere around half a dozen or so Arcs up to our Arc server. An Arc is anywhere from one to five missions.

Okay, useful numbers.

There are a number of different categories that created content will fall into.

  • Quickplay, displays the highest rated content you haven’t played.
  • Dev Choice, displays content that the devs feel best reflects what the Mission Architect can be.
  • Hall of Fame, the best of the best voted entirely by the players.

Content that reaches the Hall of Fame level, and potentially even the Dev Choice section, will unlock additional Arc slots for those creators. This is an incentive to create content that the players and the devs enjoy.

Though that does raise the issue of how people find new content in the first place, as visibility of content rises as visibility of content rises.

At any point you can “unpublish” your Arc to free up an additional slot. Arcs that have reached the Hall of Fame or Dev Choice level will be locked, but you’ll have a new slot to create another super cool Arc.

Cut scenes will not be open at launch. As Positron says, “I wouldn’t wish that system on anyone.”

Fair enough.

Stories picked as Dev Choice, will not become canon in our game. If and I mean IF that ever were to happen, it would have to be a pretty big deal.

 I will be interested to see the disclaimers around this system (presumably all content created belongs to the Company).

Players will be able to place multiple objectives within a single mission (boss, defeat, rescue, pet, ambush, etc.). They’ll also be able to weave characters and story through out multiple missions in a single arc. They can even create multiple arcs that build upon each other. Hopefully, for most this is seen as something more than just the simple police/radio missions.

It sounds like it will, indeed, be more — or can be.

And now for the big one. Allowing players to add in their own characters is an obvious direction to take this feature. We’d be stupid not to give it to you guys. It is however non trivial to do so, especially when we start allowing those characters to use player picked powers. So, know that you will be able to do this. It just might not be at the launch of the feature.

Good enough. From what’s already described, there seem to be plenty of possibilities.

In the end, please know that the Mission Architect is designed to allow creative people to tell their stories, while also rewarding those who play these stories. This is the goal we push towards. In the end, it will never be everything to everyone, but it will hopefully be more than enough to more than a few.

Sounds pretty good to me!

CoX – Mission Architect info

Positron on the Mission Architect system (info as revealed at PAX):

Mission Architect is whatever text you enter, on the specific map you call (and we have over 1000 different maps in the game), with AT LEAST one objective, but more likely more, with the ability to have allied NPCs (you want to rescue Statesman in the beginning of the map and have him fight WITH you the rest of the way? Done). There are even some objective types going into mission maker that we didn’t even have access to AS DEVELOPERS until Issue 12. There are over 100 different things you can customize in the story arc, and most of those have multiple choices to pick from.

 

Well, it sounds somewhat multiple-choice, but with lots of areas to work with.

Yes, you will not be able to custom build a character and have them appear. Primarily this is because of the way the AI handles powers. Some powers simply don’t work when in the hands of the AI (Mastermind summoning is one example). One of our goals is to put the ability to take an existing Enemy Boss, and change their costume to one you design. Since those powers and AI have all been pre-programmed this can be done without involving ringing Castle up at 2am to debug the AI on the guy in your custom mission. While this is a stretch goal for launch, we want to get this ability into your hands as soon as possible.

 

Somewhat unfortunate, since one of the questions everyone was asking was whether they could put their own characters into adventures as NPCs. You will also be able to (per this) rename those Enemy Bosses.

You WILL get XP and Inf. during Mission Architect missions. I don’t believe we ever said you wouldn’t. We only said that you won’t get it at the same rate as normal-developer-designed content. Why? Well we have all sorts of COOL stuff coming for you in upcoming issues that doesn’t involve Mission Architect and we’d like you to try that out too (rewarding you for doing so).

 

So XP and Inf, but at a lower rate. That’s a shame, though understandable to avoid farming missions.

You get to choose what contact gives out your Story Arc, picking from a list of all the available contacts in the game. Eventually you’ll have the same “customization” options as the custom bosses.

 

Ah. So I infer that when you go to a contact, s/he will have an option for user-designed content.

As for your limited number of Story Arcs. You will have a limited number of PUBLISHED Arcs, you can have TONS of unpublished arcs you are working on, that are not ready for prime-time. If one of your arcs gets enough positive feedback to get into the Hall of Fame, it “graduates” from being one of your published arcs, freeing up that slot for you to put something else in.

 

So you can create missions as part of a “Story Arc” — with a limit on how many of these arcs you can be building — but if it gets into the “Hall of Fame,” that frees up that slot. Interesting. And per this, one-off missions count as a (one mission) arc.

I’ll confess that one of my concerns over the Hall of Fame is that it’s as likely to be a popularity contest (SG members get an advantage) as anything else.

We are WELL AWARE of the customer service issues involved in the content of the missions. We have all seen the Spore Creature Creator, and we know the TTD ratio on player created content in measured in nanoseconds. We have thought of a LOT of the angles already. Publishing a mission, getting a high rating, then pulling it down and changing the text to something inappropriate is something we take VERY seriously.

 

The question is, how strongly will they monitor it?

Good stuff, though. I think everyone will be playing with this.