Glee!

Quoth Cricket:

On 11/28/06 our regular server maintenance window will be extended to prepare for the launch of Issue 8: To Protect and Serve. Normally our downtime is reserved from 8AM CST to 10AM CST. Although we will restore the servers as soon as possible please note that this maintenance could take an additional two hours to complete. More information will be posted as it becomes available.

Yes, and they’re not giving away ponies, either

Quoth Lighthouse (emphasis mine):

It is true that there are no free character respecs with Issue 8. However, Veteran players who have played over 9 months will receive one free one per character that way, and Veteran players with 21 months (1 year, 9 months) will receive a second free one per character.

Everyone will be receiving a free respec in an update that will follow Issue 8. Castle talked about some of the changes included in this coming update on the blaster forums a bit here where he talked about some buffs to some blaster stuff. Because there will be these, and other, power changes,
it will warrant a free respec for everyone.

So, we understand that everyone likes free respecs, but please understand that we only give them out when there are changes to powers that might lead people to want to change their builds because of those changes.

This isn’t stopping people from complaining that they aren’t getting freespecs every other Friday, or that the ones that are coming with VR will (gasp!) require you to actually go someplace to get it, and they aren’t giving away any plastic rocket ships or ponies, either! DOOOM!

It’s coming …

Quoth Lighthouse (emphasis mine):

We want to thank everyone for their continued testing efforts on the Training Room server.

Issue 8 is in it’s final stages of testing. We’ve recently made a couple tweaks which we feel has properly prepared Issue 8 for a post-Thanksgiving Launch. We really appreciate everyone’s patience with the testing process as we work to ensure a smooth release.

Which immediately drew the standard collection of “Thanks!” and (of course) “OMG No I8 4 TGvg Weekend DOOOM sad cry They Should’ve Told Us 2 Weeks Ago DOOOOOM Devs Lied Players Cried!”

Boom and Quiet

Torchy and Hildy dinged 45 a couple of days ago — and are already well on their way to 46. Having fun, though we ran into an Elite Paragon Protector the other day who was also a Fire blaster — and demonstrated to Torchy that booms hurt on the receiving end.

Our playtime (and blogtime) over the next week-plus will be a bit constrained, I expect — family coming to visit, a small mini-vacation, holidays, etc., all combining to reduce our time at the keyboards. Which, of course, will probably mean we miss the I8 roll-out (or only get a little time with it in the short term). Ah, well.

Torchielle and Hildy to get some Dev Love?

Quoth Castle on the subject of (gasp) Blaster improvements:

In an upcoming patch, here are a few things you’ll see:
Increased Maximum ranges for attacks like Blaze.
Some improvements for */Fire (No, no powers were switched out. No Fiery Embrace, I’m afraid. )
Some improvements for Fire/*
A very minor improvement for Gadgets…I mean, Devices! (Yeah, it was a dumb mistake — typing in haste and all of that.)

Okay, so Last Ice Dragon will like the Devices boost. The rest — boo-yah! Blaze’s range is the biggest danger Torchy has; even with an SO Range Increase in it, she still has to run up and practically kiss the mobs to use it. And if it’s “attacks like Blaze” — maybe Fiery Breath will get a boost, too! Woot!

Dev stuff and Test stuff

Huge slew of messages over the weekend. A few notes:

  1. No freespec with I8 … except, of course, the Vet Rewards will give you some. Except some folks think it’s too much of a bother to have to go to Galaxy to cash one in. Interestingly, the Vet respecs don’t override
    other saved respecs
    (a change from earlier Test)
  2. The devs are evil because tails are only half-length when you’re wearing a trenchcoat and that just, y’know, ruins it. Really.
  3. Faultline Reborn! (Green Line access coming in I9. Or, rather, Green Line access to Skyway, right next to the entrance.)

And, for those who (cough) missed it: the latest patch notes on Test (which tie into some of the above):


 

COMBINED NOTES

Powers
• Changed more power effects to decrease reported frame rate loss.

Affected powers: Storm Summoning/Steamy Mist, Radiation Blast/Irradiate, Umbral Blast/Dark Extraction, Dark Armor/Oppressive Gloom, Superspeed, Trick Arrow/Flash Arrows

Veteran Rewards

• Updated the description of Base Item Claim badges to indicate that these rewards can be claimed more than once.

• Using a Veteran respec no longer removes all other saved respecs.

• You can now add Enhancement Slots to the Veteran Prestige sprints when you respec

Tailor

• Oriental Warrior armor pieces renamed to Onomichi Warrior

• Characters can have tails and wear trenchcoats at the same time

• Changed Veteran Arachnos chest to be different from the one awarded to players earlier

• Several new costume pieces added

Bases

• Tech teleporters in bases work again

• Players should no longer be getting needlessly kicked from bases.

Game

• Improved game stability

CITY OF HEROES
Tailor


• Players with only Hero access can use the Elf Ear, Imp Ear, Fairy ear, Demon Ear, and Vampire Ear costume selections.

CITY OF VILLAINS

• none

Is that a veteran reward in your hand, or are you just happy to see me?

The 33-Month Veteran Reward gives you a choice between a permanent Nemmy Staff and Blackwand.

What’s the dif?

Someone on the boards wrote:

The Blackwand will deal extra damage for users of Magic Origins. Assuming both these items are on par with Sands of Mu, the Blackwand in the hands of a Magic user might be dealing some tremendous damage.

Granted, this power won’t probably be very good in the late game, but it would definitely rock in the early game.

To which Castle replied:

Since this is going to come up a lot, here’s my thoughts on the trade off:

If you are Magic Origin, it’s a tough choice. Blackwand will do more damage than the Nemesis Staff, and it’s Negative Energy damage, rather than Smashing. On the other hand, the Nemesis Staff has a pretty good Disorient and Knockback, so offers better control.

If you are not magic origin, Blackwand does exactly the same damage as the Nemesis Staff, but has no secodary effect. Additionally, the Nemesis Staff has a 25% greater range, but costs more endurance per use.

And, of course, Blackwand is a Great Weap– oh, wait, already told that joke.

Now, evidently there’s all sorts of other debate about Sands of Mu and the Undead Axe, but I haven’t seen any red name comments.

Well-strung quartet

Hail and well met to both T’lauro and Shock.Therapy, who went along with Hildy and Torchy on the first half of the final push of the first Praetorian arc (Wildcat and Shadowhunter). There’s a reason we don’t duo AVs (dropping to Heroic to make them EBs), but with those two in support, we pulled it off with only a few deaths.

Which put us, when all was said and done, about 2/3 of the way to 45.

A very fun evening. Thanks, guys!

Note to selves: Remember what’s recently been noted about AVs, i.e., Gauntlet doesn’t actually taunt them. I.e., the tank had damn well better use Taunt to keep them off the associated high-damaging squishies …

More Wings!

BD posts a link to a YouTube video of various wing styles — including Angel, Demon, Bat, Insect, Fairy, Burned, Cherub, and Dragon.

Yow!

There’s a a YouTube video of various wing styles here about the video. Very hush-hush. No words on when (I9?) or in what fashion the added styles will be created (part of the Invention system?). Cool stuff, though.

One thing that the pics in the previous post don’t show is how nice the animation on these things are. It varies depending on one’s motion (still, up, down, landing, forward, back, etc.). Really nice.

(Ah … reference here from Positron: “Wings are actually part of a system that is due in Issue 9, but we decided to “tease” them in Issue 8 by giving out Feather and Demon-style wings as part of the Veteran Reward system.”)

Wings!

So Margie hopped onto the Training Room this afternoon.



 

First off, Kazima, with the Angel Wings she should have always had. Fabulous in actual flight and movement. These are just damned spiffy! I so want to see Margie run this character again.



 

Secondly, another test character, this one with Demon Wings and various pieces of Oriental Armor (another Vet reward, with various sorts and which show up in various odd places in the costume designer). I have some serious thoughts about the bat wings, but they’re not nearly as cool as the angel ones.

Veteranaria

Veteran Rewards are up on Test.

And …

Adding the supporting systems to PlayNC.com and Veteran Rewards to the Training Room is the last major step toward finalizing Issue 8 to move to the Live servers. Barring any major issues that come up from play testing, we plan to bring Issue 8 to the live servers with enough lead time so that we will be in a good position to make any adjustments to it prior to the US Thanksgiving holiday (Nov. 23rd). After all, more than a few of us are looking forward to playing Issue 8: To Protect and Serve
over the holiday!

Four-four, good buddy

Dinged 44 with both Hildy and Torchy over the weekend, wrapping up a couple of arcs (Indigo’s Malta, Countess Crey) and making substantial progress through Tina’s first Praetorian arc.

Had one odd mish where we rescued a Traditionalist (or some such) named Rikti, who thanked us, then promptly died (having been gravely wounded by a Warhulk exploding next to him). The mission seemed to be confused at that point, suggesting we once again needed to rescue the Rikti, even though he was dead and faded out.

So we got to make good use of the “cancel this mission and give us credit” button. Yay!

For 44, Hildy took another Big Attack. Torchy took Fire Shield (so that now she can make annoying whooshing sounds wherever she goes, just like Hildy).

Statesman Speaks

Interview here with Jack Emmert on MMO design. A couple of interesting article quotes:

What might surprise new entrants of the game development industry is that these failures and successes rely in some part on trial and error. “Research, to be honest— we don’t use it in the commercial industry. I wouldn’t even know where to look for it,” says Emmert. But he does know that “ownership is key. Make players own stuff. That way, they’re not going to own you.”

Another way to improve the chances of creating a successful massively multiplayer titles is to use groups. “Grouping is absolutely vital in an MMP,” Emmert says. “If people are playing online and they meet friends, then they are going to play. I have no other evidence of this other than the exit surveys in City of Heroes. “We want to keep people playing. What are the mechanisms MMPs have used to keep people playing?” Some of these mechanisms, from Emmert’s point of view, are not only grouping, but also
classifying player types, such as fighter, mage, thief, and cleric. The designers then need to find a purpose for those player types, which gives them reason to rely on other player types for other purposes.

“You cannot play Everquest alone,” says Emmert of one example. “You have to find other people online. The [enemies] are so tough that no one person can do it. And in fact, you have to get just the right players” to move forward. And while some may questions the true strength of player grouping in games, enough MMOs have succeeded due to the very nature of their grouping that the trend cannot be ignored.

Lots of other good stuff on grouping, too.

Emmert realized, in developing City of Heroes that there is a deeply rooted fear in most people of, essentially, grouping with strangers. He asks by example do you know your neighbors well enough to have them over to dinner? Do you know and trust your neighbors well enough to let them take care of your children. These rhetorical questions beg yet another question about irrational fears, namely, if the odds are absurdly low that we should be wary of our neighbors, why do many people still not know
or trust them?

“We need to develop mechanisms that circumvent this fear that we have. In City of Heroes, we used a few classic mechanisms,” the primary one being “sidekicks,” Emmert says. Using sidekicks, partners in the game play alongside each other and advance to new levels together, so friends playing together can stay together. Emmert notes how the use of sidekicks helped Cryptic Studios maintain a 90 percent conversion rate when their players’ free trials expired. This design choice, he says, was intentional, and
is one that serious game makers can learn from.

“The other thing we did was create super groups,” says Emmert, “large amounts of people willing to cooperate,” otherwise known as guilds in other MMO games. “Super groups are purely a social mechanism that allow people to have a chat chain and that’s about it.”

But the grouping can’t be forced. And a lot of the individual stuff is even more important.

Emmert highlights other facets of the game that players appreciate, such as costume creation and player creation. He also notes that groups often used their costumes to show group identity rather than individuality, illustrating that some of the best team-building, again, originates from the players themselves.

But not all the game design put in place in City of Heroes and City of Villains worked out for the best. For example, “Players don’t ever want to be in a situation when they’re forced to group,” Emmert says. Another example is a facet created by the game designers, that, according to Emmert, were “probably the best designed game element ever.

“We spent more time developing [bases] than any other feature in City of Heroes or City of Villains,” he says. Although bases are built by a team, Emmert and his team viewed them as being “incredibly, incredibly individual” because each piece of the base is designed and added by individuals.

“What happened was players hated it. It’s the most underused facet of the game. It received almost no coverage in the press. And there’s nothing like it in any other MMP.” Emmert’s hypothesis is that “people don’t like contributing money to a group to express individuality. … At its heart, these MMPs are individual game experiences in front of a computer terminal.”

That led to a bunch of discussion on the boards, prompting States to actually comment on it.

Let’s take a look at costume creation. It’s been embraced beyond belief by players…we have in game costume contests and events organized by you the players…Some say it’s the best part of the game. The single most requested item in CoH is to make the costume creator standalone…

Intestingly, costumes have no gameplay value. They don’t boost damage. They don’t boost resistance. They don’t boost defense. They’re only for show.

Now, let’s take a look at bases. Take away the teleporters, take away anything game related.

As just a resource for expressing something unique, base creation is on par tech wise with costume creation. Admittedly, there’s not quite the same amount of textures, colors, etc., but there’s still a lot of versatility. And the layout possibilities are endless.

But what’s clear from this thread – and from many, many posts – is that bases are “too expensive”. To me, that’s interesting (as it is to the Serious Games crowd). Costume changes come with a minimal cost that no one really complains about, but we complain about the costs of bases. Evidently, the costs exceed the perceived value of creating one’s own HQ (btw, I confess that many other games have the notion of personal property, but aside from Second Life, I don’t think they offer as much customizability as our
bases).

Let’s turn to the idea of an architect. We foresaw that some people would feel alienated if they weren’t the architect. That’s why some things (Personal Items) can be “crafted” by individuals and placed in the base. But even if there’s an architect: many super groups have a member who designed a single costume which all then use. In other words, they’re more than willing to accept someone else’s opinion in the group identity for their avatar appearance. Again, the primary difference is cost (I think).

That’s what the point of the talk was. I completely agree with many of the suggestions raised in the Base Construction forum, as well as one’s mentioned here, would improve Bases to some degree or another. Posi and I go through them at length; really, it’s just a question of time & resources. Some things would take astronomically long to do – or perhaps there’s something else even more requested or popular.

Interesting stuff. Honestly, the whole base thing has never been nearly as interesting to me as I suspect the devs intended — if base entry simply changed into a “where do you want to teleport to?” I would have very few regrets.

But costumes? Yeah, they rock.

Anniversary Time

It’s the first anniversary of CoV (who’da thunk?). Some interesting notes from the new community rep, Lighthouse:

I know there has been some confusion regarding the 1 year anniversary badge for City of Villains. This badge will be given out to everyone logging into the game from November 2nd, when the Trick or Treating Halloween event ends, through the end of November. I understand there was a brief time this morning (Nov. 1) when the badge was turned on, but given that handing out the badge can’t be on with the Trick or Treating on, and we wanted to give the full time we had posted for Trick
or Treaters to get their last minute turn-ins and badges through the end of November 1st, we had to turn the badge off. To reiterate, everyone logging in from the end of Trick or Treating through the end of November will be receiving the City of Villains Anniversary badge.

Also, to clarify further, both Heroes and Villains will receive the 1 year anniversary CoV badge when they log in under the above mentioned time period.

Interresting that heroes are getting it, too.

And someone caught something interesting in the above:

Wait. What? I thought the contacts for turning these in were supposed to remain up after the event? Are Anna and Granny going to disappear tonight as well?

It is my understanding that the contacts will be going away when the event is turned off. However, they will be back full time when issue 8 goes to the live servers.

So in case you haven’t turned in that salvage yet …

 

Halloween costumes

Fun times. We got started with the Hostess Heroes a bit late — Margie and I did Trick-or-Treating. Doyce got on first, and we figured we’d do the Respec Trial — until we discovered it took 4. Then we got someone to start it with us … and did fine, until the mission that was full of +3 to +5s.

Sooooo … instead we played a bit with Divinity Chu, whonking on Council. Then Cheesy Poof joined, and we did a bit more.

Costume-wise, Margie had come up with something fun and hi-tech (with a Halloween black cat on her shoulder). Doyce had Bear Claws in a great Manticore outfit. Cheesy Poof did up Back Alley Brawler. Divinity was … Divinity. 🙂 And Ho Ho? She had the Infernal look (once I discovered what my (cough) costume problem was).

Heroism

Got on last night, post-Catan, and did some Hildy/Torchy stuff. Fair number of Storm Knights around, which was nice.

Most stuck to PI and plowed through some nasty adventures. Worst was probably “Rikti portals in the Baphomet dimension” portal mission — largely because those Air Thorn Casters are such annoying bastards (we quickly went from targeting the Big Orange Behemoth Overlords to taking down the Little Yellow ATCs, which helped things quite a bit).

Baphomet itself went down pretty quickly — despite our setting, it was only an Elite Boss. It helped that we had already cleared the map, nuked the portals, and won the mission, so we could have zoned at any time if it got nasty.

Tonight … Hostess Heroes! Huzzah! Ho Ho picked out a brand new tube top, just to celebrate.

Mammarian Physics

While there’s room to criticize CoX for the default over-endowedness of its female characters, there’s nothing like this. Which is all the more amusing when you realize it was inspired by this — which is really pretty disturbing … (and quite probably
NSFW).

(Actually, while the, um, bounce factor in the video is, ah, impressively rendered — jeez, maybe they should spend a few dollars working on the cropping on the hair? I mean, especially when it vanishes into/out of those other prominent features to which attention is being directed? Yeesh.)