CO: New State of the Game

Chronomancer chats on what’s going on. In summary …

  • New repeatable mission chains for Monster Island are on their way to Test next week
  • Enhancements to the team system to let everyone see more about team missions and team member missions.
  • Some graphics improvements have gone live, but you may need to re-tune your sliders down if they were ratcheted all the way up (for high-end players).
  • No ETA yet on not being able to send resources to other heroes. It’s on the list, but requires “a tech solution.”
  • Balancing continues on powers, and on trying to get more resources into the economy.
  • Getting black and white tinting into the powers is turning out to require some major work on the graphics engine. But … CoX did it!
  • Celestial Powers are coming (yes, we know).
  • They’re working on how to let players skip the Qularr Invasion tutorial if they’ve already done it once. “It’s next up on the list for our content lead, and we’re hoping to have this onto the Public Test Shard as soon as next week.”
  • The plan is to make Club Caprice and the Powerhouse duel-free zones (thank you!) ASAP.
  • The Powerhouse is also going to get a “Danger Room” to let you try out powers against automated enemies. Excellent.

All in all, sounds good.

CoX: I16 is LIVE!

With all the CO-love around here, I haven’t done much CoX writing (or playing). But let’s not let this new issue pass by:

First off, we have Power Customization. Though you’re still in fixed frameworks (in CO-speak), I find the CoX color-choosing setup to be much more useful than CO’s color choices — if nothing else, it allows white and black and light and dark, not to mention being able to see how the power looks being fired off. In some ways, it’s more convenient (to see the look) than CO’s Powerhouse, with it’s Power-Up / Try / Respec cycle.

Note also it’s not just colors, but animations and themes.

New Themes of Spines and Thorny Assault available, including themes of Thorns, Metal Spines, Crystal Spines, and Slate Spines.

New Animation Themes for Super Strength and Martial Arts.Huge variety of customizable powersets, including Cold Domination, Dark Armor, Dark Blast, Dark Melee, Dark Miasma, Devices, Earth Control, Earth Melee, Electric Armor, Electric Assault, Electric Blast, Electric Melee, Electricity Manipulation, Empathy, Energy Assault, Energy Aura, Energy Blast, Energy Manipulation, Energy Melee, Fiery Aura, Fire Assault, Fire Blast, Fire Control, Fire Manipulation, Fire Melee, Force Field, Gravity Control, Ice Armor, Ice Assault, Ice Blast, Ice Control, Ice Manipulation, Ice Melee, Illusion, Invulnerability, Kinetics, Mental Manipulation, Mind Control, Necromancy, Plant Control, Psionic Assault, Psychic Blast, Radiation Blast, Radiation Emission, Regeneration, Sonic Resonance, Sonic Blast, Spines, Stone Armor, Storm Summoning, Super Reflexes, Thermal Radiation, Thorny Assault, Traps, and Willpower.

As far as costs (if you’re talking about going to the Tailor rather than during character creation):

    • Characters created before Issue 16 will no longer need to change a costume piece in order for customized power changes to update
    • Adjusted tailor costs for powers customization changes.
    • The cost for changing each individual power’s theme is 1/9th the cost of changing your upper or lower body.
    • There is a Power Fee for changing powers customization. It is the same amount as the Tailor Fee for changing costume pieces.
    • Changing the primary or secondary color for a power charges 1/10th the Powers Fee for each power changed. This is only charged once per power, instead of once for each color.

The second biggie is the new power proliferation sets:

Archetype – Blasters 

  • Radiation Blast

Archetype – Brutes 

  • Claws

Archetype – Controllers 

  • Cold Domination

Archetype – Corruptors 

  • Archery
  • Trick Arrow

Archetype – Defenders 

  • Assault Rifle
  • Traps

Archetype – Dominators 

  • Earth Assault

Archetype -Masterminds 

  • Thermal Radiation

Archetype -Scrappers 

  • Electric Melee
  • Electric Armor

Archetype -Tankers 

  • Electric Melee
  • Electric Armor

Archetype -Stalkers 

  • Broadsword

Nice.

The full patch notes are here. Some noteworthy notes …

  • Lots of badge requirements reduced.
  • Improvements to the sidekicking system has removed the minimal entry level for most hazard zones.
  • “There is now an in-game email setting to block all email except from those on your friends list or in your supergroup.” HUZZAH!
  • More tweaking (nerfing) of experience for unbalanced custom opponents in the Mission Architect.
  • “All dismissable pets will now zone with you, but will lose their buffs.” HUZZAH!
  • Brawl now costs no Endurance. The intial origin powers cost reduced End.
  • Faster advancing (due to increased XP rewards) at levels 5-24. Which is … nice, but that’s not the area that most folks complain about, grind-wise.
  • The costume you log out in is what shows up on the character selection screen.

There’s a new Enhanced Difficulty System. I liked the old one, but regardless, this remains a good differentiator from CO. (On the other hand, in CO you an easily choose missions above your level). The difficulty settings are done via Hero Corps and Fateweavers, as before:

  • Choose to fight monsters between a -1 to +4 level difference from the player’s level.
  • Choose to set your personal team size (1-8).
  • Choose if you want bosses to scale down to Lieutenants when soloing or not
  • Choose to have AVs scale down to EBs.

The difficulty settings of the mission owner dictate how the mission is handled. Actual team size overrides any difficulty setting, so you will always get Arch-Villains if the team has 6 or more members. The difficulty setting is per task, so personal team member sizes do not add together.

There is also, as noted above, a new Sidekicking system. The main difference is that a single player can SK/Exemp as many (to a full team size of 8) as they want. No more fumbling around for a match of equal high/low toons.

    • Each player in the group’s level is set to the level of the owner of the active team task. If no team task is selected, everyone in the group’s level will be set to the level of the team leader.
    • When the team level changes, players will be notified via a dialog and have the option to quit the team or immediately accept. The dialog will time out after 30 seconds at which point acceptance is implied.
    • While in the pending state, players cannot receive rewards and any critters they damage will be worth no experience.
    • Players can choose to auto-accept team level changes 0 to 50 levels above or below their current level.
    • Exemplars will now earn XP and a level capped person will get XP converted into influence like exemplars used to.

Power-wise:

Blasters 

  • Radiation Blast – All AoE powers in this set will no longer give a damage bonus per target hit. Like other Blaster AoE powers, only a single damage buff will be granted per use of the power
  • Radiation Blast/Neutrino Bolt – This power now has a 4 second recharge, which increases base damage from scale 0.6 to scale 1.0 and increases endurance cost from 3.12 to 5.2
  • Radiation Blast/X-Ray Beam – This power now has an 8 second recharge, which increases base damage from scale 1.0 to scale 1.64 and increases endurance cost from 5.2 to 8.53
  • Electricity Manipulation – Power Sink: This power should no longer have a lingering icy effect on the caster.

Controllers 

  • Kinetics/Fulcrum Shift: This power will now correctly use Controller buff modifiers instead of Defender buff modifiers, resulting in a 20% damage buff per target and a 40% damage buff on self, instead of a 25% damage buff per target and a 50% damage buff on self.
  • Cold Domination: All of these powers should now accept the correct IO Sets.

Defenders 

  • Traps – Trip mine – Fixed repeating animation

Peacebringers and Warshades 

  • Players in White or Black Dwarf form will now play the updated version of the AlakazamReact emote

Scrappers 

  • Electric Melee – Removed the ability to slot powers within this set with Taunt enhancements as these powers do not have a taunt component.
  • Electric Armor – Lightning Field: Removed the ability to slot this power with Taunt enhancements as this power does not have a taunt component.
  • Electric Armor/ Power Sink: This power should no longer accept taunt enhancements.
  • Spines – Ripper: Removed extraneous sound effect from Barb Swipe.
  • Electric Melee – Chain Induction correctly jumps to additional targets when slotted with proc IOs.
  • Spines – Quills. The body spines will now appear when this toggle is activated. However, they will go away if the player enters and then exits spines combat mode while the toggle is on.

Tankers
 

  • Electric Armor – Lightning Field: This power will no longer accept Taunt IO sets to be consistent with other taunt auras.
  • Electric Melee – Chain Induction correctly jumps to additional targets when slotted with proc IOs.
  • Invulnerability – Invincibility no longer accepts Taunt IO sets. This makes it match similar powers available to other ATs.
  • Electric Melee – Fixed Gauntlet for Charged Brawl, Havoc Punch, and Chain induction to not allow procing on all nearby targets.

Brutes
 

  • Claws – Corrected a decimal shift error in the Recharge Time of Slash. Now recharges in 6.4 seconds, not 0.64 seconds.
  • Claws/Slash – Slightly increased this power’s damage to be in line with its recharge time
  • Claws – Eviscerate: Corrected this power\ss long help, it erroneously stated that this power had a chance to critically hit, which it does not
  • Claws – Powers in this set are now slottable for Taunt enhancements and Taunt IO sets.
  • Claws and Stone Armor are now mutually exclusive at character creation due to animation issues.
  • Electrical Melee – Jacob’s Ladder: Re-enabled FX for this power.
  • Electric Melee – Chain Induction correctly jumps to additional targets when slotted with proc IOs.

Corruptors
 

  • Archery/Rain of Arrows – This power will now correctly Scourge enemies allowing for critical hits on enemies with low health
  • Kinetics/Fulcrum Shift: This power will now correctly use Corruptor buff modifiers instead of Defender buff modifiers, resulting in a 20% damage buff per target and a 40% damage buff on self, instead of a 25% damage buff per target and a 50% damage buff on self.
  • Trick Arrow/Acid Arrow – Fixed a bug that caused this power to deal additional damage to immobilized, held, or disoriented targets
  • Pain Domination – Soothing Aura is properly suppressed when the recipient is mezzed.
  • Trick Arrow – Glue Arrow: This power’s ground based glue effect will no longer fade once the initial target is defeated, instead it will last its full intended duration.

Dominators
 

  • Earth Assault/Mud Pots – This power’s long help will no longer get cut off at the end
  • Earth Assault/Fissure – This power’s long help will no longer get cut off at the end
  • Earth Assault – Tremor, Slightly reduced chance of knockdown.
  • Earth Assault – Fissure, Adjusted damage, recharge, and endurance cost down moderately. Slightly reduced chance of knockdown and stun.
  • Earth Assault – Fissure: This power’s disorient effect is now enhanced by Domination.
  • Earth Assault – Seismic Smash – Corrected normal hold magnitude to 3, and the hold is now affected by Domination


Masterminds

 

  • Dark Miasma – Removed erroneous Jump Speed slow effect from Shadow Fall.
  • Mastermind Pets now correctly keep their level 6 and level 32 upgrade power buffs when zoning
  • Pets will now zone with their Mastermind owner and will keep their buffs
  • Necromancy – Zombies, Skeletons and Lich should use the selected custom colors for their enchanted and empowered particle effects.
  • Pain Domination – Soothing Aura is properly suppressed when the recipient is mezzed.
  • Thugs/Gang War now summons the Posse correctly
  • Trick Arrow – Glue Arrow: This power’s ground based glue effect will no longer fade once the initial target is defeated, instead it will last its full intended duration.

Soldiers of Arachnos and Widows
 

  • Mace Mastery – Focused Accuracy: This power was replaced with a new power called Shatter Armor.
  • Mace Mastery – Shatter Armor (NEW): This power has replaced Focused Accuracy in the Villain Epic Archetype Mace Mastery epic power set. Shatter Armor is a heavy hitting melee Arachnos Melee attack that reduces the target’s damage resistance.

Stalkers
 

  • Electric Melee – Chain Induction correctly jumps to additional targets when slotted with proc IOs.
  • Stalker Melee/Broad Sword/Head Splitter – Fixed a bug that caused this power to have a 100% chance to critically hit while hidden. This power will now critically hit 50% of the time

Let me just note with joy that Mastermind pets now zone.

The EPPs/VEAPS have been changed to have 5 powers instead of 4.

All in all, a very solid Issue, even if there’s no content to go with it. Well done, Paragon!

CO: New patch last night, details and commentary

Details on the patch that went in last night:

General
• Perks: Perk Cape Symbol Rewards: Fixed these rewards such that players cannot deconstruct them for parts or sell them to vendors once they have the unlocked symbol.
• Power Replace items sold by the Perk Vendor are now level 40. These items require the purchaser to be level 40 as well.
• Added some performance fixes to counteract some of the changes from last night’s patch.
• Fix for one of the major stalls while moving around.
• Fixed a crash some users were experiencing loading into the game with ATI graphics cards.
• We’ve added a number of performance improvements to Supergroups. Supergroup commands should be much more responsive now.

User Interface and Chat
• Large powers and advantages UIs are now movable.
• Fixed-position UIs and large window UIs no longer close each other (large window UIs DO still close other large window UIs).

I believe that means that you can have your character’s attribute list or power list open and still open the Powerhouse Trainer window. If so, excellent.

• Added search button to social UI.
• Map itself now takes up larger portion of the large map UI.

Good.

• Main map UI now can be shrunk a bit more.
• Integrated overflow bag into inventory and experiment UIs.

I’m not sure what that is, but it sounds promising.

• Many user-facing messages (in chat, etc.) have been reviewed/improved for grammar/consistency/brevity/clarity.
• Fixed a bug that prevented players with an @ in the account name from logging in from the game login screen.
• Changed the label on the remember account name check box to show Account Name instead of Username.
• Added “report spam” button to mail UI.

*sigh*

• Emanation points dropdowns now take up less space unless hovered.
• Builds UI now has powers in the same order as the main power tray.

Thank you. That’s caused some confusion (and inadvertent purchases) in the past.

• Guild UI now obeys guild offline check when first opened.
• Minimap locations dropdown now shows your crafting school type (or doesn’t show that option if you have none); also sized to fit correctly in all languages.

YES! WOOT! EXCELLENT! (It’s about time.)

Wait, does that mean you can see what your crafting school is? Or that you can filter out crafters that aren’t of that type? Hopefully both.

Powers
• Toned down the loud jetboots audio.

Good. I respecced an early character because of that.

• Ice: Ice Cage (and all Ice powers that apply Ice Cage): Fixed a bug that allowed the root to be stacked many times on a single target. The root should now only be able to be placed once on a target at any given time.
• Ice: Wall of Ice: Frozen Footsteps advantage: Fixed 2 separate bugs: Players now actually have to move (as the description says) for the path to be formed. Also made it so individual critters can only be affected by the path once, so you can’t get 4 or 5 Ice Explosions on a single target.
• Telepathy: Mindful Reinforcement: Revitalizing Boost should now actually give energy when it is triggered, instead of giving zero energy.
• Telepathy: Mindful Reinforcement: Ranks 2 and 3 should properly absorb damage now.

Missions/Environments
• Critter: Gadroon: Instant “thunderclap” PBAoE used by Adjudicator and Slavemaster can no longer hold players.
• Critter: Gadroon: Adjudicator now uses Melee AI.
• Critter: Gadroon: Gravatic Shaper and Invasion Leader now have a basic attack to use while their schtick attacks are on cooldown.
• Critter: Gadroon: Gravatic Shaper’s Containment Field now has a overhead schtick tell.
• Critter: Gadroon: Lancer and Terrafromer’s Gravatic Rift now snares instead of pulls.
• Critter: Gadroon: Lancer and Terraformer’s Gravatic Rift now does less damage.
• Critter: Gadroon: Lancer and Terraformer’s Gravatic Lance (basic attack) now correctly displays FX.
• Critter: Gadroon: Lancer and Terraformer’s Gravatic Lance (basic attack) no longer penetrates defenses.
• Critter: Gadroon: Fixed art timing on Gravatic Bolt (basic attack) used by many Gadroon.
• Critter: Gadroon: Gravatic Initiate now less likely to use its charge up hold power.
• Critter: Gadroon: Gravatic Initiate’s hold now correctly displays FX.
• Gadroon: Terraforming Spire’s Toxic Gas now properly snares instead of holds, and does 90% less damage.

Desert
• Nadir of the Invaders: Increased timer for open mission to 10 minutes to prevent exploit.
• Asciing for Trouble: Increased timer for open mission to 10 minutes to prevent exploit.
• Hang ‘Em High: Increased timer for open mission to 10 minutes to prevent exploit.
Canadian Wilderness

On the plus side, huzzah for no exploit. On the minus side, if you miss it, you have to hang around (or find something else to do) for 10 minutes. Yawn.

• Undead on Arrival: Increased timer for open mission to 10 minutes to prevent exploit.
• Reign of Frogs: Increased timer for open mission to 10 minutes to prevent exploit.
• Hunters Hunting: Fixed issue where Hunter-Patriot Lts. were unkillable if players were not on the mission to interrogate them.
• Hyperborean Woodland Warding: Fixed issue where Maj. Hendges would not interact with players. Maj. Hendges now gives the patrol mission “Hyperborean Woodland Warding” which takes the place of the mission which existed there previously: Echo Escort.

Millennium City
• A Bullet Bound For Biselle: Increased timer for open mission to 10 minutes to prevent exploit.
• A Bullet Bound For Biselle: Found and fixed the issue where the mayor could miss an FSM trasition causing him to not run away and despawn when a mission fails. This should allow the mission to properly reset after the mission failed.
• Jail Break: Increased timer for open mission to 10 minutes to prevent exploit.
• Repaired a badly offset patrol mission door that was not allowing people to access it.
• My Lost Foot: Fixed a bug that could cause Xiress to despawn, causing players to be unable to find her.
• Destroids Rise Again: Fixed a bug that could cause the Mega-Destroid not to despawn when the mission ends if it is in combat.
• Destroids Rise Again: Increased the number of rescues required for the first stage of the open mission (to give more players a chance to show up). Increased the cooldown of the mission to 90 minutes.
• Destroids Rise Again: Fixed a bug that caused Destroids guarding the Retribution Devices not to attack.
• Waterfront Watcher: Fixed a bug that could cause James Harmon to freeze and prevent players from interacting with him.

Monster Island
• Great Barrier Grief: Increased timer for open mission to 10 minutes to prevent exploit.
• Crisis on Monster Island: Removed a level restriction on the Monster Island Crisis queue. This should have no game effect, since the level restriction on the mission and the level restriction on the queue were the same.

Lemuria
• Plunder the Sea: Increased timer for open mission to 10 minutes to prevent exploit.
• Ship of Fouls: Increased timer for open mission to 10 minutes to prevent exploit.
• Crisis in Lemuria: Fixed a bug that could prevent level 31 players with the Crisis missions from not being able to join the queue even if they had the correct mission.

Nemesis
• Added VO to The Drifter in the Nemesis Gold Mine mini.

Crafting
• Crafting UI now sorts by level as the default (instead of by slot).

Not sure where that applies, but it sounds useful.

Costume Creator/Tailor
• The Tailor now uses the correct texture to indicate an inconsistent randomize lock state.
• Fixed a bug where unlocking a new Pattern would show the material name, instead of the pattern name.
• Fixed a bug where the list of unlocked costume parts would only indicate that it was available for one side, when it was available for both.

Hero Games
• Changed the Stronghold HUD and final scoreboards to display NPC heroes/villains defeated rather than total opponents defeated. Previously, the HUD had been tracking total kills, and it counted destroyed objects as kills. Now it doesn’t care about objects or henchmen NPCs.
• Hero Games Store: Fixed a bug where purchasing the basic Luchador Costume in the Hero Games store would only unlock one mask. It will now unlock all four Luchador masks.
• Hero Games: Volatile perk: Fixed a bug that caused players not to receive credit for the Volatile perk on the High-Tech arena map.

So no biggies (per current complaints) clearly they’re working on stuff.

CO: DevChat tidbits

The full DevChat transcript from today is here. A few items that caught my eye (there are a number I do not quote below — read the whole thing, if you’ve an interest):

[18:40] <@cryptic_chronomancer> The goal is to have you feel challenged enough that being a hero means something without being frustrated or feeling overwhelmed. As you can expect, it isn’t easy, and no MMO comes out perfectly balanced. But we’re dedicated to getting there. PVE is the main focus of the game, but we’ve found that our PVP system is fun and popular.
[18:40] <@cryptic_chronomancer> As for a focus on balance, the game should be fun for both styles of play. We’ll continue to create new content for both PVE and PVP. As for support, there are powersets already that are more geared towards this. Sorcery is a good example. The upcoming Celestial set is going to be great for players that want to focus on support powers, as well.
[18:41] <@cryptic_chronomancer> As for balancing, our goal is to only decrease the effectiveness of powers if they are honestly broken (doing multiples of expected damage, for example). It’s better for us focus on fixing broken powers that aren’t effective enough before we lower the effectiveness of powers.
[18:41] <@cryptic_chronomancer> Basically, we’re thinking more surgically moving forward in regards to how we address balance as opposed to dropping huge bombs.

Which all sounds good (esp. the focus on PVE and the ability for “support” characters to shine).

[18:43] <@Cryptic_AntiProton> Two villains is meant to be a challenging normal pull. You’ll definitely want to be blocking, or using LOS, or using a hold power, or all of those tricks at once. Using a consumable device, either one of the healing things crafters make, the ones the stores sell, or one of the rare critter drops would also help.

I’m always forgetting to use heal devices. Or else I feel I need to horde them, since they’re a pain to build or acquire.

[18:50] <@Cryptic_Ignoble> We are still working on the pricing of the retcon system and will make changes as needed. We are actively working on additional functionality for the retcon system, as well. Some of the changes that have been requested are more complicated than others and so they’ll require time from the technology team.
[18:51] <@Cryptic_Ignoble> Our goal with the retcon system is to provide targeted retcons for characters that are specifically affected by changes. For example, if we made a significant change to a powerset – or even a single power – we could issue a retcon to just the heroes affected by that change.

Targeted respecs is an interesting idea. But, honestly, it’s not that big a deal for folks to have respecs, whether or not a power that’s changed is one that they currently have. I think they’re over-thinking this.

[18:52] <~COquestionbot> <Revik> Q: Why do meleer’s get the weakest roots when we need it the most due to Charge skills being rendered useless if they just back away.
[18:52] <@Cryptic_Balseraph> Roots and melee: yes, if your target backs away from your charge, well, there will be a bit of distance between you. However, the root that’s built into Mighty Leap should affect them regardless. If it isn’t, that’s a bug, and we’ll fix it. In practical terms, I melee roots should fee powerful, because they can be applied very quickly. That being said
[18:52] <@Cryptic_Balseraph> if you really want to be a melee character that can take on ranged people, you need to either have a charge or a “yoink” (our name for Shuriken advantage “Chained Kunai” or Iron Lariat)

I’ve avoided Shuriken on all the characters that could use it … so far. Knowing that I can use an advantage on it to pull people to me may change my mind.

[18:53] <@Cryptic_Balseraph> Melee powers, based on how you’re stated, do between 30% more damage than ranged powers over the same period of time, for the same cost. Some players have the impression that melee attacks are weaker than some ranged powers, because some fully charged melee attacks don’t do as much damage as some fully charged ranged attacks. Well, that’s true, until you look
[18:53] <@Cryptic_Balseraph> at the time it took to make the attack. Most melee attacks get fully charged in just 1 second or less, compared to a 2.5 to 3 seconds for some ranged attacks.
[18:54] <@Cryptic_Balseraph> Melee attacks can get up to an additional 20% bonus to their damage from your strength score. This bonus is completely separate and distinct from you Characteristic Focus bonus; it’s in addition to that. We just put a change in where you need much less strength to get to that 20% bonus. The intent of this change was to allow melee builds that didn’t focus on
[18:54] <@Cryptic_Balseraph> strength to be more viable. You still need to pay attention to it with your gear, but its no longer required that it be your Characteristic Focus (i.e. Super Strength) to get the full benefit.

This is a shining example of information that’s really important for players to know, but which is not at all explained by the game. It’s good to know — but it shouldn’t require following the forums or a particular DevChat to know it.

[18:54] <~COquestionbot> <NeoWolf> Question: will we EVER be able to see weapons in the costume creator/tailor screen before we have to pay to add or recolor them?
[18:55] <@Cryptic_AntiProton> We totally want to get that working eventually, yes. What just got in with being able to select them in character creator (though not see them) was ahead of schedule, which is awesome. The artist that did the setup work for the weapon geos to even be able to be swapable and I both really want to see it fully working in both the tailor and the character creator
[18:56] <@Cryptic_AntiProton> like a lot of features we had to put it on hold for launch, but now that we are released it is on the list of things to get done.

Yeah, this is something that needs work.

[18:57] <~Cryptic_Daeke> <Antis3al> What are your plans to fix the leveling gaps? A player can still level if they dig for every single quest out there, but currently they don’t connect in any logical way; and the content is still spread thin, sometimes requiring a player to do quests several levels above their own. Is there a coming solution or even awareness of the problem?
[18:57] <@Cryptic_Ignoble> We are currently working to add a number of additional missions and instanced content to help fill several content gaps we have identified. These will begin making their way out to the server over the next few weeks and will hopefully integrate seamlessly with the content that already exists.

I hope one of the areas is early Millennium City content, around Lvl 12-13. Right now it’s all pretty much 14+, but it’s easy to wrap up some major threads in Canada/Desert and figure it’s time to hit the city. Frustration ensues.

19:00] <~COquestionbot> <ian33w> Is it possible to increase the range of Sorcery’s Auras as most powers are 50 to 100 feet?
[19:00] <@Cryptic_Balseraph> Sorcery: Sorcery is, right now, getting a major “quality of life” overhaul. some bits (like the sigils) are being made stronger. Other parts are just being made less difficult to use. One big thing, Circles of Summoning are now being flagged as “Rituals of Summoning”. They look exactly the same, and work exactly the same, but now are cumulative (stack with) C
[19:01] <@Cryptic_Balseraph> Circles of Power. Additionally, we’re elminating the property where they eat ALL your energy, so you can get back into the fight more quickly with them. And, yes, we’ll be increasing the range of the auras. =)

Good to know.

[19:02] <~COquestionbot> <Vahn> Q: in single blade powerset, why theres no love for two handed weapons?
[19:02] <@Cryptic_Balseraph> Single Blade: We’re going to give BIG GIANT two handed weapons so much love, they’re going to get their own set. Eventually. =)

That will make many people happy.

[19:10] <~COquestionbot> <WebGuest69> What are the end game plans for champions online? What reasons are there to continue to keep playing a character after you hit the level cap?
[19:10] <@cryptic_chronomancer> We have end game content in several areas of the game: PVP, Crafting, Missions, Perks, and Nemesis. All of these systems have content that you can only accomplish after reaching level 40.
[19:10] <@cryptic_chronomancer> The Stronghold Apocalypse opens in PVP. There are crafting components that can only be gained in level 40+ maps and the blueprints to use those are going in soon.
[19:10] <@cryptic_chronomancer> The daily UNITY hot-spots and repeatable high-end lairs are in for mission-fiends There are very long-term perks that will require lots of play to accomplish.
[19:10] <@cryptic_chronomancer> And you can build and defeat up to 18 different Nemesis. The best part is we’re going to build on all of these systems moving forward as well as creating new end-game things for heroes to do.

Which will be interesting. It seems to me, though, from my (limited) experience is that the big problem with Level Cap toons is that, except for incremental wealth improvements, they don’t really advance after they cap out. Regardless of content, that isn’t going to change.

[19:18] <~Cryptic_Daeke> <Kahleek> Will we ever be able to cherry pick which powers to retcon?
[19:18] <@cryptic_chronomancer> While this seems like it would be simple, it actually isn’t. With all of the associated characteristics, talents, advantages, tier requirements and so on, it is difficult to just pull out a power in the middle of the stack, as it were.
[19:18] <@cryptic_chronomancer> Making a change like this will require a lot of work on the technology side, so unfortunately while we’re looking into it, it won’t be any time soon.

I take their word for it, but it’s unfortunate. It would be great to be able to simply say, “Y’know, that power 8 lvls down was a mistake …”

[19:19] <~COquestionbot> <Per_Ignim> Question: Is it intended that a full retcon cost more than 50 times as much as it is reasonable to expect a character to have at any given level?
[19:19] <@Cryptic_Balseraph> Retconning and the Economy: First, there isn’t enough money flowing into the game right now. This is a completely known issue, and we have several different options that we’re testing. Basically, yes, we knowingly erred on the side of a too restrictive money supply to see what trends happened, and be able to catch issues (like dupe bugs) very quickly. Now
[19:19] <@Cryptic_Balseraph> we’re getting ready to make some significant changes to drop rates of items and resources from critters… and all of them are basically going to be “more”. =) The question, of course, is how much more; since neither we nor you wants the economy to be something that changes several times. For retcons in specific, I think that the cost scaling when you go deep
[19:20] <@Cryptic_Balseraph> might be found to be too high even after we’ve inflated the economy to where we want it to be. If so, well, we’ll change it. Easy. The current balance goal is that all of the money you earn in a SINGLE level should allow you to retcon back FIVE steps.

Drops are definitely broken — but, really, that still seems like too expensive a proposition. Maybe I’m spoiled by the steady stream of freespecs on CoX.

[19:24] <~COquestionbot> <draulfox> Question: How often do you guys visit the suggestion forums ? When you do, do you go back many pages and read every thread? How do you select what you read?
[19:25] <~Cryptic_Daeke> Every day. A ton of the higher-ups here are always asking us what players want to see most in the game (aside from the constant balancing and fixes that may be needed). I go through and collect a bunch of the most popular ideas and pass them on.
[19:25] <~Cryptic_Daeke> We also grab ones that we happen to think are really cool ideas as well.
[19:25] <~Cryptic_Daeke> In fact, earlier in the chat we took a question about adding a “Danger Room” to the Power House, and I definitely remember seeing that in the Suggestions forum.
[19:26] <~Cryptic_Daeke> So, even though we don’t respond to the Suggestions forum very often, we’re definitely following it very closely.

Also good to hear.

[19:30] <~COquestionbot> <Shiroi98> question: when will claw powers be revisited? right now its damage is really horrible compared to the other martial arts
[19:31] <@Cryptic_Balseraph> Claws powers: Claws powers are intended to inflict excellent damage over time for their energy cost. If it isn’t, we’ll look at it. Additionally, the “Shredded” debuff that they can inflict raises not only your own dps, but that of every team mate with you. That being said, Claws is a crit – happy set, and you should really spec for a high crit rate to get th
[19:31] <@Cryptic_Balseraph> to get the most out of it.

Margie’s very much enjoying a claws solo toon right now (even as I type).

[19:31] <~COquestionbot> <Feigr> Question: Are there any plans to add a gray scale the palette for powers?
[19:32] <@cryptic_chronomancer> We’re looking into the potential technical issue behind this (hues vs tints) but we have heard your desires and are working to make it happen! I know I’d use it to make a noir munitions character.

Huzzah!

Big CO patch

This has been on Test a few days, and it goes live tonight. There’s a lot there, but here are a few highlights that caught my eye.

  • A full Retcon is available for any character created before 2009-09-10 08:30 UTC. To use it, visit the Powers Trainer, choose “Retcon,” and click on “Use Free Reset.” 
  • This patch provides a number of changes to various power sets. Please check the detailed patch notes before making any decisions regarding power purchasing (or before redeeming your free Retcon).

Both very important notes. First off, they’ve decided not to finesse the respec to just characters that were created during the Early Start. Either that was more difficult than believed, or they figured they’d just do the right thing and give everyone a respec (which, given it’s a new game, and they’re doing some further power changes this time, makes sense).

So RTFM!

General

  • […] Changed the way Strength adds to physical melee damage powers. Damage bonus is still capped at 20%, but this cap is now much easier to reach, and can be reached just through some modest effort at collecting gear, without a Characteristic Focus in Strength. This change has NO EFFECT on damage added from taking Strength as a Characteristic Focus. This is a distinct and separate bonus.

I don’t particularly understand this one, but I don’t understand the normal Strength bonus for melee vs. what it sounds like comes when you take Strength as a Characteristic Focus.

  • The help UI now includes an internal game manual.

The more in-game help, the better.

  • Reduced quantity of posts to Twitter and Facebook.

Well, that doesn’t explain much, does it? I’ll have to look and see. I wonder if that will address the 408 error that was being generated by Twitter.

User Interface and Chat

  • The in-game mouse cursor has all-new appearances based on whether you’re pointing at a friend, an enemy, etc.

Good.

  • The minimap now has a settings button on the right side (indicated by a gear). Under settings you can toggle what kind of icons you want the minimap to display.

Useful.

  • Added a new social button to the minimap which will open the social window.

Better than using the menu system,

  • There is now a sell confirmation for double-clicking an item in the store, and by right-clicking an item in your inventory while the store is open. There will not be any confirmation if you click the sell button at the bottom of the store window.

Yes! I’ve sold several things inadvertently that way. “Hmmm, do I want to sell this? No, let’s put it in my … wait, where did it go?

  • Added /itunes and /winamp to set the active music player and open it.

Um … okay.

  • Added search button to social UI.

That sounds helpful.

  • Large windows no longer auto-close fixed-position windows when opened (they still close other large windows, though).

Powers

Margie observes that “now functions properly” usually means a nerf (if not further explained).

Many Power tweaks. Worth reading in detail.

Crafting

  • Added Competent, Skilled, Very Skilled, Highly Skilled to all component descriptions to clarify what band of skill levels they are used in Blueprints.
  • If you have no crafting blueprints, you now get basic instructions in the crafting UI when you open it.

Anything they can do to make this more transparent and easier to understand is well worth it.

By the way, is there a way to tell what school and subspecialty in crafting you’ve taken with a character?

Anyway, as noted, there’s a ton more. Not surprising at this stage of the game, and good that they’re responding as quickly as they are to problems.

Two gripes on CO – Travel Powers and Talking

I love the Acrobatics travel power. It’s coolness in the extreme — the leaping, the tumbling, all that. It’s even better in a bestial stance, but even for normals it’s extremely keen.

I’ll never take it agan. Nor Super-Speed. Possibly not Super-Jump (on the principle that what goes up must come down), though I remain open on that; Teleport might be similarly of concern.

Here’s my problem. Aggro. As in, “there are angry mobs everywhere, you can’t avoid them, and as soon as they aggro you as you run / caper past, you slow down, and they shoot you from afar and follow you to the ends of the Earth.”

I was running Kitsune in Canada (Phase II) yesterday. We had fishy business up by the river, and it was a freaking epic quest for me to get from Steelhead to mission sites, time and again. I felt like I was infiltrating behind enemy lines. Meanwhile, Margie’s Surprise waggled her little fairy wings and flitted above the fray. “Do you need me to watch over for you?”

Feh.

If Travel Powers didn’t suddenly slow down when you aggro or when you’re aggroed, but only when you actually attack someone, it wouldn’t be a problem. As it stands, though, it’s a serious pain, and one that I can easily avoid by simply not taking some delightful powers.

Related to that — is it too much to ask for radio messaging with contacts? Even CoX realized a long time back that having to trot back to the contact every time is a real Quality of LIfe annoyance, and given the above concerns, it can be hazardous to one’s health, too.

Sure, the desert is subject to radiation interference, and the auroras in the tundra are something fierce … but surely we can get a secure radio contact with Dr. Fred or Lt. Joe-Bob after we run a mish or two for them. Not to mention Justiciar …

CoX: I16 Overview

Now at the CoX site:

New Character Creator 

Not only does the newly updated Character Creator allow players to jump directly between Archetype, Powersets, Costumes and Character ID in any order without losing progress, but it also allows you to select your colors and theme for each individual power or apply it to the entire powerset. These themes will allow for color tinting of geometry and particle effects such as energy blast colors and force field colors. The primary and secondary colors of any power effect can be changed individually for each power in the set.

Being able to jump between customization areas is a great boon, and being able to test a name right as you start designing a character is way, way, way overdue. The color spectrum choices are well-integrated and versatile; within this area, at least, CoX has leapfrogged past CO.

Customizable Powers 

Customizable powersets include Cold Domination, Dark Armor, Dark Blast, Dark Melee, Dark Miasma, Earth Control, Electric Armor, Electric Assault, Electric Blast, Electric Melee, Electricity Manipulation, Empathy, Energy Assault, Energy Aura, Energy Blast, Energy Manipulation, Energy Melee, Fiery Aura, Fire Assault, Fire Blast, Fire Control, Fire Manipulation, Fire Melee, Force Field, Gravity Control, Ice Armor, Ice Assault, Ice Blast, Ice Control, Ice Manipulation, Ice Melee, Illusion, Invulnerability, Kinetics, Mental Manipulation, Mind Control, Necromancy, Ninjitsu, Pain Domination, Plant Control, Poison, Psionic Assault, Psychic Blast, Radiation Blast, Radiation Emission, Regeneration, Sonic Resonance, Sonic Attack, Spines, Stone Armor, Stone Melee, Storm Summoning, Super Reflexes, Thermal Radiation, Thorny Assault and Willpower.

Super Strength and Martial Arts will each receive an alternate animation for their powers, and Stone Armor and Necromancy will include limited customization.

Customizable for most of these means, aside from color, you can choose the animation to use (i.e., don’t like the way Ice Assault looks? Use a different animation choice to cast it). Changes to MA basically let you do fisticuffs rather than kung fu kicks — excellent idea to get around that without having to design a separate power set.

Powerset Proliferation – More powersets are now in the hands of Archetypes who couldn’t use them previously! Blasters will have access to Radiation Blast, Brutes will get their Claws on, Controllers can now freeze it up with Cold Domination, and Corruptors get to feel the “twang” of Archery and Trick Arrow. Defenders can go high-tech with Assault Rifle and Traps, and Dominators can pulverize their enemies with Earth Assault. Masterminds heat things up with Thermal Radiation, Scrappers and Tankers get ready to fry their foes with Electric Melee and Electric Armor, and finally Stalkers get to swing their own mighty Broadsword.

I can understand why there was a desire, initially, to keep CoV and CoH as having separate power features — but that’s pretty much long gone now, and integrating the powers fully between the two is utterly sensible (and makes the Going Rogue work that much more straightforward).

Enhanced Difficulty Options – Players can now fine-tune their difficulty levels by telling the game exactly how they want to be treated. They can choose to be regarded as a specific size team (even if they are soloing), and even have control over the level they are detected to be when it comes to the dynamic spawn system. So if you ever wanted to see if your Scrapper could take on a map that is populated for an 8 person team, four levels higher than your own, now you can! The difficulty settings of the mission owner dictate how the mission is handled, just as before, and you can change your difficulty settings at any Hero Corp.’s Representative in Paragon City or Fateweaver in the Rogue Isles.

This is the one I’m least sure about, if only because I’m not certain the finer granularity will be useful for most people (me). I also think it’s a goofy conceit that you have to go to someone to change your rep/fate.

It’s not world-changing, but the I16 stuff sounds like some good, solid QoL possibiltiies for CoX.

CoX: Guest Authorship in Mission Architect

After the initial horrific farming experiences in MA, and the discovery that Sturgeon was correct when it comes to user-designed content, I’ve just never spent much time there with any characters — especially since, well, it’s one more layer of unreality than my brain is willing to suspend disbelief for. 

That said, think this is an excellent idea:

Popular user-generated content system attracts industry and comic book notables to try their hands at mission design NCsoft and Paragon Studios™ today announced the Guest Author program for the Mission Architect user-generated content system in City of Heroes. This program invites influential writers and aspiring game or story designers to collaborate with the team behind the City of Heroes MMORPG and publish custom missions directly into the City of Heroes game using the revolutionary Mission Architect system. Participants in the Guest Author program will be announced on a rolling basis. The first participants of this program comprise notable industry veterans from the gaming and online comic industry:

  • Rooster Teeth (www.roosterteeth.com): The machinima producers that brought the gaming world the Red vs. Blue series and created a series of live-action shorts for City of Heroes and Mission Architect (starring Barenaked Ladies’ front man, Ed Robertson, as Captain Dynamic) is ready to put their designer skills to the test. Rooster Teeth plans to bring Captain Dynamic and his nemesis, The Great Face, from YouTube to City of Heroes.
  • Scott Kurtz (www.pvponline.com): The creator of the popular PvP web comic has already begun collaborating with the City of Heroes team on bringing LolBat to life within Mission Architect.

My only concern here is that we’re talking about humor / satire as the basis for MA missions, which makes them even less realistic (though ostensibly well-done). I will be curious to see how this turns out, though. More news should come out from PAX.

CO: Freespec!

They probably should have done it at the time, but credit where credit is due for responding to the furor because they didn’t.

Champions Online: Free Retcon to Early Start Players | Champions Online Official Site 

Due to the general balance pass on powers and difficulty that was made in the early morning hours of September 1st, we will be issuing a full retcon to early-start characters created before our launch day patch. As we did not anticipate needing to do such broad-based changes, we felt doing something extraordinary for our players was appropriate. Please note that this retcon will only be issued to characters that were created during the head start program.

We are currently working on a system to issue this retcon to early start characters. As soon as we have the technology in place to do so, we’ll let you know. Thank you all for supporting the game through the first few days of the launch.

Though, honestly, I don’t think they need to go to such lengths to restrict it to Early Start characters. I mean would it end the world if they just gave one out to everyone. Folks are still learning the game — cut them a break and earn some good will.

CO: I see … Blood Moon a-risin!

Well, this looks like it could be fun …

There is a chill wind blowing through Millennium City. It’s late October and the moon has taken on a sinister aspect, staining the sky a bloody red. The superhero Witchcraft, of the Champions, warns that this is a dire portent of an approaching mystical threat. There have been sightings of strange creatures emerging across the world, those of savage werewolves and flesh-craving zombies. Even worse, they bear with them the tidings of a great evil returning to the world… Takofanes, the Undying Lord!

Eek!

When Takofanes last strode across North America he killed all who crossed him to swell the ranks of his undead army. The first attempt America’s superheroes made to stop him resulted in the death of half a dozen of them. A second more concentrated attempt managed to drive Takofanes from the battlefield, but he could not be defeated. Now Takofanes has returned once again with hordes of his minions, citing prophecies of doom and proclaiming his coming reign over humanity!

Gasp!

   * Explore the new Celestial Powerset. Use the power of the Seraphim to heal and strengthen your allies, or release the fury of the Nephilim in a battle against evil.
   * Beware the Zombie Apocalypse rising in Canada! Battle against zombies in PVP, but no matter what, do not fall there. Should you die, you shall return as one of the undead horde, bound to fight in Takofanes’ name.
   * Fight off ravenous werewolf packs, but be careful lest you get bitten and infected with their dark magic.
   * Stand against undead heroes who once fought in the Battle of Detroit, and do your best to free their souls from Takofanes’ necromancy.
   * Challenge Takofanes to drive him from our land, but beware – you must fight the dark sorcerers who serve him before you have any chance of facing the Undying Lord.

So it sounds like there are some lycanthropy/zombification aspects where you can be “turned” into something wicked this way coming. That could be very fun indeed, if (true to the comics genre) all is set right in the end.

CO: State of the Game at the Opening Bell

Bill Roper (Chrononaut) speaks on Champions Online on opening day (and beyond):

In reaction to concerns that things are “too easy” …

We reduced the effectiveness of Slotted Passive Defense powers, Active Defense powers, and Defense from upgrades. The total bonus of all combined defenses was reduced from a 75% net defense bonus to a 66% net bonus. The biggest change was made within the Passive Defense powers which our players noted were far too effective and trivialized the threat form Henchmen level enemies.

Well … I have still been dying. Though only when seriously ganged up on. Though that’s not difficult to happen when traveling through a Crisis zone.

We increased “non-shtick” enemy damage to compensate for AI / animation delays. This particularly affects Henchmen who did not attack at the expected rate on which other areas of combat effectiveness are balanced. The change represents a 25% increase in this type of damage.

We also increased “shtick-based” damage for Super Villain class enemies and above. They were incorrectly using the Master Villain class damage tables, making our most difficult enemies much weaker than intended.

Lower defense against more damage. Well, at least we can stock up on healing potions …

Finally, we have removed the consumable items that were giving a straight 33% increase to Health and Energy from vendors. These were artifacts of the beta test that were accidentally not removed from the live version of the game.

Yikes! Well, no, not a huge problem, I don’t think. We’ll see (esp. in context of soloing).

We’ve fixing a data bug where players incorrectly received 75% of an enemy’s experience amount no matter the disparity in level. More than a difference of 4 levels now gains the player no experience.

Oh, and less XP. 🙂

The top speed of travel power speeds has been reduced by 15% as part of how we’re addressing reported frame-rate issues because heroes are simply traveling faster than the server can update their position.

That’s unfortunate.

We found and fixed an error in the overall drop-rate tables that drastically reduced the number of upgrades coming from defeated enemies. This change increases the number of upgrades that drop from enemies in the approximately four-fold.

Woot! More loot!

Retcon cost has been lowered across the board, making alterations in your character’s powers and advantages much simpler to accomplish.

I haven’t done a lot of retconning, obviously, but I like that it’s cheaper. Having expensive or difficult retcons/respecs has always struck me as punishing the player for lack of in-game knowledge.

There’s other stuff mentioned, too, but I’ve included the items I was most interested in.

CoX: I16 Power Customization video

I watched Margie testing out the I16 power customization process, and it’s really very nice, as this new video shows:

 

What’s nice is also being able to see yourself casting the power, and what the power motions really look like. The color combos (and the ability to crank it all down to very dim on some powers) are all well-done.

In its own way, the color customization here is better than that in CO, which generally just has one color to slide around with (and doesn’t include black or white on it). On the other hand, CO doesn’t confine you to a single power set, and it has the Power Room to actually see (kinda sorta) what the powers do. So both platforms have some advantages.

CO: Bill Roper interview

Post-Open Beta, with Ten Ton Hammer:

On tweaking the XP curve.

You do have to really kick over hard in one direction. That’s what we recently did with experience. We knew that players are grossly outstripping content, to the point where players were able to basically skip entire zones, so it was really broken. We decided to swing hard in the other direction so it’s like now there isn’t enough content for levels, so we really made a big adjustment but we could tell we were close. From there we know we can go back in the other direction and ease off of those changes.

The goal is so that players are definitely above the par. We like people being above the curve so it’s not like you have to complete every shred of mission content to be able to hit level cap. It’s OK if somebody skips missions or doesn’t find some of the discovery missions and things like that – they should still be able to level without having to grind.

I noticed the change, but didn’t feel particular one way or the other.

And a note I hadn’t realized about a particularly annoying foe during the big event at the end of Open Beta.

We’re running our end of beta event – that’s actually running until about 5PM today – where we’ve got some giant Mega-Destroids cruising around Millennium City. We even have what we call Dev Suits, so if you see something that’s called a Cryptonaut that’s actually one of us. So it’s been pretty fun. I think players really like kicking down the devs.

Yeah, Cryptonaut(s) was really obnoxious — and fast and hard to draw a bead on. I think we got a couple of them down at times, between Mega-Destroid spawns. Though Margie (as Runt) had a few problems at one point.

On the upcoming event:

We’ve already got an event planned for the end of October…

Ten Ton Hammer: Would that be the mysterious “Blood Moon” I just saw mentioned…

Bill Roper: In my latest state of the game discussion? *laughter* Yea, I did put that in there. We’ll be putting something official up on the site about that hopefully by launch. One of the things we really want to be able to do is communicate to players, so even if they get the game on day one they’ll already know we’re working on the next content that they’ll be getting. I think that’s a really important thing to put out there. I know that as a player of MMOs I like knowing not only that devs are working on something, but that they’re working on something they can tell me about.

So we’ve been getting some concept assets over to the marketing team so they can put together some pages that can get put up hopefully by the time the game goes live on the 1st. And that will talk about the Blood Moon event and what players are going to be getting. So that will be the first big free update that we do.

Cool.

And the sort of answer I was hoping to hear about Crafting:

I don’t know that I’d necessarily say that it’s essential. You certainly could go through the entire game without crafting or getting an item that was crafted, but I think the way crafting helps the most and can become an essential component is if you’re doing really interesting hybrid builds. All the crafting schools have different stats they focus on, so at the high end they tend to focus on a trio of stats. So you’ll find high end items that care about three different stats predominantly.

The reason I bring that up is that when you really get into some more advanced mechanics of character building, you’ll notice that at the basic level there two main stats that each power set cares about which you can then take a look at when you start mixing and matching. For example I made a character that was a mix of Might and Darkness. Might cares about Strength and Constitution, and Darkness cares about Constitution and Endurance. So by mixing the two I end up with three main stats that I’ll care about, and crafting is the place where I’ll have the best chance of getting items that focus on all three.

I could more than likely find some random, algorithmically generated items that could fall off of an enemy, but with crafting I can pick a school or specialization that specifically cares about those three stats. So if I’m getting into that advanced gameplay of creating characters focused on certain stats or characteristics, crafting is the best place to go to specifically get items that cover that end of things.

[…] Overall I think crafting is not a requirement, but it’s cool to do and you can make some really specialized stuff. I think that for players that get more into the mechanics of the system that can become something that will really augment their character well.

So it’s a benefit, but not critical. Good to know.

As to putting off crafting until later, some more interesting comments.

There are two ways that you’re gaining skill points in crafting. One of the ways – if you want to use sort of a generic MMO term – is by finding resource nodes. In other words there are things you can find out in the world to investigate, but you gain the vast majority of skill points by deconstructing items.

The way our crafting system is designed, there is Research and Development. Research is actually taking things apart and looking at what they’re made of. With most fantasy MMO crafting you’re making a mountain of short swords before you can go up to the next level to make cutlasses or whatever. We wanted to make it so that the vast majority of your points come from tearing things apart to see how it works, so that you’re learning from the way it was constructed.

Which makes in-game sense.

We do a double duty with that, where if you have an item upgrade that can be taken apart, when you deconstruct those to do development you not only gain points from that in terms of learning how it was made but it will also give you the component parts that you can then use to make other items. You do get a little bit of skill from making things, but the system is definitely not designed to focus on that as the way you’ll be gaining levels.

So as a high level player, any items that are dropping for me are going to be a lot faster for me to skill up on, or I can always go to the marketplace and buy a bunch of cheap items from other players to deconstruct. Or it would also be really easy for me to fly, Superspeed or Superjump around the lower level zones and get resources.

Having done a lot of crafting in other MMOs, I find it’s not – I don’t know if “grindy” is the right term – but I don’t have to do a ton of travel. Using WoW as an example, if I decide to take mining I’ve got to go and start looking for copper in the newbie zones even if I’m level 50. That was the only thing that frustrated me actually about making a Death Knight. I wanted to start crafting but I realized I’d either have to buy all the stuff or I’d have to go and find all of it. So for something like herbalism you have to go find wild flowers and pick them to gain levels, and you really can’t do anything else to achieve that. It was like, “I’m starting at level 65, I can’t believe I have to do this” you know?

[…] The cool thing with our system is the fact that you’re basically just deconstructing stuff that’s really simple to go out and get. So I think it’s a really nice system; it’s definitely very different. You can make specific items, or you can even make algorithmically generated items where you’re basically deciding on certain parameters and telling the system that you want it to care about three specific things and it can make you a random item. Then there are also blueprints for exact items that you can get

Also good to know. Running around and farming equipment/materials is not my idea of a good time. What I’ve seen of the Crafting system thus far make it seem like I can spend as much or little time as I’m interested in it.

CO: More Social Gaming stuff

So I posted the previous message and realized immediately I’d forgotten about the Twitter connection, which I’ve seen only through a lot of awkward and overzealous tweets that Rey’s account generated while he was playing with this …

This thread is the main discussion of the social tools CO has built in, from the perspective of in-game play.

To start using this system, enter /socialmedia. From this screen you can control the operation of the social media tools. Use the settings button to enroll (or un-enroll) from each service. By default, all available activity types for each service are enabled once enrolled. Uncheck any of the boxes to disable that activity type for that service.

The Status activity type is initiated by the command “/social_status Your status here”. The plan is for this to be integrated into the status box in the chat context menu, but for now the command will work.

The Screenshot activity type is initiated by the commands “/social_screenshot <optional title here>” and “/social_screenshot_ui <optional title here>”.

The Blog activity type is initiated ‘/social_blog “Title” “Body”‘.

The Level Up activity type is initiated on natural level ups (meaning those from normal XP gains, not sidekicking). For Twitter and Facebook it will post items every 5 levels. For Raptr awards will be posted for every level.

The Perk activity type is initiated by completing a rank 3 or 4 perk (those worth more then 25 points).

The Item activity type is initiated by receiving a purple item.

The Supergroup activity type is initiated by creating, joining, or leaving a supergroup (including being kicked). The posted message with include the character and supergroup name.

Presumably this will, in fact, all fall into the UI much more cleanly soon, but … okay, it sounds like (I’m not sitting where I can play with it at the moment) you have (A) activities — blogging, perks, screenshots, items, SGs, leveling, status changes — and (B) services — Twitter, Facebook, and Raptr are mentioned. You can also (further in the thread) tune this to which toons get statused (though you have to control/restrict it for each toon).

I keep thinking there is the potential for some coolness here. There’s also the potential for some serious spewing of unwanted status onto these fora. Hmmm. 

I’ve toyed with the idea of getting a separate Twitter channel for gaming stuff. That could then get auto-updates from this Blog and consolidated Tweets from what (very limited) CO Twitter output I would do (I can imagine doing the Levels, and maybe the Perks — mostly as a journaling exercise — though being able to link to Screenshots would be kind of cool!). I will have to ponder that.

 

CO: Early Start and Social Gaming

Despite battling to find time around a good friend’s visit, we managed to play a fair amount during Early Start Weekend. We both got some alts generated (I went a bit crazy with that, of course) and pushed up through the Tutorial.

We also got Zebra (Martial Arts) and Finneas (Dark) up to Lvl 12, and finished up with the second half of the Crisis in the Desert work, winging our way back to Millennium City to park.

In retrospect, we kind of blew it — we should have hopped over to Millennium City a lot earlier and dealt with the Qularr event stuff going on there, since I now recall there were Unique Prizes and Stuff that will Never Be Available Again. Oh, well. I think Margie was telling me about that, and I completely spaced.)

I did make some moderate use of the Bug feature. I like that it lets you search for terms first, identify already-reported bugs, and flag that you have that problem, too. It helps consolidate bug reporting for the support team, and lets you know that “you are not alone.” That said, it would be nice if when a bug gets closed, that everyone who reported it gets a ping.

Overall, I remain pleased with the game. There are a few interface issues that Margie and I have chatted about, though no showstoppers (and they are matched by some nice features that I already take for granted). I do think the early mission tree is going to be something of a pain — it’s not just the initial Qularr invasion tutorial, but also the initial Crisis in the Desert / Crisis in Canada mission sets. That’s a lot of repetition before you get to a broader range of play options (continue where you are in various adventure trees, return to MC, or head off to the other crisis locale). Regular players with lots of alts (ahem) are going to find it something of a grind.


 

From a social standpoint, I got some Friends added to my list (with invites out for a few others). Interestingly, Cryptic’s trying to make the main web page for CO, when signed in, a social hub — you can see your friends and their status, you can go into “Cryptic Space” and blog, you can look at “My Characters” and see your characters in summary and detail. You can even blog as your characters.

That said, it’s not very robust or ready for prime time as of yet. “My Characters” shows serious lag in updates (it doesn’t yet show two characters I built Saturday, and the mission list is similarly behind for characters that were in place then). It’s also unclear how to share the character list with others (or how others might see your character’s blog). I can infer it from the URLs, but I have no idea if these show up for everyone — e.g., a character stream for Zebra (which seems to include all blog entries), or my User Profile, etc.

I’m sure it’s all going to get fleshed out, or at least I hope it is. There’s a lot of opportunity for socializing the game through the website, and not having it as polished as possible at launch would be a serious error.

CoX: Power Customization

Margie’s playing around with this in Beta. There’s a full screen in the character creator where you can control the colors of the various powers — by power, by power set, or for all your powers.

Many of the powers, though, in addition to the power color itself, you can create a bright or dark option — or, in some cases, turn off the effect entirely.

So no more Regen Scrappers running around with green starbursts in their chests. They can be running around with no effect, or something much more subtle. Tired of your duo partner’s ice armor buffs making your costume impossible to see? Voila, the ice effect is much more subtle. And, maybe (not yet tested) you can do Invuln characters that are not all Dark or Shiny.

You can also save configurations for the Primary, Secondary, or all power sets, so you can play with effects between characters still better.

Oh, and while there are still name-per-server limits, there’s now a Check Name button on the ID card screen, and you can hop there first, just to try names out.

Win.

CoX: Popping back over to CoX for a few

Haven’t run CoX since CO went into open beta. So some initial and unofficial re-reactions:

  • The graphics are definitely more realistic, in terms of shading and gradation and all that. But, by the same token, they don’t have the same integrity as CO’s more cartoony figures. IMO.
  • What level am I? Oh, wait, I have to to Menu / Personal ID to find out. Why?
  • I am reminded once again how badly the Wentworths / Invention / Crafting interface sucks. Not that CO’s is better, but … damn.
  • Why do I have to wait 30 seconds to logout a character? I mean, really?
  • Wow. Look how many characters have names that I had to append something to in order to have them be unique. Ms. Crackle. Lady Zebra. 
  • I do like that I can “run” at a decent, scalable speed without a travel power on.

I did enjoy firing up the old characters. Except that, y’know, nobody was on, even on Freedom and Virtue. Everyone’s over on the Open Beta, I guess.

In fact, Margie’s playing in the Open Beta at the moment. And the character creator enhancements (and power customization screen) are all pretty cool. At least until they crash your machine.

CoX: I16 Open Beta

NO! NOT AN OPEN BETA! NOT AN OPEN BETA! FOR THE LOVE OF —

Oh, it’s for CoX. That’s okay then.

(I won’t actually be doing the open beta for I16 because, well, I think downloading a separate version of the software to test stuff when there’s a perfectly usable I15 sitting there for play with characters that will actually advance from my investment in time is silly. But I couldn’t resist.)