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Some successful Idea's for PvP

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Ryisen
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Some successful Idea's for PvP

I have been a part of many, many types of MMORPG's over the years, whether they were Open world, Sandbox, whatever classification you you bring up I have most likely been a part of it. It goes all the way back to Ultima Online, Dark Age of Camelot, City of Heros, DC Universe, Age of Conan and everything in between all the way up to Conan Exiles, Gloria Victis, Life is Feudal and so on. So I have seem many many failures in the realm of PvP. One unsolved puzzle in super hero type games seems to be the PvP aspect because of the balancing issues with the powers, I can understand the issue because pairing a few powers together from a few players can create a dominating force, not only that but having the ability to upgrade those powers along the way through leveling, buying upgrades, Drops and so on can also provide a player with a great advantage over a lot of other players.

So...here is some idea's for a successful (What I consider successful) start when CoT implements PvP into the game.

#1. Open world PvP, This by far seems to the be most successful and loved by all players in games that I have played most recently. The idea of being able to log in and get into immediate action is what large number of players want these days, because lets face it, once you are capped on level and towards the end game this is the style of PvP that keeps players logging in daily even when the most hardcore player only has say 30 minutes to an hour to play. On the same token, there will need to be provided a safe zone or a few to keep the other players safe who just love the story line quests, or just PvE grouping. My idea, Have the higher tier zones...i.e. level 40 - 50 that you have to log into to get to large scale end game content, but also have it a PvP zone where players can fight for the right to farm a boss area. Not only that but a large portion of the map just a mass PvP zone.

#2. Players also want some recognition for being out there defending or hunting down villains in PvP..aka other players. There should be some thought to impliment a point based system, example: A level 40 player kills a level 50 player in a PvP zone, that lower level player will receive points based on the difficulty of him taking down a higher player. These point then could be spent once a lot have been accumulated on gear, or special powers to that can only be used in assisting him a PvP zone. Similar to the Realm Point system in Dark Age of Camelot. You could call it Fame, or Renown points. Also a continually updated point list on a web site somewhere would be helpful in keeps players out there and in the PvP zones, it's drive towards a goal.

#3. PvP controlled areas for Guild or Clans. This is another idea to keep players out in the PvP zones. Areas that Guilds, Clans, whatever you want to call them in game, that players can control to obtain materials for crafting better armors, mods to amplify their powers and so forth. I have never seen this idea in a Super Hero game and would like to. It would definitely give it a unique twist.

#4. Resistances and attack bonuses.! With a game like this where a player can potentially be attacked on an X, y, and Z, angles. I would like to see the potential for powers to be potentially cancelled by other players as a form of crowd control, if a player is flying overhead a tank type character, who only has jump that battle will not go so well, unless that tank has the ability to pull the flying player to the ground somehow. You can see this will get into the balancing issues that will come about in the early stages of the game.

I could go on and on because I really enjoy PvP in most games and I hope this game will have better more in-depth PvP action.

Cobalt Azurean
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Repost from this thread: http

Repost:

Quote:

#1. Open world PvP, This by far seems to the be most successful and loved by all players in games that I have played most recently. The idea of being able to log in and get into immediate action is what large number of players want these days, because lets face it, once you are capped on level and towards the end game this is the style of PvP that keeps players logging in daily even when the most hardcore player only has say 30 minutes to an hour to play. On the same token, there will need to be provided a safe zone or a few to keep the other players safe who just love the story line quests, or just PvE grouping. My idea, Have the higher tier zones...i.e. level 40 - 50 that you have to log into to get to large scale end game content, but also have it a PvP zone where players can fight for the right to farm a boss area. Not only that but a large portion of the map just a mass PvP zone.

http://cityoftitans.com/comment/114891#comment-114891
I like the idea of PvP. I like the ingenuity of players to use powers in interesting and creative ways.

What I dislike are PvPers. The vast majority of my discontent with them comes initially from CoX and their PvP community. And that's not to say that I haven't tried time and time again in the various games (TSW, Rift, SWTOR, etc) that I've played since the sunsetting of CoX, but I've been proven repeatedly that they're cut from the same cloth. Not all of them, sure, since I also dislike broad generalizations, but the overall collective of them behaves in the same infuriating manner no matter what environment you put them in.

If it's Open World PvP, I won't step foot in the game. I won't step foot in any game that has open world PvP, for that matter. And I can honestly say that most people that I played with would also not play a game that has open world PvP. Open world PvP removes the option for people to even do PvE. If you're going to have a game that allows players flexibility in how they want to advance their characters, such as solo or grouped, then having the entirety of the world map being a place where you can get ganked, camped, your loot stolen and/or your home invaded and possibly taken, and therefore your fun time ruined for the sake of someone else's enjoyment isn't even the vaguest notion of an option.

http://cityoftitans.com/comment/114865#comment-114865

Quote:

Well, I believe the plan is to have a PvP instance of the game. That's because the majority of our community has zero interest in PvP.

http://cityoftitans.com/comment/114891#comment-114891
I, for one, hope this is the case. Again, I enjoy PvP from time to time, but I most certainly believe that there should be a divide between PvE and PvP because that allows options for people that enjoy either or both.

Radiac
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GW2 has multiple instances of

GW2 has multiple instances of the open world maps running at all times and routinely asks you to hop to a different one so it can manage them (if populations start to get too high, it makes a new instance and shifts some people to it, if the pop drops, it asks people to leave one instance so it can destroy that ones, etc). If there were one or more "everyone for themselves PvP " instances of the outside world ib CoT, I wouldn't be against that. I would insist that players be allowed to flag themselves for "NO PvP instances" or "all PVP instances" or whatever. FORCED PvP is something everyone from the dev team has always reassured us won't happen in CoT.

PvP, in my opinion has a warping effect on the game in many ways. Not just toon builds, but the landscape itself. In PvE you can make a map look nice and realistic. InPvP spawning over here can be an advantage versus spawning over there, as such maps tend toward symmetry for fairness sake.

PvE is like a slam-dunk contest or homerun hitting contest which allows for a lot of unfettered artistry, while PvP is a competition and as such requires a level playing field, more rules, etc.

R.S.O. of Phoenix Rising

Doctor Tyche
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Open World PvP will be in it

Open World PvP will be in it's own little sandbox instance of the game world, and players will be able to shift between it and PvE.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

Dark Ether
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Doctor Tyche wrote:
Doctor Tyche wrote:

Open World PvP will be in it's own little sandbox instance of the game world, and players will be able to shift between it and PvE.

Good to hear. One thing I really disliked about how SWTOR did theirs was that even if you opted to play on a non-pvp server they decided that this neat little mission and this really nice reward would only be available if you went to the pvp areas on the non-pvp server. Sigh. They really missed the point of "not pvp" and that some players do not like it and others aren't good at it and so they don't want to do it.

(insert pithy comment here)