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It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
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At least 16GB of main DRAM.
These stats may change as we continue to test.

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City of Titans Q&A Thread: March and April

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Shadow Elusive
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City of Titans Q&A Thread: March and April

New practice: Q&A threads! We're currently going to try an every other month format. Post your questions here, we'll answer as many as we can in bi-monthly releases.

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Interior Map Lead and UI Designer
TitansCity
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Nice ! I have a question so :

Nice ! I have a question so :)
What will be the financial model for the game ? It was about a free-to-play but i read that it will be a one pay game (i don't know the word in english sorry) like GW2. Could tel us more precisely what it will be ? And maybe an idea of the price at launch ?


Suivez l'avancement du jeu City of Titans en Français sur https://titanscity.com
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SavageFist
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Were you guys ever aware of

Were you guys ever aware of Project Awakened(sadly it never made it to release)? Any inspiration to gain from the few short demos they showed? I really liked the richochet power and electrifying water as attacks. Can we eventually expect the level of detail in costume parts they showed? I thought they looked awesome and really showcased Unreal 4.

for reference
https://www.youtube.com/watch?v=-kn8xwa50O8
https://www.youtube.com/watch?v=V8wse9VDDnY

Reward tactics as well as damage dealing.

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We really have not received a

We really have not received a lot of information on powers, and the only information we have received are Travel Powers.
What power sets do you plan to have on release?
What archetypes will the game have?
Will defender- like classes be unable to do solo?
At what level will we unlock Travel Powers?
Will we get a powers update anytime soon?
Are you guys going to stick to the model of every other level you get a power and every level you do not get a power, you get 2 slots to put enhancements in?
Will we have weapon customization and power customization at launch?

TitansCity
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Some of your questions have

Some of your questions have already answers :)
- What power sets do you plan to have on release? : at the end of this page : https://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans/description
- What archetypes will the game have? see the dedicated page : http://cityoftitans.com/archetype
- Will we have weapon customization and power customization at launch? : yep, but i don't remind where the news is ^^


Suivez l'avancement du jeu City of Titans en Français sur https://titanscity.com
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blacke4dawn
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What are the plans for

What are the plans for Operator sets in terms of number of minions they provide, will all have the same or will there be varying amounts?
Will minions have only one "focus" (a.k.a only damage oriented like in CoH) or will the sets be, with time, as varying as the player sets?

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The most recent update had me

The most recent update had me thinking about the nature of the city, and how alive it's going to be.

Paragon City was very alive and full of energy and vibrancy, from the purse snatchers to the gang fights to the innocents just walking the streets. But one thing I always thought could have been added was stuff like rush hour traffic, or accidents, or traffic jams caused by a rampaging supervillain or just a troll hopped up on Superadine.

Are there any plans to add elements like that to the game? Things to make the city have a pulse to it, to really give it the feeling like you're in a new world?

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

Huckleberry
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Safehouse wrote:
Safehouse wrote:

The most recent update had me thinking about the nature of the city, and how alive it's going to be.
Paragon City was very alive and full of energy and vibrancy, from the purse snatchers to the gang fights to the innocents just walking the streets. But one thing I always thought could have been added was stuff like rush hour traffic, or accidents, or traffic jams caused by a rampaging supervillain or just a troll hopped up on Superadine.
Are there any plans to add elements like that to the game? Things to make the city have a pulse to it, to really give it the feeling like you're in a new world?

The following video has a windmill, but imagine its a supers fight or some other phenomenon in the game...


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Safehouse
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Huckleberry wrote:
Huckleberry wrote:

Safehouse wrote:
The most recent update had me thinking about the nature of the city, and how alive it's going to be.
Paragon City was very alive and full of energy and vibrancy, from the purse snatchers to the gang fights to the innocents just walking the streets. But one thing I always thought could have been added was stuff like rush hour traffic, or accidents, or traffic jams caused by a rampaging supervillain or just a troll hopped up on Superadine.
Are there any plans to add elements like that to the game? Things to make the city have a pulse to it, to really give it the feeling like you're in a new world?
The following video has a windmill, but imagine its a supers fight or some other phenomenon in the game...

My god... Only in CoT is wind power so dangerous...

But that is actually really cool to see thay the people in the city can interact with whats going on around it in such a way.

Edit: erm... GTA V

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

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Reminds me of the previous

Reminds me of the previous Joke ad of City of Heroes; in the pre beta days; Grand Theft Auto: Paragon City.The toughest video game you will ever play. They got super powers and you don't.

How many years will it be that you will run out of names for the 64 archetypes and just reduce it with a two symbols for power types primary and secondary; and just 8 names one for each primary?
You do realize when the game gets successful it will happen?

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Beeker wrote:
Beeker wrote:

One of the really fun elements in CoH was the targetable oil spill (from Trickshot?) anyone could set of fire, if they had a fire skill that is... I'm curious if any really dynamic interactive characteristics (combos sort of) are being considered across skill sets/power types.
"Don't cross the streams!!!"

I received a reply of "Yes" from Felix a long while ago.
I'd be interested in how this is developing.

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Godling wrote:
Godling wrote:

Reminds me of the previous Joke ad of City of Heroes; in the pre beta days; Grand Theft Auto: Paragon City.The toughest video game you will ever play. They got super powers and you don't.

"Hey Lou....."

Technical Director

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I've got some questions which

I've got some questions which may have been answered elsewhere, but since you nicely made this thread ... :D

As someone who has played several other MMOS since COX shut down, I've become aware of just how much an outlier COX was in terms of MMO gameplay and design.

The other games I've played since COX tend to provide a fairly quick path to max level and from thereon it's about grinding for better gear and equipment to do endgame content ... which provides better gear and equipment to allow you to do MORE endgame content. COX took a different path, and for much of its existence endgame was essentially rolling up another alt. Later, Inventions and Incarnates gave us ways to expand the powers and abilities of our characters, but right up until the end of the game we were still getting new content that gave us reasons to reroll and play new alts.

So, that's my question for the Devs.

I fully expect we will eventually have some kind of endgame, but will we also get new (non max level) zones and story content that will give us reasons to make new alts?

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Observation:

Observation:
A game lives or dies by the quality of the tools made available to the staff.

Question:
What sort of tools will the City Defenders (aka Game Masters) be empowered with to "fight" the INEVITABLE influx of Gold Spammers and Bots?

Specifically:
I got hired on at a tier 1 agent just in time for the launch of Elder Scrolls Online after 3 weeks of training classes. The first week, I asked our trainer what was being done to prepare for the influx of Gold Spammers and Bots once the game went LIVE. My trainer said (and I still can't believe he did this) ... "We don't expect an influx of Gold Spammers into ESO." On LAUNCH DAY ... Gold Spammers were already running rampant within hours. By the end of Launch Weekend, the Gold Spammers were flooding public channels with their spam and the game was starting to get overrun by Bots. Within 2 weeks, the Bots were EVERYWHERE ... and they were using GM Hacks (that had gotten leaked by less than scrupulous staffers) to speed between resource nodes on preprogrammed routes, which allowed them to move through terrain and other "you're obviously cheating" BS. After 2 months, the in-game economy was a shambles, and the only thing that enticed the Gold Spammers to depart en masse wasn't a freshly sharpened Banhammer™ but rather the fact that the game's population was collapsing due to the release of Wildstar, which everyone flocked to as The New Hotness™. To my knowledge, ESO never really seriously recovered after that disastrous launch.

Request:
We need to have a discussion of what sort of tools will NEED to be at the disposal of MWM staffers to combat the INEVITABLE influx of Gold Spammers and Bots that occurs on ANY new MMORPG in accordance with the "new land rush" type of behavior pattern that occurs with any new game launch. Because this is most definitely NOT a Somebody Else's Problem sort of deal ... this is an Everybody's Problem type of thing ... and it is even more predictable than both Death AND Taxes.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
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When will a second fundraiser

When will a second fundraiser open? Will early beta access, a copy of the game, the Kickstarter badge, name on the Atlas Hurricane Memorial etc. be available again?

Do you have any particular plans for a Mids-type character builder for the game? If so, do you expect it to be available before, at the same time as, or after the launch?

It has been previously mentioned that crowd control effects will not be binary. It has also been mentioned that knockback will be in the game, but there are design decisions to mitigate team-unfriendly aspects of knockback that sometimes came up in City of Heroes. Is there any more information available on this?

Are crowd control and team support powers going to have a comparable power level to those in City of Heroes?

The warshade was one of my favourite archetypes in City of Heroes. While I don't expect something quite like them in City of Titans, will the tertiary power sets and/or other options allow a player to make something similar?

Safehouse
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Redlynne wrote:
Redlynne wrote:

Observation:
A game lives or dies by the quality of the tools made available to the staff.
Question:
What sort of tools will the City Defenders (aka Game Masters) be empowered with to "fight" the INEVITABLE influx of Gold Spammers and Bots?
Specifically:
I got hired on at a tier 1 agent just in time for the launch of Elder Scrolls Online after 3 weeks of training classes. The first week, I asked our trainer what was being done to prepare for the influx of Gold Spammers and Bots once the game went LIVE. My trainer said (and I still can't believe he did this) ... "We don't expect an influx of Gold Spammers into ESO." On LAUNCH DAY ... Gold Spammers were already running rampant within hours. By the end of Launch Weekend, the Gold Spammers were flooding public channels with their spam and the game was starting to get overrun by Bots. Within 2 weeks, the Bots were EVERYWHERE ... and they were using GM Hacks (that had gotten leaked by less than scrupulous staffers) to speed between resource nodes on preprogrammed routes, which allowed them to move through terrain and other "you're obviously cheating" BS. After 2 months, the in-game economy was a shambles, and the only thing that enticed the Gold Spammers to depart en masse wasn't a freshly sharpened Banhammer™ but rather the fact that the game's population was collapsing due to the release of Wildstar, which everyone flocked to as The New Hotness™. To my knowledge, ESO never really seriously recovered after that disastrous launch.
Request:
We need to have a discussion of what sort of tools will NEED to be at the disposal of MWM staffers to combat the INEVITABLE influx of Gold Spammers and Bots that occurs on ANY new MMORPG in accordance with the "new land rush" type of behavior pattern that occurs with any new game launch. Because this is most definitely NOT a Somebody Else's Problem sort of deal ... this is an Everybody's Problem type of thing ... and it is even more predictable than both Death AND Taxes.

As I recall, CoX didnt seem to have any real problem with gold spammers (inf spammers?) I think a large part of this was a result of the fact that the gear system, such as it was, was not based around grinding out those sweet sweet ilevels (thank God). Sure we had IO enhancements, incarnates, etc, but these things didnt rely quite as much on the monetary system as most MMOs do. IMHO this created a natural deterrent, because there simply wasn't "as much of a market/demand" for inf. Also helps that the CoH community, for the most part, was mature enough that it wasn't as likely to have people in it who would buy inf to get ahead. I can say the same thing about TSW; I have encounter remarkably little gold spam in that game. Can't remember the last message I saw about it.

All of that said, I really hope - really REALLY hope - that a system is put in place to prevent this poison from taking hold in CoT. I think if its being attacked fron launch it could really be halted in its tracks. FFXIV did not do this, and because of that, gil spam (although a lot better) turned into a logoutable aggravation. If CoT's gear system is anything like what CoX's was (please pleeeease), then there might be some deterrent in place here. But I second the request to put in place tools to destroy the economy for gold spammers that will try to monopolize our new home.

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

Huckleberry
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Safehouse wrote:
Safehouse wrote:

As I recall, CoX didnt seem to have any real problem with gold spammers (inf spammers?) I think a large part of this was a result of the fact that the gear system, such as it was, was not based around grinding out those sweet sweet ilevels (thank God). Sure we had IO enhancements, incarnates, etc, but these things didnt rely quite as much on the monetary system as most MMOs do. IMHO this created a natural deterrent, because there simply wasn't "as much of a market/demand" for inf. Also helps that the CoH community, for the most part, was mature enough that it wasn't as likely to have people in it who would buy inf to get ahead. I can say the same thing about TSW; I have encounter remarkably little gold spam in that game. Can't remember the last message I saw about it.
All of that said, I really hope - really REALLY hope - that a system is put in place to prevent this poison from taking hold in CoT. I think if its being attacked fron launch it could really be halted in its tracks. FFXIV did not do this, and because of that, gil spam (although a lot better) turned into a logoutable aggravation. If CoT's gear system is anything like what CoX's was (please pleeeease), then there might be some deterrent in place here. But I second the request to put in place tools to destroy the economy for gold spammers that will try to monopolize our new home.

One of the reasons I think ESO thought they didn't need to worry about gold spammers and bots was because it was a purchase to play game, and the cost to create an account was supposed to be a deterrent for illegal actors who rely on using disposable free accounts.

FFXIV was also a purchase to play game, and as you say, that game also had an issue.

I don't think using CoX as a precedent is applicable because it was subscription only (until 2011). According to the business model put forth in the Kickstarter, CoT will also be a purchase to play game with a free to play continuation and subscription option. And since nothing is going to be pay-to-win, there is going to be a lot that is going to be purchasable with in-game-currency (IGC).

As a result, I think Redlynne is correct that illegal behavior will most certainly be an issue.

EDIT: And I think we have successfully derailed this thread.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Safehouse
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Huckleberry wrote:
Huckleberry wrote:

Safehouse wrote:
As I recall, CoX didnt seem to have any real problem with gold spammers (inf spammers?) I think a large part of this was a result of the fact that the gear system, such as it was, was not based around grinding out those sweet sweet ilevels (thank God). Sure we had IO enhancements, incarnates, etc, but these things didnt rely quite as much on the monetary system as most MMOs do. IMHO this created a natural deterrent, because there simply wasn't "as much of a market/demand" for inf. Also helps that the CoH community, for the most part, was mature enough that it wasn't as likely to have people in it who would buy inf to get ahead. I can say the same thing about TSW; I have encounter remarkably little gold spam in that game. Can't remember the last message I saw about it.
All of that said, I really hope - really REALLY hope - that a system is put in place to prevent this poison from taking hold in CoT. I think if its being attacked fron launch it could really be halted in its tracks. FFXIV did not do this, and because of that, gil spam (although a lot better) turned into a logoutable aggravation. If CoT's gear system is anything like what CoX's was (please pleeeease), then there might be some deterrent in place here. But I second the request to put in place tools to destroy the economy for gold spammers that will try to monopolize our new home.
One of the reasons I think ESO thought they didn't need to worry about gold spammers and bots was because it was a purchase to play game, and the cost to create an account was supposed to be a deterrent for illegal actors who rely on using disposable free accounts.
FFXIV was also a purchase to play game, and as you say, that game also had an issue.
I don't think using CoX as a precedent is applicable because it was subscription only (until 2011). According to the business model put forth in the Kickstarter, CoT will also be a purchase to play game with a free to play continuation and subscription option. And since nothing is going to be pay-to-win, there is going to be a lot that is going to be purchasable with in-game-currency (IGC).
As a result, I think Redlynne is correct that illegal behavior will most certainly be an issue.
EDIT: And I think we have successfully derailed this thread.

Oh no I apologize if I gave the impression that I meant "gold spam will not be a problem." I just wanted to add my two inf that CoH had some fairly solid natural deterrents. I fully agree that there need to be tools in place to stop it before it gets out of hand.

FFXIV is actually a full in subscription game, rather than just buy to play. HOWEVER, it seems that there is such a huge market for gil spammers that the subscription isnt a deterrent (imagine if it was b2p or f2p; dear lord that would be hell). They and ESO are both good cautionary tales, imo, for how not to adequately prepare for or respond to gold spam. Neither of them put anything in place to fight it from the outset, and then dilly dallied in reacting to it when it was getting out of hand. FFXIV is going on 4 (or is it 5?) years old, and they just implemented a gold spam report button that, imho, should have been in place right away.

On the other hand CoH, aside from the things i mentioned, responded quickly to killing the market for inf spam in, i think it was 2007, after innovation enhancements entered the field and started opening a potential market. Iirc the devs added /ignore_spammer or something like that into the game, among other things, to shut it down fast. This I dont know for sure. I was not in the game until 2009/2010, so the only info i have on this is based on reading I did on this topic.

EDIT: To fix typos

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

Dark Ether
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Has a life-time subscription

Has a life-time subscription plan been considered? I went that route on The Secret World, which had transactions and other stuff that you still needed to pay for. I know that paying for subs in advance might mean I could pay for some time I don't use, for whatever reason, but the opposite might be true as well, and I kind of like the idea of not having a recurring payment if I can help it.

(insert pithy comment here)

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Possible update on minion

Possible update on minion customization; for starters, will we see it? To what lengths can one customize minions?

As a child, I thought my name was handsome, cause that is what everyone called me.

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Life-time subscription

Life-time subscription options always sound like an interesting option initially, but they seem to end up being a cash grab red herring. If MWM does implement a lifer sub, I hope they really think it through.

"Just, well, update your kickstarter email addresses, okay? Make sure they're current?" - warcabbit

Planet10
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What will be MWM's approach

What will be MWM's approach towards competitive balance, especially since not all powersets and archetypes will be available at launch?
Will you nerf based on pvp whining, creative team synergies or large segments of the population skewing towards one build/mechanic?

"Just, well, update your kickstarter email addresses, okay? Make sure they're current?" - warcabbit

Doctor Tyche
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Planet10 wrote:
Planet10 wrote:

Life-time subscription options always sound like an interesting option initially, but they seem to end up being a cash grab red herring. If MWM does implement a lifer sub, I hope they really think it through.

For the record - no, we are not implementing a lifetime subscription. They were a gimmick used some years back, but yes, as you pointed out they seem to inevitably become.... less is the best word.

Technical Director

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Doctor Tyche wrote:
Doctor Tyche wrote:

Planet10 wrote:
Life-time subscription options always sound like an interesting option initially, but they seem to end up being a cash grab red herring. If MWM does implement a lifer sub, I hope they really think it through.
For the record - no, we are not implementing a lifetime subscription. They were a gimmick used some years back, but yes, as you pointed out they seem to inevitably become.... less is the best word.

Speaking as a lifer in both CO and LOTRO, I understand exactly what you mean. In both games, I've been able to more or less live off the monthly stipend of cash shop currency. From the day I bought my LOTRO lifetime sub, I've spent zero dollars on Turbine Points. (Or whatever they're calling them post-Turbine. I haven't looked, TBH.) And I can count on one hand the number of times I had bought Zen for CO after they switched from a "put what customers want in the Zen Store" model to the "put what customers want in lockboxes and make the Zen Store the only place to get keys" model.

In other words, I'm a drag on both of those games' regular cash flows, because I'm not spending even small amounts of real money on a consistent basis. (Well, LOTRO's cash flow. I'll probably never darken a doorstep in Millennium City again.) CO still offers a subscription option, but I'm long past the time that the lifer purchase has paid for itself in monthly sub fees. And even after not playing LOTRO for years and burning through accumulated stipend to catch up on expansions, I still have free money in their store that's unspent.

(And as an aside, I still haven't spent a dime on LOTRO lockboxes because the boxes themselves and their keys are both very rare drops from mobs, and keys can be found in boxes themselves. Along with one or two freebies they threw in as anniversary gifts, I have yet to be stuck with a box and no key.)

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Safehouse wrote:
Safehouse wrote:

As I recall, CoX didnt seem to have any real problem with gold spammers (inf spammers?)

Oh - there were INF spammers. They weren't as ubiquitous as in other MMOs, but they had a presence.

Redlynne
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Safehouse wrote:
Safehouse wrote:

As I recall, CoX didnt seem to have any real problem with gold spammers (inf spammers?)

Gold spammers became "a thing" thanks to World of Warcraft and its huge market of (captive?) players. The methods and techniques got ... honed ... in World of Warcraft, and what the scammers learned from that experience (and income) then proliferated to other games.

Safehouse wrote:

Also helps that the CoH community, for the most part, was mature enough that it wasn't as likely to have people in it who would buy inf to get ahead.

That's only viable AFTER a community has "congealed" into a coherent identity that can be self-reinforcing. You won't have that by default on Launch Day, and it'll probably take a few months for it to actually come into its own self-perpetuating existence. In that short span of time, shortly after Launch, if a game doesn't have the tools/resources/PLAN to defend itself against being infested with parasitic Gold Spammers and bots ... it WILL become infested with parasitic Gold Spammers and bots ... simply because the cost(s) to the parasites isn't enough to deter them. You need to have an ACTIVE "immunity system" working to ACTIVELY expel them and cleanse the Player Pool to prevent them from not only taking root but also overrunning the game thanks to the willful neglect of people of people on staff who really OUGHT TO KNOW BETTER.

Safehouse wrote:

I can say the same thing about TSW; I have encounter remarkably little gold spam in that game. Can't remember the last message I saw about it.

Probably because that game has an ACTIVE defense mechanism/process/policy that keeps them out.

Safehouse wrote:

I really hope - really REALLY hope - that a system is put in place to prevent this poison from taking hold in CoT. I think if its being attacked fron launch it could really be halted in its tracks. FFXIV did not do this, and because of that, gil spam (although a lot better) turned into a logoutable aggravation.

"You don't get a second chance to make a first impression."

Huckleberry wrote:

One of the reasons I think ESO thought they didn't need to worry about gold spammers and bots was because it was a purchase to play game, and the cost to create an account was supposed to be a deterrent for illegal actors who rely on using disposable free accounts.
FFXIV was also a purchase to play game, and as you say, that game also had an issue.

And my contention is that this notion that having to buy an account to play is a Demonstrably Inadequate Deterrent™. Among other things, it creates an incredible financial incentive to engaging in both account hacking as well as credit fraud so as to ply the ... trade ... of Gold Farming while sticking anyone (and everyone!) else with the bills for your toxic behavior.

Yeah ... no. We need Active Defenses to discourage and prevent and punish this kind of behavior BECAUSE IT'S GOING TO HAPPEN. This isn't guesswork. Ignoring the problem won't make it go away or minimize its impact. There needs to be both Tools and Policies put in place, in advance, to fight off the ... infection ... of Gold Spammers and bots wanting to flood City of Titans because we're an easy mark.


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ESO has a delete character

ESO has a delete character timer now. Basically, you get like two deletes that reset after 24hours or so. Prevents creating toons after getting blocked for spamming and then just making new ones ad infinitum. So this limits you to one new spambot per day per account in the long run. Dunno if they have a problem with fraud accounts from stolen cards. Chargebacks from fraud claims are a pain to manage so I'm guessing ESO is doing ok in that regard. But it's not entirely certain. Just a guess they would trade losses from spambots vs chargebacks and come out ahead.
I hope MWM has a sense of what might happen and would understand if they want to keep many details internal...
Reassurance of some degree might be nice, however. :-)

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Safehouse wrote:
Safehouse wrote:

Redlynne wrote:
Observation:
A game lives or dies by the quality of the tools made available to the staff.
Question:
What sort of tools will the City Defenders (aka Game Masters) be empowered with to "fight" the INEVITABLE influx of Gold Spammers and Bots?
Specifically:
I got hired on at a tier 1 agent just in time for the launch of Elder Scrolls Online after 3 weeks of training classes. The first week, I asked our trainer what was being done to prepare for the influx of Gold Spammers and Bots once the game went LIVE. My trainer said (and I still can't believe he did this) ... "We don't expect an influx of Gold Spammers into ESO." On LAUNCH DAY ... Gold Spammers were already running rampant within hours. By the end of Launch Weekend, the Gold Spammers were flooding public channels with their spam and the game was starting to get overrun by Bots. Within 2 weeks, the Bots were EVERYWHERE ... and they were using GM Hacks (that had gotten leaked by less than scrupulous staffers) to speed between resource nodes on preprogrammed routes, which allowed them to move through terrain and other "you're obviously cheating" BS. After 2 months, the in-game economy was a shambles, and the only thing that enticed the Gold Spammers to depart en masse wasn't a freshly sharpened Banhammer™ but rather the fact that the game's population was collapsing due to the release of Wildstar, which everyone flocked to as The New Hotness™. To my knowledge, ESO never really seriously recovered after that disastrous launch.
Request:
We need to have a discussion of what sort of tools will NEED to be at the disposal of MWM staffers to combat the INEVITABLE influx of Gold Spammers and Bots that occurs on ANY new MMORPG in accordance with the "new land rush" type of behavior pattern that occurs with any new game launch. Because this is most definitely NOT a Somebody Else's Problem sort of deal ... this is an Everybody's Problem type of thing ... and it is even more predictable than both Death AND Taxes.
As I recall, CoX didnt seem to have any real problem with gold spammers (inf spammers?) I think a large part of this was a result of the fact that the gear system, such as it was, was not based around grinding out those sweet sweet ilevels (thank God). Sure we had IO enhancements, incarnates, etc, but these things didnt rely quite as much on the monetary system as most MMOs do. IMHO this created a natural deterrent, because there simply wasn't "as much of a market/demand" for inf. Also helps that the CoH community, for the most part, was mature enough that it wasn't as likely to have people in it who would buy inf to get ahead. I can say the same thing about TSW; I have encounter remarkably little gold spam in that game. Can't remember the last message I saw about it.
All of that said, I really hope - really REALLY hope - that a system is put in place to prevent this poison from taking hold in CoT. I think if its being attacked fron launch it could really be halted in its tracks. FFXIV did not do this, and because of that, gil spam (although a lot better) turned into a logoutable aggravation. If CoT's gear system is anything like what CoX's was (please pleeeease), then there might be some deterrent in place here. But I second the request to put in place tools to destroy the economy for gold spammers that will try to monopolize our new home.

Errr, CoX DID have a problem with inf/powerlevelling spam. Yes, it got bopped in the head eventually, but it was (at least on my EU server) an issue at one point in time where it was NOT uncommon to log into the game to a mail box full of spam.

Which is probably why soon afterwards the developers added some additional tweaks to help prevent it (mainly on the "free trial" side of it IIRC and the limitations that came with that).

I cannot remember off the top of my head if you could additionally prevent "non friends/global friends" from mailing your or not.... if so, then THAT was a definite method of preventing it...

This was back in 2007(ish), its going back 10 years or so, but I know it was definitely before 2010... possibly around the GvE edition. *shrugs*

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I think it will be useful,

I think it will be useful, that Character names will be linked to Account names. Devs won't have to chase characters down, but can drop the ban-hammer on accounts. Then one only has to have effective tools for reporting and verifying such anti-social behavior.

That does make account security a bigger issue, in my mind, though.

Be Well!
Fireheart

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Do you have any guess or are

Do you have any guess or are you designing with any particular player population level in mind? I know this would be a nice problem to have, but how much would say an exponential increase in the player base over the course of a year impact your ability to provide 24/7 game support?

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Gangrel wrote:
Gangrel wrote:

Safehouse wrote:
Redlynne wrote:
Observation:
A game lives or dies by the quality of the tools made available to the staff.
Question:
What sort of tools will the City Defenders (aka Game Masters) be empowered with to "fight" the INEVITABLE influx of Gold Spammers and Bots?
Specifically:
I got hired on at a tier 1 agent just in time for the launch of Elder Scrolls Online after 3 weeks of training classes. The first week, I asked our trainer what was being done to prepare for the influx of Gold Spammers and Bots once the game went LIVE. My trainer said (and I still can't believe he did this) ... "We don't expect an influx of Gold Spammers into ESO." On LAUNCH DAY ... Gold Spammers were already running rampant within hours. By the end of Launch Weekend, the Gold Spammers were flooding public channels with their spam and the game was starting to get overrun by Bots. Within 2 weeks, the Bots were EVERYWHERE ... and they were using GM Hacks (that had gotten leaked by less than scrupulous staffers) to speed between resource nodes on preprogrammed routes, which allowed them to move through terrain and other "you're obviously cheating" BS. After 2 months, the in-game economy was a shambles, and the only thing that enticed the Gold Spammers to depart en masse wasn't a freshly sharpened Banhammer™ but rather the fact that the game's population was collapsing due to the release of Wildstar, which everyone flocked to as The New Hotness™. To my knowledge, ESO never really seriously recovered after that disastrous launch.
Request:
We need to have a discussion of what sort of tools will NEED to be at the disposal of MWM staffers to combat the INEVITABLE influx of Gold Spammers and Bots that occurs on ANY new MMORPG in accordance with the "new land rush" type of behavior pattern that occurs with any new game launch. Because this is most definitely NOT a Somebody Else's Problem sort of deal ... this is an Everybody's Problem type of thing ... and it is even more predictable than both Death AND Taxes.
As I recall, CoX didnt seem to have any real problem with gold spammers (inf spammers?) I think a large part of this was a result of the fact that the gear system, such as it was, was not based around grinding out those sweet sweet ilevels (thank God). Sure we had IO enhancements, incarnates, etc, but these things didnt rely quite as much on the monetary system as most MMOs do. IMHO this created a natural deterrent, because there simply wasn't "as much of a market/demand" for inf. Also helps that the CoH community, for the most part, was mature enough that it wasn't as likely to have people in it who would buy inf to get ahead. I can say the same thing about TSW; I have encounter remarkably little gold spam in that game. Can't remember the last message I saw about it.
All of that said, I really hope - really REALLY hope - that a system is put in place to prevent this poison from taking hold in CoT. I think if its being attacked fron launch it could really be halted in its tracks. FFXIV did not do this, and because of that, gil spam (although a lot better) turned into a logoutable aggravation. If CoT's gear system is anything like what CoX's was (please pleeeease), then there might be some deterrent in place here. But I second the request to put in place tools to destroy the economy for gold spammers that will try to monopolize our new home.
Errr, CoX DID have a problem with inf/powerlevelling spam. Yes, it got bopped in the head eventually, but it was (at least on my EU server) an issue at one point in time where it was NOT uncommon to log into the game to a mail box full of spam.
Which is probably why soon afterwards the developers added some additional tweaks to help prevent it (mainly on the "free trial" side of it IIRC and the limitations that came with that).
I cannot remember off the top of my head if you could additionally prevent "non friends/global friends" from mailing your or not.... if so, then THAT was a definite method of preventing it...
This was back in 2007(ish), its going back 10 years or so, but I know it was definitely before 2010... possibly around the GvE edition. *shrugs*

Yes I explicitly acknowledged in a later post the fact that CoH had, at one point or another, issues with it. However, by the time I had joined the game it had died down precipitously to just about nothing; I read that it spiked in 2007, but even at the time i joined, inf selling was by and large pretty quiet. Not nonexistent, but nothing like what I have encountered in other games.

I have not been remotely disagreeing with the notion that there need to be things in place to combat gold selling from the get go. I was more just trying to voice my opinion that CoH handled gold selling really well, and that the gear system, as something that was different than how other mmos handle endgame gear, might have helped that. But at this point, it's kind of a moot point and I'm talking in circles, lol

Name: Safehouse
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Primary: Force Blast
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Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

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If it helps, I think I have a

If it helps, I think I have a story about how the gold spammers went about starting in CoH. (Quick disclaimer: My evidence is only circumstantial.) This was on redside Victory server before the inf spam started. Victory was never the largest server and the villain side was small enough that folks "knew" each other as often as not. Two players soon became WELL known for odd behavior. "Good Dog" and "Pure Girl" were constantly sending tells asking for teams, and always the same way. On teams they would NEVER speak. Their play seemed solid enough, but the conduct started to wear on folks. If you went out of your way to talk TO them then silence was the only response. The only way they responded was to accept a team invite. Now for the most part, no one would have bothered tracking this behavior, but I had an interest in doing so as Good Dog had joined my VG. Other VG members and coalies started grumbling about the invite spam our name was attached to and I noticed something else. Good Dog had NEVER earned any prestige for my VG. We weren't enforcing any strict quotas by that point but zero prestige was unheard of. Over the course of a few weeks I sent several tells requesting some time in SG mode with silence as response.

Eventually I made the call to kick him from the VG. (Hard call as he hadn't done any one thing wrong, but he was a drain on our rep while contributing nothing.) Had to wonder WHY he had joined a VG if he had no intent to be social whatsoever? The answer I came up with was the zone teleporters sped up his relentless grinding.

Soon after the inf spam started and I drew a connection. Spammers would need some level 50s to best grind the inf. My VG and coalition had some highs and lows over time, but Good Dog remained a shadowy smudge on our history that I hadn't talked about until now.

Hopefully the story helps.

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1) Before Freedom, the

1) Before Freedom, the starting mission arc after the tutorial was based on your character's origin and which starting zone you selected, meaning you could play 10 characters before replaying the same initial arc. CoV of course started with only one arc, increasing to two after many player complaints. How many post-tutorial starting arcs will CoT have at launch?

2) Can you update us on details of the pay model yet? I.e. what will a subscription provide; what sort of things will be purchaseable and what will just be included in new 'issues.' Will we have regular 'issues' or just paid expansions?

I've received answers to the following "Will CoT have _____ like our old city did?" questions from the kind folks at MWM over the years, but given that design is ever in flux I wouldn't mind confirmation of these (plus I thought others might like to see the answers):

3) Will we have a toggle comparable to /screenshotui so we can take screen shots without the ui included?
4) Will we have a command comparable to /ghide?
5) Will we have an option to make our character automatically turn to face target when an attack power is activated?

Spurn all ye kindle.

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Cinnder wrote:
Cinnder wrote:

3) Will we have a toggle comparable to /screenshotui so we can take screen shots without the ui included?

Can we have an emote/power called camera that will allow us to take pictures and store them.

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Gangrel wrote:
Gangrel wrote:

Errr, CoX DID have a problem with inf/powerlevelling spam. Yes, it got bopped in the head eventually, but it was (at least on my EU server) an issue at one point in time where it was NOT uncommon to log into the game to a mail box full of spam.
Which is probably why soon afterwards the developers added some additional tweaks to help prevent it (mainly on the "free trial" side of it IIRC and the limitations that came with that).
I cannot remember off the top of my head if you could additionally prevent "non friends/global friends" from mailing your or not.... if so, then THAT was a definite method of preventing it...
This was back in 2007(ish), its going back 10 years or so, but I know it was definitely before 2010... possibly around the GvE edition. *shrugs*

Man, I never had a problem with accounts spamming my in-box. But then again, I almost always stayed on /hide server-side, which means they couldn't find any of my character names to mail to.

Speaking of which, this is something that I've noticed in the games I've played since CoH/CoV's sunsetting: the complete and utter lack of options to hide either server-side (/hide) or globally (/ghide). I would like both of these options please, if this hasn't been addressed as of yet. I don't mind being social and whatnot, but damn, some days I just want to be left alone and play through some content (farm some Romans on the parapet during my day off).

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Are we going to have a

Are we going to have a special St Patrick's Day snake bashing event? I have a cudgel, and I know how to use it....

(insert pithy comment here)

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Dark Ether wrote:
Dark Ether wrote:

Are we going to have a special St Patrick's Day snake bashing event? I have a cudgel, and I know how to use it....

For that it would help if we had a snake themed villain group, like G.I. Joe's Cobra or Champion's Viper...

ps: Top o' the morning to you all!

Foradain, Mage of Phoenix Rising.
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Cobalt Azurean wrote:
Cobalt Azurean wrote:

Gangrel wrote:
Errr, CoX DID have a problem with inf/powerlevelling spam. Yes, it got bopped in the head eventually, but it was (at least on my EU server) an issue at one point in time where it was NOT uncommon to log into the game to a mail box full of spam.
Which is probably why soon afterwards the developers added some additional tweaks to help prevent it (mainly on the "free trial" side of it IIRC and the limitations that came with that).
I cannot remember off the top of my head if you could additionally prevent "non friends/global friends" from mailing your or not.... if so, then THAT was a definite method of preventing it...
This was back in 2007(ish), its going back 10 years or so, but I know it was definitely before 2010... possibly around the GvE edition. *shrugs*
Man, I never had a problem with accounts spamming my in-box. But then again, I almost always stayed on /hide server-side, which means they couldn't find any of my character names to mail to.
Speaking of which, this is something that I've noticed in the games I've played since CoH/CoV's sunsetting: the complete and utter lack of options to hide either server-side (/hide) or globally (/ghide). I would like both of these options please, if this hasn't been addressed as of yet. I don't mind being social and whatnot, but damn, some days I just want to be left alone and play through some content (farm some Romans on the parapet during my day off).

I would like to add some command requests too. Will we have (/ignore) and (/gignore)? Also will there be a way to determine someone's global name to reduce shenanigans?

Dark Ether
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Foradain wrote:
Foradain wrote:

Dark Ether wrote:
Are we going to have a special St Patrick's Day snake bashing event? I have a cudgel, and I know how to use it....
For that it would help if we had a snake themed villain group, like G.I. Joe's Cobra or Champion's Viper...
ps: Top o' the morning to you all!

It seems as if there are always some group of bad guys that are in to snakes. The Rattlers street gang - boom, there you go. Cudgel attack power - yes, please!

(insert pithy comment here)

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Do we know yet how many

Do we know yet how many spaces/apostrophes/periods/etc will be allowable in a character name? I remember having a few characters that I had to get a bit creative on the name because I needed one more space or two spaces and a period for an abbreviation or such.

(insert pithy comment here)

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Nyxz wrote:
Nyxz wrote:
Cinnder wrote:

3) Will we have a toggle comparable to /screenshotui so we can take screen shots without the ui included?

Can we have an emote/power called camera that will allow us to take pictures and store them.

I assumed we'd have a command for screenshots that could be mapped to a key of our choice, as we did in the old game. A feature in the UI of the game in general, rather than something at the character level.

Spurn all ye kindle.

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Was it just happenstance that

Was it just happenstance that the site logo look quite like the browser 'reload page' button icon? (Yes, I wasn't paying close attention one time and clicked the CoT icon when I meant to reload.....I admit to it.)

(insert pithy comment here)

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That crescent and star is MWM

That crescent and star is MWM's logo.

Be Well!
Fireheart

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Foradain wrote:
Foradain wrote:

Dark Ether wrote:
Are we going to have a special St Patrick's Day snake bashing event? I have a cudgel, and I know how to use it....
For that it would help if we had a snake themed villain group, like G.I. Joe's Cobra or Champion's Viper...
ps: Top o' the morning to you all!

How about this?

I accidently ate a bowl of radioactive soup....ok I guess that makes me a Soup-er Hero

Dark Ether
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I think you need to remove

I think you need to remove that /# from the link - it doesn't go to the video for me unless I do that.

(insert pithy comment here)

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That gang would certainly

That gang would certainly work, and would fit in well with my desire for a nice, kooky group. SK members....accosting people on the street and creepily chatting about lemonade and milkshakes...not *that* I could get in to.

(insert pithy comment here)

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Dark Ether wrote:
Dark Ether wrote:

That gang would certainly work, and would fit in well with my desire for a nice, kooky group. SK members....accosting people on the street and creepily chatting about lemonade and milkshakes...not *that* I could get in to.

Lol

I accidently ate a bowl of radioactive soup....ok I guess that makes me a Soup-er Hero

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Dark Ether wrote:
Dark Ether wrote:

I think you need to remove that /# from the link - it doesn't go to the video for me unless I do that.

That's odd, it goes straight to the video for me

I accidently ate a bowl of radioactive soup....ok I guess that makes me a Soup-er Hero

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Remember, we have a [youtube]

Remember, we have a [youtube] BBCode tag you can use in posts. Just put the code that's after the "v=" in the link into the tag body. So this:

[youtube]PHU8JcoOBNA[/youtube]

turns into this:

Has anyone seen my mind? It was right here...

Hyperbolt
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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Remember, we have a [youtube] BBCode tag you can use in posts. Just put the code that's after the "v=" in the link into the tag body. So this:

turns into this:

Thanks, I always wanted to know how to do that. Just fixed it.

I accidently ate a bowl of radioactive soup....ok I guess that makes me a Soup-er Hero

Dark Ether
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Something just broke all the

Something just broke all the code for me, because I suddenly cannot see any of those items that were linked. They all appear as just plain white spaces the size that the YT link window would be. Interesting.

Off to check if the CoH video links in the media section are messed up as well.

(insert pithy comment here)

Lin Chiao Feng
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Dark Ether wrote:
Dark Ether wrote:

Something just broke all the code for me, because I suddenly cannot see any of those items that were linked. They all appear as just plain white spaces the size that the YT link window would be. Interesting.
Off to check if the CoH video links in the media section are messed up as well.

We were nuking servers, but that should be done now. Is it still broken?

Has anyone seen my mind? It was right here...

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Not sure where you guys are

Not sure where you guys are in the whole process of designing powers/powersets (or if you are ready to discuss it yet), but are you planning on adding interesting effects or interactions between them? Two examples come to mind:

1) Some CoH attack powersets had special effects that built on using your powers in certain combinations. Dual Blades and Street Fighting (Combos/Finishers), Psionic Melee (Insight), Beam Rifle (Disintegration), Water Blast (Tidal Power), Savage Melee (Blood Frenzy), Titan Weapons (Momentum) and probably a few others I'm forgetting. Personally I felt this made using your powers more interesting than just spamming 1, 2, 3, 1, 2, 3, etc. Some of this could probably fall under the proposed CoT momentum system, but there could be some other interesting applications as well.

2) Interactions between powers or the environment - first thing comes to mind is the Oil Slick from Trick Arrow igniting from any Fire or Energy damage applied to it. Another is targetable fires (like the burning buildings in Steel Canyon) being affected by Cold Damage.

Of course if you have any other plans/insights/ideas feel free to let them slip ;^p

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Interdictor wrote:
Interdictor wrote:

1) Some CoH attack powersets had special effects that built on using your powers in certain combinations. Dual Blades and Street Fighting (Combos/Finishers), Psionic Melee (Insight), Beam Rifle (Disintegration), Water Blast (Tidal Power), Savage Melee (Blood Frenzy), Titan Weapons (Momentum) and probably a few others I'm forgetting. Personally I felt this made using your powers more interesting than just spamming 1, 2, 3, 1, 2, 3, etc. Some of this could probably fall under the proposed CoT momentum system, but there could be some other interesting applications as well.

Interesting. What you mention here is exactly why I didn't like some of those sets. The combos of dual blades I found locked me into an attack chain too forcefully, whereas with other sets I could mix up my chain more depending on the situation--focusing on controls, AoEs, etc. as circumstances determined. I liked the design of Titan Weapons though. Unfortunately I didn't have the opportunity to try some of the other sets, as an arm injury kept me from playing CoH the last 18 months or so.

Some more questions:

1. Is there any update on pets? Do we know more about how they will be controlled? (Like Masterminds/Controllers/both/etc.?) Will Commander control sets have access to pets? Will pets be accessible through tertiaries?

2. City of Heroes characters accessed their primary's tier 9 power at 32; CoT is initially planned to be playable to level 30. Of course I don't know the powers design, but this suggests we may not see all the powers available in a set at launch. If so, do you anticipate this affecting balance or player choice at all? It may not really matter depending on how soon afterwards you expect to raise the level cap, but I am curious.

3. Some questions on combat:

  • CoH had a default assumption of 3 even-level minions as a "standard" fight. Do you have something similar?
  • I would describe CoH's pacing of combat as moderate, and yet it managed to maintain a steady stream of action. How would you describe the intended pace in CoT?
  • Low-level characters in CoH often had long gaps in attack chains due to having few powers and recharge often being long relative to activation time. I don't necessarily see this as a negative, as it gave players a chance to learn a character at a gradual pace, but I note CoH filled these gaps more over time by introducing origin powers, vet powers, removal of brawl's endurance cost (IIRC), etc. How are you handling this issue?
  • How will these assumptions--and combat in general--change as you level up?
RottenLuck
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You announced the fall of

You announced the fall of 2018 launch. Now I remember there was an idea of launching an Avatar creator, Base Builder than the Game. So my question when can we expect the Avatar Creator and Costume Store? Or has that idea changed?

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RottenLuck wrote:
RottenLuck wrote:

You announced the fall of 2018 launch. Now I remember there was an idea of launching an Avatar creator, Base Builder than the Game. So my question when can we expect the Avatar Creator and Costume Store? Or has that idea changed?

Yeah, I remember hearing that too. Be nice to get a taste of the Character creator so I can get an idea what my main toon will look like before launch.

I accidently ate a bowl of radioactive soup....ok I guess that makes me a Soup-er Hero

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Hyperbolt wrote:
Hyperbolt wrote:

RottenLuck wrote:
You announced the fall of 2018 launch. Now I remember there was an idea of launching an Avatar creator, Base Builder than the Game. So my question when can we expect the Avatar Creator and Costume Store? Or has that idea changed?
Yeah, I remember hearing that too. Be nice to get a taste of the Character creator so I can get an idea what my main toon will look like before launch.

Especially to prepare the launching of the game :) and have our characters prepared too !


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Another question : do you

Another question : do you will autorise combo ? like fire of mi friend and my gaz gun ? :)


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I'm sorry, TitansCity, can

I'm sorry, TitansCity, can you restate this question? I can't seem to make sense of it.

Be Well!
Fireheart

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I think he is trying to ask

I think he is trying to ask if there will be combined effects akin to oil slick being ignited. I believe his example was his character's power of 'fire' and his friend's 'gas gun'.


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Tannim222 wrote:
Tannim222 wrote:

I think he is trying to ask if there will be combined effects akin to oil slick being ignited. I believe his example was his character's power of 'fire' and his friend's 'gas gun'.

Even though it would probably very useful I just don't really see it being possible in a good way due to the aesthetic decoupling.

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Tannim222 wrote:
Tannim222 wrote:

I think he is trying to ask if there will be combined effects akin to oil slick being ignited. I believe his example was his character's power of 'fire' and his friend's 'gas gun'.

That was exactly what i meant :D Sorry !


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blacke4dawn wrote:
blacke4dawn wrote:

Even though it would probably very useful I just don't really see it being possible in a good way due to the aesthetic decoupling.

GW2 do it well. Once you put your aera effect, the other area effect (over it) make both having a third effect.


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Doc's thread on MMO combat

Doc's thread on MMO combat compels me to ask the question here:

Will CoT have primarily tab-targeting, as our old game did?

Spurn all ye kindle.

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I'd have to agree with

I'd have to agree with blacke4dawn, with AD it'll be extremely hard to determine the elemental combos, if the same power can represent multiple elements. That said in GW2 there are some combos that take effect if there are multiple effects in the same area. IE if someone lays down a DOT field (think hot feet) and someone uses a blast type power (fireball) in that field there is a bonus damage associated with that or it can feed a buff back to the blast user (damage/acc/crit). So that may be a way to work it. Basically it'd end up that certain powers might enhance the damage rating or crit chance for other users resulting in "combo" damage. Without being "logical" combos like oil slick and fire arrow.

I've been really interested in a sample powerset. To get a better idea of how combat will work. I'd also be interested in seeing WIP screenshots of the city, buildings, characters, female character model, costume concept artwork, concept artwork in general, power fx...If you want a list of things people want to know...you'd be better off asking for things they don't want.

Maybe you can use this thread as a "choose your own adventure" direction. Give us 4 topics for the next update and see which one comes out on top. Next update covers that topic.

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Redlynne wrote:
Redlynne wrote:

Question:
What sort of tools will the City Defenders (aka Game Masters) be empowered with to "fight" the INEVITABLE influx of Gold Spammers and Bots?

Satellite-mounted deathrays... =P

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One of the features of our

One of the features of our old City that was a great boon to players with busy lives was the fact that if you were playing instanced content solo and Real Lifetm intervened, you could find a safe spot, go deal with the rl issue, and come back to a not-dead, not-logged-off character. Obviously there were exceptions, such as timed missions, but for most content this was the case.

Will CoT work the same way?

Spurn all ye kindle.

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Nos482 wrote:
Nos482 wrote:

Satellite-mounted deathrays... =P


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I unfortunately missed the

I unfortunately missed the initial KickStarter campaign. When will the next round of crowdfunding take place? I'm assuming closer to launch, to negate certain types from causing a ruckus?

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Matt Treck wrote:
Matt Treck wrote:

I unfortunately missed the initial KickStarter campaign. When will the next round of crowdfunding take place? I'm assuming closer to launch, to negate certain types from causing a ruckus?

No, closer to launch because we want to have something to show for all the money raised in the KS. The original plan was "after releasing the avatar builder".

Certain types are gonna certain type. No sense worrying about them.

Has anyone seen my mind? It was right here...

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Will there be adequate solo

Will there be adequate solo/small-group content? I KNOW it's an MMORPG but some people like to play loner characters and/or just prefer to play solo or in very small groups. I don't mind if playing solo/small means I can't get through things as quickly or as easily but I should still be able to get through them.

And is there going to be any kind of drop system for gear?

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Proud Citizen wrote:
Proud Citizen wrote:

Will there be adequate solo/small-group content? I KNOW it's an MMORPG but some people like to play loner characters and/or just prefer to play solo or in very small groups. I don't mind if playing solo/small means I can't get through things as quickly or as easily but I should still be able to get through them.
And is there going to be any kind of drop system for gear?

There will be a way to set the 'difficulty' (level and number of mobs) for your missions and also a 'dynamic' difficulty function based on the number of people in the team. So most of the content will be soloable. Some missions may have a minimum team-size.

Drops should go directly into your inventory and there won't be 'gear' in the usual sense. There will be items to improve your existing powers.

Be Well!
Fireheart

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