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how to unlock all costumes when game is online ?

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tyroke
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how to unlock all costumes when game is online ?

hi,

in mmorpgs i like to create characters more than play the game and one situation aways make me abandon game i play a lot and invest lot of money: hoe to unlock all costume in game? i realy dont cara about lootboxes or cash shop, since they are fair. i hate when items que a drops extremely low, example is the shouders from one last boss in wow which have a drop of 0,2% of chance for drop. i aways like the idea of have many ways to unlock the same item, lets me explain: using the exple of shouder from garoosh, lets saying beyond unlock it with drop you can colect some special coins which drop in pvp, events, dailys and etc. with this coins its have a special shop where you can buy any costume in game, lest say the shouder cost 150 jelly beans you drop 5 in more easy content and other activities will drop more, the player will play the activities they want, have fun in the game and after some time he unlock the shouder. but lets saying the Ronald Mac Donalds dont have time to farm and like any other corporative mascot he have a lot o money, the game can sell this shouders in a game store for cash too. In this way everyone have the shouders whiout doing some boring journey of soloing a raid every week for a drop which dont drop. i dont know your opnion about this idea but aways make sense to me.

ps: sorry for errors in the text, i not good elaboranting text in english, im brazilian fan who loves super heros mmorpgs.

Javacado
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So Tyroke, there is plan to

So Tyroke, there are plans to have costumes be unlocked in multiple ways when City of Titans is to go live.

1. [b]Cash Shop[/b] - The game's cash shop will provide players with a way to buy and expand their collection of costume sets and parts. This game's cash shop currency will be called Stars and presumably can be purchased with real world money or the actual loyalty tokens subscribers will be granted every month once CoT goes live.

2. [b]Booster Bundles[/b] - Another cash shop item that can bought and will based around a particular theme (ex. Ninja-themed Booster Bundle that comes with a ninja sword) that will provide you with more than just a costume, but also a new weapon skin or even power.

3. [b]Badge Hunting/Collecting[/b] - Exploring the game world or satisfying the required objective in order to earn a particular badge has the chance to grant you a costume piece/set and maybe even a power as well. You also get the added benefit of being able to display said badge as a title above your character's name in-game. An important thing to note here is that some, if not most or all, costumes that can be earned through badges will/can be found in the cash shop as well, but you just won't get the associated badge should you choose to purchase the costume set outright.

I'm probably blanking on a few other ways/methods that one could go about unlocking costumes, but these are just some of the primary ways of doing so.

P.S. - There are plans for some NPC costumes/costume pieces to be available for players. Though, I'm sure not enough for you to make a one-for-one recreation of signature hero or villain from the City of Titans lore.

"If I am to die in battle, Remember me for who I was and not what I've become..."

warlocc
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We do plan on trying to make

We do plan on trying to make sure everything that can be purchased can also be earned in-game. Purchasing would just be a shortcut.

It's too soon to guarantee anything, but we're not huge fans of microtransactions even though we'll need them for the funding and they're a necessary evil.

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Huckleberry
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I think there is a certain

I think there is definitely a market for purchasing costume items.
Certain character concepts might depend upon costume items that are not available for free at character creation. In order to take advantage of this market, MWM should make [b][u]all[/u][/b] costume items available for 'try-on" in the avatar builder during character creation, even those costume items that need to be unlocked in game. Costume items that are not unlocked at that point should be marked available for purchase. Players who do not want to purchase them will have to settle for an alternative costume until they can unlock the missing desired costume pieces for free.

The problem with this solution is the obvious conflict of interest for MWM between maximising free options in the Avatar Builder and making money. We don't want CoT to turn into DCUO with an anemic selection for free and everything else behind a pay wall or random unlocks.

In my opinion, there is a potential for compromise. Here's my idea: every time a set of costume items is put into the cash shop and placed in the game for unlocking, there should also be a similar item placed for free in the core Avatar Builder. For example, lets say a Street Witch costume is available by reaching a certain reputation with the Wyrd Sisters faction in the game. The entire costume is also available for purchase for $9.99 USD if you want it immediately. But a witch's hat, a witch themed cape, a belt and some high heeled longboots are also created as part of the free options available in the Avatar Builder. The difference between these free options and the unlockable/purchasable options might be that they are more simplistic versions of the items that require unlocking/purchase.

[hr]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.

warlocc
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Huckleberry wrote:
Huckleberry wrote:

Here's my idea: every time a set of costume items is put into the cash shop and placed in the game for unlocking, there should also be a similar item placed for free in the core Avatar Builder. For example, lets say a Street Witch costume is available by reaching a certain reputation with the Wyrd Sisters faction in the game. The entire costume is also available for purchase for $9.99 USD if you want it immediately. But a witch's hat, a witch themed cape, a belt and some high heeled longboots are also created as part of the free options available in the Avatar Builder. The difference between these free options and the unlockable/purchasable options might be that they are more simplistic versions of the items that require unlocking/purchase.

Of course, this calls for almost twice as much work when we're already short staffed on 3D artists. Might have to lean on the paid ones until enough money is coming in to make up the difference.

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Huckleberry
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warlocc wrote:
warlocc wrote:

Of course, this calls for almost twice as much work when we're already short staffed on 3D artists. Might have to lean on the paid ones until enough money is coming in to make up the difference.

I dunno. If the workflow is started with this idea in mind, it will be more work, but the total [b]work per item[/b] would be significantly reduced to the point that the return on investment is dramatic. In my mind, I picture the 3D artists would start with the simple item, get it right and export it for whetever the next step in the process is, and then go on to add more cool bits and details for the final locked version or even multiple final versions to really increase the efficiency.

[hr]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.

tyroke
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thanks for awser. please maka

thanks for awser. please maka a booster with fast foods themed, i will love kick butts with a giant fries costumes ^^

Lothic
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Huckleberry wrote:
Huckleberry wrote:
warlocc wrote:

Of course, this calls for almost twice as much work when we're already short staffed on 3D artists. Might have to lean on the paid ones until enough money is coming in to make up the difference.

I dunno. If the workflow is started with this idea in mind, it will be more work, but the total [b]work per item[/b] would be significantly reduced to the point that the return on investment is dramatic. In my mind, I picture the 3D artists would start with the simple item, get it right and export it for whetever the next step in the process is, and then go on to add more cool bits and details for the final locked version or even multiple final versions to really increase the efficiency.

It's been quite a while since I've posted here but it's good to see progress continues with the game. 😁

As to this specific thread I don't think this idea would literally require "twice" the Dev effort to achieve, especially if you think of it more in terms of establishing classes of fundamental costume items.

For instance let's say the Devs decide to provide players with motorcycle-style helmets. In keeping with what Huckleberry's saying the first generic helmet could become the version that's readily available to everyone. Then the Devs could incrementally build on that to eventually provide 5 or 10 other more fancy versions later on. The Devs wouldn't be doing more work as much as providing the necessary groundwork to create entire categories of items.

In the long run there should be one archetypal "default" version of every single costume item imaginable. You can then worry about how many other more detailed versions ever get created as time goes on.

CoH player from April 25, 2004 to November 30, 2012
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