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Things that you LIKE from the other SuperMMO's

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Empyrean
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Things that you LIKE from the other SuperMMO's

Ok, I've seen threads about what people LOVED about CoH, what people DIDN'T like about CoH, what people HATE about the other SuperMMO's, but, unless I missed it, I haven't seen a thread about what people like and that we can learn and/or borrow from the two existing SuperMMO's. If I missed it and this is a redundant thread, I apologize, but I did do searches.

So...

Like I said, there are already threads about what we DON'T like about the other SuperMMO's, so let's stay away from that and talk about what WORKS in those games that we could learn or borrow from. And let's stick to only Superhero MMO's just for the sake of keeping the thread focused.

Ok, I'll get the ball rolling just off the top of my head.

CO: I liked the lack of AT's, body proportion customization, the missions where you drove a giant robot and were swimming in flooded sewers, underwater environments, and I thought the Nemesis system was awesome and fun and would have really been something if ever actually developed. I think it would just as awesome even for a game that has a villain side.

DCUO: I liked the overall look in general, the fact that you could fly at a pace that didn't make you feel like a human blimp, and the dynamic action of the fighting (not the twitchiness-I could go either way on that- but the kinetic, dynamic look and feel of fighting).

Ok, now you! :D

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

Brand X
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CO: Lack of ATs. Chains

CO: Lack of ATs. Chains (even if sucky) Attacks. Nemesis system (even if it needs work). Vehicles (again, needs work and needs a way to get ground vehicles to work).

DCUO: The landing from great heights! The art style! I hated the body type options given, but the art style is good.

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CO: Chains... yeah agree

CO: Chains... yeah agree sucky but CHAIN ATTACKS. Having my own Nemesis.

DCUO: Agree with Brand X landing from high up fun! CLIMBING WALLS! Yes the art style is good.

-------------------------------------------
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Empyrean
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RottenLuck wrote:
RottenLuck wrote:

CO: Chains... yeah agree sucky but CHAIN ATTACKS. Having my own Nemesis.
DCUO: Agree with Brand X landing from high up fun! CLIMBING WALLS! Yes the art style is good.

OOH! Climbing walls! Yeah, that would be hard to go without now that I've been able to--though I really missed Superjumping in DCUO. Swinging from CO is fun too.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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CO: Character creator(both in

CO: Character creator(both in terms of body proportions and theme variety), assymetrical costume options, vehicles, underwater enviroments

DCUO: Superspeed! (The ability to run sideways or upwards/downwards at buldings)

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Marvel Heroes: Great UI.

Marvel Heroes: Great UI. Beautiful Powers FX. Cross Platform capability. IP Familiarity

Champions Online: SG Options. Costume layering. Mobile Combat with Tab Targeting and Maintained Attacks. Open Missions.

DC Universe Online: Graphics. IP Familiarity. Control interface.

- -

Tera: Open Missions

Rift: Open Missions

Guild Wars 2: All levels PvP; World vs World PvP

Everquest Next: Perpetual AI, Perpetual Servers

Wildstar: Exploration/Science Missions

Crowd Control Enthusiast

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Marvel heroes: the action

Marvel heroes: the action-comic cut scenes - I had no real problem with the game but i feel these really sold the experience to me.

I think limiting it to just the Super-MMOs is not necessarily a good thing, we can take a concept from a game that has nothing to do with its genre. That being said...

Guild Wars 2: Account based achievements - this has so spoiled me, I hope most (if not all) achievements in CoT will be by account.
Guild Wars 2: Access to AH anywhere, including in mission - Now it is true you needed to be at an AH rep to pick up your purchase/money, but it let you unload your inventory in just a couple clicks. Additionally items were available to summon a rep anywhere, as well as a player's bank and a general store.

-----------------------------------------
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syntaxerror37 wrote:
syntaxerror37 wrote:

Guild Wars 2: Account based achievements - this has so spoiled me, I hope most (if not all) achievements in CoT will be by account.

That is one of those ideas that never appealed to me when I read them- but one of those ideas I think if they put in, I'd quickly adapt and get used to.

Assuming they even have anything similar to achievements that is.

Longtime City of Heroes player, longtime writer. :) Working in Nebraska.
COT: Mission tips writer, studying Cinema 4D animation program

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Agree on DCUO. HONESTLY, if

Agree on DCUO. HONESTLY, if it just had the customization of CoH... power coloring too... and removed the chat restrictions.. It'd be a great game.

Revenge is motivation enough. At least it's honest...

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AmbiDreamer wrote:
AmbiDreamer wrote:

syntaxerror37 wrote:
Guild Wars 2: Account based achievements - this has so spoiled me, I hope most (if not all) achievements in CoT will be by account.

That is one of those ideas that never appealed to me when I read them- but one of those ideas I think if they put in, I'd quickly adapt and get used to.
Assuming they even have anything similar to achievements that is.

It is very handy, because it as some of the later "achievements" require a LOT of killing of a certain type of mob, progressing it whilst on an alt is handy.

They do tend to treat (or are going to be treating) most stuff now at an account level. However, there are no bonuses for getting certain combinations of achievements unlocked (as far as I am aware that is).

It is all fluff though to be fair, and for the completionist, it means that you are not stuck on one single character to do it all.... hell, you might find that some other characters are better at getting a certain achievement over others.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Gangrel wrote:
Gangrel wrote:

It is all fluff though to be fair, and for the completionist, it means that you are not stuck on one single character to do it all.... hell, you might find that some other characters are better at getting a certain achievement over others.

Do the completionists complain when they run out of things to complete? I always wondered about that...

I guess the obvious answer would be to make it hard for them to run out of 'badges' to chase.

I was always fond of the idea of an achievement that might take months or years to complete through regular play. I don't even have a 'because' to put after that. It just appealed to me. But that's probably a topic better suited for a thread on achievements rather than this one.

Longtime City of Heroes player, longtime writer. :) Working in Nebraska.
COT: Mission tips writer, studying Cinema 4D animation program

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Gangrel wrote:
Gangrel wrote:

AmbiDreamer wrote:
syntaxerror37 wrote:
Guild Wars 2: Account based achievements - this has so spoiled me, I hope most (if not all) achievements in CoT will be by account.

That is one of those ideas that never appealed to me when I read them- but one of those ideas I think if they put in, I'd quickly adapt and get used to.
Assuming they even have anything similar to achievements that is.

It is very handy, because it as some of the later "achievements" require a LOT of killing of a certain type of mob, progressing it whilst on an alt is handy.
They do tend to treat (or are going to be treating) most stuff now at an account level. However, there are no bonuses for getting certain combinations of achievements unlocked (as far as I am aware that is).
It is all fluff though to be fair, and for the completionist, it means that you are not stuck on one single character to do it all.... hell, you might find that some other characters are better at getting a certain achievement over others.

::trying not to Topic-jack::

As the Spiritual Successor, they're already talking about alt's being central to the game experience. So account-wide achievements make sense. I don't really see why we coiuldn't have both, really. some would give perks TO individual characters for their individual achievements, others account-wide for acievements by all characters. There could even be, sort of, macro-chievements like "Get the Tourist Achievement on 5 Characters."

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CO i loved the naming system,

CO i loved the naming system, and how well it played with a gamepad. Any game that allows the use of a gamepad is a massive pro for me since it is my preference, but i cant really see a CoX type game playing very well with one unfortunately :-/ but who knows it works fantastic in FF14. Unfortunately for other reasons i could not get into the game to play it for any length of time, not sure why.

Never tried DCUO,

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syntaxerror37 wrote:
syntaxerror37 wrote:

Marvel heroes: the action-comic cut scenes - I had no real problem with the game but i feel these really sold the experience to me.
I think limiting it to just the Super-MMOs is not necessarily a good thing, we can take a concept from a game that has nothing to do with its genre. That being said...
Guild Wars 2: Account based achievements - this has so spoiled me, I hope most (if not all) achievements in CoT will be by account.
Guild Wars 2: Access to AH anywhere, including in mission - Now it is true you needed to be at an AH rep to pick up your purchase/money, but it let you unload your inventory in just a couple clicks. Additionally items were available to summon a rep anywhere, as well as a player's bank and a general store.

I definitely didn't mean to imply that there is anywhere we shouldn't look for good inspirations, I was just trying to provide focus for this one individual thread. But, as long as it's putting good ideas in front of the Dev's eyes, I'm all for it.

There is a big thread about Knock up/down/back, what about knock-to. They have powers that knock or reverse-repel opponents towards the player in both CO and DCUO. I don't remember that specifically in CoH. I didn't play every single power set, so maybe I'm just forgetting, but knock/pull-to is VERY useful for Tanks especially--as long as it's in a way that comes out making sense and looking cool and feeling powerful in the game.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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WarBird wrote:
WarBird wrote:

::trying not to Topic-jack::
As the Spiritual Successor, they're already talking about alt's being central to the game experience. So account-wide achievements make sense. I don't really see why we coiuldn't have both, really. some would give perks TO individual characters for their individual achievements, others account-wide for acievements by all characters. There could even be, sort of, macro-chievements like "Get the Tourist Achievement on 5 Characters."

That's a thought- I guess the question would be, would maintaining a global set of badges along with individual badge progress be worth the time it would take to code it up *and* the space it takes to save the information? (Once for your account, once for each character.) Would enough people find it worth the time it takes to do both?

I personally think it might be worth it, that it's an interesting idea worth exploring. (Possibly in a new thread.)

Longtime City of Heroes player, longtime writer. :) Working in Nebraska.
COT: Mission tips writer, studying Cinema 4D animation program

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AmbiDreamer wrote:
AmbiDreamer wrote:

Gangrel wrote:
It is all fluff though to be fair, and for the completionist, it means that you are not stuck on one single character to do it all.... hell, you might find that some other characters are better at getting a certain achievement over others.

Do the completionists complain when they run out of things to complete? I always wondered about that...
I guess the obvious answer would be to make it hard for them to run out of 'badges' to chase.
I was always fond of the idea of an achievement that might take months or years to complete through regular play. I don't even have a 'because' to put after that. It just appealed to me. But that's probably a topic better suited for a thread on achievements rather than this one.

Not that I am aware of... because they keep on adding new content, there are always new achievements to get. Some are seasonal awards, some were to do with the "living story" (so if you missed it you cannot get them), and so on and so forth.

Oh, and the achievements come in Tiers as well, so whilst the *early* ones might be Killed 10 Centaurs, the final tier is killing 1000 of them.

Oh, and you *cannot* get some of the Guild Wars 2 achievements without owning Guild Wars 1 and doing content in that game (I believe it is more focused on Eye of The North expansion). And that can take some time to achieve as well.

And yes, there are achievements that will take time to achieve (500 Fractal of the mist completed for example), others are more luck/skill based, some are like scoring 1000 times in Keg Brawl.

There are ones for PvP etc etc. So yes, it *can* take a long time to get all of the ones available if you started today, but you cannot get *ALL* of them (due to living content progressing, the ones associated with them are gone)... and yes CoX had the same.

It is worth noting that actually doing achievements themselves might not necessarily give a reward, but achieving certain break points (each achievement has a point value associated with it) you can get a chest to open that will give you various things.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Zanje wrote:
Zanje wrote:

CO i loved the naming system, and how well it played with a gamepad. Any game that allows the use of a gamepad is a massive pro for me since it is my preference, but i cant really see a CoX type game playing very well with one unfortunately :-/ but who knows it works fantastic in FF14. Unfortunately for other reasons i could not get into the game to play it for any length of time, not sure why.
Never tried DCUO,

To be fair, Square Enix *really* put a lot of thought into how to map the controls to a game pad.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Zanje wrote:
Zanje wrote:

Any game that allows the use of a gamepad is a massive pro for me since it is my preference, but i cant really see a CoX type game playing very well with one unfortunately :-/

If it gives you any hope, the devs told me during the Kickstarter that the only major change they were making to the combat system (compared to CoX) was to add gamepad support.

Spurn all ye kindle.

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@Gangrel i know, they really

@Gangrel i know, they really hit it out of the park is all im saying :-)

@Cinnder this makes me a happy camper, thanks for the heads up!

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Lord Nightmare wrote:
Lord Nightmare wrote:

Agree on DCUO. HONESTLY, if it just had the customization of CoH... power coloring too... and removed the chat restrictions.. It'd be a great game.

No. It's power system would still suck. :/ No Lightning Reflexes or Invunerability or Durability. You're basically some sort of element.

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True, X. I was thinking along

True, X. I was thinking along the lines of things that WOULDN'T require an entire overhaul of the system :D

If we're going to include things from other MMOs then I'd like to bring up something in Perfect World and GW2 that I always liked.

In GW2, you can spend 100G (getting 100G is an entire problem in itself) to get the Commander Title which makes a marker show up on EVERYONE'S map that shows where you are and puts "Cmdr. [Your Name Here]". It's supposed to be used to show where your leaders of the Mist Wars are and kinda be a trophy for the buyer, a little fame for them. I know in Piken Square, we held mini celebrations for the Commanders when they came into wherever we were.

In Perfect World (YES I PLAY IT FROM TIME TO TIME, SHADDUP!) there's a ranking system for PKers based on how many kills they've had since they started PvP Mode. These PKers show up on the map with different colors on their name based on this system, going Red when you kill someone and culminating in a Dark Red Name which usually means they've killed 20+ (really, over 60 if you're that level. Most DarkReds are seriously that good.). When you go DRed, EVERYONE goes after you. You are the Target. You are Vash the Stampede. Only way to get rid of this is to hide in a safe zone for a long LONG time.

Now what does this have to do with CoT? Well... for the GW2 title, perhaps something similar can be purchased (at a high price of course) that basically says "YEP. I've worked hard to defeat/spread evil. Not a flagship, but damn well close."
For the Perfect World thing, it'd be something that works well for the Heroes vs Villains bit. Do just a little too much street sweeping today? Us villains are going to get a little blip on our radar. Start taking down more and more thugs? That blip gets bigger until finally it gets to a point where you're a permanent dot on the radar and we get to come after ya. "We" would change between players or NPCs depending on if you were on a PvP or PvE shard. Same thing with villains. We start roughing up a few TCPD? More and more powerful heroes would pop in every so often until it gets to a point where Anthem and the Olympians (My personal name for our yet unnamed Flagship group) check you into the SmackDown Hotel.

Revenge is motivation enough. At least it's honest...

Roleplayer; Esteemed Villain

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CO: Like everyone I did

CO: Like everyone I did like the Asymmetry and layering you could do on a character.
I really like how they handle travel powers and vehicles as separate pools/items so you don't feel like your sacrificing an attack
I like that they give everyone a generic little base rather than having that be a guild only thing.
i liked club caprice though it needed to be bigger and allow more people.
the costume contest area was awesome!

What MADE CO for me is that you could connect to the global chat via Pidgin(jabber) this is the reason im still paying for gold even though I don't play it much anymore.

since people are including other mmos
NWO: a relatively new D&D themed mmo (that actually feels kinda like a hero game)
I like the simplicity of build the fact we have to pick and choose 7 powers prevents a lot of glut
and makes it easier to key-bind powers without having to use alt-ctrl-shift

The foundry, Similar to COXes AE but with the free form placment of the SG bases
a lot of players that gnashed through the content still play and write Missions

the Gateway: NWO has the ability to craft, Auction, look at mail, see who in your guild is on
look at equipment, and even run your pets through missions from any web browser even i phones

NEOCRON sci fi mmo from way back when
Neocron let you blue print anything and you can craft anything from a blueprint+parts
monsters droped either parts or stuff that could be recycled into parts, and finished goods could be recycled down into base components (with some loss)

High level raids had lock boxes which had blueprints/parts that could be assembled into gear(then blueprinted for resale) (lockboxes had a minigame that was also fun)

neocron imho was the ONLY mmo i've ever played that had a crafting system that made logical sense
you kill a spider got a spider leg and not, a recipe for wolf kabobs, a milk and 5 copper
. also crafting improved your stats which contributed to your combat skills.
rather than being a separate money sink. and different high stats had different skills
int= blueprinting str= constructing dex= recycling (there were other skills/stats but im trying to keep it simple)

how would that translate to COT well cox had a logical salvage system to make their enhancements
the salvage could be made into parts for enhancements. and while im not sure if COT will have stats
crafting could contribute to a (stat) that would give certian power buffs. as well as dictate the cap for the skill
a high str may give a melee bonus as well as resistance to damage, a high int may give debuff /buff or control resistance/bonuses, and a high dex would be good for blast/range powers or power recharge

oh and neocron also had the "going red" thing called soul light
if you kill someone you'd get -(person you killed) soul light so if you kill an innocent you'd probibly go red if you killed someone deep red you'd go positive. (all NPCs had -1 soul light so normal people often had a good amount of it) over time soul light would drift to 0

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DC Online has a beautiful

DC Online has a beautiful world, but once you get used to the graphic style in Champions Online I think it has greater graphic options. Your eyes can blink in Champions Online, for one thing. :D

There's actually a lot about CO I like. (Though I have been enjoying Neverwinter more lately.)

1. The concept of vehicles (if not always the execution.)

2. Become devices. (Become a vampire, werewolf, or demon. A fairly easy way to make a shapeshifter toon. :D

3. Double XP as an XP boost that runs out over time rather than simple limited time XP boost. (In CO you can log on every toon and get a four hour XP boost which you can play out months later if you want to level just one character.

4. Flavored travel powers-- you can fly leaving a rainbow streak of color behind you or ride a cloud or a high tech disk platform ... you can run at super speed and leave a US Flag trail or Tron Lightspeed Trail behind you. You can teleport psionically or with bursts of electrical energy ... you can tunnel or swing on a line ... there are a fairly impressive number travel powers that lend themselves to character building.

5. The ability to have a Freeform (hybrid) character is awesome too, but it can be a bit daunting as well.

And on the downside, I really missed flavored melee like ice or electric or fire ...

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Like a lot of folks who have

Like a lot of folks who have posted to this thread, I liked certain elements of CO; particularly the avatar customization, and the Nemesis System.

The more options I have at character design, the better. Different doohickeys on different arms? Energy beams being different colours or emanating from hands/eyes/wherever?
All good for me.

Arch-Enemies; CO didn't get it quite right, but they gave it a good go. I haven't played CO for a good long while, so I may be very wrong here, but I seem to remember CO Nemeses as being character specific. I'd like to design an arch enemy that not only makes my life interesting, but appears in generic missions too. (Like bank raids)

I'd also like to be attacked by their henchmen as a random encounter. Imagine doing a patrol, or heading towards a mission door when you get jumped by a bunch of henchmen and hear the words "This is for [Insert Arch Enemy name]!" or something similar.

While it may not strictly be in the spirit of this thread, I also like games where PvP & PvE are a matter of player choice in the same shard; rather than having purely PvP & PvE servers. If I want to PvP, I flag myself as being in PvP mode. If I don't, I stay in PvE mode.

While I don't mind the DCUO 'mentor' system, I think that wanting a mentor should be just as much a choice as who it should be. I could choose to be mentored (and get missions from) Mr Mechanoid or Dr Demonspawn, or I could choose the 'lone wolf' option of finding my own missions. If mentors became an option, I would suggest having the ability to "grow out of them" (dump them after a while) or have them "cut you loose" after "they can't teach you any more". (If you take a mentor, they drop you at Level X if you haven't dropped them first)

I'm more the 'lone wolf', but I can see a mentor being useful for new players. Maybe have one that takes you through the tutorial only. Maybe have them reappear at certain levels after that, (every tenth level, for example), requesting your help.

While it's not superheroic, I like the Lightside/Darkside points they use in SWTOR to keep track of your 'alignment'. The option to kill/spare someone at the end of a mission etc.

I'd also like to be able to wander around in my secret ID without being identifiable as a player until I insta-change into my Hero/Villain, but that has PvP implications and is probably best discussed elsewhere... :)

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^ +1 for Nemesis System. It

^ +1 for Nemesis System. It is such an amazing idea that it's still fun even as botched as the implementation is in CO. I think it's on par with AE as far as a major innovation.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Others in this topic have

Others in this topic have said it, but CO's character creator is really good, with asymmetrical characters, different default stances you could choose, all the really monstrous pieces, and the ability to change the size of pretty much every body part separately. Additionally, I liked starting new characters at level 6 instead of level 1 if they skip the tutorial (and I always skipped the tutorial after my first character). The Nemesis System was a great idea, if not entirely well-executed. And I liked having a travel power be a "free" pick at level 6 (i.e., right at the start of a new skipped-the-tutorial character's career).

And the leveling system. I liked being able to take and upgrade powers separately, rather than having to do it in a set order, so I could "save up" points for a few levels until I decided what I wanted. I also liked being able to "take back" one power or upgrade at a time, rather than respeccing being an all-or-nothing affair like it was in CoH.

Really, I liked CO. If I complain about CO, it's because I feel like they do so many things almost right, which can feel worse than if they'd missed the mark entirely. Even so, I stopped playing it more because my computer couldn't run it at anything close to full speed, rather than due to hating it.

I never played DCUO, so I can't talk about it.

Comicsluvr
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The Power House in CO. I

The Power House in CO. I cannot tell you how many characters have been saved by being able to test a power before the pick was final. Being able to do mini-respecs (remove the last couple of powers instead of a total rebuild) is good also.

I remember when Star Wars was cool...a long, long time ago...

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CO:

CO:
- The naming system incorporating the global name into it. That is such a powerful tool, because for thematic reasons a complete SG could be populated by people just called "The Rocket@uniqueglobalnamehere" This naming convention eliminates the problems of not being able to be called what you WANT to be called. I cannot stretch how awesome this option is. Another great thing to note. With Pidgin you can connect to the chat server and chat with people in game even if you are not logged in.
- Nemesis System: A very interesting idea but it could only benefit/grow with a missions editor, so we could also custom make story arcs with them. (Making deleting or renaming a Nemesis possible would be a must too IF implemented)
- Travel powers as a different pool of powers.
- The Costume creator: Many options and layers to create an unique look, but I'm sure you'll get this even better. Really looking forward to the idea of being able to move the "chest symbol" around.
- The powerhouse and being able to test your powers before taking it. That is a very nice feature of CO.

DCUO:
- The art style is far more pleasing.

--------------------

Other ideas:

I would strongly suggest you do not use open world content by level, but make the enemies auto adjust to the characters (Skull system in CO) Why? Because that way you can revisit missions, or replay an area, or simply go and have fun without having to worry about outleveling content. Making all instanced missions scale up with your characters will be a must in my opinion. Nothing is worse and more of a fun kill than having a lot of missions that you outlevel. It would eb really great if you could get rid of the concept of "outleveling" content.

You can still gate the content by having the NPC waiting for you to reach X level to give it to you, but once that gate is reached, that content should be challenging all the way up till max level. In a way, all content would be end game content if people find a way to powerlevel (and they will) The difference would be, even if someone powerlevel, they can still explore the whole world with an appropriate level of challenge.

Cinnder
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Baronesa wrote:
Baronesa wrote:

Making all instanced missions scale up with your characters will be a must in my opinion.

As I said in another thread, this would be cool if it were an option, not a definite. We don't want to remove the opportunity for someone who is on a particularly difficult mission to level up and try it again.

Spurn all ye kindle.

Empyrean
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Cinnder wrote:
Cinnder wrote:

Baronesa wrote:
Making all instanced missions scale up with your characters will be a must in my opinion.

As I said in another thread, this would be cool if it were an option, not a definite. We don't want to remove the opportunity for someone who is on a particularly difficult mission to level up and try it again.

Agreed--though, personally, if it had to be one way or the other, I'd almost rather have it adjust to your level so that old missions never become obsolete because that happened to me MANY times--though I have also had to "go level a bit" to get through a mission once or twice too.

Always, the OPTION to chose would solve all problems.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Cinnder wrote:
Cinnder wrote:

Baronesa wrote:
Making all instanced missions scale up with your characters will be a must in my opinion.

As I said in another thread, this would be cool if it were an option, not a definite. We don't want to remove the opportunity for someone who is on a particularly difficult mission to level up and try it again.

The "Difficulty Slider" mechanic, that most everyone on the forums seems to favor, would go a long way to accomplishing the same thing. Wipe a couple times? lower the Diff and try again. Seems too much like a steamroll? Raise the Diff and get some extra XP.

Coupled with "auto-scaling" missions and set mob levels in the open world, I would think everyone could get what they want. Although, I recall another thread where we tried hashing out the various problems of set level vs. scaling levels of "street" mobs as well.

Cinnder
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WarBird wrote:
WarBird wrote:

The "Difficulty Slider" mechanic, that most everyone on the forums seems to favor, would go a long way to accomplishing the same thing. Wipe a couple times? lower the Diff and try again. Seems too much like a steamroll? Raise the Diff and get some extra XP.
Coupled with "auto-scaling" missions and set mob levels in the open world, I would think everyone could get what they want. Although, I recall another thread where we tried hashing out the various problems of set level vs. scaling levels of "street" mobs as well.

What if you're running a squishy and your default is already lowest difficulty? Auto-scaling as a must would take away your option to level before trying again and possibly result in forced teaming, which is the removal of yet another choice. Is there any reason NOT to make mob-level-equalising a choice rather than a must? If I use my CoX experience as a gauge, I'd actually use the mob-equalising mechanic only about 2% of the time anyway.

Spurn all ye kindle.

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That when you call in a

That when you call in a friend to act as a tank.

-------------------------------------------
Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP

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CO:

CO:
The nemesis system was pretty fun, but I hated the arc it took (so often i wanted to deck defender in the face for interfering where he wasn't needed....effin' kill-stealer).
Color customization was very diverse. only thing to make it more diverse would have been the full color wheel.
Body sliders were well covered. My only issue with the body sliding was boobs vs chest for women and men and the face looked so..... SO bad, that efforts to fix it takes hours...
Asymmetrical costume options
Definitely the Power House

WoW:
With Dungeons and Raids there's a sense of progression through hard boss after hard boss...Like going up against half the brotherhood before you got to throw down with Magneto, and maybe includes a slight detour to deal with some Sentinels that seized the opportunity. I like that kind of gameplay.
Phased Content was cool because it immersed a visual reflection to progress your character's impact and journey through the story.
Garrisons in WoW are (to me) expected to be what I wished SG bases would be like, but with the lack of full customization notorious in WoW.
Quest Hubs work great in early levels with the intermediate and advanced game learning environment.

TSW:
Ingame puzzles were really fun. It prompted far more critical thinking and clue-reading than most games but also brought the biggest flaw to this: youtube searching for guides to solve the problems easily. Maybe something to consider when CoT devs look at making any detective work arcs.
Modern Day world. While strongly attempting hyper realism which has flaws in longevity, the game environment felt realistic enough to be highly immersive.
I do like how TSW approached gear More so than CO, and it made sense with the crafting system and why it existed.
Talent tree expansion was very innovative. I know it's not something that CoT is going to do, but the idea that if I focus more on healing I'll have stronger heals or I focus on ranged I'll get better ranged attacks makes sense to me.

“The story so far: In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.” -Douglas Adams

srmalloy
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WarBird wrote:
WarBird wrote:

The "Difficulty Slider" mechanic, that most everyone on the forums seems to favor, would go a long way to accomplishing the same thing. Wipe a couple times? lower the Diff and try again. Seems too much like a steamroll? Raise the Diff and get some extra XP.Coupled with "auto-scaling" missions and set mob levels in the open world, I would think everyone could get what they want. Although, I recall another thread where we tried hashing out the various problems of set level vs. scaling levels of "street" mobs as well.

That would, in some cases, require a much wider range on the difficulty slider than we had in CoH, because of the variability in solo effectiveness of different characters. Particularly with (if I'm remembering correctly) the story arc where you're chasing Nemesis' attempts to find better ways to prolong his life, and the one mission where you face Nosferatu; even dialed down to an EB, some of my characters would have to go off and grind a few levels past the mission in order to be able to take him. Having a switch you could flip between "Keep my missions at the level I received them" and "Scale my missions to my current level" would give you the best of both worlds, and adding a third option "Scale me to the level of my missions" would give you much of the functionality of the Flashback mechanics.

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Cinnder wrote:
Cinnder wrote:

WarBird wrote:
The "Difficulty Slider" mechanic, that most everyone on the forums seems to favor, would go a long way to accomplishing the same thing. Wipe a couple times? lower the Diff and try again. Seems too much like a steamroll? Raise the Diff and get some extra XP.
Coupled with "auto-scaling" missions and set mob levels in the open world, I would think everyone could get what they want. Although, I recall another thread where we tried hashing out the various problems of set level vs. scaling levels of "street" mobs as well.

What if you're running a squishy and your default is already lowest difficulty? Auto-scaling as a must would take away your option to level before trying again and possibly result in forced teaming, which is the removal of yet another choice. Is there any reason NOT to make mob-level-equalising a choice rather than a must? If I use my CoX experience as a gauge, I'd actually use the mob-equalising mechanic only about 2% of the time anyway.

Considering that when Incarnates came out, and there were people (with multiple 50's as well) who complained about some of the missions in the story arc which lead you onto the path to incarnate hood... there is definitely a case for "out levelling content" to be included.

To an extent, this is also a poster case incident of the problems with instancing content. For me, I had no problems running the missions on my fire/emp controller (who was team built) right up till the point that I had to fight Hero1 (IIRC)... but I managed to do it with enough luck (and wakies and very very very careful pulling).

However, this was also on the *minimum* settings available. And for me, it was a total kill joy as well, because I was unable to get anyone one to help (the global channels I was in were quiet/people not able to help out due to them doing other content).

Now saying that, in Guild Wars 2, where the players have a "maximum level per zone", there was not a lot of content where I was forced to team up to do it (the end of the personal story ends in a dungeon), and the top end of Orr was annoying, and took me a long time to travel through zones. But being able to go along with others to help out (even just tagging along) made me feel useful, because we didn't need to team, we just so happened to be in the same area at the same time with a similar goal...

(side note: This behavior is also facilitated through the lack of mob tagging, and the inclusion of shared loot for all players)

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Empyrean wrote:
Empyrean wrote:

There is a big thread about Knock up/down/back, what about knock-to. They have powers that knock or reverse-repel opponents towards the player in both CO and DCUO. I don't remember that specifically in CoH. I didn't play every single power set, so maybe I'm just forgetting, but knock/pull-to is VERY useful for Tanks especially--as long as it's in a way that comes out making sense and looking cool and feeling powerful in the game.

:)

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CO: Asymmetry; Nemeses;

CO: Asymmetry; Nemeses; all those lovely travel powers; having control over how much certain colours glow (would've been nice though to have that option on every colour; on some costume sets the devs kinda messed it up); Face tentacles
I also like that the newer costume parts aren't restricted by categories, although I'm pretty sure that's just because of lazy devs.

DCUO: Running up walls... or around lampposts -.-

NW: The pets and the fact that they level up alongside you... and get new skin-options in the process; Account wide unlock of cash shop mounts; Skirmishes and Call to Arms.
Far better than CO's Alerts, imo.

APB: I don't know anything about the rest of APB, but the editors are awesome.