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At least 16GB of main DRAM.
These stats may change as we continue to test.
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I agree with all of that except for Freaks being intelligent. Letting a black market doc put second-hand tech and an off-brand super-soldier serum in you isn't too bright :P
FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)
Too true...I mean they had guys who gave up hands to have clubs....how the heck do they eat???
Here's how:
[img]http://www.beencaughtsleeping.com/userfiles/image/guys%20face%20in%20bowl.jpg[/img]
The Phoenix Rising Initiative Rules Lawyer
This would be nice to see, yes, and I do have a feeling that MWM also wants to go this route. That does not mean enemies will not be or become predictable, of course, but at least not every NPC will behave the same (with a few exceptions).
As for the standing in fire bit, one has to remember that for many enemies that may be the best way to fight the super. Sure, it'll hurt, but it will stop hurting if they beat them down. Besides, they would not have stayed in that line of work for long if they were inclined to run away every time someone with powers showed up. Which is not to say that there could not or should not be powers that kick in the "nuh-uh, ain't walkin' through that" response, even in zombies.
As for the Freakshow, in particular, I always had the sense that they had a love-hate relationship with pain.
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[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]
Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!
This is both funny and awesome to me.
So when I raise the difficulty, I can expect a more "thoughtful" challenge? ...and not just a lot more goons or goons with greater buffs/debuffs?
Well done!
[img]https://i.imgur.com/26pBVBG.png[/img]
([i]Currently developing the Sapphire 7 Initiative[/i])
What you're forgetting is that most people who did the respec in the early stages, needed the respec because their builds were terrible. Example - we didn't have the numbers, I didn't read the boards then, my invul tank had a choice of a toggle or a passive for S/L res, I figured the toggle would run me out of end, so I took the passive. The mobs were much bigger, higher level, and spawned in much faster in the early days. By the end we could do a wipe everything at +3x8 in 40 minutes with a team of 5 or 6 without really trying and it would have been much quicker if the mobs in the reactor spawned in faster.
[color=#ff0000]Tech Team and Forum Moderator[/color]
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Yeah, it was a problem that the early days had for respecs.
Now saying that, CoX *DID* also introduce (at a later date) 2ndary and tertiary builds for your character, which you could effectively use as a free respec if you had to.
But the fact that for *new* players, the build system was fairly daunting (not to mention as well that ED was NOT really conveyed unless you used a build planner before hand, I could see players 6 slotting powers with the same enhancement without realising their problems.
This is why I *right now* have a preference for being able to respec *freely* and *easily* without necessarily having to run through a trial for the "right to respec". Just getting your hands on replacement enhancements is potentially enough of a cost to make it a "penalty".
Hell, you could attach an ingame currency cost to it (I can go with this).
I think if there are going to be respecs, they ought to be available in the cash shop for money. and if there is content you can do to get one for free, it should be something you can do solo, maybe like the Warburg Nukes or the jellomen, i.e. something that you can either try to do solo or form a team and try to do as a team, but not a Trial or TF that requires a team of a given size. For the record, I'm not saying it should be tied to a PVP zone, just that ti should be something you can get by soloing for it.
R.S.O. of Phoenix Rising
Duoing TFs was also an awesome experience for me and my SG-mate.
MrCaptainMan, Scoop Malloy, The Accelerated Man, Soundman, The Robot From Uranus, Tommy Atkins, The Dirty Promise, The Psystem, VEI8, Atomicide, Tumbleweed Jackson, Robin Copperfield, Ragtime Smith, Jacque Le Black, Tarquin Wilde...and many more.
One thing I noticed in CoH was that I died just as often as any other MMORPG.
See, people always run the ragged edge of how much they can get away with. This game was no different. The players rise up to risk right up to the edge, taking on as much as they can handle.
It's up to the game designers to throw in unexpected things, wandering groups (lots if necessary) and so on to make a static spawn point be a little more than an isolated speed bump for your group to bump over.
Think about it, they can open an almost arbitrarily large can of whoopass if they want to -- how many "scout" NPCS are not actually scouting? What if they ran back and alerted every group they ran past, or the entire base, and weren't liimited to the "game design" concept that you stupidly follow after them hoping you triggered groups they ran through?
Oh there's a lot they could do bumping up to "+4/+8" beyond just scaling the numbers and toughness of the monsters.
Here's an idea: Have a stat visible on your "info" page when people get info on you, that says what difficulty setting you averaged when leveling/playing. In CoH terms, say, "+3.1/+4.7"
Now what was that about "easy mode" again? Lol
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The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.
I am NOT going to have some 'score' branded on my forehead, for every troll to see!
Be Well!
Fireheart
I think it comes down to "gamers" vs "Superhero rp'ers".
And I hate to say "vs" because it's not an intentional "vs". BUT, I think most serious, long term CoH players were Superhero rp'ers (and I don't mean standing around for hours dong creepy ERPing, I mean the joy of playing a Superhero that you made up) rather than "gamers" who were in it for the competition and game mechanics. And I think most "serious" gamers just laughed at CoH (often on our own chat after F2P came out).
Now, of course the more FUN the game mechanics are the better. But, taking Superman and trying to cram him down into Call of Duty mechanics just doesn't work, and public metrics to give fuel for crap-talking just doesn't fit either.
FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)
Or working security cameras. Silent alarms. Tripwires.
Technical Director
Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider
I never level up a Regen scrapper because the DEVs never added the Damage Buff that Blaster got.. even if it was not as Good as it was for Blasters... but still should have been there. Fiery Aura had Fiery Embrace, where was the Regens Kill or BE KILLED balance? And dont say, Pick a Primary that had allot of Mitigation! >:(
Insofar as I had a main character in CoH, it was my DM/Regen scrapper. Since it bears repeating, one of the reasons I adored the Regeneration set was that it was not all passives and toggles. Instant Healing and Reconstruction gave me a sense of participation and control that I felt was lacking from many other power sets.
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[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]
Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!
I only ever played regen scrappers. In exchange for a crappy secondary, defense-wise, you had in effect a much higher sustained DPS than other scrapper classes.
For the most part, you only had to worry about the alpha strikes of AVs, which one-shotted you while all other scrappers survived (reflexes, IIRC, was a roll of the dice, either you dodged or you died like a regen).
So that was our upside -- continuous high DPS, but we had to be very careful against large-alpha strike AVs, and endurance drainers nullified us as easily as any other AT.
They also nerfed /regen fairly early on -- your health regen with all toggles on was more or less as fast as Rest was. Only big stuff could out-damage it, and even then just leap away for a few seconds then literally right back in. It was awesome, but I admit OP'd.
It probably made sense, math-wise (the ultra-high healing rate let you stand theoretically toe-to-toe just as long as any normal-mitigation secondary.) But mildly clever gameplay (such as a quick leap out to avoid hits for a few seconds) rapidly put you at the top of the survivability curve.
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The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.
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