Announcements

Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

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 :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

State of the Game, June 2014

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warcabbit
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State of the Game, June 2014

So, go on, tell us how you really feel.

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So far I'm loving it looks

So far I'm loving it looks like you are trying to cover all areas and produce a good game without rushing things just to get things out. We will all wait and bite our nails waiting for your next updates and you have a great community here to support you guys great job and well done

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Maps! Hooray! (and there

Maps! Hooray! (and there was much rejoicing!)

Status of Kickstarter rewards! More Hooray!

Hmm, there seem to be no zones without waterfront of some sort (cheers from the fish people!)

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Lovely update. Lots of info.

Lovely update. Lots of info. Tech team.. you're the ones i'm keeping my eyes on. Rubber meets road.

Art team, let me know when you need the design specs for my armor.. I'm happy to oblige!

KEEP UP your spirits and know that all your hard work is truly appreciated.

Crowd Control Enthusiast

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Wondrous!!

Wondrous!!

CoH addict for 8+ years...and counting

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This was already an exciting

This was already an exciting and welcome update, and then you went and said this:

"maybe, maybe, someone who literally grows to conquer the battlefield. (That last one’s very dependent on tech and fun value. Got some ideas there.)"

You HAVE to do everything you can to make this one work! >.< Before Cryptic nerfed the hell out of it, the growth effects (and the stacking thereof) in Champions Online provided one of the most (for some, *the* most) fun aspect of that game. If you can include a capability for growth in City of Titans, you'll see a bunch of expatriate CO players lining up to get fitted for I❤TC t-shirts. Hell, with a name like "Titan City," you've just gotta have the capability for some giant-sized heroes & villains! ; )

--Chris

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Upside:

Upside:

Quote:

We've got forty eight factions specced out

Damn! According to paragon wiki, you're 1/3 the way to CoH, BUT, some of those don't count, and i presume 1 "thug", "goon" and "boss" isn't "specced out' ;)

On that note, what's an "exotic"?

Quote:

... ‘tearing’ at the seams.

Eek!

Quote:

Hats on your hair? Sure. Armor on top of your cloth dress? Why not?

*Jaw drops* *time passes* awesome, those two things bother me so much in CoH and TES games.
On that note, will the same apply to robes and other more male-oriented cloth?

Quote:

And that’s not even counting travel, noncombat powers, and tertiaries

Tertiaries? Are these the "splashes" as mentioned in the KS update?

Quote:

(Or throwing cars around and smashing through walls.)

*Jaw drops* *drools*
(no really, my jaw dropped)

Downside :

Quote:

Not sure if we can do a convincing 'draw your sword' animation from your chosen sheath location, but we are going to try to make the sword vanish from there when you're in combat, and reappear when you let go again.

That's unfortunate, but I can understand the hassle with the many weapon types and sheath locations available, but, still, is this the answer or the band-aid?

Overall, great to hear the state-of-the-game, it's been a great six months!


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This update is a prime

This update is a prime example of why I'm so excited about this game!

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If we have two animations for

If we have two animations for drawing from my belt or from my back and we have sheath locations for both, I'd be okay with that.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Looks like we might have 2 or

Looks like we might have 2 or 3, edit: or 30 ;) , regions with Water access. :)
SuperSpeed on top of Water? and if you stop.. back to Swimming. :)

And maybe you can swim and Dive into the water to Explore for badges or sunken ships... or to enter a underwater mission entrance?
Maybe it would be easier to bring a Bubbler on team, so you dont have to keep runing all over the place looking for artificial machines for those bubbles... (think Respec trial, rector core... and instead of radiation killing your health, its the lack of air that does it.)

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notears wrote:
notears wrote:

If we have two animations for drawing from my belt or from my back and we have sheath locations for both, I'd be okay with that.

Well, they can cheat.. and make the sheath a Tech kinda one. Think RoboCop when he draws his weapon. Same for a Sword Sheath. It just opens up... and you place it in with just one hand. and the mechanical Sheath closes and holds the sword at your side. :)

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Izzy wrote:
Izzy wrote:

Looks like we might have 2 or 3 regions with Water access. :)

If by "2 or 3" you mean "about thirty-something", then, yeah, that's what it looks like to me. ^_^
The next region I see on that map without waterfront will be the first.

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Im guessing, they can use LOD

Im guessing, they can use LOD for far away blocks... stream them in as you approach another area... and swap out the CubeMap every few areas... only if needed (you know... Dark and Gritty areas). So it all seems like a Massive City without having to wait to Zone from one to the other. Errr.. thats a project in its own right.. but I think Unreal makes it allot easier. :)

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I can't see a single one that

I can't see a single one that DOESN'T have access to the water

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears wrote:
notears wrote:

I can't see a single one that DOESN'T have access to the water

If you look at real world cities, it is rare to find cities built on ocean trade which have areas lacking water access.

Here's my home city, for example:

Technical Director

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LOD?

LOD?

Also, I'm thinking this city needs bridges to tie the various sides of the bay together. I think I see hints of one in the Liberty Bay close-up...

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Foradain wrote:
Foradain wrote:

LOD?

Level of Detail based on how close you are to the object in 3D space.
The closer you get, the better it can look... the farther out you get, the... ehhh... you don't give a rats A$$. ;D

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I have one word to describe

I have one word to describe my response: Total nerdgasm!

Two! Two words to describe my response!

- - - - -
Hail Beard!

Support trap clowns for CoT!

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:(


:(

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Maybe have fireworks near the

Maybe have fireworks near the water on 4th of July or the return of Lusca !! I like having cities near water and I'm loving the map maybe I will try to sleep until the game is ready like rip van winkle cause it's going to be a longggg two years

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OK, that's 2 completely

OK, that's 2 completely outstanding updates in a row. I feel like we're really starting to get concrete stuff now, which makes the dream seem all the more real.

If that map showing streets is indeed an indicator of standard city blocks, this city is gonna be HUGE.

Spurn all ye kindle.

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Cinnder wrote:
Cinnder wrote:

OK, that's 2 completely outstanding updates in a row. I feel like we're really starting to get concrete stuff now, which makes the dream seem all the more real.
If that map showing streets is indeed an indicator of standard city blocks, this city is gonna be HUGE.

Please do realize that the city has 35 zones, and we have 13 of them slated for when we launch. Gives us plenty of growth. We have out of city zones planned as well, for a total of 40 "mapped out."

Technical Director

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As Cinnder said, unless those

As Cinnder said, unless those zones are comparatively tiny all I can say is, "Why yes, I would like to sign up for the frequent flyer card."

- - - - -
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Great news in the update. I

Great news in the update. I'm very happy to hear about the level of quality assurance that's going on. Anything worth doing is worth doing well.

R.S.O. of Phoenix Rising

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The more I see of how

The more I see of how realistic the city will look, the happier I get, because I always felt it was the realistic (if somewhat stylised) setting of CoX that made my characters feel so super. In various wild fantasy or sci-fi settings, just about everything is fantastic, so the characters tend to kind of blend in with the backdrop. The more realistic our city looks, the more outstanding our characters will seem.

Spurn all ye kindle.

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I hope you are giving due

I hope you are giving due consideration technically to the play experience at or near capacity. Seriously, it would be great problem to have. From the way things are looking to me so far, you may be dealing with it sooner than you think... and that is a compliment to your efforts so far. Stay on the right track.

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First, thanks for the update

First, thanks for the update and all y'all do. I want this game so badly that I have a love/hate relationship with it. I appreciate you all at MWM and I love what you're doing, and I know being patient while you take the needed time to really build things right is the only sane approach--BUT I WANT THIS GAME NOOOOOOOOOOOOOOOOOOOOOOOWWW! GIVE IT! GIVE IT!!!

Ahem.

Secondly, a very small--basically inconsequential--thing that I always wistfully wished for in CoH was the ability to swim UNDER water and to have at least one underwater zone (which is one of the few things Champions did quite well, actually). With all of this waterfront, I hope at least the infrastructure will be in place to offer underwater map area and zones in the future if not at launch.

Keep up the great work! I'll be taking deep breaths and waiting :P

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

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Empyrean wrote:
Empyrean wrote:

--BUT I WANT THIS GAME NOOOOOOOOOOOOOOOOOOOOOOOWWW! GIVE IT! GIVE IT!!!

Get a hold of yourself! :{

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I can't even begin to

I can't even begin to describe the types of excited I am without sounding like I was hit over the head with a thesaurus.

Thank you all for what you're doing!!

"I don't think you understand the gravity of your situation."

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It's amazing how much of a

It's amazing how much of a boost it is just to see a map. That could have been your entire update and I would have walked away happy.

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Awesome update, Keep em'

Awesome update, Keep em' Coming! :D

Its great to finally start to see the beginnings of how our new city will look.... and it looks HUGE! You guys make the possibilities for this game seem endless. I cant WAIT to see how the end product will turn out, or even just the alpha or costume creator for CoT. Hell, just give me the next update and id even be fine with that honestly at this point!

Keep up the great work at MWM and know that you have an entire Heroic (With some villains sprinkled here and there) community eagerly awaiting the day they can pack up their things and move into their fancy new city!

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All that water!

All that water!
I would like my base to be a ridiculously sexy yacht at anchor, please : )

(Currently developing the Sapphire 7 Initiative)

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Very impressed. Interiors in

Very impressed. Interiors in EVERY building? And destructible? Wow.

I'm wondering if there will be sewers and subways too?
And if those count as additional zones/districts?
Or are they seamlessly built into each zone/district?
Would be awesome to dive from a city tower into subway flying above the heads of those walking up/down subway stairs.... and barely dodging the subway trains in the subway tunnels.

Do these districts have airports and seaports with moving/animated planes & ships? And blimps too?

And what if we have a cape... and fly too close to an airplane's turbine engine... (problems with capes...)
Maybe a bit off topic there though.

Wondering if it would be worth it to make a Zone/District forum or a Faction forum or a Lore forum... or maybe as listings or wiki.
I am already interested developing background stories for characters, using lore from zones and factions.
Will likely wait for the character generator before starting though.
But the city looks so big, must be quite a lot to work with.

Always love hearing updates.
I have several friends who keep asking me about CoT.

Pinnacle:
Solarblaze (Fire/Fire Blaster)
Kitty Phoenix (Fire/Emp Controller)
Phoenixblaze (Fire/Fire Dominator)
- A friend gifted CoH on my birthday, 5/1/2004.
I had never heard of it before then...
It still is the best birthday gift to this date.

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(No subject)

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

Roleplayer; Esteemed Villain

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[quote=desviper
desviper wrote:

And that’s not even counting travel, noncombat powers, and tertiaries
Tertiaries? Are these the "splashes" as mentioned in the KS update?

Think of them as this game's version of pool/ancilliary powers - ones you get to select to round out your character beyond your Classification and Specification-based selections.

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Wouldn't pool powers be more

Wouldn't pool powers be more akin to "non combat" and "travel" powers, which encompases almost all of CoH pools.

I hope they take *ancillaries* a little farther than in CoH, where they always felt very limited.


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Foradain wrote:
Foradain wrote:

Izzy wrote:
Looks like we might have 2 or 3 regions with Water access. :)

If by "2 or 3" you mean "about thirty-something", then, yeah, that's what it looks like to me. ^_^
The next region I see on that map without waterfront will be the first.

I hope they're planning to expand to the rest of the islands ORRRRRRRR make them supervillain lairs ;)

(or both)


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Forget costume contests I can

Forget costume contests I can't wait for pool parties in liberty harbor get your speedos out supers !

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solarblaze wrote:
solarblaze wrote:

Very impressed. Interiors in EVERY building? And destructible? Wow.

We WANT interiors in every building. Let's see if we can make it happen. No promises, but it's possible.

Destructible... well, there are places you'll be able to really wreck things. But not everywhere.

Project Lead

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If I can get that feeling

If I can get that feeling back from good ol' Mayhem Missions, even in a restricted area, I'll be happy.

Spurn all ye kindle.

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Excellent update. Sounds like

Excellent update. Sounds like the team continues to have an admirable mix of drive, vision and flexibility. As others have said, take your time, get it right. It won't be the easiest wait, but it will be SO worth it come The Day.

You say nice things about me: I admire that in a person.

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Looking good,

Looking good,

Tiny bot of def

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Expanding tertiary pool

Expanding tertiary pool function was one of the early decisions Desviper. We plan for a tertiary power pool version of EVERY PRIMARY AND SECONDARY POWER SET. Yes, I mean EVERY - from every classification. Every power set will have a corresponding tertiary power pool that contains a selection of its powers - say four, but the number isn't set I think - powered down appropriately (i.e. to whatever playtesting suggests is sufficient balance). Far enough? :D

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

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Originally CoH did take their

Originally CoH did take their ancillaries farther. They scaled them back when the player base used them extensively and in a cookie cutter fashion. They just cooked them a little too long and left em... limp.

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Another great update. I hope

Another great update. I hope you guys have figured out how to automate player maps in the user interface. I'd love to have Google Earth or Maps functionality for zooming in and around, choosing what to display on the map, and setting waypoints or even routes. With the detail you're putting into the game world, players need to be able to access and enjoy it.

Kickstart Backer # 771

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Shadow Elusive wrote:
Shadow Elusive wrote:

Expanding tertiary pool function was one of the early decisions Desviper. We plan for a tertiary power pool version of EVERY PRIMARY AND SECONDARY POWER SET. Yes, I mean EVERY - from every classification. Every power set will have a corresponding tertiary power pool that contains a selection of its powers - say four, but the number isn't set I think - powered down appropriately (i.e. to whatever playtesting suggests is sufficient balance). Far enough? :D

Wow. I don't envy you guys the balancing act for this.

It does sound awesome though. All those years I spent wishing for some small amount of mez protection for my defenders...

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Our tertiary model is based

Our tertiary model is based on rounding out. You cannot take multiples of the same kind, so if you are a Defense/Melee, you will not have any Defense or Melee tertiaries available. Then they have reduced effectiveness, a defense tertiary being roughly half as effective as a defense primary. You also will not be able to pick multiple of the same kind of tertiaries to create "uber-soopertank" by buying 4 defense tertiaries.

Technical Director

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Shadow Elusive wrote:
Shadow Elusive wrote:

Expanding tertiary pool function was one of the early decisions Desviper. We plan for a tertiary power pool version of EVERY PRIMARY AND SECONDARY POWER SET. Yes, I mean EVERY - from every classification. Every power set will have a corresponding tertiary power pool that contains a selection of its powers - say four, but the number isn't set I think - powered down appropriately (i.e. to whatever playtesting suggests is sufficient balance). Far enough? :D

YES! :)

Doctor Tyche wrote:

Our tertiary model is based on rounding out. You cannot take multiples of the same kind, so if you are a Defense/Melee, you will not have any Defense or Melee tertiaries available. Then they have reduced effectiveness, a defense tertiary being roughly half as effective as a defense primary. You also will not be able to pick multiple of the same kind of tertiaries to create "uber-soopertank" by buying 4 defense tertiaries.

Half seems somewhat harsh, but I presume this is half before enhancements, which could bring it much closer to a base value of a class/spec version.

So, e.g., as a Partisan (Corr) with Fire/[empathy analog] I couldn't take an Ice Blast attack? Or it would be 1/2-ish effectiveness?

I'd prefer the latter.
E.g., if I wanted a classic four elements character that's say a Partisan with [Assault Rifle]/[Therm], I would also like to have a (weakened) fire blast for RP purposes I guess, rather than settling for a melee or mez alternative.


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Doctor Tyche wrote:
Doctor Tyche wrote:

Our tertiary model is based on rounding out. You cannot take multiples of the same kind, so if you are a Defense/Melee, you will not have any Defense or Melee tertiaries available. Then they have reduced effectiveness, a defense tertiary being roughly half as effective as a defense primary. You also will not be able to pick multiple of the same kind of tertiaries to create "uber-soopertank" by buying 4 defense tertiaries.

Makes perfect sense.

I was actually thinking about my defenders in CoH who would have killed for (for instance) the mez protection power from the regen set. Even at half value, it would have been invaluable in keeping them up and running.
I don't know how many curses I used when my carefully layered defensive toggles would be shut off because of a 1/20000 second duration mag 1 sleep component that was in virtually every single power from a bad guy from level 40 on.

And the headache for you guys (I imagine) is making sure that the world doesn't become Titan city of Fulcrum Shift or whatever power could become OP in the wrong hands. Even at half value it would have given a better return than Soul Drain and could be easily perma-able.

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That feels so fluid. Can we

That feels so fluid. Can we get some expansion soon on how the tertiaries are intended for now? I'm seeing a lot of open-ended and likely blocked options in just imagining the classification table.

Example, I could have a warden (support/melee) that then takes on a bit of a ranged tertiary. Could he also take assault tertiaries? Would he be limited to taking ranged, manipulation, and control tertiaries instead? Could a vindicator (support/assault) take both ranged and melee tertiaries?

I must know moar!!! :D

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I'm sure a lot of the

I'm sure a lot of the decision process as to which powers go into the tertiaries will be based on this idea, among others: what is too hard to balance, what is of the most use to the most players in the most manageable fashion, etc. I have faith in the gameplay and tech team on this front.

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desviper wrote:
desviper wrote:

Doctor Tyche wrote:
Our tertiary model is based on rounding out. You cannot take multiples of the same kind, so if you are a Defense/Melee, you will not have any Defense or Melee tertiaries available. Then they have reduced effectiveness, a defense tertiary being roughly half as effective as a defense primary. You also will not be able to pick multiple of the same kind of tertiaries to create "uber-soopertank" by buying 4 defense tertiaries.
Half seems somewhat harsh, but I presume this is half before enhancements, which could bring it much closer to a base value of a class/spec version.
So, e.g., as a Partisan (Corr) with Fire/[empathy analog] I couldn't take an Ice Blast attack? Or it would be 1/2-ish effectiveness?
I'd prefer the latter.
E.g., if I wanted a classic four elements character that's say a Partisan with [Assault Rifle]/[Therm], I would also like to have a (weakened) fire blast for RP purposes I guess, rather than settling for a melee or mez alternative.

You presume here that the sets are hard coded to Fire or Ice.

Properly, Fire and Ice are themes, not powersets.

It'll be hard to explain until we have the system finished, lots of work still going on there. But trust me, the design is such that you do not need tertiaries to need an ice blast for an otherwise burning ranged attacker.

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True, I am still trying to

True, I am still trying to rewire from CoH to CoT.

However, in the same example, I assume Fire and Ice have their own secondary effects, i.e, fire is temperature [fire] damage with DoT, whereas Ice is temperature [cold] damage with movement debuff.

I guess it's picky to want the looks and effects to match a fire/ice attacker, but still, I'll take your word for it.*

*editted from original.


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When I was a little kid, I

When I was a little kid, I once walked into the kitchen while my mom was making dinner. For her, that experience was a lot "What's that, mom?" and "Where are you going to put that thing?" and "Why do you stir the cookie batter that way?" which very quickly got to the point where she threw me out of the kitchen so she could get some food actually prepared without having to explain to me what kind of plant a potato was. As curious as I am about all things CoT from the update, I'm resisting the urge to try to "help" make the game at this stage by asking all of the questions I have. All I'm going to say is "I love you, mom." and leave it at that.

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Shadow Elusive wrote:
Shadow Elusive wrote:

Expanding tertiary pool function was one of the early decisions Desviper. We plan for a tertiary power pool version of EVERY PRIMARY AND SECONDARY POWER SET. Yes, I mean EVERY - from every classification. Every power set will have a corresponding tertiary power pool that contains a selection of its powers - say four, but the number isn't set I think - powered down appropriately (i.e. to whatever playtesting suggests is sufficient balance). Far enough? :D

Holy "I don't believe it!"

No kidding, years ago in a discussion with my son, who also played CoH for years--since he was 8 years old--about how I would build a CoH 2, I said I'd probably make a Primary, Secondary, and Tertiary power set system for every power with decreasing potency and number of choices to give both character uniqueness and flexibility, and ease of re-using developed powers and balancing.

I can't believe you guys are doing this. This is so exciting to me. Not because I speculated about it--I speculated about a lot of things--but because it shows the lines down which you are thinking, and they are exciting in both their innovation and practicality.

Yes, I just gave myself a back-handed compliment, but that wasn't my intent. I just couldn't contain my excitement about this insight into what kind of game this is really going to be.

Also, I've been doing a lot of research into the Unreal 4 engine vs the other main engines, and I have to say, for this game and how it's being developed, I think you guys made the perfect choice.

NAOOOOOOOOOW! I want it naaoOOOOOW! Give it!

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

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summer-heat wrote:
summer-heat wrote:

... Could a vindicator (support/assault) take both ranged and melee tertiaries? ...

Every time i hear someone mention vindicator, i think back to SPAWN the movie. http://youtu.be/LjxjDDXXqrQ?t=1m52s :P

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I think of the leader of

I think of the leader of Canada's Alpha Flight in Marvel Comics http://en.wikipedia.org/wiki/Alpha_Flight. How old am I? :P

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

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summer-heat wrote:
summer-heat wrote:

That feels so fluid. Can we get some expansion soon on how the tertiaries are intended for now? I'm seeing a lot of open-ended and likely blocked options in just imagining the classification table.
Example, I could have a warden (support/melee) that then takes on a bit of a ranged tertiary. Could he also take assault tertiaries? Would he be limited to taking ranged, manipulation, and control tertiaries instead? Could a vindicator (support/assault) take both ranged and melee tertiaries?
I must know moar!!! :D

The trade-off for the Assault and Manipulation categories is that they severely limit tertiary access. The trade-off necessary for the flexibility inherent in the designs.

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LOL Radiac!

LOL Radiac!

I do have one question for the devs, though: will these tertiaries be available only in the higher levels, like CoX Epic Power Pools, or will we get access to them sooner?

Spurn all ye kindle.

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Cool - thank you DT!

Cool - thank you DT!

I'm really glad the kickstarter made it to the character creator app perk... It's gonna be so nice to have as many details already sorted out before launch so I can actually play that first week.

Week? ok month... LOL decisions decisions!

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I resemble that remark, Empy.

I resemble that remark, Empy.

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So tertiary powers are at 1/2

So tertiary powers are at 1/2 effect of the same power as a primary power. Simple extrapolation provides a linear reduction in power effectiveness based on the order in which it is chosen.

Primary powers operate at 100% base effectiveness obviously.
Extrapolated Secondary Baseline for the same power would then be 75% of the effect since, as just stated,
Tertiary Powers are at 1/2 or 50% effectiveness of the same power as a primary power.

So, as an example using a CoH frame of reference, a player could have:
A Stone Armor Tank with Fire Melee and (A limited selection of iconic powers from) Kinetics?

In CoT terms:
A mixed defense/resistance armored defense theme set using 'summoning stone and crystals' for animations and a Burning Melee theme set with 'fire' animations alongside a tertiary involving 'buffs to the team and character that are dependent on attacks hitting and debuffing the enemy' as a theme with a generic 'your energy is mine, both kinetic and potential' animation effect.

Wait...ALL POWERSETS?

PET TERTIARIES! Not at launch, but eventually!

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Are all archetypes going to

Are all archetypes going to have access to all powers through tertiaries? From reading this thread I know you are going to limit a defense class from choosing defense tertiary to prevent overpowered stacking on one character(at least that is how I understood the limits) but as an example, will an Enforcer have access to all the same powers through Secondary or Tertiary powersets the same as a Guardian, Ranger, etc? My concern is getting the same flavor no matter the archetype because I could choose the same powers and the only difference being the numbers behind the scenes. I don't read the forums much but what I gathered you did not want to limit peoples playstyle but what reason to play archetypes if they all have access to the same powers? The flavor to me comes from a new set of powers not accessible by the other archetypes not the degree of strength they come in. How will archetypes feel unique beyond just a difference in effectiveness of the power, if my interpretation above is correct?

Reward tactics as well as damage dealing.

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There will be unique sets for

There will be unique sets for each Class. If a Spec uses a secondary type which stems from another Class's primary, they will have access to the same sets barring anything unique. Tertiary sets culled from a primary set are not the entire set; they have less powers. If say an Enforcer class decides take the burning themed control tertiary, the tertiary will have less powers to choose from compared to the actual control themed primary it was made from.

Another thing which may affect what secondary power sets a class can have is if for whatever reason, testing proves the secondary just does not work for the class well. Should that prove to be the case, either that secondary won't be added to the class, or the set would need to be altered sufficiently which would make the set a bit more unique to that class compared to its primary version. Understandably this will hopefully be an exception and not a norm or proliferation will prove long and arduous developmentally.

Further more, classifications will have additional uniqueness based on the Mastery options you choose. These will affect the play style of our class. If you haven't seen the post, Masteries, A Primer was our previous update.


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This looks amazing keep it up

This looks amazing keep it up guys and gals.

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Exactly what I wanted to hear

Exactly what I wanted to hear...unique sets for each Class. Thanks for the clarification, Tannim. :)

Reward tactics as well as damage dealing.

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I'm with you, Savage -- I

I'm with you, Savage -- I want the classes to feel different in the way you describe, so I'm also gladdened by Tannim's response.

Spurn all ye kindle.

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Tannim222 wrote:
Tannim222 wrote:

There will be unique sets for each Class. If a Spec uses a secondary type which stems from another Class's primary, they will have access to the same sets barring anything unique. Tertiary sets culled from a primary set are not the entire set; they have less powers. If say an Enforcer class decides take the burning themed control tertiary, the tertiary will have less powers to choose from compared to the actual control themed primary it was made from.
Another thing which may affect what secondary power sets a class can have is if for whatever reason, testing proves the secondary just does not work for the class well. Should that prove to be the case, either that secondary won't be added to the class, or the set would need to be altered sufficiently which would make the set a bit more unique to that class compared to its primary version. Understandably this will hopefully be an exception and not a norm or proliferation will prove long and arduous developmentally.
Further more, classifications will have additional uniqueness based on the Mastery options you choose. These will affect the play style of our class. If you haven't seen the post, Masteries, A Primer was our previous update.

I remember LONG ago, posting my proposal for the Hybrid Archetype for CoH/CoV. I found the archived forum post Here. :D

I know you said that specifications wont work anything like that... but i though it was an interesting way to attempt it, if/when it might come up in discussion. ;)
Anyways, I posted that way back when, and i might not see things Exactly the same now. Just an FYI. ;)

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As a player of CoH since its

As a player of CoH since its inception date, I am so looking forward to COT! Nine of us played together on CoH and we are still playing together, going from game to game and waiting for CoT to start. You can bet the nine of us will return to fighting crime in the city as soon as we can!! Keep up the good work!

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Glad to see a great content

Glad to see a great content update!

So far I have no qualms with any of the ways powers and classes will work. It should be easier to understand when we interact with the game as well.

Keep it going!

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Sadly I never got to play COH

Sadly I never got to play COH, and really wanted too. I am waiting patiently for COT. Tried playing DCUO and it is a sad excuse, and an even poor one for COH. I'm behind you 100%

More human than NPC, and don't you forget it!!!

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Thanks for the update.

Thanks for the update. Differences in the building is great, especially being able to enter. Location of weapon harness, being a choice is great, as well. The addition to the costume customization sounds like it will give characters more personality. Other MMO costumes are too repetitive, too many run around looking alike. No one ever looked like me in COH/COV, with these costume adds it should be even better.
Please give option for elemental limbs, and body parts (shadow, fire, ice, water, plant, energy, toxicity, etc)
Plus travel that looks like one of your elements, you are comprised of.

RAN Ink

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Doctor Tyche wrote:
Doctor Tyche wrote:

You presume here that the sets are hard coded to Fire or Ice.
Properly, Fire and Ice are themes, not powersets.
It'll be hard to explain until we have the system finished, lots of work still going on there. But trust me, the design is such that you do not need tertiaries to need an ice blast for an otherwise burning ranged attacker.

If this means that theoretically you could re-create Aang, I'm so stoked!

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1/2 for defensive generally

1/2 for defensive generally will work . But base damage for offensive should be somewhat more.

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I would love to hear more

I would love to hear more about the healing sets in this game. Saving grace and aftermath sound really interesting and I think I have an idea on how they work but would love to hear about them

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Mind-Freeze wrote:
Mind-Freeze wrote:

I would love to hear more about the healing sets in this game. Saving grace and aftermath sound really interesting and I think I have an idea on how they work but would love to hear about them

We don't have healing sets as much as we have Support Sets. While a Support Set may provide some healing, the majority of our Support Sets are not built around healing. All of our Support Sets provide ways to aid allies, or impair enemies some leaning more towards one of these aspects over the other.

With this basic set up in mind, all of the Guardian Masteries have to be usable with each type of Support Set, but some may be better paired with certain types of sets over others. This is no different for any Classification. With this small bit of info in mind, I'll provide a slight detail of the two Masteries you mentioned. Keep in mind, this is still subject to change.

Saving Grace: The more your allies need your help, the stronger your help becomes.
This Mastery is meant to work well with both buffs and debuffs. Probably best suited for team-oriented play, but may eventually be useful solo at the right tiers.

Aftermath: Your effects can quickly stack and spread.
This Mastery is leans more toward enemy impairment. Even if a chosen primary set leans more toward ally buffs, there will still be some options for impairment in them. Should a player choose not to take them and choose Aftermath, there may be effects from their Secondary that can leverage the effects of Aftermath, though this may be more difficult to do.


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Cool thank you for the fast

Cool thank you for the fast response and the detail for each one just makes me more excited and can't wait til release thank you again !!!

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Tannim222 wrote:
Tannim222 wrote:

We don't have healing sets as much as we have Support Sets. While a Support Set may provide some healing, the majority of our Support Sets are not built around healing. All of our Support Sets provide ways to aid allies, or impair enemies some leaning more towards one of these aspects over the other.

I love hearing this. Not having healers per se was one of the ways that made CoX stand out from the crowd and be more flexible, so I'm glad to see CoT embrace this philosophy as well.

Spurn all ye kindle.

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Mostly for this reason - at

Mostly for this reason - at least in my case - some of us have taken to calling healing a buff. After all, the only difference between something like a defense bonus and a heal is whether it is proactive or reactive. It'd be nice to see the "heal is a buff" philosophy catch on but it won't spoil my day if it fails to do so.

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Voldine wrote:
Voldine wrote:

So tertiary powers are at 1/2 effect of the same power as a primary power. Simple extrapolation provides a linear reduction in power effectiveness based on the order in which it is chosen.
Primary powers operate at 100% base effectiveness obviously.
Extrapolated Secondary Baseline for the same power would then be 75% of the effect since, as just stated,
Tertiary Powers are at 1/2 or 50% effectiveness of the same power as a primary power.
So, as an example using a CoH frame of reference, a player could have:
A Stone Armor Tank with Fire Melee and (A limited selection of iconic powers from) Kinetics?
In CoT terms:
A mixed defense/resistance armored defense theme set using 'summoning stone and crystals' for animations and a Burning Melee theme set with 'fire' animations alongside a tertiary involving 'buffs to the team and character that are dependent on attacks hitting and debuffing the enemy' as a theme with a generic 'your energy is mine, both kinetic and potential' animation effect.
Wait...ALL POWERSETS?
PET TERTIARIES! Not at launch, but eventually!

You may need to use the 100% primary 85% secondary 70% tertiary scale in two cases.

Base damage of invoked powers who's primary purpose is to do damage.
Innate defense and hit points of pets.

No one wants to summon a pet that instadies.
I can imagine the boards full of trolls and ranters how damage power tertiarys are useless.
Spending twice the endurance and time. At 70% the math is not so obvious and it can be a hard decision.

In a CoH a number of melee power pool powers had their base damage increased to make them desirable.