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Question for the Players: What Do You REALLY Want?

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Cinnder
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Gangrel wrote:
Gangrel wrote:

But the whole blind inviting (especially when I was in a mood for soloing) was something else, because I tended to get them when I had my status set to "SOLOING" (or "not able to team right now").

Yeah, that whole status thing never seemed to have much effect in CoX. It seemed pretty rare that anyone even looked to see what mine was set to before inviting me to team. I'm not sure how to do it, but it would be nice if one's status were a bit more prominent when someone tries to send an invitation. Maybe even allow one to set a status that automatically blocks blind invitations?

Spurn all ye kindle.

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wyruzk wrote:
wyruzk wrote:

keep it to a one-liner (or someone concat all this thread, lol)
.
i want: real physics in 3d/4d.. i want my punches to hit if i am on target, not just have target in 120 degree cone and within 5/10 ft. I want damage to scale depending on my accuracy; if i am too close, my punches will be weaker, if i am too far away, i will miss, if i am too much to the left/right, it will be glancing blow or miss, etc... scale logarythmically [damn, did i spell that right? lol]
.
that's all for now, since any more and it will just get skipped :)
ps. i wouldn't mind a scheme that allows for the use of 2 meese at same time, movement and targeting, plus extra buttons, of course, plus keyboard, of course
.
ok, that is 2 things, i'm done

If that happens, we've just built a game I can't play, and neither will many of CoH's core audience. This is a spiritual successor to CoH and one of the very early design decisions was not to have combat too twitchy so that CoH's casual older gamers will be comfortable with it.

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Environment destruction - one

Environment destruction - one thing I hated about Coh is that whenever I missed with a ray or whatever, it would just miss and nothing happened to the environment that it hit, or when I hit an enemy and he hit the wall, he would just stop. On every single xmen, or avengers movie there is alot of environment damage...I want to hit a guy and he fly 20 feet through two buildings and ends up a block away....just have a robotic work force or something that fixes them quickly...

As far as powers...I don't think you should go with just fire. What you should do is have heat based and a sub category could be Fire which would be better for one-on-one and solar, which would be more crowd control. Or energy based, with sub categories of laser which is one-on-one, atomic which is area of effect, negative which could be dark matter weapons Martial arts should have Krane, MMA, Wing Chun, Tai Chi, Sumo...etc..
Going with just energy and martial arts is just mundane.

More importantly is the application of the powers. You should be able to pick any power you want. For instance, if you have 1 power offensive and 1 defensive or two offensive or whatever, you can make those powers unbelievably powerful. So, for instance Wolverine has claws and invulnerability and those are the only two powers he has but he is amazing with both of them. Cyclops has eye beam and that is all he has and he is, again, awesome with that eye beam. That adds so much strategy to combat, because strengths and weaknesses are more apparent.

Now, if you want flexibility in a character, you can have more than one power, but you can only level 1 power per level at certain levels. I think from level 1-5 you can level 1 power (because that is what you are known for and you can only have that power initially) but from level 6-10 (and you have more than 1 power), you can level 2 powers at 6, 1 power at 7, then 2 power at 8...etc. Or you can have powers that are outside of your category (if you really need to have categories of powers) level slower. Level with personal experience adds to the accuracy of a power and the ways you can use it. For instance, shooting lasers at two different opponents with either hand at the same time (which I hope you add the ability to shoot at one enemy with one hand and another enemy with the other and it makes have just 1 powerful power alot better), and the more you hit with a power increases your confidence with a power which adds to its strength and levels the actual power itself. That is what makes it look more powerful over time.

The power should look differently the more levels the power increases. So, first level lets say, beam will look like a thin beam, but as as the power gets higher in levels, the way it sounds should change, the way it looks should change...etc.

Also, weapons or powers should be able to come from certain places on the custom...like eyes, or a certain part of the body...you should be able to choose. Like in COH, you had helmets that had a part of it that a power could emit from, I would have like to have a power come from there...like a beam or whatever.

Also, having just one power, their should be virtually no delay in using the same power if and only if you have 2 or less powers. More than two powers and there should be a cool down or a switch that you correlate to the delay between the mind and the power itself being implemented (I guess) up to level 30. After level 30 the amount of powers with no delay goes up by 1. I mean think about it, Dr. Doom having a delay in his beam weapons...makes no sense...never seen a super villain have to wait for a power to "load"...maybe a b-list villain (like I know what a b-lister is?!?)

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jdhutch2972 wrote:
jdhutch2972 wrote:

Environment destruction - one thing I hated about Coh is that whenever I missed with a ray or whatever, it would just miss and nothing happened to the environment that it hit, or when I hit an enemy and he hit the wall, he would just stop. On every single xmen, or avengers movie there is alot of environment damage...I want to hit a guy and he fly 20 feet through two buildings and ends up a block away....just have a robotic work force or something that fixes them quickly...

Seconded on the environment destruction, except maybe sending the guy a block away, I don't want to have to chase him down ^_^

Quote:

As far as powers...I don't think you should go with just fire. What you should do is have heat based and a sub category could be Fire which would be better for one-on-one and solar, which would be more crowd control. Or energy based, with sub categories of laser which is one-on-one, atomic which is area of effect, negative which could be dark matter weapons Martial arts should have Krane, MMA, Wing Chun, Tai Chi, Sumo...etc..
Going with just energy and martial arts is just mundane.
More importantly is the application of the powers. You should be able to pick any power you want. For instance, if you have 1 power offensive and 1 defensive or two offensive or whatever, you can make those powers unbelievably powerful. So, for instance Wolverine has claws and invulnerability and those are the only two powers he has but he is amazing with both of them. Cyclops has eye beam and that is all he has and he is, again, awesome with that eye beam. That adds so much strategy to combat, because strengths and weaknesses are more apparent.
Now, if you want flexibility in a character, you can have more than one power, but you can only level 1 power per level at certain levels. I think from level 1-5 you can level 1 power (because that is what you are known for and you can only have that power initially) but from level 6-10 (and you have more than 1 power), you can level 2 powers at 6, 1 power at 7, then 2 power at 8...etc. Or you can have powers that are outside of your category (if you really need to have categories of powers) level slower. Level with personal experience adds to the accuracy of a power and the ways you can use it. For instance, shooting lasers at two different opponents with either hand at the same time (which I hope you add the ability to shoot at one enemy with one hand and another enemy with the other and it makes have just 1 powerful power alot better), and the more you hit with a power increases your confidence with a power which adds to its strength and levels the actual power itself. That is what makes it look more powerful over time.

This works very well on a tabletop with a fully sapient GM crafting adventures to keep things challenging for a half dozen or so players, but it requires a lot more effort as the number of players rises, trying to make content that will challenge those whose builds are exactly what is needed for a given scenario but won't overwhelm a character that is more generalized, let alone those specialized in what is [I]not[/I] needed for the given scenario, when you can't know when you make the content how far people will go in which directions.

Quote:

The power should look differently the more levels the power increases. So, first level lets say, beam will look like a thin beam, but as as the power gets higher in levels, the way it sounds should change, the way it looks should change...etc.
Also, weapons or powers should be able to come from certain places on the custom...like eyes, or a certain part of the body...you should be able to choose. Like in COH, you had helmets that had a part of it that a power could emit from, I would have like to have a power come from there...like a beam or whatever.

As for the animation, I'll be happy if they get one I can use that's close to my concept for a given character's power. I don't need multiple versions for the same power. And I think they are planning to have many emanation points you can choose from. Possibly even from a dragon sitting on your shoulder ^_^.

Quote:

Also, having just one power, their should be virtually no delay in using the same power if and only if you have 2 or less powers. More than two powers and there should be a cool down or a switch that you correlate to the delay between the mind and the power itself being implemented (I guess) up to level 30. After level 30 the amount of powers with no delay goes up by 1. I mean think about it, Dr. Doom having a delay in his beam weapons...makes no sense...never seen a super villain have to wait for a power to "load"...maybe a b-list villain (like I know what a b-lister is?!?)

I think you might find looking at the Kickstarter updates useful. Winter has made a [url=http://cityoftitans.com/forum/kickstarter-update-reference-list]useful list of links[/url], I think you'll be most interested in [url=https://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans/posts/625583]# 12[/url] and [url=https://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans/posts/645893]# 37[/url].

Foradain, Mage of Phoenix Rising.
[url=https://cityoftitans.com/forum/foradains-character-conclave]Foradain's Character Conclave[/url]
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* Extremely good character

* Extremely good character creator
* RP-fertile game setting
* avoid any boxing player origin stories in with canned spam game storytelling, let us tell that story
* Lots of emotes
* please let the look of the game be more "graphic novel" and less "i did this with a crayon" (i'm looking at you champions online)
* fluid and fun powers/abilities and ability animations (it really does make using them for hours on end more enjoyable).
* when it comes time to balance things, someone lock up all the sledge hammers, and issue screwdrivers!
* please crush the 'holy trinity' gameplay, which every other MMO (except CoH) worships.
* please pay careful attention to the sense of detailed checks & balances in power/ability design in CoH.
* please bring us an intricate elemental energy system with varied effects and synergies (like CoH had).
* convey a sense of power to the character, just challenge us with even more powerful/numerous foes, but let us feel like a bad*** while we play.
* set up a hotline so you can call Matt(positron) and/or others central to the CoH dev team, who feel willing to offer insight on the directions and decisions made in CoH, so that we can learn from past mistakes, and past genius calls.

Cinnder
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Nice list! And lol re:

Nice list! And lol re: crayon. :-)

Spurn all ye kindle.

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On a note related to NPCs /

On a note related to NPCs / contacts, I think it would be neat if, in certain cases, the player can choose their contact from among several NPCs. The text and missions would not change, so this would primarily be a cosmetic effect. From an RP perspective this could be as simple as the PC liking that NPC better than the others, or that "psych eval has shown that he responds well to butch, bearded women, so he's yours, Agent Bond."

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Cinnder
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Darth Fez wrote:
Darth Fez wrote:

On a note related to NPCs / contacts, I think it would be neat if, in certain cases, the player can choose their contact from among several NPCs. The text and missions would not change, so this would primarily be a cosmetic effect. From an RP perspective this could be as simple as the PC liking that NPC better than the others, or that "psych eval has shown that he responds well to butch, bearded women, so he's yours, Agent Bond."

I like the idea of being able to choose the contact, but I'd want at least the text to change, and possibly even some aspects of the mission. I'd hope NPCs have enough "flavour" to make them talk in differing styles, colloquialisms, etc. I'd also like to see them have differing perspectives on missions, possibly assigning secondary objectives specific to the NPC.

Spurn all ye kindle.

Darth Fez
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True, the text essentially

True, the text essentially falls under the cosmetic aspect. Secondary objectives tailored to the NPCs, potentially tied to a separate story (either something personal or related to some other work that NPC is doing), is a neat idea. That would help provide them with a little extra personality, especially if such NPCs proved to among the recurring characters the player encounters.

Makes me wonder if NPCs in CoT will have 'family trees', so to speak, as opposed to the more typical approach of handing PCs off to some "I know this guy who knows a guy" person. Something in the vein of the theory of six degrees of separation. As a quick and dirty example, the PC helped out Mrs. Durham who, at some point, mentioned Dr. Freeman. A little later in the PC's career Dr. Freeman shows up as a contact.

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Cinnder
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Darth Fez wrote:
Darth Fez wrote:

True, the text essentially falls under the cosmetic aspect. Secondary objectives tailored to the NPCs, potentially tied to a separate story (either something personal or related to some other work that NPC is doing), is a neat idea. That would help provide them with a little extra personality, especially if such NPCs proved to among the recurring characters the player encounters.

Plus it would allow the devs to reuse mission assets while providing us players with a bit of variety.

Darth Fez wrote:

Makes me wonder if NPCs in CoT will have 'family trees', so to speak, as opposed to the more typical approach of handing PCs off to some "I know this guy who knows a guy" person. Something in the vein of the theory of six degrees of separation. As a quick and dirty example, the PC helped out Mrs. Durham who, at some point, mentioned Dr. Freeman. A little later in the PC's career Dr. Freeman shows up as a contact.

That sounds like a neat idea. And of course, all paths would eventually lead to Kevin Bacon.

Spurn all ye kindle.

Darth Fez
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And, if we're lucky, a hot

And, if we're lucky, a hot blonde.[color=red]*[/color]

[img]http://www.notasdecine.es/files/2011/01/kevin-bacon-sebastian-shaw.jpg[/img]

[br]
[color=red]*[/color] Okay, if I'm lucky. Not gonna speak for the rest o' all y'all.

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Darth Fez wrote:
Darth Fez wrote:

And, if we're lucky, a hot blonde.*

* Okay, if I'm lucky. Not gonna speak for the rest o' all y'all.

That can happen, but only if it turns out she is really a Man in Disguise.

[url=https://www.youtube.com/watch?v=QhBr0lPNuuU] [img]http://i.imgur.com/PERNWwy.png[/img] [/url]
(click on image above to see your reaction. might be disturbing to minors*)

"Disappointo Strikes Again!" *Evil Laugh* >;D

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I feel like I’m late to the

I feel like I’m late to the party, but here are my thoughts on things I’d love to see some variation of in City of Titans. I understand that not everything can be available right out of the gate, but one thing I loved about CoX was the continual support with new issues, content, costume parts, and story content.

The ability to “copychat” clean text, without lines of code before every sentence. As a long-time RP’er, I copychatted most of the RP sessions I took part in, and it was great to have the ability to save pages of dialogue and emotive text. It was also a pain, later in the game, to have to do extensive “clean-up” of code strings at the beginning of each line. If we could avoid that, but still have the option of copying sizable chunks of chat-text, that would be wonderful.

The ability to tint the text of various players, so that one conversaton doesn’t get lost in the chat-scroll in public gathering places in-game.

Definitely a reasonbly sized bio-screen, visible on request for other players to ‘surf’. I so very much enjoyed reading the many highly creative alt-origin bios written by the many players in CoH.

Different story arcs depending on your archtypes and the different Contacts you went to. I loved that CoH had so much widely varied content - and not just lots of missions, but missions that made you feel like a hero (or a villian). None of this “Go kill 40 wolves” stuff, but missions that contributed to actual storylines.

Definitely something similar to Sidekicking/Exemplaring. I cannot TELL you how much easier it was for my SG to organize teams when we didn’t have to juggle mission levels so that everyone could enjoy them... or worse, have to tell a SG member on Team Night that they couldn’t team with the rest of us because their character was still too low to particpate in the group’s general mission levels. What a pain that was.

Robust tools for building Superhero / Supervillian Bases. So many people, myself included, loved the ability to build an amazing variety of bases spanning many themes. It was terrific to see all the creativity poured into bases.

A Character Creator that gives the option not just for fantastic outfits, but for vast customizable choices for the person themself – not just a few sliders to tweak on a basic face, but all kinds of faces - old, young, happy, quizzical, sad, angry, beautiful, ordinary, human, alien, animalistic, robotic.... I don’t want my alts to be costumed kewpie-dolls, like in Champions Online, but real characters with real personalities.

A choice of “walk” and “sit” emotes for both genders. Not every Heroine wants to do the runway walk, nor sit with legs primly crossed. Just sayin’.

In terms of powers, I would dearly love to see some power like the COH Kinetic debuff and buffs. It made a terrific secondary to the Psy powersets, and it was always great to be able to SB teammates.

Lastly, Tazi’s Recipe for a Good Game was brilliant. What he said!

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Nyghtshade wrote:
Nyghtshade wrote:

I feel like I’m late to the party, but here are my thoughts on things I’d love to see some variation of in City of Titans. I understand that not everything can be available right out of the gate, but one thing I loved about CoX was the continual support with new issues, content, costume parts, and story content.
The ability to “copychat” clean text, without lines of code before every sentence. As a long-time RP’er, I copychatted most of the RP sessions I took part in, and it was great to have the ability to save pages of dialogue and emotive text. It was also a pain, later in the game, to have to do extensive “clean-up” of code strings at the beginning of each line. If we could avoid that, but still have the option of copying sizable chunks of chat-text, that would be wonderful.
The ability to tint the text of various players, so that one conversaton doesn’t get lost in the chat-scroll in public gathering places in-game.
Definitely a reasonbly sized bio-screen, visible on request for other players to ‘surf’. I so very much enjoyed reading the many highly creative alt-origin bios written by the many players in CoH.
Different story arcs depending on your archtypes and the different Contacts you went to. I loved that CoH had so much widely varied content - and not just lots of missions, but missions that made you feel like a hero (or a villian). None of this “Go kill 40 wolves” stuff, but missions that contributed to actual storylines.
Definitely something similar to Sidekicking/Exemplaring. I cannot TELL you how much easier it was for my SG to organize teams when we didn’t have to juggle mission levels so that everyone could enjoy them... or worse, have to tell a SG member on Team Night that they couldn’t team with the rest of us because their character was still too low to particpate in the group’s general mission levels. What a pain that was.
Robust tools for building Superhero / Supervillian Bases. So many people, myself included, loved the ability to build an amazing variety of bases spanning many themes. It was terrific to see all the creativity poured into bases.
A Character Creator that gives the option not just for fantastic outfits, but for vast customizable choices for the person themself – not just a few sliders to tweak on a basic face, but all kinds of faces - old, young, happy, quizzical, sad, angry, beautiful, ordinary, human, alien, animalistic, robotic.... I don’t want my alts to be costumed kewpie-dolls, like in Champions Online, but real characters with real personalities.
A choice of “walk” and “sit” emotes for both genders. Not every Heroine wants to do the runway walk, nor sit with legs primly crossed. Just sayin’.
In terms of powers, I would dearly love to see some power like the COH Kinetic debuff and buffs. It made a terrific secondary to the Psy powersets, and it was always great to be able to SB teammates.
Lastly, Tazi’s Recipe for a Good Game was brilliant. What he said!

There has been a lot of posting--good posting--about gaming mechanics and game building philosophy, but, to me, this post gets more to the heart of what made CoH different and special--what really made CoH what it was.

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

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I'll engage in a bit of cross

I'll engage in a bit of cross-posting, here, since this thread strikes me as more fitting for the thought than the one in which I had original posted (responded to) it:

AaronH wrote:

They presented the idea that there would be multiple different story paths that a player would choose from, and that would determine who their contacts were and what missions they would get.

This kicked off a bit of an idea.

It would be really cool if some contacts provided different missions depending on how they were reached (or unlocked, if you will).

To use AaronH's example, a lawful or vigilante type might use the force of threats[color=red]*[/color] to coerce a criminal to assist them.
An unlawful hero/villain would obtain the same contact as a gopher or a middleman.

The missions needn't be vastly different and, in some cases, could even be the same mission seen from a different perspective. They could even be mission arcs that play out with the PC playing one of two main roles, i.e. the good (or 'good') guy trying to prevent something from happening while the bad (or 'bad') guy works toward pushing it through.

[br]
[color=red]*[/color] The standard 'help me or I'll arrest you' or 'help me or I'll kill you and frame your wife for tax fraud' kind of scenarios.

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So will our contacts be

So will our contacts already be engaged in an action even before we approach them? (ex: playing Craps with his friends. Ohh.. Snake Eyes! :/)

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Ideally, yes. A few months

Ideally, yes. A few months ago I made a post to the effect that it would be nice, for variety and immersion, if NPCs moved about to provide the impression that they lived their own lives. At the very least they could do more than stand about under a street light.

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Great Picture!

Empyrean Great Picture!

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I have a (what I think is a)

I have a (what I think is a) novel idea regarding Contacts. How about instead of having to go to them (except the first time which should be face to face) or even calling them they can just text us a message. Not all the time, but then if we're in the middle of a 5-mission arc and the third mission is a bit of a quickie then why not change things up a bit? We call our contact after one mission to let them know the results. Our contact is busy so he asks us to check up on a witness, follow a suspect or some other innocuous task. It can be just a few lines of text. Of course, when we get there stuff happens but the contact didn't KNOW that...

Not every mission has to be framed out as a tactical exercise or major operation. Sometimes we get the call to go to the diner and talk to the informant.

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

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Darth Fez wrote:
Darth Fez wrote:

Ideally, yes. A few months ago I made a post to the effect that it would be nice, for variety and immersion, if NPCs moved about to provide the impression that they lived their own lives. At the very least they could do more than stand about under a street light.

I, personally, would like this as well, but the few times I've seen it done it only served to confuse people and lead to tons of people spamming the zone chat with "where the hell is the contact???"

One example I can think of was in the STO summer event on Risa, there was a mission contact who only appeared during the daylight hours (well, "minutes", actually, but you know what I mean) and the mission objectives were only findable after dark. No matter how many times it was explained to people over open zone chat, there seemed to be twice as many who had trouble with it.

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

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A contact should always be

A contact should always be available, unless there is a compelling reason for this not to be the case. Between mobile phones, e-mail, voice mail, social media, and other technologies there really is no reason that a contact should not be available or cannot provide information.

Yes, contacts or missions objectives that are only available during certain times are a pain in the ass. 15 minutes may not feel long when I have something to do, but if I have to sit around and twiddle my thumbs because the bees that pollinate the starlight daffodils only come out at night, it's a very long time. Since this typically means I only have 15 minutes to complete the mission, there had damn well better be a lot of bees. Especially if there are also other people waiting on the nocturnal bees.

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Dinma wrote:
Dinma wrote:

Empyrean Great Picture!

Thanks! Darth helped me get the sig size right :).

Makes me realize how well the CoH graphics held up. That's just a straight screen shot. The basic modles were getting dated but were VERY classic comics style and held up well. And look at those light and particle effects. Better than anything I saw in Champions or DCUO IMHO.

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

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True, as much as I like the

True, as much as I like the realism added by giving NPCs a daily schedule, in an MMO you can't skip time as you can do in a single-player game like Skyrim and I'd hate to have to wait just to be able to play. One or two nocturnal bee missions are ok with me, but I have to admit they're still a pain.

One area where I'm probably in the minority is that I don't want all communication with a mish-giving NPC after initial contact to be done remotely. I don't want to go to the opposite extreme and eliminate cell phones, but I still think there's value in occasionally having to meet the contact in person. There are some plot-related reasons (maybe they need to inspect the whatsit you retrieved in the last mish), but there's also the fact that having to travel to see a contact helps make the world seem more populated: you move around the world more, which means you are more likely to see other players and to be seen.

Spurn all ye kindle.

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Empyrean wrote:
Empyrean wrote:

Thanks! Darth [s]helped[/s] complained to me to get the sig size right :).

FTFY.

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What Do i REALLY Want scp

What Do i REALLY Want scp http://www.scp-wiki.net/ for a Dungeons/raid I'm willing to take a seat and wait a while rather than advocate for it a lot now.

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SCP-682 "Hard-To-Destroy Reptile"^ https://www.youtube.com/watch?v=Wp5Sr1DPmZs

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What I would like in CoT,

What I would like in CoT,

1. Robust costume creator
A. Textures
B. Animated Hair/Fur/Tails/Clothes-Robes/Ties/Skirts/Scarves/Jewelry/Necklace/Ankle bracelet/Ear rings(All Animated-move sway/blow in the wind)
C. Other than human body types-Reptilian/Canine/Bearish/Catish/Aienish/Snakish
D. Different forms of locomotion/Slither/Gallop/Apish 3 and 4 legged running/Running belly first or leaning forward or leaning back/ Sliding much like skating.
E. Different stances changeable at will
F. Extra limbs 4 arms or 4 legs Or both
G. Back mounted objects- backpacks/fins/spikes/jetpacks
H. More than 2 colors per costume piece
I. Eye color/shape- pupil/iris/whites to include slit pupils like cats and snakes
J. Few basic changes to facial expression of face Surprise/Anger/Thoughtful/Tears/Sadness/Happy

2. Larger/smaller team sizes and missions/tfs/trials that scale
A. Perhaps Max 12-16 that might require teams to split up and accomplish objectives fairly simultaneously-how many times have you just filled a large team and one or two
more friends would log and you'd have to ask if anyone wanted to leave to make room for them.....awkward and guilty feeling for asking but you try to find an
excuse for leaving or kicking one of the peeps you didn't know =-( My friends always had priority with me but I hate excluding people=(
B. Some mini TFs/Trials only allowing 2-4 players so you and a sidekick or 3 to 4 friends could do it yet still be challenged especially when you couldn't find others to help

3. Hits and misses in combat- Seems in CoH you either always hit or missed too much there was nothing in between.

4. Variance in damage- You always hit said minion with said power for exactly the same damage. It wouldn't have to be 1-500 random but 200-400 more likely in
the middle than the fringes. Think bell curve, not only is it beautiful elegant and feminine but adds predictability with variance. Think Hero Games table top for those of you who
have played it. Some people of course may not like this idea but I would. It doesn't have to be extreme but a 20-40 percent variance would be nice.

5. Secret passages from one zone to another. Ever try to open a random door in CoH just to see where it would go? Sadly they were all locked all the time.....wouldn't it be kinda
fun if every once in a while one would open and you could get to another zone from there? A secret shortcut! They could even make it interesting and randomly move them
from one month to the next. Attach badges to them and maybe if you were the first one to find it that month you'd get a very hard to attain badge =)

6. More buildings you could go into and gather with friends. Let's meet at O' Daniels Pub. Or Up and away Burgers =)

7. If there are enhancements and IO's make every set worth having. Not the same as making them all uber btw. Some of CoH's set bonuses were so undesirable that no one in
there right mind would waste slots installing them. If you couldn't pay someone to take it off your hands in the market it wasn't worth taking up code in the program imho.

This thread was what I'd like to see. Of course my lack of being able to sway everyone with personal charm withstanding, I suspect that not much will come of these silly thoughts of mine. Ty all for letting ramble on =)

I reserve the right to have an opinion. You reserve the right to not agree.

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This seems as good a thread

This seems as good a thread to put this idea as any.

I think it would be cool if there were people who would get in touch with PCs to give them missions, rather than players always having to get in touch with their contacts. After all, it is almost a matter of course that people will seek help from heroes who have made a name for themselves. It should definitely be optional, since not every player (or hero, for that matter) will want to be 'bothered' by such a feature/mechanic.

While the concept is decidedly more hero-oriented, I'm certain the devs can find plenty of ways to make it work for villains, as well.

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That sounds cool or when

That sounds cool or when click to do newspaper missions a few choices will come up each having a few missions that lead to little story arcs building up good or bad reputation

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Are you talking about..

Are you talking about.. [url=http://cityofheroes.wikia.com/wiki/The_Radio]RADIOOOOOOOOOOOOOOOOOOOOOO[/url]

[B]Revenge is motivation enough. At least it's honest...[/B]

Roleplayer; Esteemed Villain
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Tune in Tokyo ? :-)

Tune in Tokyo ? :-)

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I wanna bathroom big enough

I wanna bathroom big enough to play baseball in of course, I wanna be a rockstar! Ahh Superheroes and Nickleback my two favorite things collide at last!

Hip hooters Nee!

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what you really want,

what you really want, according to coh data mining, is:

content lvl 27 and under, in droves.
costume pieces, and organized sets, so one need not hunt for some...
power sets that can alter the way you play overall.

the above is ALL that 60 percent of the playerbase ever touched. period.

scary. the alt disease is strong. will a cure ever be found?

What a man thinks of himself, that is what determines, or rather indicates, his fate. - Henry David Thoreau

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Can you provide the source

Can you provide the source for that data, masterghostartist? It's a really interesting thought.

Oh, and altitis isn't a disease; it's a super-power. :-)

Spurn all ye kindle.

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It recently dawned on me that

It recently dawned on me that there is one feature, if you will, that I can only recall seeing in World of Warcraft and City of Heroes: sufficient zones (especially in the earlier levels) to be able to vary the leveling process at least a little bit. I believe every MMO I've played, since those two, have had the design of "follow the road, it's a good road, it's the only road". In retrospect, the amount of difference this can make to the sensation of being funneled/railroaded is so extreme that they almost appear to be a different kind of game.

CoV was very weak in this regard, with the Rogue Isles. I have no intention of causing a correlation/causation mess, but I believe it is indisputable that this was one factor that turned many people off the villain experience.

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Darth Fez wrote:
Darth Fez wrote:

This seems as good a thread to put this idea as any.
I think it would be cool if there were people who would get in touch with PCs to give them missions, rather than players always having to get in touch with their contacts. After all, it is almost a matter of course that people will seek help from heroes who have made a name for themselves. It should definitely be optional, since not every player (or hero, for that matter) will want to be 'bothered' by such a feature/mechanic.
While the concept is decidedly more hero-oriented, I'm certain the devs can find plenty of ways to make it work for villains, as well.

"Hey buddy. Yeah...you. Over here. I hear that you're a person who can get things done. You know people...can do things most people can't. I gotta friend with a problem. He was wonderin if you could take care of it for him. There's money in it if you're interested..."

You mean something like this? Easy to figure out how someone might enlist the aid of someone shady...

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

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Something like that, yes.

Something like that, yes. Perhaps the PC is conveniently nearby, or it's a guy who knows a guy ("You helped my Cousin Vinny last summer, so I was thinking..."), or the guy has planned the perfect gold heist only to learn that it would mean robbing the Black Rose, etc.

Some of it could even be generic 'oh, let's go bother the famous person' stuff, like saving a cat in a tree or "you're a superhero, do something about those damned kids and their noise!"

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Cinnder wrote:
Cinnder wrote:

Can you provide the source for that data, masterghostartist? It's a really interesting thought.
Oh, and altitis isn't a disease; it's a super-power. :-)

sadly it is old forum data. the devs used data mining to explain why, and where, and for whom they did new content, and costume pieces. to please as many as possible. it was in response to a longtime lvl 50 who wondered why all new content was not all endgame.

also something like just under one percent of all players, active and inactive had a lvl 50 toon. even one.

What a man thinks of himself, that is what determines, or rather indicates, his fate. - Henry David Thoreau

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masterghostartist wrote:
masterghostartist wrote:

Cinnder wrote:
Can you provide the source for that data, masterghostartist? It's a really interesting thought.
Oh, and altitis isn't a disease; it's a super-power. :-)

sadly it is old forum data. the devs used data mining to explain why, and where, and for whom they did new content, and costume pieces. to please as many as possible. it was in response to a longtime lvl 50 who wondered why all new content was not all endgame.
also something like just under one percent of all players, active and inactive had a lvl 50 toon. even one.

Heck, that's a weird piece of data, sure felt like more than 1% of players had a lvl 50, I had 25 lvl 50's just on my lonesome.

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Battler wrote:
Battler wrote:

masterghostartist wrote:
Cinnder wrote:
Can you provide the source for that data, masterghostartist? It's a really interesting thought.
Oh, and altitis isn't a disease; it's a super-power. :-)

sadly it is old forum data. the devs used data mining to explain why, and where, and for whom they did new content, and costume pieces. to please as many as possible. it was in response to a longtime lvl 50 who wondered why all new content was not all endgame.
also something like just under one percent of all players, active and inactive had a lvl 50 toon. even one.

Heck, that's a weird piece of data, sure felt like more than 1% of players had a lvl 50, I had 25 lvl 50's just on my lonesome.

Its strange, I didn't think that City of Heroes had a large "multi boxing" client base, and yet if you read the facebook groups/pages, you see many people "yeah, I used to have my farm account tagging along on all my missions" or "When it went F2P, I added 3 accounts for X/Y/Z" reason.

I would have thought that it was in the 5-10% range of all account made had a level 50 on it... and that whilst strange, is something that I could understand...

If they counted trial accounts that were never upgraded, or people who stopped playing over the years but never made it to level cap (I know someone who did it eventually after 6 years of playing a single character).

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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Where most MMOs go with the

Where most MMOs go with the quest hubs where random NPCs are waiting for unwary adventurers to happen by, so that they can foist off the responsibilities of collecting a few casks of beer or handing the love letter to the object of their fascination, my memory of CoH is primarily of contacts who each had their own little story to tell. These contacts might send a PC off to see someone they know, who'd ask them to bust some heads in some random warehouse, but in the main there was more to them than "I'm some helpless dude who can't beat up some rats / pick some flowers".[color=red]*[/color]

I'd very much like to see that in CoT. I'd prefer to have at most two or three active contacts who need and engage my character for a real task.

[br]
[color=red]*[/color] I've had my fill of the half a dozen make-work NPCs who throw up enough quest markers to make my map look like it's been carpet bombed.

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Darth Fez wrote:
Darth Fez wrote:

Where most MMOs go with the quest hubs where random NPCs are waiting for unwary adventurers to happen by, so that they can foist off the responsibilities of collecting a few casks of beer or handing the love letter to the object of their fascination, my memory of CoH is primarily of contacts who each had their own little story to tell. These contacts might send a PC off to see someone they know, who'd ask them to bust some heads in some random warehouse, but in the main there was more to them than "I'm some helpless dude who can't beat up some rats / pick some flowers".*
I'd very much like to see that in CoT. I'd prefer to have at most two or three active contacts who need and engage my character for a real task.
* I've had my fill of the half a dozen make-work NPCs who throw up enough quest markers to make my map look like it's been carpet bombed.

You can make it worth with better story writing though... not everything should be earth shaking.

Now granted, World of Warcraft *has* improved on this over the years, although they are bogged down with the old story telling mechanism of "go get X, return to contact" setup.

Wildstar, even though it is semi quest hub orientated, also has the benefit of being able to hand in missions remotely... and only for stuff that *makes sense* to return to the contact, do you have to do that. Of course, nothing stops you from returning anyway to hand in missions... sometimes I ended up doing it because I had to clear stuff out of my bags... Just like I had to do in City of Heroes every so often.

It is also worth pointing out that in Wildstar you got missions whilst just wandering around/exploring the world map, so you might not even always be near the initial contact and end up with stuff to do.... Not saying that it would work with City of Titans, but I feel that the occasional stuff might not necessarily *start* with a contact, but instead start with a location.

Hell, they might even start with an item that you get from defeating a villain... that wouldn't be unique in the game world, as World of Warcraft, Wildstar, and several other games do stuff like this, even if that item just leads to a mini quest chain to do with that item/location/lore piece.

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:

You can make it worth with better story writing though... not everything should be earth shaking.

It does get silly very quickly if all the missions attempt to top themselves in importance (especially if you save the world in the tutorial). The key is that the mission should be important to the NPC. That's rather difficult to impart with a one-shot mission from an NPC with whom you'll never interact again, whether that mission is 'go kill ten rats / beat up ten punks' or 'go pick this really rare flower to save my dying mother'.

In CoH there was at least the chance that a player would feel invested in the NPC's plight.

Quote:

Not saying that it would work with City of Titans, but I feel that the occasional stuff might not necessarily *start* with a contact, but instead start with a location.
Hell, they might even start with an item that you get from defeating a villain...

I expect that this will be covered by the clues system MWM intends to use.

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I agree with Darth Fez on

I agree with Darth Fez on this, primarily because I've been playing FFXIV lately on the free trial, and it seems to have the same problem CoX managed to avoid.

Aside from the quirky Japanese fantasy elements (and the uncomfortable "creepy uncle" aspects of how female characters are portrayed) FFXIV seems to sit squarely* in the "me too" MMO camp. Given that it's been over a year since I tried another MMO (having been disappointed by the many I had player other than CoX) I was surprised how within perhaps only an hour's play I was already annoyed at the many ways in which the generic MMO model fails for me in comparison to CoX, and I find myself once again saddened by the fact that so few MMO developers are willing to buck the trend.

FFXIV has the kind of quest hub Darth mentions, with myriad "deliver this" or "kill 4 of these" quests that end up making me feel I'm just doing busywork. Sure, technically in CoX we were just running off to kill x mobs (where x was the population of the instanced map), but the combination of story and instancing always made me feel I was doing something significant. Not necessarily that completion of each mission saved the universe (I take your point, Gangrel), but the story was enough to invest me in the current problem and feel that what I was doing was making a difference to someone. When, in a typical MMO, a contact tells me their home is being overrun by, say, giant shoeboxes, and then says that killing a mere 4 of them should solve the problem, I can't help but scratch my head and think, "Really? You considered 4 of them to be 'overrun'?" (Not that I would want the number to be increased! I think it shows the general flaw in overuse of "kill x" missions.)

Then there's the lack of instancing. I know not everyone agrees on this, but for myself I find that without instancing I end up running out to the specified kill zone and finding several others doing the exact same thing -- having just killed their 4th shoebox, so that now I have to wait around for the mobs to respawn. So now I can't help but think (1) Why did I have to come out here to do this if these other guys are already on the case? and (2) if the giant shoeboxes just keep re-appearing [i]ad infinitum[/i], what good is any of our efforts doing? How does my having taken out 4 giant shoeboxes and then walking away from a glade now again full of them help in any way to solve the problem?

With instanced missions, we could see the results of our work in the empty rooms of a map once teeming with giant shoeboxes. And, because most missions had random entrance doors, we rarely encountered others doing the exact same thing in the exact same place to make our efforts feel redundant. Random mission locations also broke up the hub concept a bit, so we weren't all doing the same stuff in the same place all the time, and the city saw heroes/villains of various levels moving about from place to place instead of all bunched up around a group of contacts.

I also liked the way the majority of contacts were provided to you by introduction, not proximity. This avoided the "me too" MMO trope of having to stroll about a contact area like some kind of super-powered hooker asking everyone whether they wanted any super action. "Hey you, I'm a hero. Need anything super done? You sure? No job too small! I'll do anything, even a delivery task you could clearly do yourself. I don't care, man, I just need an xp fix..."

The other problem I have with contact hubs is that gathering a bunch of missions at once dilutes the urgency of any individual mission. "Yeah, I know you said that I have to hurry to the forest of toothbrushes to stop the plaquelord who is currently setting it ablaze so that I really must hurry, really, like right now -- but I haven't spoken to these 3 dudes over here yet, and they might have a letter for me to deliver or ask me to kill 4 of an invading horde of coat hangers (who are not so much invading, but just sitting around, but nevermind...)"

Not that I have anything against receiving missions in new ways, as Gangrel mentions, and as Darth points out will be implemented via the new clue system. But I have to agree with Darth's sentiment that I'd rather have a small number of significant missions than a long list of petty ones obtained by shotgunning a cluster of contacts in one area. It's one of those areas where I think CoX got it pretty much right, but CoT has room to improve -- and so far it looks to me like they are planning exactly that.

* Perhaps enixly as well. hahahaha

Spurn all ye kindle.

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Battler wrote:
Battler wrote:

masterghostartist wrote:
Cinnder wrote:
Can you provide the source for that data, masterghostartist? It's a really interesting thought.
Oh, and altitis isn't a disease; it's a super-power. :-)

sadly it is old forum data. the devs used data mining to explain why, and where, and for whom they did new content, and costume pieces. to please as many as possible. it was in response to a longtime lvl 50 who wondered why all new content was not all endgame.
also something like just under one percent of all players, active and inactive had a lvl 50 toon. even one.

Heck, that's a weird piece of data, sure felt like more than 1% of players had a lvl 50, I had 25 lvl 50's just on my lonesome.

Lies, damn lies and statistics and all that.

The statistic that would be interesting would be to know how they counted that. If Mr X played for a month, decided he didn't like it and left, that's an account without a 50, but not one that actually plays. The stat I'd like to see would be something like "of players who logged on in the last 3 months, and their accounts have existed for at least 6 months, what fraction had a 50 ?". This would give a better impression of the active playerbase profile.

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Minotaur wrote:
Minotaur wrote:

Lies, damn lies and statistics and all that.

Aye, I'd have to know more before accepting this, especially since it seems contrary to what I observed while playing.

Spurn all ye kindle.

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I wonder if Titan Network can

I wonder if Titan Network can mine their CIT data and come up with better stats?

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

I wonder if Titan Network can mine their CIT data and come up with better stats?
Be Well!
Fireheart

Seeing as the Titan Network forums has just 23,872 members on it, it would be able to provide a *subset* of it, but even then... it would still be dubious, because it was not automatically logging new information. The players themselves had to make sure it was uploaded.

But yeah, it would be interesting to see what percentage of the characters they held were 50's....

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
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Darth Fez wrote:
Darth Fez wrote:

I'd very much like to see that in CoT. I'd prefer to have at most two or three active contacts who need and engage my character for a real task.
* I've had my fill of the half a dozen make-work NPCs who throw up enough quest markers to make my map look like it's been carpet bombed.

Actually, thinking about that... Unless I seriously went out of my way to pick up quests from other NPC's, I just realised that in Wildstar, although I might have had several *tasks* to do, (some carrying on the general zone story line.. another for the world storyline), I was only really dealing with 2 or 3 NPC's at any point in time. Sometimes the stuff involved the same set of mobs ie Use brain control device on mobs for one NPC, another was a generic "defeat X" type (because sometimes the brain control stuff would fail so they ended up attacking you), and then there could be something else to do with the *general area* (make sure that X type of friendly NPC gets to a safe area). And this is all happening at the same time.

Is it perfect? No... but I will say one thing for quiet play times (or a general drop in busy servers). You might only see a few players in your area, which means that this is effectively a "private" instance. Not perfect, but quiet enough to at least be easy enough to do solo....

And it is worth noting that originally City of Heroes only let you have 3 contacts running at any point in time, although that was later expanded to 7 (not sure as to when it was, nor if it was indeed 7, just that they did expand it)

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Spectral Saviour
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In order to have the sort of

In order to have the sort of experience I had in CoH (Which I've never experienced in any decent game since), I want some way to be able to openly roleplay in any zone or mission and know that I will be able to interact with other roleplayers. Virtue had a great atmosphere for this. Almost everyone I bumped into was a roleplayer, and didn't mind if I was standing in the middle of the street having an in-character conversation with another hero, or making in-character quips during missions between spawns. Even better, most of them would join in, and then all our characters might go to the bar for a drink after everything was done!

Other than that, I'm pretty easy to please as long as the gameplay is fun and allows me to take the game at my own pace, even if none of my friends are on. I always really liked how CoH let me have all of my abilities "clickable" at any time, unlike other games that only let me have 7 active skills on my hotbar at any time. I liked feeling like a superhero (or villain!) with a huge repertoire of powers, instead of a Superman character who constantly forgets he has super-weaving.

I am not a clever man.

JaDe
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Plain and simple. Make it as

Plain and simple. Make it as close to CoH/CoV as possible. In the beginning you only need a few archetypes, and big maps with good hunting. Brutes, MM and Corrupter archetype styles. If the max is level 50, it should take a while to get there, but the powers need to be awesome when you make it.

But, basically just need to rebuild City of Heroes. If it takes a while to get there, that is fine, but I loved almost every detail about that game. So much was customizable, from the character builder, heads up display, macros, and power sets. I can't think of too many ways to improve CoH, I would still be playing it today... I miss my characters and I miss the community.

Make sure you can make the game profitable so it will last please.

Cinnder
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JaDe wrote:
JaDe wrote:

I can't think of too many ways to improve CoH

If you look at the KickStarter updates that talk about their plans, I believe they have listed several ways in which they plan to improve upon CoX without completely changing the feel of the play that we loved in CoX. A couple examples off the top of my head are 3-axis alignment, the clue system, and separating animation from power set type, e.g. a Burning power set instead of just Fire, so we can choose to make it Acid etc. (Personally, I'm holding out for the Rug animation set for the Burning powers.)

That's the main reason I have such high hopes for CoT. MWM seems to 'get' what made us all fans of CoX and want to preserve that 'feel' while making CoT their own and not just a carbon copy.

Spurn all ye kindle.

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Cinnder wrote:
Cinnder wrote:

... and separating animation from power set type, e.g. a Burning power set instead of just Fire, so we can choose to make it Acid etc. (Personally, I'm holding out for the Rug animation set for the Burning powers.)

RugBurn? o.O

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Izzy wrote:
Izzy wrote:

Cinnder wrote:
... and separating animation from power set type, e.g. a Burning power set instead of just Fire, so we can choose to make it Acid etc. (Personally, I'm holding out for the Rug animation set for the Burning powers.)
RugBurn? o.O

And static electric discharge!

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

sedulous
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I'm sure much of what I

At launch:

1. Phenomenal character creation.

2. Awesome, well animated powersets with good varieties.

3. Travel powers that are granted early.

4. Exciting, engaging missions and story archs that feel meaningful.

5. Equally enjoyable team and solo play.

6. A market to buy and sell items

7. The ability to rebuild your character so you aren't stuck with something you put a lot of time into but are not happy with.

These are some of the essentials I'd love to see at launch.

More details and other suggestions for the future:

1. First and always the character creation. It's so very important for it be amazing. Not just powerful and capable of producing what our imaginations can conjure but easy and intuitive as well. In addition to the glory that was the COH character creator, I'd love to see even more customization capability. I'd lover to be able to fine tune everything from the facial features and individual limbs, to the weapons, powers, and costume pieces. So if I want a female hero with a giant purple left arm, a mechanical right leg, a tiny pirate hat, a hairy back, and a facial tattoo that says "Soy Bomb" then I should be able to make it happen.

2. The game should be as enjoyable to solo as it is to play with a team. Also, teaming up should be simple and missions or quests should be very easy to find and begin. Obviously, their should be both very long missions and shorts ones but one thing that was great about COH is getting a team together, selecting a mission, and starting the mission was very quick and easy.

3. Travel powers should be awesome and granted early. One of my biggest beefs with certain MMORPGs is travel time. I don't want to spend hours running to and from destinations. Many people might just have an hour to kill and want to do a few solo missions and they don't want to spend 20 minutes just getting to the mission. So travel powers should happen early and getting to missions before that shouldn't be hard. To add to that, the navigation system should be as good as COH. You were never lost and you always knew how much further you had to go.

4. I want to be able to tell you to "reinvent the leveling process" but that doesn't seem fair. What I like the least about the leveling process is I often feel like I just want to find any exploit I can so I can get to the max level and really start to the enjoy the game. With COH, I just wanted to power level the character to 50 so I could fulfill this powerful build that I had in my head and then start earning badges, gaining enhancements, creating better costumes, doing some PVP, and exploring the content. It's like you start off with crappy 95' Nissan Altima and all you want is to find the quickest path to getting a lambo so you really start to enjoy driving. I guess what I'm saying is I hope there is a way to make it so the game isn't about leveling to gain powers within your powerset. Perhaps one could start off with several awesome powers so things don't feel so limited and repetitive. Who wants to attack enemies with the same two or three powers over and over again for hours? Not me. So if one could start off with many powers and abilities and then through leveling, those become more powerful, more customizable, and the character becomes more notable and gains accolades and other perks, the process of growing a character would be much more enjoyable. Maybe i'm looking for a way to discourage power leveling through incentive. Make the game as enjoyable to play at the beginning as it is when you are a maxed out master of the universe. Clear as mud?

5. Allow for rebuilds throughout the leveling process. If there are choices you make as you level and build a character, obviously at some point you'll wish you'd done something differently. It shouldn't be overlooked or too difficult to do either. The last thing I want is to realize I should have picked power B instead of power A and feel like it's a deal breaker for my character because I can't undo my choice.

6. Make the environment affected by combat. Perhaps structures can be smashed and objects like cars, boulders, and trees can be used as weapons or shields. At the very least, it would be awesome to see the environment affected in someway by superhumans slinging superpowers around.

7. PVP. Not just PVP servers, or PVP areas but the ability to agree to PVP with anyone, anytime, anywhere. Perhaps with customizable rules. Basically, you could customize a PVP invitation like "To the death, no travel powers, no healing, and winner gets this item or X amount of currency". Of course it shouldn't be limited to just two character battles but as many as desired.

8. A thriving economy. The ability to sell items on a market is an amazing part of MMORPGs. A way to take this to the next level could to be make this accessible through a mobile app. How awesome would it be to buy and sell items, or just check listings from your phone?

9. Statistics. I don't know about anyone else but I love to see the power of my character represented by numbers. Being able to see how the changes made with your character build affects these numbers makes the game much more enjoyable.

10. An in game custom content creator. Not just story archs and missions but baddies, costume pieces, objects, and animations. I'm not sure how feasible that is but just an idea.

dawnofcrow
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sedulous wrote:
sedulous wrote:

At launch:
1. Phenomenal character creation.
2. Awesome, well animated powersets with good varieties.
3. Travel powers that are granted early.
4. Exciting, engaging missions and story archs that feel meaningful.
5. Equally enjoyable team and solo play.
6. A market to buy and sell items
7. The ability to rebuild your character so you aren't stuck with something you put a lot of time into but are not happy with.
These are some of the essentials I'd love to see at launch.
More details and other suggestions for the future:
1. First and always the character creation. It's so very important for it be amazing. Not just powerful and capable of producing what our imaginations can conjure but easy and intuitive as well. In addition to the glory that was the COH character creator, I'd love to see even more customization capability. I'd lover to be able to fine tune everything from the facial features and individual limbs, to the weapons, powers, and costume pieces. So if I want a female hero with a giant purple left arm, a mechanical right leg, a tiny pirate hat, a hairy back, and a facial tattoo that says "Soy Bomb" then I should be able to make it happen.
2. The game should be as enjoyable to solo as it is to play with a team. Also, teaming up should be simple and missions or quests should be very easy to find and begin. Obviously, their should be both very long missions and shorts ones but one thing that was great about COH is getting a team together, selecting a mission, and starting the mission was very quick and easy.
3. Travel powers should be awesome and granted early. One of my biggest beefs with certain MMORPGs is travel time. I don't want to spend hours running to and from destinations. Many people might just have an hour to kill and want to do a few solo missions and they don't want to spend 20 minutes just getting to the mission. So travel powers should happen early and getting to missions before that shouldn't be hard. To add to that, the navigation system should be as good as COH. You were never lost and you always knew how much further you had to go.
4. I want to be able to tell you to "reinvent the leveling process" but that doesn't seem fair. What I like the least about the leveling process is I often feel like I just want to find any exploit I can so I can get to the max level and really start to the enjoy the game. With COH, I just wanted to power level the character to 50 so I could fulfill this powerful build that I had in my head and then start earning badges, gaining enhancements, creating better costumes, doing some PVP, and exploring the content. It's like you start off with crappy 95' Nissan Altima and all you want is to find the quickest path to getting a lambo so you really start to enjoy driving. I guess what I'm saying is I hope there is a way to make it so the game isn't about leveling to gain powers within your powerset. Perhaps one could start off with several awesome powers so things don't feel so limited and repetitive. Who wants to attack enemies with the same two or three powers over and over again for hours? Not me. So if one could start off with many powers and abilities and then through leveling, those become more powerful, more customizable, and the character becomes more notable and gains accolades and other perks, the process of growing a character would be much more enjoyable. Maybe i'm looking for a way to discourage power leveling through incentive. Make the game as enjoyable to play at the beginning as it is when you are a maxed out master of the universe. Clear as mud?
5. Allow for rebuilds throughout the leveling process. If there are choices you make as you level and build a character, obviously at some point you'll wish you'd done something differently. It shouldn't be overlooked or too difficult to do either. The last thing I want is to realize I should have picked power B instead of power A and feel like it's a deal breaker for my character because I can't undo my choice.
6. Make the environment affected by combat. Perhaps structures can be smashed and objects like cars, boulders, and trees can be used as weapons or shields. At the very least, it would be awesome to see the environment affected in someway by superhumans slinging superpowers around.
7. PVP. Not just PVP servers, or PVP areas but the ability to agree to PVP with anyone, anytime, anywhere. Perhaps with customizable rules. Basically, you could customize a PVP invitation like "To the death, no travel powers, no healing, and winner gets this item or X amount of currency". Of course it shouldn't be limited to just two character battles but as many as desired.
8. A thriving economy. The ability to sell items on a market is an amazing part of MMORPGs. A way to take this to the next level could to be make this accessible through a mobile app. How awesome would it be to buy and sell items, or just check listings from your phone?
9. Statistics. I don't know about anyone else but I love to see the power of my character represented by numbers. Being able to see how the changes made with your character build affects these numbers makes the game much more enjoyable.
10. An in game custom content creator. Not just story archs and missions but baddies, costume pieces, objects, and animations. I'm not sure how feasible that is but just an idea.

11 a boss can summon NPC's and invaders/pvp (Mirror Squires) during the fight with his mirror-shield

edit dark Souls 2 How to Get summoned by the Looking Glass Knight https://www.youtube.com/watch?v=jQMqo5PWnuA

whoever fights monsters should see to it that in the process he does not become a monster and when you look into the abyss, the abyss also look into you, -Friedrich
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ssutcliffe
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My key wish list for what we

My key wish list for what we will have at the start is a good costume creator, and decent character models and animations (I thought Champions Online did a terrible job with that). I also had a suggestion about how that might be accomplished. If the devs released a kit for creating and uploading custom costume parts, possibly created with tools like 3DMax or NifScope I bet you could get a whole lot of good costume parts from the community - and it would make it a better game. There would have to be moderation on any costumes or parts uploaded obviously, but I bet there would be people who come up with some amazing ideas. - and more resources could be put into powers and content. You could do that with base parts too maybe.

While we are wishing, I'd also love to see a female Large body - if there is going to be a specific large body like there was in CoH. It would be great to have underwater zones too.

Cinnder
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sedulous wrote:
sedulous wrote:

4. I want to be able to tell you to "reinvent the leveling process" but that doesn't seem fair. What I like the least about the leveling process is I often feel like I just want to find any exploit I can so I can get to the max level and really start to the enjoy the game. With COH, I just wanted to power level the character to 50 so I could fulfill this powerful build that I had in my head and then start earning badges, gaining enhancements, creating better costumes, doing some PVP, and exploring the content. It's like you start off with crappy 95' Nissan Altima and all you want is to find the quickest path to getting a lambo so you really start to enjoy driving. I guess what I'm saying is I hope there is a way to make it so the game isn't about leveling to gain powers within your powerset. Perhaps one could start off with several awesome powers so things don't feel so limited and repetitive. Who wants to attack enemies with the same two or three powers over and over again for hours? Not me. So if one could start off with many powers and abilities and then through leveling, those become more powerful, more customizable, and the character becomes more notable and gains accolades and other perks, the process of growing a character would be much more enjoyable. Maybe i'm looking for a way to discourage power leveling through incentive. Make the game as enjoyable to play at the beginning as it is when you are a maxed out master of the universe. Clear as mud?

From the comments I've seen others make on this forum about not really enjoying a character until max lvl, I'm sure you are not alone here. However, I'm also pretty sure I'm not alone in saying that I actually enjoy a levelling process that rewards the player with a series of new powers over time. For me, a system such as you suggest would remove a primary source of enjoyment and the incentive to keep levelling my character. I've tried other MMOs with a small number of powers received early on, followed by mere tweaks and refinements, and I get bored quickly when the game stops giving me new abilities and just modifies my existing ones. I want every few levels to give my character a new, interesting ability he/she never had before, all the way to max.

I don't know how to satisfy both of these groups of players. Thankfully, that's MWM's job, not mine. :-)

Spurn all ye kindle.

Izzy
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Cinnder wrote:
Cinnder wrote:

... I want every few levels to give my character a new, interesting ability he/she never had before, all the way to max. ...

+1

sedulous
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I agree with this also. I

I agree with this also. I think both is a possibility. One could both start off with a variety of powers but then gain additional ones throughout the leveling process. Mostly what I'm after is better balance. Less limitations when starting out so there is more incentive to enjoy the process but also rewards as the leveling process happens. One example is COH had travel powers as early as lvl 14. Levels 1-13 were nothing but a race to level 14 so you could at least get around. So perhaps starting a COT character at something similar to level 14 COH. A few more powers, and the ability to travel would be a great place to start. After that, there is plenty of room to expand.

syntaxerror37
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Travel power at character

Travel power at character creation has been pretty much confirmed, so you will at least have that along with your starting powers.

-----------------------------------------
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brothermutant
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I am gonna agree that making

I am gonna agree that making it as close to CoX would be the best start. Having said that, here were some things about CoX I liked more than any other MMO I have played since (CoX was my first).

1) The community. I know that they aren't guaranteed to get the same people or class of people, but CoX had really good servers. The couple that I frequented did not have many spammers, or robots offering to sell stuff for your credit card info, etc. Name calling was swiftly reported and people got booted for it. I think devs made sure that this would be a friendly, FAMILY game. And I for one miss that. DCUO is filled with egos and foul-mouthed adults/kids and I hate the devs for letting that happen.
2) The power interactions were WELL THOUGHT OUT. I have yet to see a game where you can hit or miss based on stats like the target's defense and my accuracy plus to hit buffs and debuffs. You either hit (guaranteed) or have to lign up a hit (which for some of us dinosaurs is pretty hard to do on those sniper games). Plus, I loved the idea that I could be resistant to one or two types of damage and very fragile to others. DCUO has no idea how important this is to us that RP. Why does my fire tank take a ton of fire damage?! That literally makes no sense at all. I haven't read most of the forums on this new title but hope they keep it similar to that format, defense and resistance or whatever they want to call it. It doesn't HAVE to be as big a list if they think that could be problematic but some attempt would be much appreciated.
3) The powers themselves were a huge list of things to choose from, and from what little I have read on these forums, it sounds like they are gonna get this right. The only hope I have is that they don't do like CO and make it a pre-thought out power choice (not their freeform, but the you have to pick this power at lvl 4, 6, 8 and at level 15 you can choose between two. Big deal, why would I want to be pigeon-holed into a powerset. I assume it was to encourage the freeform purchases (which is lame as no one teams over there, they make those dam tanker mages all the time). Keep it to two powersets (plus the other sets everyone has access to) and let me pick which from either set I want.
4) Lastly, and believe me there are a ton of other things I could add, CoX had something that the other MMOs don't have in spades. Choices. From a pretty dam cool costume generator, to power choices (which I am sure CoT will fill out over the upcoming years after launch), to recipes/IO choices, to what missions to do to level up. But please do NOT fall into the CoX trap of making the player have the opportunity to make missions and get lots of XP or in game items from it. I hated farmers. Sure, we all did it to one extent or another (who here didn't do the sewer run to get to your first jetpack/jump pack ASAP?). And I am sure people will rapidly find a way to grind those levels out too, but it should be discouraged, at least for a little while. I always hated seeing a fresh lvl 50 who didn't really know what their powers did. Really frustrating.

Well, that's plenty for now, but I am sure I will post more later. Cheers,and I truly hope CoT gets beta out there soon. Would love to be a part of this game as it comes up and reclaims CoX's former glory.

CoX was da BOMB!

Gangrel
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brothermutant wrote:
brothermutant wrote:

2) The power interactions were WELL THOUGHT OUT. I have yet to see a game where you can hit or miss based on stats like the target's defense and my accuracy plus to hit buffs and debuffs. You either hit (guaranteed) or have to lign up a hit (which for some of us dinosaurs is pretty hard to do on those sniper games). Plus, I loved the idea that I could be resistant to one or two types of damage and very fragile to others. DCUO has no idea how important this is to us that RP. Why does my fire tank take a ton of fire damage?! That literally makes no sense at all. I haven't read most of the forums on this new title but hope they keep it similar to that format, defense and resistance or whatever they want to call it. It doesn't HAVE to be as big a list if they think that could be problematic but some attempt would be much appreciated.

Nope, other games do what you said in terms of hit/miss. They do have stats running in the background for it. Hell, even in Wildstar, which does have *some* aiming requirement (which you can remove if you decide to change a couple of combat options.. auto face target is a good option to enable if you want more of the traditional feeling CoX style combat), still has the deflect/block/miss results[1]. The same is in World of Warcraft, SWTOR etc.

Each game has something along those lines. World of Warcraft has "auto attacks" on top of the additional special abilities so when you are in combat, you can still be "attacking" even if you are not pressing a button (its just a basic attack with your equipped weapon). These are NOT auto attacks.

Hell, even the mobs attacking YOU are not guaranteed to "hit", but what you might find is that being able to build a DPS styled character that is pretty much capped on defence/block/whatever defensive stat you choose, is *harder* in those games (if not impossible).

[1] My spellslinger has a 5.96% chance to deflect any attack (take no damage) from any equal level "challenger" class mob. This is partly due to gear choice and inherent class stats. Does it help against the "big bad" style of mobs? Not necessarily but I have seen some attacks that should have killed me get deflected because the dice were in my favour...

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4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

brothermutant
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I guess your right, I just

I guess your right, I just like the way CoX made it easy(ish) to understand. Take Champions, they have Dodge with Avoidance and Defense (their version of resistance). Only Defense doesn't mean resistance, its a formula to calculate the resistance. And you are equally resistant to everything. The dodge component was nice I thought though (similar to CoX defense) only you still get hit but take much less damage (based on your Avoidance). Even though I still say Wildstar and DCUO messed it up, WS has a better idea with it in that you have to actually target and hit (but again, that is hard on us old bastages to time it right). DCUO you either hit them (they are in range when you attack or use a power) or you miss cuz they are out of range.

Other things I liked about CoX include:
a) the ability to solo most missions (and there were a LOT of them) when I wanted to be a recluse.
b) the variety/separation from the holy trinity. They had tanks/healers/dps to be sure, but many toons had the ability to be a couple of those and/or a mezzing type toon or a pet master (both of those were my fav). I really don't like DCUO's troller set that requires we get our power from other players.
c) I really dug the way they let you change around the power effects/stats using the IO and other enhancements.
d) Along with the IO system, the bonuses to HP/Def/etc by getting two or more IOs from a set into a power. That was one of the most unique ways to make my toon different than someone else's who had the same power choices. Made it very fun I thought.

CoX was da BOMB!

Gangrel
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brothermutant wrote:
brothermutant wrote:

I guess your right, I just like the way CoX made it easy(ish) to understand. Take Champions, they have Dodge with Avoidance and Defense (their version of resistance). Only Defense doesn't mean resistance, its a formula to calculate the resistance. And you are equally resistant to everything. The dodge component was nice I thought though (similar to CoX defense) only you still get hit but take much less damage (based on your Avoidance). Even though I still say Wildstar and DCUO messed it up, WS has a better idea with it in that you have to actually target and hit (but again, that is hard on us old bastages to time it right). DCUO you either hit them (they are in range when you attack or use a power) or you miss cuz they are out of range.
Other things I liked about CoX include:

The Wildstar aiming thing (as I have already said) the aiming requirement can be alleviated greatly (not *entirely* though), just by toggling a couple of options under the combat setting. So you can avoid the vast majority of that (the only ones you cannot avoid are the Targeted AOE's, like Bonfire in CoX for example). There are not all that many of those to be honest, but they are fewer and far between. You get the autofacing so you no longer have to worry about "player accuracy", just getting in range for it.

And I could *never* get my head around the CoX defence system, but I guess that is because I never really looked into it, and the math just didn't make intuitive sense to me... In other games, if you have a character that has "Resistence X" and another with "Resistence Y", the damage taken between the two would normally be the % difference. City of heroes never seemed to work that way for me, which confused me.

Or maybe I am just getting myself confused... which I then think explains the problem I had with the system.

The one thing that *did* bug me in CoX was that if you didn't have a target that was in range, you couldn't necessarily use the ability. So that could result in a pattern for you not necessarily firing off and throwing you off your game/rotation, which jarred me out of the game.

Yeah, its a nit pick thing, and personal preference there though.

Quote:

Other things I liked about CoX include:
a) the ability to solo most missions (and there were a LOT of them) when I wanted to be a recluse.

I tend to solo in pretty much *every* game out there... so that was not really a "bonus" for me from City of Heroes... Sure there was *some* content that I might not be able to solo in other MMO's, but I could still find content in City of Heroes that I had trouble soloing, even if I did drop down the difficulty.

Quote:

b) the variety/separation from the holy trinity. They had tanks/healers/dps to be sure, but many toons had the ability to be a couple of those and/or a mezzing type toon or a pet master (both of those were my fav). I really don't like DCUO's troller set that requires we get our power from other players.

I can give you this one, I played mainly on my Fire/emp controller in CoX, and found it hard to change playstyles in City of Heroes. Other games though, I tend to play the more ranged DPS style... which I just couldn't get behind in City...

Quote:

c) I really dug the way they let you change around the power effects/stats using the IO and other enhancements.

This is why I actually enjoy the rune/AMP/Ability system in Wildstar... sure you might end up with FoTM builds but not everyone is built the same way. Hell, in my Guild the 3 spellslingers that I team with occasionally are built differently. The same goes for the stalkers/warriors etc etc.

Also that changes according to PvP, PvE, group PvE etc etc. Ironically my initial build for my Spellslinger I didn't even need to tweak until I got to to the *high end* of the game, and even then, it wasn't even really all that much of a change....

Quote:

d) Along with the IO system, the bonuses to HP/Def/etc by getting two or more IOs from a set into a power. That was one of the most unique ways to make my toon different than someone else's who had the same power choices. Made it very fun I thought.

The IO system was great, in that they allowed *so many* different bonuses through out the game, although this was also due to the large number of enhancement slots that were in the game per character (something that I Know put other players off CoX, was the large number of things that they had to keep track of.). I felt that they wanted to get the game back towards the Pre-ED days, but to make it more of an investment to do so. And they achieved that goal...

They could have done better spreading some of the bonuses around though.

And yeah, I like the Rune system in Wildstar (the set bonuses are in Runes, and not the gear itself...Better gear has more slots, which means you get slot more runes to get better stats/procs/bonuses. Most of the stuff seems to be proc based though). The AMP system works well with that as well, because the amps are more of the "passives" that some sets in CoX had (although I do love the decrease cooldowns that Spellslingers can get),

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.

Emancipist
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What I really want is to

What I really want is to definitively know that the game will have customized movement, that is, I'll be able to use the letter r for "run" or the up arrow key for move forward, that kind of thing.

I realize a lot of people are used to click and move, and many use WASD - but those options were never intuitive for me. I can't tell you how many games that I never gave a real chance to because of my inability to adapt to the way the characters were supposed to move. That was one thing that CoH got right for sure.

Those who have no idea what they are doing have no idea that they don't know what they are doing. - John Cleese

Empyrean
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Well, if we have many

Well, if we have many cooldown powers on stacked trays like CoH, it's going to be very important to me to have full keyboard and mouse customization. WASD movement and mouse-clicking powers works fine, but it's not efficient and not how I want to do it.

I think they've already stated that full keyboard and mouse customization is intended. I think...

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

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Emancipist wrote:
Emancipist wrote:

What I really want is to definitively know that the game will have customized movement, that is, I'll be able to use the letter r for "run" or the up arrow key for move forward, that kind of thing.

If they didn't I would be highly surprised. Maybe not *all* keys can be rebound (ie left and right ctrl are the same, same with shift and alt)

*shrugs*

Quote:

I realize a lot of people are used to click and move, and many use WASD - but those options were never intuitive for me. I can't tell you how many games that I never gave a real chance to because of my inability to adapt to the way the characters were supposed to move. That was one thing that CoH got right for sure.

Ironically I don't know *anyone* who has used "click to move", and whilst the WASD setup is used by most of my friends, some use the ESDF setup... whilst others just use something like the G13/Belkin N52/Razor Orbweaver/Nostromo keyboard/gamepad instead ;)

But I am *struggling* to find an MMO (or any other game really that has mouse/keyboard support) where you *cannot* redefine the movement keys....

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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Normally I don't mind waiting

Normally I don't mind waiting a bit to grow into travel powers. But by now, we've been so long without them (I'm looking at you, almost every other MMO, controlling our explorations with guardrails, small rocks, and even tufts of grass!) that I'm relieved to learn I'll be able to fly/leap/super-speed/whatever that first night. Because that first night is gonna be special.

Captain of Phoenix Rising

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A game where the mad clicker

A game where the mad clicker can can always click and the passive stomper can can pass through with the ocasional stomp.

[CENTER][URL=http://www.nodiatis.com/personality.htm][IMG]http://www.nodiatis.com/pub/18.jpg[/IMG][/URL][/CENTER]
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What I'd really like to see

What I'd really like to see is a game that has good synergy between the elements, so it feels "finished" in the zones that exist, and I don't mind if it takes time to add content in the future.

Basically, I want everything to work "in miniature" as it were - what they call a "vertical slice", I believe? Most important is the synergy - that the fx, the audio, the animations, the feel of the combat, the music, the social aspects, the ui, etc., etc., all work to create a distinctive vibe and feel. If it's only like a couple of zones, I don't mind, as long as the content in those few zones is good. If it's only 10 or 20 levels to start with, I don't mind, as that is extensible - so long as what's in the 10 levels is good and the devs have given sufficient "headroom" for the later levels.

But most of all, I want the same "PUG heaven" feel that CoH had. I want the game to be a game that's social for casual players - not a game you have to be in a guild to enjoy a social experience, but a game in which you can be playing with other people at the drop of a hat, fighting villains together.

I think that if the game is as near a perfect "slice" as possible, and there's a certain amount of repeatable content (like newspaper missions) that people can just do repetitively and trance out on, that will be enough to give the game a leg up, and give the devs breathing space to add more zones, more varied mobs, more powers, more story, raise level cap, etc., etc., probably in that order.

I think it would be a bad mistake to focus on story, or what is the current MMO default of making the game a solo game that just happens to have other players running around in the background to give it a sense of versimilitude.

It has to be a casual social game right out the starting gate. It has to be "PUG heaven", because that's what I've been missing, and been unable to obtain in ANY MMO since CoH. And that will be a USP for the game - more than just multiplayer co-op (because persistent world), but with a multiplayer co-op feel to start with, so it's easy for anyone to get into, enjoy using powers, enjoy building characters, enjoy playing with other people.

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Hi Blue Yim I think you will

Hi Blue Yim I think you will be pleased. The game will launch with a level cap of 30, with zones and content to match. After launch we will eventually unlock the remaining levels and content (the plan is for a cusp of 50).

We are designing the classifications to be flexible in capability and content encounters to accommodate a wide range of capabilities for ease of grouping. We will put tools in place to make it easy to find a group and get going or if desired, any classification can solo at the standard difficulty setting. A lot of care is being taken in all these areas and including the UI, sound, look, no feel of gameplay. Dedicated players I'm certain will provide us plenty of feedback during alpha and beta stages to get a really solid launch going.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

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Tannim222 wrote:
Tannim222 wrote:

Hi Blue Yim I think you will be pleased. The game will launch with a level cap of 30, with zones and content to match. After launch we will eventually unlock the remaining levels and content (the plan is for a cusp of 50).
We are designing the classifications to be flexible in capability and content encounters to accommodate a wide range of capabilities for ease of grouping. We will put tools in place to make it easy to find a group and get going or if desired, any classification can solo at the standard difficulty setting. A lot of care is being taken in all these areas and including the UI, sound, look, no feel of gameplay. Dedicated players I'm certain will provide us plenty of feedback during alpha and beta stages to get a really solid launch going.

Do NOT tease us with the 'A' and 'B' words! Unless you plan to buy us drinks and whisper nicely first...

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

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what do I really want? I

what do I really want? I really want this game to be released.

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Tannim222 wrote:
Tannim222 wrote:

Hi Blue Yim I think you will be pleased. The game will launch with a level cap of 30, with zones and content to match. After launch we will eventually unlock the remaining levels and content (the plan is for a cusp of 50).
We are designing the classifications to be flexible in capability and content encounters to accommodate a wide range of capabilities for ease of grouping. We will put tools in place to make it easy to find a group and get going or if desired, any classification can solo at the standard difficulty setting. A lot of care is being taken in all these areas and including the UI, sound, look, no feel of gameplay. Dedicated players I'm certain will provide us plenty of feedback during alpha and beta stages to get a really solid launch going.

Dang it! A positive upbeat message like this gets me all excited for an awesome game...and I have to wait!

Curse the fates!

Just for that I will spend a lot of time on your costume creator when it comes out!

[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]

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Unlimited aggro caps so tanks

Unlimited aggro caps so tanks can pull whole maps and beat the mobs down like in the coh of old.
A side kicking system like the original which contained the exploit for power leveling
I wasn't around from the beginning but I have been around since i3 and I miss the game from before enhancement deviation and the untimed portal missions.
I miss my fire/ice tank, my invul/fire tank, my fire/kinetic with the hot feet, fulcrum shift and fire imps.
I didn't farm or power level for real world cash but I had no problem doing it for influence. I was in a super group made up of just my brother and myself so we had to run mishes over and over to earn the prestige necessary to improve our base.
I want to know that when we're told that the designers are going to try and include as much as they can for everybody that does not exclude the farmers and power levelers.

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Tannim222 wrote:
Tannim222 wrote:

Hi Blue Yim I think you will be pleased. The game will launch with a level cap of 30, with zones and content to match. After launch we will eventually unlock the remaining levels and content (the plan is for a cusp of 50).
We are designing the classifications to be flexible in capability and content encounters to accommodate a wide range of capabilities for ease of grouping. We will put tools in place to make it easy to find a group and get going or if desired, any classification can solo at the standard difficulty setting. A lot of care is being taken in all these areas and including the UI, sound, look, no feel of gameplay. Dedicated players I'm certain will provide us plenty of feedback during alpha and beta stages to get a really solid launch going.

Sounds fun

Formerly known as Bleddyn

[url=https://www.youtube.com/watch?v=0WCqnt88Umk]Do you want to be a hero?[/url]

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Not2creative1 wrote:
Not2creative1 wrote:

Unlimited aggro caps so tanks can pull whole maps and beat the mobs down like in the coh of old.
A side kicking system like the original which contained the exploit for power leveling
I wasn't around from the beginning but I have been around since i3 and I miss the game from before enhancement deviation and the untimed portal missions.
I miss my fire/ice tank, my invul/fire tank, my fire/kinetic with the hot feet, fulcrum shift and fire imps.
I didn't farm or power level for real world cash but I had no problem doing it for influence. I was in a super group made up of just my brother and myself so we had to run mishes over and over to earn the prestige necessary to improve our base.
I want to know that when we're told that the designers are going to try and include as much as they can for everybody that does not exclude the farmers and power levelers.

I don't have time to look for and link the relevant threads but the devs have said they don't have any particular problem with farming the same mission over and over ad nauseum if that's what floats your boat, but they are working to balance things so it isn't any more efficient than just running the content.

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

Comicsluvr
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Not2creative1 wrote:
Not2creative1 wrote:

Unlimited aggro caps so tanks can pull whole maps and beat the mobs down like in the coh of old.
A side kicking system like the original which contained the exploit for power leveling

I want to know that when we're told that the designers are going to try and include as much as they can for everybody that does not exclude the farmers and power levelers.

You DO realize that while this may not have had negative impact on the small scale, this kind of thing can break the game right?

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

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What I really want for this

What I really want for this game? Good question. I can tell you what I always missed in the Superhero-MMORPG-genre.

1. Grabbing. It´s nice to grab things and throw them but it´s more fun to grab the human-sized oponents and deliver some cool moves. Would be cool for the melee-classes

2. Enter buildings. There are a lot of beautiful skyscarpers in the city but you are not able to enter them. Make them enterable (at least as an instance) even if they are just cosmetic. The RP-community will be grateful for that

3. Space. It´s just so cool to explore space as a superhero. If you can´t fly you need a spaceship.

4. Endgame. Something special where you can reach higher goals instead of fighting the street mobs with more power. Maybe you can be part of a council which makes decisions about the persistent world in CoT? Therefor you have to give up all fighting when you reach level cap. But the decision should be always yours.

5. Music. Let there be more ambient themed music. If you are in a dark dungeon, sewers or space den make it feel creepy with the right music.

6. Character creation. Always give players the chance to let them express. There should be an option to create a biography for your character that can be read by other players.

7. Don´t do the same mistake as all the other superhero MMO´s. Don´t use a cartoonish look. Make it realistic. This is just my opinion but I think the more realistic the game looks, the more people (included adults) will play it.

8. Secret identity. You should be able to just walk around as a normal citizen with normal clothes. In this "form" you should be able to visit shops and buy things and stuff. I´ve never seen Batman buying a healing device. It´s always Bruce Wayne. (I think you all know what I mean)

9. Housing. Every Superhero/Supervillain needs a base, right?

10. Grouping. Forming instant teams of heroes/villains is a must have in this genre!

Thank you for reading.

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Please avoid the Champions

Please avoid the Champions mistake. Let the girls be pretty. Champions chicks were pretty ugly.

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Cartoony games age better

Cartoony games age better then realistic games. The devs will likely have to go for stylized rather then realistic

Formerly known as Bleddyn

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I don't mind a certain

I don't mind a certain smoothness of Style, but 'plastic action figure' is not a style I want to play with. Let's go for 'realistic' comic-book style.

Be Well!
Fireheart

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TERA manages to make

TERA manages to make characters look really damn good using Unreal 3 ...

[img]http://www.tera.freemmorpgguides.com/wp-content/uploads/2013/03/tera-class-and-race-shoosing.jpg[/img]

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

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From the Paragon Chat event

From the Paragon Chat event that took place after the last update we know that MWM will attempt to emulate CoH in terms of style. I'm going to guess that means that the character appearances will fall somewhere in the vicinity of Tera and Final Fantasy XIV.

- - - - -
[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]

Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

Prof.G.Deemer
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Cyclops wrote:
Cyclops wrote:

Please avoid the Champions mistake. Let the girls be pretty. Champions chicks were pretty ugly.

Maybe you did´t use the editor enough?
My "chicks" always got compliments about their appearance via privat message. :)

Little Red Ragnarok
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Personally, I want the game

Personally, I want the game to have a good solid framework that can be expanded upon. I also would like [i]just enough[/i] elements with character customization to allow almost any character concept come to life. I think this comes from both costume options, and power/animation combination options. Heck, with power set options, I rather they focus on the more generic, broader concepts (energy blast, super strength, levitation control) because those abilities can cover more concepts. I also hope that decent amount of tertiary power options are available to help round out our characters.

I also want a game that captures the feel from CoH, in terms of empowerment. I'll take it a step further, and say that I want more empowerment. I know this is easier said than done, due to the nature of the game being an MMO. But, I would like the opportunity for my characters to build a presence within the setting, something, at the end of all the missions and task force that will leave a mark. If my villain choices the 'path of conquest', then I her to have some piece of territory. I want her minions to walk the streets. At the very least, I like my bad guys to plan their own heists and amass my wealth inside a personal lair. If my hero is funded by their own private company, then maybe that company should have it's own store fronts.

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Bleddyn wrote:
Bleddyn wrote:

Cartoony games age better then realistic games. The devs will likely have to go for stylized rather then realistic

I agree that some games that were "cutting edge realistic" 10 or 20 years ago do look rather dated now. But as computer game graphics become closer and closer to what I'd call "perfectly realistic" the breathing room for future graphics to improve is going to decrease and eventually stop. Take this following Tomb Raider comparison pic as an example:

[img=600x220]http://tombraiders.net/stella/images/timeline/lara_croft_evolution.jpg[/img]

As you can see the later versions towards the right side are starting to get so detailed it's really hard to imagine that future Tomb Raiders are going to look that much better.

I'm not going to claim that CoT is going to be so perfectly realistic that it'll be age-proof. But I suspect whatever they come up with will probably continue to look acceptable at least 5 to 10 years from now which is all we could probably really ask for.

CoH player from April 25, 2004 to November 30, 2012
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If only the Art Style /

If only the Unreal Shaders could pull off the look of some of the art styles
from a few comic book covers so it resembles something akin to:

[img=400x600]http://i.imgur.com/nAa5UOS.png[/img][img=400x600]http://www.cruzine.com/wp-content/uploads/2014/03/012-spectacular-illustrations-victor-bartlett.jpg[/img]

I would Love it! :]

But its probably not easy. :{

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"Clean" is easy for computers

"Clean" is easy for computers to do.

"Dirty" is HARD!

There's a reason why old computer models of people lacked that look we now associate with "gritty" (and grim/dark). But now that it CAN be done ...

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
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Izzy wrote:
Izzy wrote:

If only the Unreal Shaders could pull off the look of some of the art styles
from a few comic book covers so it resembles something akin to:

I would Love it! :]
But its probably not easy. :{

It is possible, however the thing to remember is "how does it affect the overall art style of the game."

Street Fighter 4 on the PC has several "artistic" effects that you can choose to render the game with; with watercolor being my personal choice.

It does give it an interesting feel, however... and this is a big however... it doesn't work well for all characters. And this is a purely subjective thing.

But there is nothing to stop them from providing a filter like this, although I would prefer it if it was NOT as default.

Notice the flack that City of Hero players gave Champions online for the "dumb stupid cartoony look", when you could actually disable the parts that they complained about most (the thick outlines and "overshiney" look) just by looking in the options and very easy.

Personally speaking, using different effects from the "normal" look of the game should be used sparingly (sepia coloring or "movie film grain" for example), or be purely optional.

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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