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Another Suggestion: Pulling/Herding!

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Brand X
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Another Suggestion: Pulling/Herding!

Let's make this not possible!

"OW! Someone shot me! I better go check to see who did it!"

"You do that. We'll stay right here and chat by the watercooler while we ignore your screams."

Lin Chiao Feng
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Aww. That's no fun. But it

Aww. That's no fun. But it does need to be dialed back some...

[b]Mob 1:[/b] OW! Someone shot me! I better go check to see who did it!
[b]Mob 2:[/b] You do that. We'll stay right here and chat by the water cooler.
[i]* Mob 1 wanders off.[/i]
[b]Mob 3:[/b] Sure it was a good idea to let him go off alone?
[b]Mob 2:[/b] Yeah, he's a hypochondriac. Always complaining about whatever. Today it's gunshot wounds. Next week it'll be bone cancer.
[b]Mob 3:[/b] Got any fives? Shouldn't he have said something by now?
[b]Mob 2:[/b] Also, nobody likes him. He treats his girlfriend like trash. No fives, go fish.
[b]Mob 3:[/b] Ow!
[b]Mob 2:[/b] What?
[b]Mob 3:[/b] I got shot!
[b]Mob 2:[/b] Now you're doing it?
[b]Mob 3:[/b] I'm pretty sure my arm doesn't spontaneously bleed like this.
[b]Mob 2:[/b] Really? You could be British royalty and not know it.
[b]Mob 3:[/b] ...
[b]Mob 2:[/b] Fine, let's go look if it makes you happy. (Why did I get stuck with the morons today...)

[i]Has anyone seen my mind? It was right here...[/i]

Wanders
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Speaking as someone who

Speaking as someone who sometimes enjoys herding and sometimes enjoys a more sensible AI, I'd suggest making an "AI slider" (or whatever UI implementation makes sense for CoT) available to the team. That way folks can have their fun, whether it involves herding or not.

imo, if you are only going to have the game support one style, I think it would have to the the one CoH used... that seems like a behavior that would be on a lot of folk's spiritual successor lists. So, I'd like to have a slider so I can get something else when I am with like-minded folks.

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Oh no, it's not what I planned
See it's not where I thought I'd be
It's just where I am"

Redlynne
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Wanders wrote:
Wanders wrote:

I'd suggest making an "AI slider" (or whatever UI implementation makes sense for CoT) available to the team. That way folks can have their fun, whether it involves herding or not.

Bad Idea. That multiplies the work of the AI Team by an extraordinary degree, and with increasing complexity comes the potential for behavioral oddities and edge cases that become very difficult to debug.

[b]K[/b] eep
[b]I[/b] t
[b]S[/b] imple
[b]S[/b] tupid

Now ... that said ... what WOULD be interesting is if the NPC AI had a sort of "staged intelligence" to it, such that Minions (alone) were stupid and predictable, but Lieutenants made their group "a little bit smarter" and Bosses added "a good bit of smarts" to the behavioral algorithms. Easiest way I can think of to do this would be to build the "smart" side of the AI first, get it all tested and QAed and proofed, and then start adding "intelligence inhibitors" to it that would disable certain levels of "smarts" depending on what NPCs were in the mix. That way, you wind up with a sort of "Leadership" kind of dynamic, where Minions are smarter when in the presence of Lieutenants, Bosses, etc. ... and Pets (think Rikti Monkeys) all by themselves are just DUMB as a sack of hammers because a lot of the "smart decisions" simply aren't available to them.

This would then lead to a variety of challenges in dealing with Foe NPCs, where the "smart play" could be to take out the Leaders first, rather than chowing down on the Crunchies first and saving the tougher Boss types for last. That then makes combat encounters more dynamic, and therefore more enjoyable to play.

Letting Players decide the "Stupid Level" of the opposition they face is just BEGGING to be exploited by the Min/Max Player crowd, especially since there's no real way to "balance" such a thing for ALL Players and Playstyles.

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Comicsluvr
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Herding is a staple of the

Herding is a staple of the comic lore and movies...so is pulling. The game simply doesn't reflect it well. Remember all those movies where the commando drags his knife across something to get the guard's attention? That's pulling. Those Kung Fu movies where a whole mob surrounds 1-2 guys? Herding, plain and simple. Both are perfectly good tactics in RL as well as in games...they've just been portrayed poorly time and again in games. With CoT's efforts to make Stealth a viable option I look to see more of this, not less.

Guard 1: You hear something?
Guard 2: No...did you?
Guard 1: I thought so. This is a high-profile client we got here...better check it out.

Caped Wonder sneaks around the other side of the room and gets inside with no alarms.

Not ALL pulling has to result in a fight...

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

Lothic
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Redlynne wrote:
Redlynne wrote:

Wanders wrote:
I'd suggest making an "AI slider" (or whatever UI implementation makes sense for CoT) available to the team. That way folks can have their fun, whether it involves herding or not.
Bad Idea. That multiplies the work of the AI Team by an extraordinary degree, and with increasing complexity comes the potential for behavioral oddities and edge cases that become very difficult to debug.
K eepI tS impleS tupid
Now ... that said ... what WOULD be interesting is if the NPC AI had a sort of "staged intelligence" to it, such that Minions (alone) were stupid and predictable, but Lieutenants made their group "a little bit smarter" and Bosses added "a good bit of smarts" to the behavioral algorithms. Easiest way I can think of to do this would be to build the "smart" side of the AI first, get it all tested and QAed and proofed, and then start adding "intelligence inhibitors" to it that would disable certain levels of "smarts" depending on what NPCs were in the mix. That way, you wind up with a sort of "Leadership" kind of dynamic, where Minions are smarter when in the presence of Lieutenants, Bosses, etc. ... and Pets (think Rikti Monkeys) all by themselves are just DUMB as a sack of hammers because a lot of the "smart decisions" simply aren't available to them.
This would then lead to a variety of challenges in dealing with Foe NPCs, where the "smart play" could be to take out the Leaders first, rather than chowing down on the Crunchies first and saving the tougher Boss types for last. That then makes combat encounters more dynamic, and therefore more enjoyable to play.
Letting Players decide the "Stupid Level" of the opposition they face is just BEGGING to be exploited by the Min/Max Player crowd, especially since there's no real way to "balance" such a thing for ALL Players and Playstyles.

This "staged intelligence" thing seems like a very good idea. I must admit as much fun as I had sniping MOBs back in CoH it was pretty unrealistic to be able to pick off one critter at a time in a MOB from a distance and never worry about any of the rest of the MOB from ever reacting to that.

Having something in game that would make MOBs act "smarter" based on a Leadership quality seems like a good way to handle this. If nothing else it'd give the Devs another quality to make various kinds of MOBs different from each other (e.g. they could set faction A to have a much higher default Leadership potential than faction B).

And yes an AI quality like this should be something the players could NOT adjust or manipulate manually - would seem way too easy to exploit or abuse in all sorts of ways.

CoH player from April 25, 2004 to November 30, 2012
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Lothic
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Comicsluvr wrote:
Comicsluvr wrote:

Herding is a staple of the comic lore and movies...so is pulling. The game simply doesn't reflect it well. Remember all those movies where the commando drags his knife across something to get the guard's attention? That's pulling. Those Kung Fu movies where a whole mob surrounds 1-2 guys? Herding, plain and simple. Both are perfectly good tactics in RL as well as in games...they've just been portrayed poorly time and again in games. With CoT's efforts to make Stealth a viable option I look to see more of this, not less.
Guard 1: You hear something?
Guard 2: No...did you?
Guard 1: I thought so. This is a high-profile client we got here...better check it out.
Caped Wonder sneaks around the other side of the room and gets inside with no alarms.
Not ALL pulling has to result in a fight...

Yes a certain degree of Herding/Pulling are in fact comic book staples. But what I think what we're talking about here is controlling the excesses that are possible in a MMO when players are able to exploit or push these tactics too far.

CoH player from April 25, 2004 to November 30, 2012
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Redlynne
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Comicsluvr wrote:
Comicsluvr wrote:

With CoT's efforts to make Stealth a viable option I look to see more of this, not less.
Guard 1: You hear something?
Guard 2: No...did you?
Guard 1: I thought so. This is a high-profile client we got here...better check it out.
Caped Wonder sneaks around the other side of the room and gets inside with no alarms.
Not ALL pulling has to result in a fight...

I would be remiss if I didn't note here that in WoW, one of the skills of the Rogue (a "stealthy" class) is the Distract skill, which is basically what Comicsluvr is referring to here. Basically you throw an "attention getter" away from you, and that makes all the Foe NPCs within a certain radius (shown when selecting the Target Location of using the skill) spin around to look at where the Distraction was thrown. Since Foes have a reduced ability to Detect Stealth in their rear arc, the Distract skill can be used to "spin" Foe NPCs without drawing aggro so as to be able to maneuver past them without them noticing you. Furthermore, quite a few of the Rogue's attacks that they can use from Stealth require a Back Attack (for things like an Ambush or a Sap or a Garrotte and the like), and so use of a Distract to "spin" the NPCs and "pin" them into place (they voluntarily stop moving for a few seconds while paying attention to where the Distract was thrown) gives additional room to maneuver and opportunities which otherwise wouldn't be present. Distract can thus be used to either permit or set up additional maneuvers or actions, making the tactics of Positioning an important consideration when either engaging, or fooling, NPCs.

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Wanders
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Redlynne wrote:
Redlynne wrote:

Wanders wrote:
I'd suggest making an "AI slider" (or whatever UI implementation makes sense for CoT) available to the team. That way folks can have their fun, whether it involves herding or not.
Bad Idea.

Darn

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SG: Fusion Force
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Oh no, it's not what I planned
See it's not where I thought I'd be
It's just where I am"

Brand X
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Lothic wrote:
Lothic wrote:

Comicsluvr wrote:
Herding is a staple of the comic lore and movies...so is pulling. The game simply doesn't reflect it well. Remember all those movies where the commando drags his knife across something to get the guard's attention? That's pulling. Those Kung Fu movies where a whole mob surrounds 1-2 guys? Herding, plain and simple. Both are perfectly good tactics in RL as well as in games...they've just been portrayed poorly time and again in games. With CoT's efforts to make Stealth a viable option I look to see more of this, not less.
Guard 1: You hear something?
Guard 2: No...did you?
Guard 1: I thought so. This is a high-profile client we got here...better check it out.
Caped Wonder sneaks around the other side of the room and gets inside with no alarms.
Not ALL pulling has to result in a fight...

Yes a certain degree of Herding/Pulling are in fact comic book staples. But what I think what we're talking about here is controlling the excesses that are possible in a MMO when players are able to exploit or push these tactics too far.

Exactly. Maybe a pull power that only works once with a group, like throw rock, make noise, but the excess one could do it in CoH was terrible.

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I'm not sure about this.

I'm not sure about this. First, I didn't think the herding/pulling mechanic was so bad as to make CoH un-fun. Proper "Herding" was something of a skill that I expected an experienced tank to have. It wasn't just about your aggro numbers, it was picking the right distances and positioning to let your team get their shots. "Pulling" was a tactic that I used repeatedly when soloing. It was necessary in some instances for me to get to a particular boss with enough Inspirations left to take him down.

OTH, I wouldn't mind a bit more intelligence in the AI, if it improves realism and immersion, with some variety. I like RedLynne's staged intelligence idea, with Leadership Levels affecting reactions. Maybe it could differ by mob type, as well. In a given situation, mindless zombies wouldn't react the same way TacTeam soldiers would.

Something that I wouldn't mind seeing, when appropriate, is some type of "alarm" mechanic. For instance, you attack a mob and they have x sceonds to reach and press a button. If they don't, a larger squad is called, or even the whole area is now on "alert." Or one them runs away to "warn" the rest and you have to take him down before he escapes.

Oh! If we had more destructible environments, maybe just inadvertently smashing a window alerts a whole group.

WarBird
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Yes a certain degree of

Yes a certain degree of Herding/Pulling are in fact comic book staples. But what I think what we're talking about here is controlling the excesses that are possible in a MMO when players are able to exploit or push these tactics too far.Exactly. Maybe a pull power that only works once with a group, like throw rock, make noise, but the excess one could do it in CoH was terrible.[/

quote]

Instead of a power slot, maybe an inherent ability, like basic brawl, with a longer cooldown?

JayBezz
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I agree… I hope the AI has

I agree… I hope the AI has mechanics as much as we do.

Ranged AI keeps distance. Melee AI uses lunges. Tank AI taunts you. Controller AI hides and uses debuffs. Heal AI buffs/heals enemies.

This way there will be a certain amount of grouping (being attacked by a group of Melee DPS) but this also makes priorities and decision making (attack healer first while their Tank tries to steal your targeting) apart of gameplay.

I love combat as much as I love role-play but better combat makes for better role-play for me. Herded enemies do not engage me as much as smarter designed AI would.

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