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The conundrum of Super-PvP

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Fireheart
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islandtrevor72 wrote:
islandtrevor72 wrote:

Fireheart wrote:
I may just be a clueless PvEer, but I don't see why you would need a different build/gear to PvP.
Be Well!
Fireheart

...For example look at a couple of powersets from CoX, ice blast and energy blast.
Energy blast had slower animation (generally) than Ice Blast. This meant that you were standing still longer with Energy blast that with Ice.

While I understand what you're saying, I can't help but note that only the Snipe power in Energy Blast required you to stand still. I believe that was true of all blast sets in CoH.

Be Well!
Fireheart

Radiac
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PVP and PVE are just

PVP and PVE are just different enough that your goals and needs are different for the two regimes, thus you tend to want some, but not all of your slotting and enhancements to be different.

Examples:

There were some IOs that gave set bonuses, but they also gave ADDITIONAL set bonuses which worked in PVP-only.

Some ATs trying to build their toon for PVP really wanted things that gave knockback protection. I think someone once told me that for a good tanker to have enough knockback protection to be "unknockable" he needed like +41KB Protection (The Zephyr IO alone gave +4). For PVE you only needed like +18 to +20 because NO AV or monster in the game had better than 18-19 strength KB to begin with. My numbers could be off by a few points here and there but my point is, you needed far more KB protection in PVP than you did in PVE.

You may be tempted to make a PVE toon that's basically unhittable by cranking up your defense/resist and then setting your difficulty to a point where the badguys are just bad enough that they basically can't hit you. In PVP this really shouldn't be possible, so as a strategy for plowing through missions it's fine (albeit slow, but on a team, useful for tanking AVs), but as a strategy for doing PVP, if it works, it's broken and if it doesn't it's not worth trying.

There are other differences, and God knows I didn't even do any PVP really, but I was aware from what friends told me.

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islandtrevor72
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Fireheart wrote:
Fireheart wrote:

While I understand what you're saying, I can't help but note that only the Snipe power in Energy Blast required you to stand still. I believe that was true of all blast sets in CoH.
Be Well!
Fireheart

Pretty much every attack rooted you for the duration of the attack....snipes were special in that if you moved before the end of the activation it would cancel the snipe.
There were ways to avoid this rooting like begining the animation during a jump for example but the animation of the attack (its activation time) were meant to hold you in place.
PvP is very fast paced...even in a relativly slow game like CoX. You need to be able to react fast, if you were caught in a long animation you couldn't.

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Some of the animations were

Some of the animations were tediously slow even for PVE. The Dual Pistols set had some attacks where you spent more time flipping the stupid guns around in your hands than actually shooting anything.

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Radiac wrote:
Radiac wrote:

Some of the animations were tediously slow even for PVE. The Dual Pistols set had some attacks where you spent more time flipping the stupid guns around in your hands than actually shooting anything.

Which is why there were few hardcore PvP'rs who used Dual Pistols, But it looked dang cool and was a blast to play in PvE where the animations were not as big an issue. That's why I say you need to consider PvP almost an entirely separate entity.(note I did not say the powers need to be changed for pvp)

I will go back a bit and say that I do think PvP'r should have a PvP costume unlock. Think of it along the same lines as the roman stuff from the ITF. Basically if you can get something cool in PvE there should be ways to get something for PvP. I will maintain that getting a temp power or gear (enhancments ect) should be restricted to where you got it, get it in PvP only good in PvP...get it in PvE only usable in PvE.

Keep in mind when I say a PvP costume I don't mean something along that is completely unique in nature it should be more like a different style of what you see in the regular game. So something like the crab backpack which has nothing comparable would not be a good choice but a different pattern or embellishment on an existing costume part.

Edited to include:
In NW they have this. The epic armor/weapons you unlock in end game has an alternate version unlocked with pvp....they are roughly the same except one has more spikes. (Not all of them but some) I suggest something akin to this for CoT PvP (minus the stat bonuses)

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I could see having some PVP

I could see having some PVP-unlocked costume parts IF they make them available for money in the cash shop. That way it's available free in PVP, thus encouraging the F2P cheap skates out there to go get it, and still accessable by PVE-only high-rollers like me who don't want to get our capes dirty in PVP :)

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islandtrevor72 wrote:
islandtrevor72 wrote:

Radiac wrote:
Some of the animations were tediously slow even for PVE. The Dual Pistols set had some attacks where you spent more time flipping the stupid guns around in your hands than actually shooting anything.

Which is why there were few hardcore PvP'rs who used Dual Pistols, But it looked dang cool and was a blast to play in PvE where the animations were not as big an issue. That's why I say you need to consider PvP almost an entirely separate entity.(note I did not say the powers need to be changed for pvp)

Yeah, that's the kind of thing I was referring to earlier. I understand the need/desire for complete balance on the PvP side, but it can put too much restriction (for my taste) on what the devs can do if the same rules have to be applied to PvE.

Spurn all ye kindle.

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Radiac wrote:
Radiac wrote:

I could see having some PVP-unlocked costume parts IF they make them available for money in the cash shop. That way it's available free in PVP, thus encouraging the F2P cheap skates out there to go get it, and still accessable by PVE-only high-rollers like me who don't want to get our capes dirty in PVP :)

I don't see why it needs to be purchasable. It cheapens the unlock....be the same if you could just buy the roman costumes from the ITF. If they go that route sure...but I don't think its worthwhile. Besides what if it was a t-shirt costume part that said 'PVP' on the front.
I love my costumes as much as the next guy, can take hours in the creator. But I can accept that there are some parts I have to earn. Like some of the Halloween/winter stuff for example. I seldom wanted to do the holiday stuff in CoX but did for the costume.

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Okay, well, obviously if the

Okay, well, obviously if the costume part is something like a T-shirt that reads "Won the PVP Tourny" or something, you'd only give that to the guy that actually did the thing. But as for buying things like Roman costume pieces (or Vanguard stuff that was supposed to be unlocked with Vanguard Merits) I think making it available in the cash shop for money is fine. While it may cheapen the swag itself, it opens up costume possibilities people might otherwise want (even if they don't give a darn about the content that unlocks it). That said, I'm all for making it take a little longer i.e. you can unlock it now, or wait til it goes on sale in a few months, etc.

As for the cheapening effect, that reminds me of something else from CoX. Badges. A lot of badges were not easy to get. Like Charmer (the one Abandoned Sewer Trial badge). One would think that wearing such a badge would have caused some oohs and ahs among other players, gain you some respect, or at least a "hey, you did that thing, good going". This never really materialized as such in my opinion. Anyone who knew what the badge you were wearing was probably did that same content too, and was therefore unimpressed, and then on the other hand people who didn't have that same badge usually didn't know what it was from and largely didn't care. So there were two different versions of apathy toward any one particular badge, the "Oh yeah, I have that too, *yawn*" kind and the "Badges? We don't need no steenking badges" kind. So in my opinion, the "wow factor" of having gotten a badge, or in a similar way, having unlocked a Vanguard costume piece, never really existed as such. Thus I don't think we're losing much by selling some of this stuff, and again, letting there be an exclusivity period of a few months to a year maybe before things go from "hard-earned only" to "hard way or money, your choice".

Edit: I'm NOT saying you ought to be able to buy badges, because they served no other purpose than to prove you went somewhere or did something, but with things like costume pieces, which some people might just want for the pure aesthetics of, in and of themselves, I think the money option would be a good idea.

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Going back to PVP sepcificaly

Going back to PVP specifically, and I've said this before, I think it would be good to have things like badges (they wouldn't actually BE badges, but would function similarly) that PVPers could get by winning official tournaments. Like when people look at your avatar in game (and or on the forums?) they would see not just:

Radiac

But something like this:

Radiac
Winner of The 2016

With the being something they'd have a cool name for, like "Rumble in the Jungle" or "Thrilla in Manilla" etc.

So not "collectible" like a badge, but "wearable" as a badge is. A way to show off your accomplishments, but not on the official list of "badges" that all badgers will try to get all of.

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"[url=https://www.kickstarter

These small [url=https://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans/posts/639751]Kickstarter PvP[/url] notes ought to provide comfort for a few of you.

Quote:

1: You will never be forced to PvP

4: PvP design should never affect PvE play.

PvP requires a significantly different set of fundamental assumptions than PvE. It can work if it is built along recognizable principles of how powers interact, and in a similar way to the PvE system, but requires a fairly significant set of additional design. This may mean gear works differently, powers work differently, or simply that the combat system itself changes gears.

We’ve worked out eight types of PvP possible in this game, and we’d like to see what you think about them. We’re not sure if we’re going to include them all, and we’re not sure how fast we’re going to fit them in, but one or two are sure to make the cut.

Zombie Man comment wrote:

The current plan is not to have any zone be *exclusively* open-PvP. Theoretically, we can take any PvE zone and spawn an instance where it is open-PvP, thus, no need for any exclusive PvP zone.

MWM comment wrote:

Now, there will likely be PvP achievements, like badges or a PvP leaderboard, but they will not be tied to PvE accolades, temporary powers, content, etc. This works the other way as well, no needing to collect PvE badges to get PvP rewards.

At least that is the plan right now.

Still curious as to how much PvE they will require PvP-players to endure.

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Thanks, I forgot about some

Thanks, I forgot about some of this. Especially point 4.

Spurn all ye kindle.

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Folly wrote:
Folly wrote:

These small Kickstarter PvP notes ought to provide comfort for a few of you.
Quote:
1: You will never be forced to PvP
4: PvP design should never affect PvE play.
PvP requires a significantly different set of fundamental assumptions than PvE. It can work if it is built along recognizable principles of how powers interact, and in a similar way to the PvE system, but requires a fairly significant set of additional design. This may mean gear works differently, powers work differently, or simply that the combat system itself changes gears.
We’ve worked out eight types of PvP possible in this game, and we’d like to see what you think about them. We’re not sure if we’re going to include them all, and we’re not sure how fast we’re going to fit them in, but one or two are sure to make the cut.

Zombie Man comment wrote:
The current plan is not to have any zone be *exclusively* open-PvP. Theoretically, we can take any PvE zone and spawn an instance where it is open-PvP, thus, no need for any exclusive PvP zone.

MWM comment wrote:
Now, there will likely be PvP achievements, like badges or a PvP leaderboard, but they will not be tied to PvE accolades, temporary powers, content, etc. This works the other way as well, no needing to collect PvE badges to get PvP rewards.
At least that is the plan right now.

Still curious as to how much PvE they will require PvP-players to endure.

"Endure" is an interesting word to use there. While PvE only players would have to endure PvP, and PvP only players would have to endure PvE, why in the world would a PvP-only, or even a highly PvP focused player, play a spiritual successor to CoH?

A PvP-only or highly PvP-focused Superhero game would be awesome, but it wouldn't be what you'd expect in a spiritual successor to CoH considering what CoH was. You can't be all things to all people, and CoH wasn't really a great game for PvPers from what I hear.

I'm not trying to be argumentative--you bring up a lot of good and helpful points on these forums--but that comment made me wonder what your expectations are for a game that has clearly declared that it's primary goal is to continue in the spirit of what CoH was.

PS/Edit- I'd love for CoT to be the first game (at least that I know of) to be highly successful in PvP and PvE, but I don't see that as likely. I'd love to be wrong about that, and would eat the crow with relish (and Ketchup). I'd smile with every "I told you so" that I got.

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

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My thoughts on this have been

My thoughts on this have been that this kind of MMO is never going to be the ideal PvP setting. If there is PvE then that is generally where the focus lies, because PvE is more resource intensive. Hence, if a PvPer stays and plays on this kind of game it is because they enjoy what it has to offer in terms of theme, classes/abilities/powers/etc., and the PvP offerings (maps, the other players, etc.). In other words, even if it remains a relatively small aspect of the game, PvPers have all the same reasons as PvErs to be on and play the game.

To summarize, why would a PvP-focused player play on a spiritual successor to CoH? Because they enjoy it and find it to be fun.

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Quote:
Quote:

"Endure" is an interesting word to use there. While PvE only players would have to endure PvP, and PvP only players would have to endure PvE, why in the world would a PvP-only, or even a highly PvP focused player, play a spiritual successor to CoH?

A PvP-only or highly PvP-focused Superhero game would be awesome, but it wouldn't be what you'd expect in a spiritual successor to CoH considering what CoH was. You can't be all things to all people, and CoH wasn't really a great game for PvPers from what I hear.

PvE players would [u]never[/u] have to set foot into a PvP zone. It's only fair they do the same for the PvP players. I, as well as a few others, have already brought up numerous arguments about all of the PvE obstacles other MMO's burden us with. [i](Leveling, End-Game Content, Gear . . .)[/i]

"Spiritual Successor" are the key words - not a copy, taking influence of. The game does not have to follow the same exact path, treating PvP as an afterthought. Take these considerations for PvP at the start, incorporate it well into the system. It does not have to be the main focus, however it deserves a fair share of attention to improve upon what City of Heroes did not quite capture.

Quote:

Why in the world would a PvP-only, or even a highly PvP focused player, play a spiritual successor to CoH?

The ancestors should not be the absolute decider of fate in its legacy. If anything, the average player would expect improvement. Learning from its history.

The mere idea of an MMO that has a heavy emphasis on the Good versus Evil theme with poor PvP gameplay really irks me.

Radiac
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The assumption that nobody

The assumption that nobody will have PVP forced upon them against their will is to eliminate the possibility of jerks camping spawn areas, ganking newbies for sport, and, in the process, repelling new players and losing the company customers. A lot of games allowed this in the past, CoH did not, as it didn't even have PVP at first.

On the reverse side of that coin, "Forcing PVPers to endure PVE" is a different question. PVE stuff like teaming up, leveling toons, getting gear, etc are staples of the RPG game genre and as such are, I would think, expected in a game that is marketed as an MMORPG. I mean, I don't think any rational person who agrees to join a DnD group is going to sit down at the table and say "What, you mean I start at level 1?!? Screw that, can't I just be level 20 with all the best gear from the start and immediately attack the other members of the party? No? LAME! This game sucks, I'm leaving."

So my attitude on forcing PVPers to endure PVE is, yes, let's do that. I'm against making PVP success dependant on a PVE gear grind, but this is supposed to be an MMORPG, not a first person shooter. If the leveling is as fast in PVE as CoX was when we last played it, then that's not a huge burden to put on anyone. As for gear, how powers work, etc, they're said they want to keep PVP separate in that sense, and so do I. So PVE for XP to get to the level you want to be at for PVP, yes, PVE for gear grinding and tweaking powers to try to make them work the same in both regimes, no. That's my stance.

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Quote:
Quote:

On the reverse side of that coin, "Forcing PVPers to endure PVE" is a different question. PVE stuff like teaming up, leveling toons, getting gear, etc are staples of the RPG game genre and as such are, I would think, expected in a game that is marketed as an MMORPG.

Those "stables" are not exclusively PvE features in games. They are rewards and incentives for progression. If you can progress in several different ways in City of Titans, why shouldn't PvP be one of them?

If at all possible, I would like to be [i]able[/i] to level my character exclusively through PvP if I do so desire. As in, I believe you should be able to obtain XP and Gear through both PvE and PvP. Again, proposing my earlier idea of separating rewards between "PvE-only", "PvP-only", and "PvP&PvE". If you require something, you should be able to obtain that something through the content it's required.

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wyruzk wrote:
wyruzk wrote:

answer to pvp is to make everyone equal, with automatic max enhancements, whatever... for the duration of the pvp
...
4. pvp p2w, players with the 'best' gear/stuff win, usually
...

Im not a PvP player, because it just seems luck has a part in it. Roll the dice to see if Accuracy is enough to HIT the other player, and if you roll a MISS you loose.

As far as i can tell, just my opinion, PvP seems to particularly appeal to those that are looking to punish others, payback really. Maybe because they feel wronged by others in real life!? I dont know. But i do know it doesnt appeal to me.

I tried PvP once, i was alone.. and came across 2 other PVP'ers. One was a Controller, other a Brute. I might have been on a willpower scrapper. Throughout the match (i lasted for a few minutes), the controller was holding me down, and the Brute was dishing it out. At that moment i felt as if i was the kid being bullied on, as one kid was holding me down, and the larger kid who was full of rage, just kept whaling on me releasing All his frustrations, and i was the punching bag.

And after that, I would never step foot into a PvP. Remembering that moment, the though of it just disgust me to no end, even 'till this day. And maybe that's why I'm not too fond of any game or aspect of a game that allows Bullying in such a way. Maybe grown men can draw the correlation from this sort of PvP experience and see something Dark, unnatural, perhaps even Corrupt, and rather wash their hands of it and just stick to the PvE element of the game that actually lightens the soul, not Darken it. (phew.. I got that out there) Yea, PvP as it was Sucks! I'm biased, as you can tell.)

If i had my say, i would try and take elements from other Fighting Games that appeal to Allot of people already.
As an example.. I like to play Street Fighter 4, and I find the GUESS aspect of it very good. Why not introduce a Risk / Reward aspect?
An Example could be a Blaster Tries to Snipe at you from a Distance, and if you GUESS exactly when he does that, you can use a COUNTER attack that can deflect and PUNISH him. Of course, a Snipe would have to have a shorter Cast time, which is fine, since the recovery time will be longer, which is fine, since the other PvP'er can Punish you for GUESSING wrong.

Perhaps even have a RATING system to keep track of a PvP'ers ranking. It would serve 2 purposes that come to mind right now. One, letting the PvP'er measure his/her to others, and Two, to allow others that are not as experienced to decline any match if they so choose just by checking the other players rank. Such a system, though, would mean that such PvP matches could only be fought One Vs. One individually for that round.

Even if you had a full Team..and wanted to watch or even participate.. each team would have to Choose one of their teamates as their Contender for a match-up, if we allowed for team PvP that is.

I know, having something like this would mean someday there being actual Money Prizes for West Coast vs East Coast Top players matches.. and could possibly be Streamed Live on Twitch or whatever else will exist at the time, and i suppose that would kind of be interpreted by some as a PvP system that kinda succeeded.

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For what it's worth, I don't

For what it's worth, I don't have a problem with letting people get XP etc for PVP combat. That said, I think those people are going to have to resort to PVE in many cases anyway, because to do PVP, you have to find at least one other person that is about your level (or willing to exemp down) and wants to PVP against you. Basically, there is no "soloing" in PVP, because it requires at least one other person. I would think that, as much of a teamer as I was, I had to solo some stuff on every toon I played at one point or another just to get XP when I was on. At some point you run into the problem of "nobody's on, time to solo". Given this, I think it would take significantly more time (and more work done finding opponents) to level a toon via PVP only, but if you want that sure, fine.

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Radiac wrote:
Radiac wrote:

For what it's worth, I don't have a problem with letting people get XP etc for PVP combat. That said, I think those people are going to have to resort to PVE in many cases anyway, because to do PVP, you have to find at least one other person that is about your level (or willing to exemp down) and wants to PVP against you. Basically, there is no "soloing" in PVP, because it requires at least one other person. I would think that, as much of a teamer as I was, I had to solo some stuff on every toon I played at one point or another just to get XP when I was on. At some point you run into the problem of "nobody's on, time to solo". Given this, I think it would take significantly more time (and more work done finding opponents) to level a toon via PVP only, but if you want that sure, fine.

And yet, with the exception of getting to level 6, it is *perfectly* possible for a player to level up from 6-50 in Wildstar doing *exclusively* PvP content.

But Carbine do this because they have 2 separate brackets for PvP.

Practice Arena: Levels 6-49. Everyone gets shunted up to level 50 (to balance it out stats wise), and away you go. You get XP for killing other players, being on the winning team, XP for losing, XP for completing objectives. You could almost break wind and still gain XP. The person who will level fastest, is the person who wins the most.

Ranked PvP: Level 50 (only).

It is worth noting that there are several different team(2v2, 3v3, 5v5), different styles of matches (Capture the flag, standard Kill Opponents X number of times *total*) etc etc.

You can get rewards that are useful in PvP doing it this way, and although PvE gear is *usable* in PvP, the PvP gear is *better* for PvP (and vice versa, PvP gear can be used in PvE, its usable, but NOT the best route).

Oh, and the Team based PvP? You queue for that... or if you are on a PvP server, you can queue and you can go hunting (as it were).

Now with a single server setup, there should be *less* problems finding people who want to do the same thing as you, unlike CoX, where if you were in the dead of night (or off peak) it could be hard enough to find enough people who just want to run a Taskforce (depends on server and its general populations).

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Folly wrote:
Folly wrote:

Quote:
"Endure" is an interesting word to use there. While PvE only players would have to endure PvP, and PvP only players would have to endure PvE, why in the world would a PvP-only, or even a highly PvP focused player, play a spiritual successor to CoH?
A PvP-only or highly PvP-focused Superhero game would be awesome, but it wouldn't be what you'd expect in a spiritual successor to CoH considering what CoH was. You can't be all things to all people, and CoH wasn't really a great game for PvPers from what I hear.

PvE players would never have to set foot into a PvP zone. It's only fair they do the same for the PvP players. I, as well as a few others, have already brought up numerous arguments about all of the PvE obstacles other MMO's burden us with. (Leveling, End-Game Content, Gear . . .)
"Spiritual Successor" are the key words - not a copy, taking influence of. The game does not have to follow the same exact path, treating PvP as an afterthought. Take these considerations for PvP at the start, incorporate it well into the system. It does not have to be the main focus, however it deserves a fair share of attention to improve upon what City of Heroes did not quite capture.
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Why in the world would a PvP-only, or even a highly PvP focused player, play a spiritual successor to CoH?
The ancestors should not be the absolute decider of fate in its legacy. If anything, the average player would expect improvement. Learning from its history.
The mere idea of an MMO that has a heavy emphasis on the Good versus Evil theme with poor PvP gameplay really irks me.

Good points, and I meant what I said about liking you and the other more PvP oriented people posting and bringing up good points. And I meant what I said about hoping I'm wrong.

If CoT can get PvE and PvP right, I'll get my ass out there and take a beating from you guys :).

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

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To Gangrel,

To Gangrel,
That sounds like a really good system, especially the part about the gear. Sign me up (I'm still not PVPing in all likelihood, but that's just me).

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Perhaps I should expand upon

Perhaps I should expand upon what I meant when I said I'm not a PvPer. I will try out PvP initially to get the casual basics down. After that I will probably only do it for rewards or when a friend asks. (After all, who doesn't want to be prepared to help a friend?) Announced mass brawls can be fun, but rather difficult to plan.

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The one thing that I found

The one thing that I found annoying in CoX PvP was the diminishing returns system concerning holds/heals. It really did change how a character was built and played. But this was because the *holds* in PvE lasted so long, that the change to having it last a lot less in PvP play made it harder to get your head around (for the new player that is).

Keeping the effects *closer* together (in effect, if you learn the game via PvP or PvE, the same tactics should still work in general) makes it easier to switch between the two, and less of a "OMG I AM HAVING TO RELEARN MY CHARACTER". This is why mobs in Wildstar can disarm you, disorient (YAY FOR MESSING UP WHAT MY MOVEMENT BUTTONS DO!), stun, tether (cannot move more than X meters from the tether until you destroy the tether point) etc etc, and they last *about* the same time as they would in PvP as well.

So this ties up to the whole idea of the game (no matter how you play it) should train you to be able to flick between PvP and PvE with little "relearning" of the game.

Hell, even just having a duelling system would be nice. I know that you could do it via the Arena, but that was (in my mind) more of a hindrance than a help really, because you couldn't do spontaneous PvP stuff that could crop up in the open world. You would find someone, and then you had to go to the arena, then you had to set up the match, then you had to join the match.... That is a lot of steps for something that could only last 45 seconds to a minute.

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I agree 9000 %

I agree 9000 %

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Gangrel wrote:
Gangrel wrote:

The one thing that I found annoying in CoX PvP was the diminishing returns system concerning holds/heals. It really did change how a character was built and played. But this was because the *holds* in PvE lasted so long, that the change to having it last a lot less in PvP play made it harder to get your head around (for the new player that is).
Keeping the effects *closer* together (in effect, if you learn the game via PvP or PvE, the same tactics should still work in general) makes it easier to switch between the two, and less of a "OMG I AM HAVING TO RELEARN MY CHARACTER".

Diminishing returns generally refers to something losing its effectiveness if it is applied repeatedly. This removes or mitigates the likelihood that a character can be 'stun locked' by someone spamming a hold or stun. The initial duration of the hold or stun is a different matter.

I agree that the powers should not be vastly different between PvE and PvP. I am sceptical whether a simple change in the duration of a power is enough to constitute a need to relearn how to play a character. Keeping the effects closer together raises its own dilemma: effects versus what? Should the PvP effects be similar to those against a minion, a lieutenant, or a boss? Perhaps an elite boss?

PvP is going to require someone who is accustomed to PvE to learn a new play style, in any event. Registering that certain powers (or even entire power sets) are not as useful or effective in PvP as they are in PvE is likely one of the easiest and most fundamental lessons that a person will have to learn.

That more than a handful of enemies should and will use traps, disorients, stuns, etc. is hopefully a given for MWM.

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I personally don't think that

I personally don't think that having to change tactics for PVP is a bad thing, in fact, I think it should have to happen, in most cases. Here are some reasons:

1. The person you're playing against isn't as dumb as the A.I. (we hope) so the PVE tactics should NOT be as effective, if they're effective at all.

2. They HAVE to change the way some powers work in PVP versus PVE, or else they end up not doing some stuff in PVE only because it screws up PVP somehow. So now you're sacrificing PVE content for the sake of PVP? I wouldn't want them to do that. If PVP is the only thing stopping you from doing something, then don't do it in PVP, but give it to us in PVE if it makes the game more fun in that realm and visa versa. If something works in PVP and makes it more fun, then do it in PVP even if it's not for PVE in some way. Fine by me.

3. I think you SHOULD be able to hold a PVE badguy longer than a player. The PVP player should have some way of getting out of the hold that the PVE target likely doesn't have, whether it's inspirations, resistances, powers you use to free yourself, or even some kind of mechanic where you can run time off the hold clock by going crazy on your keyboard pushing the movement buttons rapidly.

4. Personally, I wouldn't WANT PVP to be just like PVE, because it would probably be boring. You should WANT to have to figure out a new way to play your toon in PVP. In fact, you should be able to find new ways to play your toon in PVE from time to time. It keeps things fresh and adds more replayability to the game.

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Radiac wrote:
Radiac wrote:

I personally don't think that having to change tactics for PVP is a bad thing, in fact, I think it should have to happen, in most cases. ...
... or even some kind of mechanic where you can run time off the hold clock by going crazy on your keyboard pushing the movement buttons rapidly. ...

Might I suggest also significantly reducing the Range of any powers with a HOLD, so enemy has to approach you and stay in range of any of your AoE's if you're doing team battles. If you're going to Spam Holds on me, I'm gonna Spam -Hold DeBuff/etc.. on you, so your Holds could wither down to almost noting in magnitude.. given enough time passes in battle of course. ;)

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I would be more likely to do

I would be more likely to do PvP if my powers worked the same as in PvE, or at least as close as possible. I build for a certain feel of play and would want to be able to retain that. If the holds are too long for PvP, just tag PvPers as Bosses or Elite Bosses like Darth said and problem solved.

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

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No statement on what PvP

No statement on what PvP ought to be, is to me, sea to shining sea.
I'll just report what I observed from CoH/CoV.

PvP had a short spike of interest. Once that ended, it became two groups of people: Those who pretty much were all about PvP and considered PvE a distraction, at best (very small number from what I could tell) and roleplayers who used PvP to actually "play out" character squabbles--but such events generally weren't that common.

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One thing that needs to

One thing that needs to happen for PVP to really hold appeal is the constant infusion of new blood. One way to trigger this is by offering a chance to "try" PVP at a very low level, where the fight is non-consequential, and feels relaxed. Tera online almost has this. One of the first quests in the main capital city has you talk to some sketchy guy, who then directs you to a little sparring ring. That's where you get the skill that let's you flag yourself as an outlaw. By flagging, you can attack anyone, and be attacked by anyone. The way the NPC's talk around the sparring ring makes the player think that there might be a requirement to duel another player. Usually, there's someone else either right there, or coming over, and most times I sent a duel invite, players accepted it. Nothing was on the line. There was no mission in progress that had more priority at the time, because the missions we could possibly be working on were all errand boy type quests and fetch quests. Those were the keys there.

-Low level, inconsequential exposure to PVP. Level 6-10 perhaps?
-Placement of this early exposure in a place where a player doesn't necesarily feel like they're wasting time. Someplace social, or near some shops where you're taking a break from the mission content anyways.
-Placed in a location where regular low level traffic is common.
-Tag an OPTIONAL mission for sending a duel invite, and accepting a duel invite. NOTHING EXTRA FOR WINNING LOSING OR SURRENDERING ((Stopping the fight before you have to even fight))

I honestly feel that setting up an early exposure fight which feels inconsequential can help breath life into pvp when the time comes. Bloody bay always appealed to me for being a "sub-optimal" combat zone, where being level 22 with SO's was more than enough to get by. Anything above 25 after that was just extra. I do understand that some players are adamantly opposed to even SEEING pvp occur, so perhaps placing this early exposure content inside some kind of super-Dojo/super-gym along a tour mission with a contact outside to direct players INSIDE would be best? Remember, this is something to give the equivalent of a level 6-10 player a nibble of what pvp COULD be like.

Thoughts?

Stalkers don't die: They simply... Disappear.

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As a self-avowed, dyed-in-the

I apologize for the wall of text.

As a self-avowed, dyed-in-the-wool PVEer, I have to say that I do not begrudge those who want fun, exciting PVP the opportunity to find that in CoT. I sincerely hope this game holds a strong appeal for them and keeps them coming back for more. That said, I have a few thoughts to share on the subject:

1. Personally, I probably still won't want to do it. I'm just not looking for a "competitive" aspect to this game, that's not what appeals to me about it. I have this attitude like "Come on guys, I log onto this game to relax....so really, PVP? Do I HAVE to? Ughhhhhh....."

2. Some PVPers whom I personally know in real life are self-avowed trolls, are their own worst enemies, and will be a destructive force in a game like this if given an environment in which they can prosper. Their version of "having fun" is taking fun away from other people. The only really big reason why they want to win at anything, ever, is to see the look on your face when you lose. If they can troll, grief, dominate and/or humiliate others, they enjoy the hell out of that and will do it to the point that it makes everyone they're abusing rage quit and go find another game just to get away from them. This is not the kind of thing I think a game like this should be set up to encourage or attract. If these people decide this game "sucks" because they can't get away with annoying people for the jolly hell of it, and they decide NOT to play CoT for that reason, then despite their complaints about the PVP and despite the loss of money their abandonment of the game and displeasure with it causes, I say good riddance. To hell with them. I'd rather not have them around and still have the newbies they would have driven away instead. Call me a carebear if you want to, but that's my opinion.

3. Some PVPers say they want the power sets and classes to be more or less equal in PVP, but I think many really just want to be the first person to find the new "right answer" or broken combo that allows them to win easily, then they get all mad when you close that loophole (in the name of improving competitiveness and parity) and then have to go find something else. So what happens is, you start out with a game that invariably has some kinks to work out in the powersets and rules, etc at first, and this attracts the PVP optimizers. These PVPers find the inherent exploits and start exploiting them, which basically is allowing them to bring the proverbial gun to a knife fight and thus they dominate the PVP scene for a while until the devs decide "We want competitive PVP, not this thing where one combo totally breaks the game, this is absurd we need to cut out this abusable combo so that people can fight each other on something resembling a level playing field." and this causes the PVPers that had acclimated to the broken combo to say "What?!? MY combo doesn't work anymore?!??! *rage quit*" You're never going to satisfy those people, because they all want something that's demonstrably unfair to everyone, and tilted in their favor, which is something nobody can possibly agree with or publicly endorse.

4. Magic: The Gatherimg, a game which I play off and on, not competitively really, went through something like this when it first came out in the mid 1990s . The earliest sets of cards they printed had some cards that were TOTALLY unfair, especially if you had more than one or two of them, and the original rules didn't set any upper limit on how many copies of a card you were allowed to play. Some cards were rarer than others, but people who didn't know any better would trade you some of the best stuff (which looked harmless enough at first blush) for more impressive looking cards that were actually quite common and not terribly useful in large numbers. So in the 90s, the company sponsored a tournament where you could make a deck using any cards you wanted. When they registered the players and looked at the decks the decks could be broken down into two distinct categories:
A) Decks that could win the game on the first turn.
B) Decks which mathematically had ZERO chance of winning the tournament.

So they (the company) got smarter and started limiting the number of copies of a cards you could have in a deck, then they outright banned some cards, etc, and people RAGED about it because they were like "HEY! I spent all this money and time and effort to accumulate 20 copies of this one broken card and now all that is for nothing because it's banned, WTF?!?!?" These people didn't care that the game had gotten infinitely fairer and more open to new players and was no longer totally degenerate and unplayable, they just wanted their stupid combo deck to work like it had before, because winning, even through something you know yourself is totally absurd and broken, is all they cared about at the time. That and the money they had spent on the cards. Lesson learned there is: people who pay up front for some kind of obviously degenerate advantage which is technically allowed within the rules are setting themselves up for a big disappointment later when the other shoe finally drops. Trying to please them is counterproductive and does not produce a better game for anyone.

R.S.O. of Phoenix Rising

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Radiac wrote:
Radiac wrote:

... If these people decide this game "sucks" because they can't get away with annoying people for the jolly hell of it, and they decide NOT to play CoT for that reason, then despite their complaints about the PVP and despite the loss of money their abandonment of the game and displeasure with it causes, I say good riddance. To hell with them. I'd rather not have them around and still have the newbies they would have driven away instead.

++++ 1111 ;)

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Eyes. On you guys.

Eyes. On you guys.

In a good way :)

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Radiac -- you have put my

Radiac -- you have put my general impressions from CoX and other MMOs into eloquent words.

Spurn all ye kindle.

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Funny you should mention M:tG

Funny you should mention M:tG. I used to play back in the days of the Power 9 in Alpha, Beta, Unlimited, and Revised. I was guilty of Channel/Fireballing many people myself on the first turn. lol. I was happy when they started restricting deck size and amounts of single cards per deck. I then quickly moved on to a Mono-Blue deck that took advantage of Time Twister, Time Walk, Twiddle, Time Vault, Ancestral Recall, etc. and dominated with my mult-turns deck. And you are exactly right in the comparison too. Many people I knew rage quitted M:tG once Wizard's started restricting and banning cards. Most brilliant use, and heart wrenching, of a card that was banned in M:tG was when a guy literally shredded up his Chaos Orb and sprinkled it all over his opponent's cards. Will never forget that.

Anyways, I digress. This is why I think there is a huge push to make PvP something separate from PvE. This way there is no hurting the PvE side of the game when it comes to terms of the Devs attempting to "balance" the game in the name of "fairness". As has been mentioned before, I've also participated in PvP in CoH when Kiting was the way to play, then when Energy Melee/Ninjitsu Stalkers were the way, then TP Foe into Bots/FF MM's. Somebody always tries to find the ONE combo that grants the instant win and then ruins the rest of the game for everybody else. I used to love my Energy Melee/Dark Armor Brute before they nerfed the crap out of Energy Melee. Then it became so unplayable that I had to delete her. It was my first villain to 50.

Part of me really wishes that PvP won't even be implemented in CoT. I just really wish there was a game that didn't have PvP attached to it. To me it just goes against what MMO's are supposed to be about. To me, and I don't speak for everybody, a MMO is about community and having fun "teaming" with other people. Meeting new people that live half-way across the world and playing together developing a new friendship that would have never been possible if it hadn't been for this game. Not pissing someone off that lives in another country solidifying their belief that the country the person came from, that just destroyed them and is now in the process of trolling them, is nothing short of complete rude, arrogant, enormous asshats.

I cannot beg this enough. Make PvP in CoT something completely separate from PvE. Give it it's own server, it's own powers, it's own enhancements, it's own world. Don't make it a part of the PvE world. This way if something does end up needing to be tweaked for PvP you can do it on the PvP side and not mess up the PvE side. Seriously. PLEASE!

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