'Cause I'm sure you all want to talk about it :D. Say so if you didn't find an answer clear, I'll try to get that fixed for you. No new questions based on it though. Otherwise it would be 'the infinite ask a devs session'.
Original answers post here: http://cityoftitans.com/content/five-ask-devs-answered
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[center][color=#ff0000]Interior Map Lead and UI Designer[/color][/center]
I loved the key binding and macro systems from CoH, but found writing them to be very hard because of having to type them, I'm hoping their 'other features' will include a UI and tutorial for basics; while I enjoyed them I should admit I had no idea sometimes how to make them work properly and made mistakes as a result. Would also be nice if other features were the capability to have if-then procedures, essentially dependency macros that only activate because this other thing was active or has been active etc. Make our own combos like Dual blades.
Also: Knockback, knock down, knock up(Lets change this to something else? Vertical knock?) sounds like if you can bust through things with your attacks, then a body moving could do the same, right? I look forward to blasting or punching mobs (Or people) through building and floors :D
Yes, a UI for the macro system is very much intended. If not at launch, hopefully soon after.
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[center][color=#ff0000]Interior Map Lead and UI Designer[/color][/center]
Procedurally generated maps! That's me! I swoon like an Italian after too many bottles of wine!
/ nerdgasm (aka woodyharrelson.jpg)
These past few days I was wondering when we would get these answers. Totally worth the wait.
[u]Most. Important. Question. EVAR![/u] (As of right now.)
The CoT Facebook page is slowly, but surely, closing in on 5,000 likes. If it hits the 5k Likes, will we still get the Patchwork update even though the deadline was missed by several weeks?
Follow-up question:
Can DeathSheepFromHell and Warcabbit ever be found in same room, together, or is that too much awesome in one place? Or are they, in fact, [i]the same person[/i]? (Hint: if one of them wears glasses, the answer is probably "yes".)
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[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]
Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!
The trouble with updates like this is it makes me even more impatient for the game to come out.
[size=1]Kickstart Backer # 771[/size]
Meee toooo.... :( I miss my scrapper...
Fez: I'm glad they'll be proceduraly generating parts of the maps too. I like surprises in the maps, it'll be nice to see how they explain the buildings that do go beyond the scope of their buildings blueprint. I also look forward to busting heads or oppressing the masses in a suburban area, maybe that's just me.
Silly question: Will there be realistic environments? Like, Oh, children and rain? I understand the warwalls were blamed for lack of rain by much of the RP crowd I played with, it was a fun 'in joke', but sometimes I really do want to feel like a broody type on top of a building and brooding about broody stuff, because I forgot my umbrella. As for the kids thing, it's a weird thought I'm sure, but really there was only one kid in all of Paragon City: Penelope Yin
I'm with LeadWanderer: Punching enemies through walls and floors would be absolutely epic! The procedural map generation is interesting to me, too! Makes me wonder if/how it'll work with UGC whenever it comes into play. All in all, loved the update! Keep up the amazing work!
~Sol
Psst. Penny Preston.
We're hoping for more realistic environments, but yes, the ERSB says 'no children in places they can be threatened.' We don't mind working kids in, the question is just where and how to do it, that doesn't lead to ERSB issues.
Or... more disturbing things.
[color=#ff0000]Project Lead[/color]
Whaaat? I thought it was Yin... Hm, guess I got em mixed up >.< They're both Pennies!
Okay, I don't want to say we should put disturbing things into the game, and while I understand to some degree why the ESRB wants that as a rule to keep kids from feeling threatened, I think it's kind of stupid since you're limited in creating some scary or engaging situations, in that people have a tendency to empathize for children, or most do.
Definitely wouldn't want more disturbing things but we all know people made child heroes, but that covers the "Online experience may vary.", and you can't just skip ESRB rating cause it would bar you from a great many physical an online retailers.
You could just have kids flee to safety when something bad starts happening and exclude them from being used in UGC, maybe? I dunno, people might gripe about this...
So no rains [i]of[/i] children?
What if they're issued parachutes, and there's no lightning or wind forecast with the rainstorm?
A quick search did not provide context for "no children in places they can be threatened", so I don't know if that means placing children in actual combat situations or anywhere where combat may happen (i.e. the setting at large in games that have combat). It's all the difference between seeing children present in Titan City while there are no children in the likes of mayhem missions, versus no children at all.
That does raise some possible conundrums for the likes of the PvP shards and the inclusion of anything like control points.
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[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]
Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!
Something that crossed my mind while reading that is based on a major complaint a friend of mine had about CO's difficulty slider. In CoX, you could not only increase the difficulty of the bad guys, you could also increase the mob sizes. Will CoT be able to do that as well? It might be nice to have not only maxed out difficulty, but massive mob sizes, especially for the specialty tankers who actually *like* fighting huge mobs of bad guys. :)
now I want to see birds that interact with players the same way cars on the roads should...mostly for the giggles of seeing some flying cape show up covered in feathers from some travel misadventure
[CENTER][URL=http://www.nodiatis.com/personality.htm][IMG]http://www.nodiatis.com/pub/17.jpg[/IMG][/URL][/CENTER]
We're suckers for writing updates....A patchwork update is in the works. I cannot tell you how close to the time we cross 5K likes it will be posted, but we are writing it....
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Conundrum of Furballs
[color=#ff0000]Composition Team, Staff Writer[/color]
[img]http://missingworldsmedia.com/images/favicon.ico[/img]
Huzzah!
+∞
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[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]
Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!
SO excited to hear LiDAR is being used to build the city map! I can't wait to lay my eyes on it!
There's a lot of great info in there thanks! I'm going to read it all again, but one thing that stood out for me was the comment about teams being 8-10 strong. Is this going to be static? What happens if you can only get 4 or 5 together? Will it be mandatory to have 2 tanks, 2 heals, 4 dps kind of thing? For example, the LFD function in World of Warcraft will not queue the dungeon until all roles have been filled first. Will the CoT instances work like that?
Currently trapped inside the Speed Force...
Dude, that would be so anti-CoH style :D. Teams will be UP TO 8-10 strong. We wouldn't dream of enforcing team sizes OR roles any more than CoH did, the flexibility of teaming there was a big factor. If we can't replicated the 'what trinity?' setup City of Heroes gave us, we miss one of the prime requirements of a successor.
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[center][color=#ff0000]Interior Map Lead and UI Designer[/color][/center]
AHHH "up to" makes a lot more sense. Thanks for clearing that up
Currently trapped inside the Speed Force...
Me want Node Based Macro Editor :)
[img]http://www.pixelcrushers.com/dialogue_system/manual/html/conversationsLiveView.jpg[/img]
JSMaker example: https://www.youtube.com/watch?v=sr7WDrC8l6I
And if you wind up re-purposing the same editor for interact-able objects in the Mission/Base Builder, "Me Wants Credits!" ;D
...or for Pets (what they do when their own HP is Low, which pets stay near me, when do they Buff/Heal others on team.. every minute or every time team members HP is Low, etc...), Allot Later. I has my OWN Pet AI. My Pet AI is better than Yours! ;D
I know this may be off base but... as much as I'm looking forward to this (very very much so!), I must admit, I've gotten used to the more active style in CO. I was looking at some demo runs in Valiance Online and it reminded me of CoH quite a bit, but again, while I used to love the more passive fighting (you hit, then villain hits, then you), I've definitely gotten used to the more active combat.
Will there be any way to accommodate that perhaps at a user level in CoT?
CoH addict for 8+ years...and counting
One of the game play elements we've decided to stick with is one similar to that of CoH. We will be using the a selected target or location to attack which means to aiming to attack a target, no pressing of (key) to block, or pressing of (key) to dodge. We will be looking at mobility in combat as well as providing charging (press and hold down key) effects, and lunge style attacks which brings us a little away from CoH, among other things we can't bring up just yet.
[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]
Getting five(!) major gameplay-shaping questions answered is a great leap forward in my mind. Going forward, if even just one of these sort of questions can get some time in the spotlight each month, I will be very grateful.
Absolutely nothing in here that I dislike, and plenty to like!
Favorite part, if I *have* to pick just one: Evokes the whole "bring whoever you want, we'll make it work" feel that enabled CoH's casual teaming and usually-casual team leadership mentality, and PuGs forming in channel/zone chat.
One thing I never fully appreciated (until it was gone) was how several combinations of movement powers in CoH worked extraordinarily well for entering combat and switching targets, even in the absence of lunge attacks. In many games, moving during combat is either forced (to dodge) or so sluggish as to be a waste compared to just firing another attack from a non-optimal position. CoH combat movement could be precise and quick, allowing moment-by-moment, proactive adjustments of AoE coverage and influence over enemy behavior.
In fact, I'd gladly take that overall feeling of combat movement over the more lunge-driven (via power activation) or stamina-limited-dodging styles seen in CO, STO, and Neverwinter. I have no objection to some lunge power options (e.g. CoH's Lightning Rod / Shield Charge and NW's Lunging Strike / Mighty Leap were well made, IMO). Warcabbit's answer about travel powers in regular play sound like this aspect of CoH is being given appropriate Successor treatment.
There is so much goodness in this update that I can't even pick a favourite item. While I understand the concerns folks have about delivery dates, character art style, etc, when MWM lets us glimpse under the hood like this and we see the [i]philosophy[/i] behind the game, it convinces me that CoT is going to be what we have all been waiting for -- even if we have to wait a bit longer than we want to. It will be worth it.
Good to hear again the confirmation of combat style. One question: will we have automatic turn to face targeted enemy as we did in CoX?
I want to know this also! It could be the reason we haven't heard much about any Secret Identity system in the game...
Don't forget the horrific homunculous that was Baby New Year!
Spurn all ye kindle.
I would have no problem with this. Except that it would constitute Delay of Game.
A related question on the maps (especially with the potentially centimeter scale resolution on heights), to be considered more than answered: Will curbs and steps that real people (at least those that can walk unassisted) simply step up onto with scarcely any thought require jumping? This was something I found annoying with CO, I hope MWM does this better than Cryptic did.
Which brings up another point: Don't forgot the ramps for the virtual people that [I]can't[/I] walk unassisted!
Foradain, Mage of Phoenix Rising.
[url=https://cityoftitans.com/forum/foradains-character-conclave]Foradain's Character Conclave[/url]
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Avatar courtesy of [s]Satellite9[/s] [url=https://www.instagram.com/irezoomie/]Irezoomie[/url]
You mean the Time Midget.
So much awesome. I swear, I just love everything I hear from you guys.
Like Cinnder, It's hard for me to pick, but I think maybe the coolest thing was hearing that CoH was largely a "happy accident" that you intend to learn from, do on purpose, and improve. This is how many great discoveries are made in science--and many powers are gained in comics :P.
I love how the devs plan to give the feel of exciting superpowered action in combat without making it actual "action combat" or twitchy.
I love all of the talk bout various types of Knock, because Knock is one of the things that really made CoH have great action and feel POWERFUL. And I'm all for trying out the lunge and charged attack stuff. I don't feel like those things are twitchy from experiencing them in CO and other games, and charging an attack can make it feel powerful, and lunges, like Knock, help keep the feel of lots of action.
Something else Cinnder said I want to +1--one thing I didn't like about The Secret World is that you had to be facing a opponent to attack and you did not "autoturn" when you targeted and attacked like you did in CoH. I wouldn't mind having to be facing a target to actually attack, as long as there was autoturn towards the targeted mob when you activate a power.
All the stuff about procedural generation and external and internal dimensions meshing is just gravy. Delicious, mouthwatering gravy. It was slightly immersion breaking to enter a warehouse and be in an office, or vice-versa. Or if you stopped to think about the Escheresque dimensions the outside of the building you were in should have.
FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)
I'm really glad some thought is going into making procedurally-generated "throwaway" maps make sense.
One of my biggest gripes with STO involves the exploration missions (similar to radio/newspaper missions from CoX) and maps decorated with randomly-dropped stuff that no sane person (I don't care how alien you are) would have done. Consoles placed here and there with no pattern or just dropped in the middle of random caves or rotated so that they are flush up against a wall with no way to actually stand it front of it to use.
"I don't think you understand the gravity of your situation."
O.o :)
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[color=red]PR, Forum Moderator[/color]
[url=http://cityoftitans.com/forum/desvipers-creative-impulsivity]My Non-Canon Backstories[/url]
Avatar by MikeNovember
In the procedurally generated maps section, the line I liked best is "what works for a plausible modern office building runs almost directly counter to what makes for a good mission instance." I often see folks asking for games to have office interiors that "make sense" and I worry that they haven't considered how incredibly boring a real life office layout would be for a mission. Seems like MWM is on top of this one.
Spurn all ye kindle.
Hunting tigers in a cubicle-farm...
Be Well!
Fireheart
That actually sounds fun...
Heh, maybe they'd be paper tigers...
Spurn all ye kindle.
Animated Origami?
Foradain, Mage of Phoenix Rising.
[url=https://cityoftitans.com/forum/foradains-character-conclave]Foradain's Character Conclave[/url]
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Avatar courtesy of [s]Satellite9[/s] [url=https://www.instagram.com/irezoomie/]Irezoomie[/url]
Paper Tigers aren't so tough, they only take down Rock Lobsters! Of course we need the Scissor lizards to cut through the damage debuff the tigers have.
[img]http://www.celjaded.com/wp-content/uploads/2014/07/CelJaded-Magic-Unglued.jpg[/img]
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Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP
Resistance to fire -9990%
[img]https://i.imgur.com/26pBVBG.png[/img]
([i]Currently developing the Sapphire 7 Initiative[/i])
As many may have already assumed, I am all for piper tigers, origami or especially card, variety!
Argh!
4,999 Likes!
I repeat, argh!
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Edit: 5,000 Likes! Woohoo!
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[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]
Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!
I really like this! It was a shame that momentum was introduced so late in CoH's lifetime, because I always felt like it could be taken further. Lo and behold, here you guys are, taking it further! :D
It's cool, kind of like: not just physical momentum, but emotional, spiritual, energetic, what have you, momentum. It's one of those things that will make this world more fascinating and diverse, and it will freshen up gameplay! I mean, yeah, I would take CoH's gameplay in a heartbeat, but the fact that you guys are developing onto it in ways that will make the game truly exciting to play is one of the reasons I'm supporting this project so much.
I really can't wait to see this patchwork update... it can't come soon enough!
Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.