Announcements

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

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

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

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

earning one's cape/wings/jetpack/whathaveyou

20 posts / 0 new
Last post
Radiac
Radiac's picture
Offline
Last seen: 4 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
earning one's cape/wings/jetpack/whathaveyou

Just a passing thought, what if you had to do the tutorial on at least one toon in order to unlock, accoutn wide, the "back item" costume slot? Not that it would be anything too hard, just as a way to give people a glimpse of how the "unlock badge and get some cool perk with it" system works. Plus you get a sense of accomplishment when you have the "Earned Their Cape" badge. Also, I would put in a way to do that content at any time, not just upon toon creation.

R.S.O. of Phoenix Rising

Doctor Tyche
Doctor Tyche's picture
Offline
Last seen: 4 months 3 weeks ago
Developer11th Anniversary Badge
Joined: 12/04/2012 - 11:29
We have that planned as part

We have that planned as part of the tutorial, although it's not the cape they unlock. Their choices in the tutorial will determine what is unlocked.

Another part will be walking through the steps of purchasing from the "Cash Shop". In this case, the purchase will be a travel power, unlocking that one for all characters. (You would have to run the tutorial multiple times to get them all unlocked, encouraging alting)

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

Radiac
Radiac's picture
Offline
Last seen: 4 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
Neat.

Neat.

Edit: Psychology says that the first cash shop purchase is always thehardest one to get them to make. Once they're comfortablewith that function, they tend to use it more and not just ignore/avoid it as much. Pretty sneaky, Doc.

*tips cap*

R.S.O. of Phoenix Rising

Radiac
Radiac's picture
Offline
Last seen: 4 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
Just to sort of spitball

Just to sort of spitball ideas here, what if the area where you do your tutorial has Exploration badges near it that can be accessed most easily (or at all) via flight, teleportation, etc? So like, if you choose Fly, you can then immediately fly to the top of the nearby tower/statue and get that badge, thus unlocking some cool lowbie feature, like an item that enhances your flight speed or a temp power that gives you another decent attack at level 1-10 or something? Then maybe you could only get to the roof of that building without fly by doing some mission later on, when that item would be less useful to you, but you still get the Exploration badge.

R.S.O. of Phoenix Rising

Empyrean
Empyrean's picture
Offline
Last seen: 2 years 6 months ago
11th Anniversary Badge
Joined: 03/16/2014 - 07:51
Doctor Tyche wrote:
Doctor Tyche wrote:

We have that planned as part of the tutorial, although it's not the cape they unlock. Their choices in the tutorial will determine what is unlocked.
Another part will be walking through the steps of purchasing from the "Cash Shop". In this case, the purchase will be a travel power, unlocking that one for all characters. (You would have to run the tutorial multiple times to get them all unlocked, encouraging alting)

Radiac wrote:

Neat.
Edit: Psychology says that the first cash shop purchase is always thehardest one to get them to make. Once they're comfortablewith that function, they tend to use it more and not just ignore/avoid it as much. Pretty sneaky, Doc.
*tips cap*

+1 hat tip. Well thought out and genius. VERY confidence inspiring in MWM and CoT--as much recently has been.

Radiac wrote:

Just to sort of spitball ideas here, what if the area where you do your tutorial has Exploration badges near it that can be accessed most easily (or at all) via flight, teleportation, etc? So like, if you choose Fly, you can then immediately fly to the top of the nearby tower/statue and get that badge, thus unlocking some cool lowbie feature, like an item that enhances your flight speed or a temp power that gives you another decent attack at level 1-10 or something? Then maybe you could only get to the roof of that building without fly by doing some mission later on, when that item would be less useful to you, but you still get the Exploration badge.

This is a fun way to handle this in the tutorial. Gives a real sense of heroic/villainous accomplishment and progress :).

+1!

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

Cinnder
Cinnder's picture
Offline
Last seen: 2 years 3 weeks ago
Gunterkickstarter11th Anniversary Badge
Joined: 08/26/2013 - 16:24
Doctor Tyche wrote:
Doctor Tyche wrote:

We have that planned as part of the tutorial, although it's not the cape they unlock. Their choices in the tutorial will determine what is unlocked.

Ooh, I like the sound of this!

Spurn all ye kindle.

Lothic
Lothic's picture
Offline
Last seen: 2 months 3 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
Radiac wrote:
Radiac wrote:

Also, I would put in a way to do that content at any time, not just upon toon creation.

This is an important lesson/caveat I want the MWM folks to remember when it comes to putting special badges/rewards in their tutorial areas: Make sure nothing gets "trapped behind the wall" of the tutorial so that there's no way to get those things after the tutorial is done.

Case in point the major controversy over the Isolator badge in CoH was caused by the relative shortsightedness of the Devs. At the beginning of the Badge System (which didn't start until Issue 2) the only way you could earn the Isolator badge was to kill Contaminated in the tutorial. Obviously this screwed over any character that had been created and finished the tutorial long before Issue 2 was released. It wasn't any player's fault they missed that badge at that time yet Matt Miller (the CoH Dev who was originally in charge of the badges) decided it'd be funny (sadistic?) to give us the "RV Isolator" solution as the only alternative. Eventually there was a semi-trivial way to get the badge in an Ouroboros Trial but that final alternative didn't appear in the game until years later.

Bottomline the Devs of CoT should never "trap" a badge/reward in an area where characters through no fault of their own can never get to.

CoH player from April 25, 2004 to November 30, 2012

blacke4dawn
blacke4dawn's picture
Offline
Last seen: 1 year 2 weeks ago
Joined: 03/28/2015 - 03:02
Lothic wrote:
Lothic wrote:

Radiac wrote:
Also, I would put in a way to do that content at any time, not just upon toon creation.
This is an important lesson/caveat I want the MWM folks to remember when it comes to putting special badges/rewards in their tutorial areas: Make sure nothing gets "trapped behind the wall" of the tutorial so that there's no way to get those things after the tutorial is done.
Case in point the major controversy over the Isolator badge in CoH was caused by the relative shortsightedness of the Devs. At the beginning of the Badge System (which didn't start until Issue 2) the only way you could earn the Isolator badge was to kill Contaminated in the tutorial. Obviously this screwed over any character that had been created and finished the tutorial long before Issue 2 was released. It wasn't any player's fault they missed that badge at that time yet Matt Miller (the CoH Dev who was originally in charge of the badges) decided it'd be funny (sadistic?) to give us the "RV Isolator" solution as the only alternative. Eventually there was a semi-trivial way to get the badge in an Ouroboros Trial but that final alternative didn't appear in the game until years later.
Bottomline the Devs of CoT should never "trap" a badge/reward in an area where characters through no fault of their own can never get to.

I agree.

In the case of CoH there even if the badge system would have been there from launch players shouldn't have to read up on "tutorial exclusives" before they create their first ever character just to have a chance for 100% completion.

Lothic
Lothic's picture
Offline
Last seen: 2 months 3 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
blacke4dawn wrote:
blacke4dawn wrote:

I agree.

In the case of CoH there even if the badge system would have been there from launch players shouldn't have to read up on "tutorial exclusives" before they create their first ever character just to have a chance for 100% completion.

Ironically if the CoH Badge System had been a part of the game from Launch Day then I'd bet most people would not have been so legitimately pissed at Miller's "RV Isolator" alternative because EVERY player would have had an original chance to have gotten Isolator in the tutorial from Day One. In effect it would have squarely been the PLAYER'S FAULT if they didn't get Isolator in the tutorial and had to suffer RV Isolator to get it. The infuriating part about how the RV Isolator situation was handled was that Miller decided to punish(?) the pre-Issue 2 players who wanted it even though it wasn't their fault they missed it because it didn't even EXIST in the game at the time. It wasn't that the pre-Issue 2 players were too lazy to get it in their tutorials - they had no chance to get it and essentially got punished for wanting a reasonable alternative. :(

Again these problems can be eliminated by never "trapping" rewards like this in one-time areas that players are unable to return to.

CoH player from April 25, 2004 to November 30, 2012

Interdictor
Interdictor's picture
Offline
Last seen: 4 years 5 months ago
11th Anniversary Badge
Joined: 08/22/2013 - 05:26
Didn't they eventually put

Didn't they eventually put Contaminated in Galaxy City as well? Could have sworn I ran across some there.

Cobalt Azurean
Cobalt Azurean's picture
Offline
Last seen: 4 months 3 days ago
kickstarter11th Anniversary Badge
Joined: 10/03/2013 - 16:39
Interdictor wrote:
Interdictor wrote:

Didn't they eventually put Contaminated in Galaxy City as well? Could have sworn I ran across some there.

Wasn't that part of a Flashback? I'm bothered that I can't remember as much as I used to.

Lothic
Lothic's picture
Offline
Last seen: 2 months 3 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
Interdictor wrote:
Interdictor wrote:

Didn't they eventually put Contaminated in Galaxy City as well? Could have sworn I ran across some there.

If they ever existed in some form in GC they either A) weren't permanent and/or B) didn't count towards the Isolator badge. Actually most of the confusion surrounding this was that there were critters in GC called Infected that looked just like the Contaminated.

Cobalt Azurean wrote:

Wasn't that part of a Flashback?

Yes, I mentioned that already.

By the end there were three ways to get the Isolator badge:

  • Killing Contaminated in the hero side tutorial. This method took like 10-20 minutes.
  • Killing the single Contaminated spawn in RV. This method could literally take weeks based on how they spawned.
  • Killing Contaminated in the Ouroboros Outbreak mission. This method took a few minutes once in the mission.

CoH player from April 25, 2004 to November 30, 2012

Interdictor
Interdictor's picture
Offline
Last seen: 4 years 5 months ago
11th Anniversary Badge
Joined: 08/22/2013 - 05:26
Lothic wrote:
Lothic wrote:

If they ever existed in some form in GC they either A) weren't permanent and/or B) didn't count towards the Isolator badge. Actually most of the confusion surrounding this was that there were critters in GC called Infected that looked just like the Contaminated.

Ahhh, that's probably what I encountered then.

Doctor Tyche
Doctor Tyche's picture
Offline
Last seen: 4 months 3 weeks ago
Developer11th Anniversary Badge
Joined: 12/04/2012 - 11:29
Our plan is to demonstrate

Our plan is to demonstrate badges found within the tutorial as *part* of the Tutorial. Imagine if it was "arrest 20 Contaminated" and, at the end of the tutorial, you got the badge, with an explaination.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

Radiac
Radiac's picture
Offline
Last seen: 4 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
Questions abound:

Questions abound:

1. Is there any reason players should not be allowed to go back and redo the tutorial again if they want to?
2. Same for like every other mission.
3. Will the tutorial zone be one that is populated only by the player alone (private instance), or will it also have other newbies running around in it that we can talk to (like CoX)? Or will it take place in the open world?

R.S.O. of Phoenix Rising

Huckleberry
Huckleberry's picture
Offline
Last seen: 2 weeks 9 hours ago
Joined: 01/03/2016 - 08:39
Since this game is going to

Since this game is going to play out like a choose your own adventure story, I wonder if they will let us replay missions. If we do get to replay missions, how does that affect the alignment points we got when we ran it the first time or any other time?


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Fireheart
Fireheart's picture
Offline
Last seen: 2 months 2 weeks ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
Huckleberry wrote:
Huckleberry wrote:

Since this game is going to play out like a choose your own adventure story...

Um, it will? I'm not sure how you mean 'choose your own adventure story'. I mean, in CoX you chose your contacts and you could choose whether or not to take/complete the missions, true. I believe the same is true for Every MMO.

Some of those 'choose your own' stories pretty-much force the protagonist through a limited number of outcomes. Like two. There's not much genuine choice. Which is why I'm reacting negatively to this depiction. Sorry.

I would expect some variation on Ouroboros/Flashback access to missions, but in the regular game? No, time is linear... Although you might team up with another person and do the mission again, following the mission-owner's choices. I would expect that to have minimal effect on a character's own faction/morality status, if any.

Be Well!
Fireheart

blacke4dawn
blacke4dawn's picture
Offline
Last seen: 1 year 2 weeks ago
Joined: 03/28/2015 - 03:02
Huckleberry wrote:
Huckleberry wrote:

Since this game is going to play out like a choose your own adventure story, I wonder if they will let us replay missions. If we do get to replay missions, how does that affect the alignment points we got when we ran it the first time or any other time?

They have already said that we will be able to "go back" and re-run previous missions. The main reason MWM has presented is so that we can make other choices and thus experience another path. Pretty sure any faction points and similar will be cumulative, as if they were completely different missions.

Huckleberry
Huckleberry's picture
Offline
Last seen: 2 weeks 9 hours ago
Joined: 01/03/2016 - 08:39
blacke4dawn wrote:
blacke4dawn wrote:

They have already said that we will be able to "go back" and re-run previous missions. The main reason MWM has presented is so that we can make other choices and thus experience another path. Pretty sure any faction points and similar will be cumulative, as if they were completely different missions.

I suppose that is the simplest way to do it. Not unlike SWTOR and the lightside/darkside points you can get.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Lothic
Lothic's picture
Offline
Last seen: 2 months 3 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
Doctor Tyche wrote:
Doctor Tyche wrote:

Our plan is to demonstrate badges found within the tutorial as *part* of the Tutorial. Imagine if it was "arrest 20 Contaminated" and, at the end of the tutorial, you got the badge, with an explaination.

As long it's designed such that you couldn't actually finish the tutorial without defeating the 20 Contaminated then that'd probably be fine. I'd have no problem with the earning of a badge like that as a built-in part of completing the tutorial.

I guess what made the original Isolator in CoH frustrating was that it was a totally "secret" badge (without even a progress bar) and earning it was NOT required to finish the tutorial thus you could easily be unaware of it until long after you left the tutorial and had no chance to go back. I realize Matt Miller concocted the torture that was "RV Isolator" because he thought he was punishing people who were too lazy to earn it in the tutorial. The problem was that he also punished the pre-Issue 2 people who couldn't finish Isolator in the tutorial because it didn't even exist at the time.

Bottomline if you want to make it so that you can't finish the tutorial without completely earning that badge then that would probably work. Just make sure nothing else ever gets "trapped" in the tutorial where there would ever be a legitimate desire to go back to it once you finished it the first time.

CoH player from April 25, 2004 to November 30, 2012