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Favourite MMO Features

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Pearly
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Favourite MMO Features

With CoT on the horizon (hopefully), I've been thinking about some of my favourite features from the collection of MMOs I have played over time that I would love to see in some form in CoT.

— As someone who loves instanced content, a good and reliable group finder is very nice to see in any game. Something that will work smoothly with enough options to match up for the specific type of content I want to run
— Another small thing is customizable chat bars and settings, which I'm sure is relatively common, for me to be able to mute certain sources of chat and create new tabs with different filters
— The ability to quickly transfer different items and currency between different characters on my account, whether that is through direct mailing OR account-wide shared currency. When you have a lot of alts, this feature is really handy and saves a ton of time
— It's not really much of a feature but honestly I love content/areas/enemies that I can grind for XP/money/items, especially for powerleveling alts once you're already satisfied with the amount of content/story you've seen

What are some things you love from your favourite MMOs?

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* Large max team sizes.

* Large max team sizes.
* Sidekick/Mentor functions, so cooperative group play remains satisfying for both the newbies and their sempais..
* Content that does NOT require the Holy Trinity/Parallelogram/Pentagram/whatever
* Quality writing.
* Bindable camera controls: STO neglected to add up/down.
* Keyboard based movement controls. I don't want to deny others the option of mouse based piloting, but it drove me nuts in Neverwinter and DCUO. Which are no longer installed on my machine.
* Parallel progression paths. While I never _buy_ XP accelerators/boosts, i would prefer each character's progression to not be a clone of every others.
* Satisfying leveling experiences: too many games gloss over the 1-$maxlevel experience, and put all their resources into endgame. And usually endgame RAIDING. :p

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Seschat wrote:
Seschat wrote:

* Large max team sizes.

I enjoy this as well! I'm currently really happy with ESO's trial (raid) sizes at 12. It's not too much that you can't see anything happening on screen, but it's also enough to be able to bounce back from a near-wipe if 1 or 2 people go down. I'm interested to see what kind of max limits we will get in CoT.

Seschat wrote:

* Content that does NOT require the Holy Trinity/Parallelogram/Pentagram/whatever

I would really like to see this in action. I was too young to remember the finer details of playing CoH, but I remember there was never any trouble with finding groups based on the powerset I was running. Especially with the flexibility of archetypes, it will be easy to re-evaluate when things are going wrong and try new setups to add more defense/healing/damage to a party.

Seschat wrote:

* Satisfying leveling experiences: too many games gloss over the 1-$maxlevel experience, and put all their resources into endgame. And usually endgame RAIDING. :p

I hope that there are many options for people to level, knowing that not everyone has the same goals and wants the same experience. That said, I do enjoy endgame content a lot, and hope there is a lot of opportunity for it. I don't like, however, when the content comes out too fast and I can't keep up with it because I'm still stuck on the last update.

Thanks for your comment! I love to chat about this kind of thing.

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A large ignore list. I've

A large ignore list. I've already maxed mine out in City of Heroes.

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Cobalt Azurean wrote:
Cobalt Azurean wrote:

A large ignore list. I've already maxed mine out in City of Heroes.

Lol! Never considered that

I'll pass that along (along with the thread)


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Cobalt Azurean wrote:
Cobalt Azurean wrote:

A large ignore list. I've already maxed mine out in City of Heroes.

You can never have too many enemies (especially in a superhero themed game).

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- Minigames. A good amount of

- Minigames. A good amount of minigames that still further what I'm doing with my character (even if it's just titles or cosmetics) can let me engage with the game when I'm not feeling it for the core gameplay loop.

- Good writing. It's such a damn rarity, and admittedly FF14 has been spoiling me on it. I loved the later content patches in CoH as well, when the storytelling really hit its stride.

- Fun pet mechanics. I have a tendency to play pet master classes, so character that run with minions are something I'm always on the lookout for. The problem is so many different games do them so poorly.

- The ability to solo content with enough skill. This is something so few games give to me, and only the recent resurgence of CoH has scratched that itch.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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'Real' Controllers.

'Real' Controllers.

Be Well!
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Summary: Pretty much

Summary: Pretty much everything the old game had/has, but in a live game that has regular updates including new zones, power sets, etc.

There's an old thread on this forum somewhere listing them, but off the top of my head (and with some repeats of things folks have said above) the most important would be:

- Instanced content
- Content that mostly takes itself seriously (unlike another superhero MMO I could mention)
- Appearance separate from ability
- Good writing (admittedly this varied in the old game)
- Most content soloable (not necessarily easily soloable!)
- Tab targeting combat with ability to queue the next power and auto-turn-to-target
- Completely customisable UI
- No Holy Trinity required and any AT can solo
- Significant rewards for levelling: a ton of powers per character which can be customised to taste via the excellent Enh system. (Also all powers remain relevant no matter what level the character is.)
- Sidekicking/exemplaring
- A variety of content paths for levelling
- Excellent power animations and sound effects
- Most mobs don't respawn on top of player characters
- Good challenge progression as one levels
- Feature that allows one to go back and play old/missed missions
- Actual variance in playstyle between ATs
- Real controllers
- Players can set their difficulty level on the fly
- Different content for heroes & villains (could have been done more in the old game)
- Private global chat channels
- Bases
- Extensive customisation: keymapping, graphics, chat bubbles, power effects, costume changes, keybinds and macros, etc etc.
- PvP separate from PvE
- No corpse runs

Spurn all ye kindle.

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Halae wrote:
Halae wrote:

Minigames. A good amount of minigames that still further what I'm doing with my character (even if it's just titles or cosmetics) can let me engage with the game when I'm not feeling it for the core gameplay loop

I'll admit that I never really see these in game anymore, and if I do, they're usually watered down to the point where people just do them quickly to get the desired reward and move on without enjoying the content.

Halae wrote:

The ability to solo content with enough skill. This is something so few games give to me, and only the recent resurgence of CoH has scratched that itch.

I understand this. There's something satisfying about feeling powerful enough to do something on your own, but also something nice about not gatekeeping progression from solo players or during times when not many people are active.

Cinnder wrote:

- Completely customisable UI

I love when this is a built-in feature and not something that requires add-ons to do. I remember feeling so overwhelmed with how bad the default UI for WoW looked, and the add-ons added too many options and it was hard to know what I wanted/needed.

Cinnder wrote:

- Players can set their difficulty level on the fly

I also love when you can create a challenge for yourself, especially on more of a sliding scale rather than just 'easy' and 'hard'. It's also nice when you feel like you're being adequately rewarded for completing the more difficult versions of content.

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Cinnder wrote:
Cinnder wrote:

- Content that mostly takes itself seriously (unlike another superhero MMO I could mention)

My understanding is that North Titan will be your goofier idealistic heroism, whereas South Titan will be much more gritty and serious


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DesViper wrote:
DesViper wrote:
Cinnder wrote:

- Content that mostly takes itself seriously (unlike another superhero MMO I could mention)

My understanding is that North Titan will be your goofier idealistic heroism, whereas South Titan will be much more gritty and serious

I thought South was more 'street' (as in Batman or Daredevil) while North was more 'cosmic' (as in Thanos, which I wouldn't describe as goofy). At least I hope that's the case: more a difference in scale rather than goofiness factor.

Spurn all ye kindle.

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Comics Thanos is super goofy

Comics Thanos is super goofy :p But yeah, South is more daredevil and north is more superman/spiderman who tend to have a higher power level.


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DesViper wrote:
DesViper wrote:

superman/spiderman

This probably isn't the thread for this, BUT how are these guys even listed together? Your Friendly Neighborhood Spider-man would definitely be more street-level with Daredevil than put in the same league as Superman.

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But I mean more on tone:

But I mean more on tone: superman and spiderman are generally very light-hearted, whereas Daredevil and batman tend to be more gritty.


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DesViper wrote:
DesViper wrote:

But I mean more on tone: superman and spiderman are generally very light-hearted, whereas Daredevil and batman tend to be more gritty.

I stand corrected! I agree with that.

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DesViper wrote:
DesViper wrote:

But I mean more on tone: superman and spiderman are generally very light-hearted, whereas Daredevil and batman tend to be more gritty.

Part of the reason for that is scope. Higher-end superpowers lend themselves to solving very physical crises - it's why Superman can deal with, say, a plane crash before it becomes a crash. With the more human-like limitations to Batman and Daredevil, the kind of one-upmanship that Comics thrive on has to be done in a different way, and the easiest and broadest way to develop that is psychological. Due to the fact that, as a whole, humans have kind of messed up brains that immediately makes those sorts of characters considerably more gritty and dark. Not a bad thing, but it does lend itself to a different kind of storytelling.

(not actually relevant to the conversation, just felt like commenting)

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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DesViper wrote:
DesViper wrote:

But I mean more on tone: superman and spiderman are generally very light-hearted, whereas Daredevil and batman tend to be more gritty.

OK you have me worried now. In the old game the more large-scale, non-street stuff like Praetoria, Mot, and what we knew so far of The Coming Storm were not played light-hearted or goofy at all. I don't want the most epic stuff in CoT to be silly or played for laughs... :-/

Spurn all ye kindle.

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Cinnder wrote:
Cinnder wrote:
DesViper wrote:

But I mean more on tone: superman and spiderman are generally very light-hearted, whereas Daredevil and batman tend to be more gritty.

OK you have me worried now. In the old game the more large-scale, non-street stuff like Praetoria, Mot, and what we knew so far of The Coming Storm were not played light-hearted or goofy at all. I don't want the most epic stuff in CoT to be silly or played for laughs... :-/

I think Des misspoke on the situation - "not gritty" doesn't necessarily mean light-hearted, as most of Spider-man and Superman have stories with serious overtones, though there's more room for light-heartedness. Rather, I think he more meant that it's less likely to be some horrific psychological thriller.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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Cinnder wrote:
Cinnder wrote:
DesViper wrote:

But I mean more on tone: superman and spiderman are generally very light-hearted, whereas Daredevil and batman tend to be more gritty.

OK you have me worried now. In the old game the more large-scale, non-street stuff like Praetoria, Mot, and what we knew so far of The Coming Storm were not played light-hearted or goofy at all. I don't want the most epic stuff in CoT to be silly or played for laughs... :-/

Oh I don't mean the large scale stuff won't be serious! I just remember North being more "silver age" than South.

And again, I'm not in composition. They're the most reclusive department ;p


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https://cityoftitans.com

https://cityoftitans.com/content/living-story-paths

Found it! "light-hearted" isn't in there but Silver Age is. Note that these were the 4 examined, but many more are planned. :)


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OK, thanks. That is more

OK, thanks. That is more what I expected.

Maybe this is just a situation where I take Silver Age stuff seriously and you don't. :-)

Spurn all ye kindle.

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North Titan is to Metropolis

North Titan is to Metropolis as South Titan is to Gotham.

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This may explain why Space

This may explain why Space Moose pushed for our base to be in Old Bradford: that's more North, and he is very much NOT a grim and gritty gamer. :)

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I'm definitely more into grim

I'm definitely more into grim and gritty superhero stuff :p


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(Tl;dr: cross faction

(Tl;dr: cross faction communication, context sensitive emotes, bases both player and guild, and not dealing with dumb ally NPCs... Edit: I forgot hiding in chat. That's in this mess.)

Some of the best Superman bits are when he's dealing with human level problems. As are Spider-Man's come to think of it.

More on topic.

Being able to talk to allies and enemies alike. I know CoT isn't going to have factions (in the mmo aliance v horde way) but it bothers me in games when you can't talk to members of the opposing faction. In WoW it's a bit silly, but in DC Universe Online it's inexcusable (at least a hero couldn't communicate with a villain when I played it aeons ago, might be changed now).

Oh, being able to hide (like in chat, from friends, guildies, etc) when you're online. Sometimes you just don't want to talk to people. It'd be nice if you could set that before you log in, now that I think about it. Log in as hidden/invisible/offline

Context sensitive emotes. FF14 did this and I love it. You emote to sit near a chair, you sit on it. You emote at someone bigger/smaller than you (who are close by), you emote up/down to them. I was amazed when I discovered it. It's such a small, simple thing, but I love it. Oh, and there's a bunch of emotes you can do -while sitting-! Sit on the chair, wave to someone while remaining sitting. If nothing else, I want to be able to do this in CoT. Context sensitive emotes, baby!

Player and guild housing. Love it. Even if it's just something simple.

Uh, does non-escort quests count as a feature? How about escort npcs you can actually heal and buff?

Related to the last but, do quests where you don't have to babysit an npc count as a feature? Or boss fights where the boss doesn't completely ignore you to fight the story npc? Like, hells, I don't want to sit there and watch the devs characters fighting eachother. Give me something to do that isn't just punching an unflinching, unreacting, enemy in the back. Like, a simple "I'll hold him off, you shut down his machine that has goons and like, his second in command by them" is far better than "punch this guy in the back while he focuses almost entirely on the story npc"

Jeeze, like most of my posts that got a bit rambley.

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NPCs that Don't get stuck in

NPCs that Don't get stuck in the geometry or end up humping a daisy while you're fighting for their life. NPCs that actually Keep Up with you. NPCs that are smarter than your Zombie Minions.

Be Well!
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Fireheart wrote:
Fireheart wrote:

NPCs that Don't get stuck in the geometry or end up humping a daisy while you're fighting for their life. NPCs that actually Keep Up with you. NPCs that are smarter than your Zombie Minions.

...and who also are not suicidal kamikaze NPCs.

Spurn all ye kindle.

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Project_Hero wrote:
Project_Hero wrote:

Player and guild housing. Love it. Even if it's just something simple.

First, thanks for getting us back on track! I know some people really vibe with this sort of content, while other people can't be bothered. I'm in the latter group usually, depending on how complicated or time-consuming things can get. In ESO, you have to spend so much gold to furnish your home, and actually buying decent homes takes a lot of coin. So I pass on that.

Project_Hero wrote:

Uh, does non-escort quests count as a feature? How about escort npcs you can actually heal and buff?

Sure, why not? Any sort of content that is different and strays from the mould is good in my eyes. When there's something at stake, like the NPC dying failing your quest, you feel a bit more engaged in the action in my opinion.

Fireheart wrote:

NPCs that Don't get stuck in the geometry or end up humping a daisy while you're fighting for their life. NPCs that actually Keep Up with you. NPCs that are smarter than your Zombie Minions.

It really ruins an experience when NPCs hinder your progression and/or waste your time when they just have the one job they need to do! But, the bugs that sometimes happen with these scenarios can be a bit funny, so hopefully not too aggravating.

Thanks for the posts! I'd love to hear more.

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Oh man, I hate NPCs that move

Oh man, I hate NPCs that move faster than a player walks but slower than they run. Why do people do this?

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Project_Hero wrote:
Project_Hero wrote:

Context sensitive emotes. FF14 did this and I love it. You emote to sit near a chair, you sit on it. You emote at someone bigger/smaller than you (who are close by), you emote up/down to them. I was amazed when I discovered it. It's such a small, simple thing, but I love it. Oh, and there's a bunch of emotes you can do -while sitting-! Sit on the chair, wave to someone while remaining sitting. If nothing else, I want to be able to do this in CoT. Context sensitive emotes, baby!

I loved the way Star Wars Galaxies handled context sensitive emotes way back when. If you typed "Hi", "Bye", or any equivalents you would automatically wave. Typing "yes' or "no" would make you nod or shake your head. Typing "ROFL" would actually make you do that.
There were many that were subtle and I never realized how immersive it was until I moved to a game that didn't have it.

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Fireheart wrote:
Fireheart wrote:

NPCs that Don't get stuck in the geometry or end up humping a daisy while you're fighting for their life. NPCs that actually Keep Up with you. NPCs that are smarter than your Zombie Minions.

Epic NPC man discusses this:

(And if you haven't encountered Epic NPC man before, you're welcome!)

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Project_Hero wrote:
Project_Hero wrote:

Oh man, I hate NPCs that move faster than a player walks but slower than they run. Why do people do this?

This. A thousand times this.

Spurn all ye kindle.

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Minions have been mentioned,

Minions have been mentioned, and I do know that good AI is one of the hardest parts of a game to get right, especially in an MMO where a lot of stuff may be happening at once, but it would be nice to have pets that aren't mega-dumb. When I stopped playing Masterminds on CoH, my blood pressure dropped 10 points.

Even being able to define some basic scripts for our pets might be nice, maybe something in the vein of Final Fantasy XII's Gambit system. (It's not an MMO, but it is a good example of what I mean.)

Even rudimentary switches like "When I am targeting an enemy of Rank X or higher, target off of me." or "Do not attack a mob unless I am engaged with that mob."

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IIRC there were some pretty

IIRC there were some pretty good MM pet control setups out there. I know that during the rare times that I played my MMs I had numpad binds that gave me decent control over their behavior, if not their specific actions.

I think the only thing that was really missing from CoH's minion controls (once you got the necessary keybinds set up) was some way to key specific powers to only be used on command. (Seriously, Mercenary SpecOps minions... please stop using your flashbangs on that last surviving minion with 3hps left...)

I think it would have gone a long way to improve general MM QoL if there had been more in-depth documentation in the game itself to help with minion command, instead of being buried in forum guides or third party websites.

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The macro system was pretty

The macro system was pretty helpful for MMs, but I liked the RP of zombies being a bit unweildy :p


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Did I say Smart Autofollow

Did I say Smart Autofollow yet?

I mean, even the positively Ancient EverQuest had autofollow, but it wasn't until After CoH that I got to enjoy 'Smart' autofollow, where the AI could/would walk AROUND the bush and not into it.

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DesViper wrote:
DesViper wrote:
Cobalt Azurean wrote:

A large ignore list. I've already maxed mine out in City of Heroes.

Lol! Never considered that

I'll pass that along (along with the thread)

Minimum 6 digits worth of ignore slots.

I'll just add an ability to Right Click a name in chat and be able to Report (plus Ignore) or just straight up Ignore (without Report) as an all-in-one UI functionality feature.


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Redlynne wrote:
Redlynne wrote:

I'll just add an ability to Right Click a name in chat and be able to Report (plus Ignore) or just straight up Ignore (without Report) as an all-in-one UI functionality feature.

This is a great idea! ESO does it like this, where you have a list of other options including whispering to the person, inviting them to a group, ignoring them, etc.

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It bugs me if a game has an

It bugs me if a game has an ignore & report option but no straight up ignore. Sometimes folks are just annoying, not report worthy.

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