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.

The First Lesson. A mission I like to see.

20 posts / 0 new
Last post
RottenLuck
RottenLuck's picture
Offline
Last seen: 9 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 12/05/2012 - 20:32
The First Lesson. A mission I like to see.

Every Doctor, Police officer, or anyone dealing with a life or death situation is told the same thing with only minor changes.

You Can't Save Everyone. One way or another someone going to die on you. A Doctor has to be prepared for the life he can't save. A police officer has to be ready to arrive at a crime scene and see a body. A paramedic has to be ready for when that person in the ambulance arrives at the hospital DOA. It is bound to happen one way or another.

The same is true for any Hero be them Super or Normal eventually you will not save someone.

I would like to see a story arc involving this sad fact of saving the day. Sometimes you can't.

A good story well written can tug at the heart strings and make for a very memorable story. I would like to see such a story in City of Titans. How about you? Will you be willing to face the such a story arc?

-------------------------------------------
Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP

Lothic
Lothic's picture
Offline
Last seen: 3 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
I personally have no problem

I personally have no problem with playing through somewhat tragic "no-win scenario" storylines. I'd just be worried about the people who'd want to let their kids play this game. Something like what you suggest might be a little too "deep" for them.
Now don't get me wrong - I don't want to see this game so "kid-proofed" that it would only be suitable (or enjoyable) for 3 year olds to play. Of course there's going to be plenty of action and fighting to go around. I'm just suggesting that your idea might be kind of a "gritty downer" compared to the overall lighthearted mood the game's probably shooting for of being able to play a "Classic comicbook superhero that always saves the day!"
See what I mean? I'm not saying your idea is strictly bad. I'm just thinking might be a bit too "in-your-face realistic" for the kind of vibe this game may be trying to achieve.

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]

Radiac
Radiac's picture
Offline
Last seen: 5 months 5 days ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
I think "PG-13" is what we

I think "PG-13" is what we should be shooting for. Captain America: The First Avenger was PG-13 and it had Bucky getting blown off a train and over a cliff, seemingly to his death, despite Cap's best efforts to save him. I'd allow stuff like that. Nothing too gory, but some tragedy here and there.

R.S.O. of Phoenix Rising

Lothic
Lothic's picture
Offline
Last seen: 3 months 2 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/02/2013 - 00:27
Radiac wrote: I think "PG-13
Radiac wrote:

I think "PG-13" is what we should be shooting for. Captain America: The First Avenger was PG-13 and it had Bucky getting blown off a train and over a cliff, seemingly to his death, despite Cap's best efforts to save him. I'd allow stuff like that. Nothing too gory, but some tragedy here and there.

Yeah this is probably fine. The key with this example here is that even though we see Bucky fall we don't actually see a dead, bloody body. Yes, yes I know Bucky doesn't technically "die" there anyway, but the point is we are led to believe that he got smashed on the rocks below and we didn't actually have to see the resulting gore to get the point that something "tragic" just happened to him.
Bottomline for CoT: Implied tragedy is fine; bloody gory bodies lying around probably isn't.

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 9 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Considering the fact that

Considering the fact that there is planned to be a Four Color and an Realistic path for characters ... perhaps the "you can't save everyone" lesson could be put into the Realistic path CHOICE and left out of the Four Color path?

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

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

Considering the fact that there is planned to be a Four Color and an Realistic path for characters ... perhaps the "you can't save everyone" lesson could be put into the Realistic path CHOICE and left out of the Four Color path?

So what are going to be the criteria for these paths? I mean are they going to be implemented like a deterministic "difficulty setting" or "gore setting" that you establish at character creation or will the difference between these two paths be more of a subtle "look and feel" abstract thing (like comparing/contrasting Adam West's Batman vs. Christian Bale's Batman)?

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 9 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
You'll have to get Tannim to

You'll have to get Tannim to comment on what the state of the plans are for that, but last I heard, Players will be given a Choice of Path for the kinds of stories they want their characters to experience.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

RottenLuck
RottenLuck's picture
Offline
Last seen: 9 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 12/05/2012 - 20:32
Remember even CoH has done

Remember even CoH has done this with the "Who Will Die" Story arc. The story for CoT could be advertised as being dramatic just like the Who Will Die story. So there no surprise you didn't save the day ending, you go in knowing someone will not get out.

The very start of Batman started with this. Bruce seeing his family die before him and being helpless to save them. Krypton going boom even killed Sups Mother and Father. The Original Superman Movie had Pa Kent die of a heart attack to teach Clark this lesson. As powerful as Superman is he couldn't save even his own Adopted Father. The Reboot had him die via a twister.

-------------------------------------------
Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP

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

Remember even CoH has done this with the "Who Will Die" Story arc. The story for CoT could be advertised as being dramatic just like the Who Will Die story. So there no surprise you didn't save the day ending, you go in knowing someone will not get out.
The very start of Batman started with this. Bruce seeing his family die before him and being helpless to save them. Krypton going boom even killed Sups Mother and Father. The Original Superman Movie had Pa Kent die of a heart attack to teach Clark this lesson. As powerful as Superman is he couldn't save even his own Adopted Father. The Reboot had him die via a twister.

Again I'm not fundamentally against this kind of story being in CoT. I was mainly just considering the general "shock and gore" implications. Even in these examples you just cited there wasn't much in the way of blood and gore displayed and as long as you're not really asking for that kind of thing in CoT then it would again probably be fine.

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]

Tannim222
Tannim222's picture
Offline
Last seen: 1 week 3 days ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
I can't speak to the nature

I can't speak to the nature of story elements (that's the composition team's area), and while I will be dealing with the more functional aspects of the Path system, I can clarify what it is. The Path system is an over-arching theme for a series of missions chosen by the player. These themes range from Street Hero to World Domination. Difficulty settings are a player choice for their over-all desired level of game play difficulty, for any type of content. There are no plans for a "gore setting" that I have been made aware of.

Any story elements includied would of course need to fit within the theme. But there is nothing that stipulates we can't include a story that deals with the nature of loss. Both the visual and written elements would of course adhere with our intended rating.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

WarBird
WarBird's picture
Offline
Last seen: 5 years 10 months ago
kickstarter11th Anniversary Badge
Joined: 10/17/2013 - 19:11
I, too, would like to be

I, too, would like to be presented with the occasional 'tough decision.' I think it brings an emotional investment to the character and, by extension, the game. Especially if that decision has a consequence in later missions. I might be a bit disappointed if my decisions caused a 'lockout' of certain missions, but I could understand it. (Hey, that's what alts are for.) With the alignment system we've been shown, I'd kind of expect to have to make decisions about precisely how I go about completing a mission crop up fairly often. This would naturally affect my interactions with NPCs and so on. That's an expected game mechanic.

But if once in a while you are told: "You can stop the train wreck, or rescue the cruise ship. Choose." I think that would add to the drama. And kids can handle that kind of thing. In my opinion, they should be TAUGHT to handle that kind of thing. If I were writing that kind of a scenario, I would have the player be thanked and praised by the people he saved, then later overhear a news cast about the casualties of the *other* disaster. It might be a bit much, I guess I should say too realistic, to have them lynched (figuratively) for not saving EVERYone. OTOH, Maybe this could lead to a 'redemption' mission, or more interesting, embitter them enough to turn them to evil. So many possible branching outcomes...

Now that I think about, how does one present a 'moral dilemma' to a Villain? One who, presumably, doesn't have any? "You can collect the ALL the loot from your elaborate heist, or take what you have now and humiliate your nemesis. Choose." Heh. I don't even know how to react.

HURRY UP AND RELEASE THIS THING ALREADY!! sorry. better now.

Nyxz
Nyxz's picture
Offline
Last seen: 4 years 6 months ago
Joined: 10/09/2015 - 03:37
WarBird said:Now that I think

WarBird said:

Now that I think about, how does one present a 'moral dilemma' to a Villain? One who, presumably, doesn't have any? "You can collect the ALL the loot from your elaborate heist, or take what you have now and humiliate your nemesis. Choose." Heh. I don't even know how to react.

****

Counterpoint: A lot of my villain concepts right now are more roguish than evil. A moral dilemma would be perfectly appropriate for them. Some of my vigilantes are far more evil than my rogues.

I do agree that for the truly retched villain a moral choice may be meaningless. However, those missions need to still have a meaningful choice for those redsiders that have concepts that haven't divested them of their humanity (or alienmutantrobottiness).

Likewise, I love the idea of tough no win solutions. It may lock my character out of some missions, but my character's story continues and grows; as well as my attachment to them.

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

I do agree that for the truly retched villain a moral choice may be meaningless. However, those missions need to still have a meaningful choice for those redsiders that have concepts that haven't divested them of their humanity (or alienmutantrobottiness).

Sure there might be villains out there so bad that the idea of giving them a standard "moral" dilemma might not really apply. But even the most evil, non-empathetic people still have "desires" or "things that motivate them" that can be put into question.
Maybe choices for these villains could be presented like the following: You vow revenge against the old orphanage you grew up in. Do you work secretly to steal the tax money from the orphanage director's safe ensuring the kids are eventually tossed out on the street and ruining the lives of everyone involved or make sure your bomb blows up the orphanage ensuring you a huge amount of public infamy via swift fiery deaths? These kinds of choices wouldn't be classical moral dilemmas as much as ways to better define exactly what type of villain you want to be.

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]

WarBird
WarBird's picture
Offline
Last seen: 5 years 10 months ago
kickstarter11th Anniversary Badge
Joined: 10/17/2013 - 19:11
Nyxz wrote: WarBird said:Now
Nyxz wrote:

WarBird said:Now that I think about, how does one present a 'moral dilemma' to a Villain? One who, presumably, doesn't have any? "You can collect the ALL the loot from your elaborate heist, or take what you have now and humiliate your nemesis. Choose." Heh. I don't even know how to react.****Counterpoint: A lot of my villain concepts right now are more roguish than evil. A moral dilemma would be perfectly appropriate for them. Some of my vigilantes are far more evil than my rogues. I do agree that for the truly retched villain a moral choice may be meaningless. However, those missions need to still have a meaningful choice for those redsiders that have concepts that haven't divested them of their humanity (or alienmutantrobottiness).Likewise, I love the idea of tough no win solutions. It may lock my character out of some missions, but my character's story continues and grows; as well as my attachment to them.

My villain characters were the same way. Loners with a strict 'code' forced by circumstance into a life outside the law. More anti-hero than villain, more ruthless than truly evil. I had to really think for a minute to come up with the example above. :)

Izzy
Izzy's picture
Offline
Last seen: 6 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 11:09
Lothic wrote: Maybe choices
Lothic wrote:

Maybe choices for these villains could be presented like the following: You vow revenge against the old orphanage you grew up in. Do you work secretly to steal the tax money from the orphanage director's safe ensuring the kids are eventually tossed out on the street and ruining the lives of everyone involved or make sure your bomb blows up the orphanage ensuring you a huge amount of public infamy via swift fiery deaths? These kinds of choices wouldn't be classical moral dilemmas as much as ways to better define exactly what type of villain you want to be.

Hmmm.. sorta like "Life is Strange"???

One life for the many, or Many for the One. :P
The starting zone for the villain side has slightly different Lore since you chose to start off as a Villain.. and the town is devastated?

And this is possible because Hero World Instance is different from PvP World Instance... so I guess we can have a Villain World instance. Same city just Alternate realities... with Red'ish Skybox and more trash on the Streets and the like. A little like that Smallville episode where the Kandorians succeed in blocking out the yellow suns rays?

RottenLuck
RottenLuck's picture
Offline
Last seen: 9 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 12/05/2012 - 20:32
There also the "Doctor

There also the "Doctor horrible's sing along blog" story arc. The Lawful Evil Doctor Horrible was given the task to kill someone. He chose to take out his foe Captain Hammer, during the battle he ended up killing his love interest, Penny. This pushed him from Lawful Evil to Chaotic Evil. Again a moral emotional event that drove the story. If Penny lived it could logically be said she could have turned him to Good.

-------------------------------------------
Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP

Nyktos
Nyktos's picture
Offline
Last seen: 6 years 7 months ago
11th Anniversary Badge
Joined: 11/02/2014 - 16:07
On the villain moral dilemma

On the villain moral dilemma thing your assuming most villains would be in the business just to kick puppies, destroy orphanages, and kidnap kittens. Most villains aren't sadists and have their human sides to them. You could probably have a villain taking out a even worse villain that was known for doing rather atrocious things to the civvies. Villains like say Corpse Candle, Cumulus Rex, and there is bound to be a few others (perhaps The Tarot might count although from what seen so far they don't seem to needlessly kill civvies) that fit the monster villain role more.

Even with that said the true monsters can be anyone. Hero, Villain, Vigilante, or one of the Civvies. Villains can be anti-villains after all, heroic intentions just with bad methods to achieve them. You could have a villain take out government sponsored supergroups filled with corruption. Your villain might like taking out all of the surrounding gangs to get power yes but to make the city more safe on the street level in the process.

Formerly known as Bleddyn

[url=https://www.youtube.com/watch?v=0WCqnt88Umk]Do you want to be a hero?[/url]

[url=http://cityoftitans.com/forum/nyktoss-character-cove] My characters [/url]

RottenLuck
RottenLuck's picture
Offline
Last seen: 9 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 12/05/2012 - 20:32
Well, Moral aside the idea I

Well, Moral aside the idea I first brought up isn't about morals.

It's about the possibility of failure. You can't win all the time. For a hero not saving a life is tragic. Having to face the fact no matter how powerful you are you will not be able to save the day (at least for one person).

A villain in a sense faces that every time a Hero shows up. Always having victory yanked away at the last minute by the good guys. That lab accident, that if worked, would have cured cancer turned you into a monster well that's an example of failure. Heck, a lot of Villain origins come from having everything they wanted yanked away and all they have left is revenge.

One way to do it Villain side is a story arc where you are set up. Get a tip to go for a prize the PLOT diamond perhaps. Sneak, bash your way to the vault open it... and it's empty the alarms goes off and you are the prime suspect for the stolen dimond. Or just an all out Frame job some other villain will do a crime in your outfit and you are the one being hunted, Perhaps an assassination.

-------------------------------------------
Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP

Redlynne
Redlynne's picture
Offline
Last seen: 1 day 9 hours ago
kickstarter11th Anniversary Badge
Joined: 10/28/2013 - 21:15
Let me throw a monkey wrench

Let me throw a monkey wrench into this.

The entire notion of "villains don't have morals" is flawed from the start. It's fallacious thinking from the beginning.

City of Titans is going to work on a broader set of alignment axes than just "Good vs Evil" like City of Heroes did. We're going to have Law vs Anarchy. We're going to have Peace vs Violence. We're going to have Honor vs Untrustworthy. If you're wanting to create stories that revolve around the "moral/ethical dilemma" use one of THOSE dichotomies as the grounding for the decision handed to the Player. Do you follow the Law, or do you break it (because in this case it "needs breaking" in order to Do What Needs To Be Done)? Can you stomach a "peaceful solution" or do things Have To Be settled in a Might Makes Right kind of way? Will you Stay Bought or otherwise follow your own contractual obligations, even when they put you into conflict (or worse, catch you in a "forked check" sort of situation).

I'm reminded of the fact that in Paragon City and the Rogue Isles, everything revolved around the Good vs Evil axis ... but in Praetoria, that wasn't the divide in the stories. It wasn't about "being good" or somehow "being a villain" in Praetoria. Instead the stories revolved around ORDER vs ANARCHY, with the Loyalists standing for Public Order (no matter the cost) and the Resistance wanting to Overthrow That Order (no matter the cost). It wasn't about Good vs Evil in Praetoria ... white hats vs black hats ... but rather about Law vs Chaos, and to what extent your character was willing to go to in support of the Community rather than the Individual.

Best example I can give for that "moral choice" was the resolution of the [url=http://paragonwiki.com/wiki/Calvin_Scott_(Praetorian)#Collapsing_Support]Calvin Scott[/url] arc where YOU get to decide which set of people are going to be killed by the Devouring Earth (so not a "pretty" death). Either way, people are going to end up dead, and it's your decision who gets "fed" to the Devouring Earth. There is no option to "save everyone" in how that story ends. Likewise, the way the [url=http://paragonwiki.com/wiki/Cleopatra#Finale:_You_Know_Me]Cleopatra[/url] arc ends, where it comes down to a decision between killing either Cleopatra or Investigator Washington. Either way, someone is going to be left on the floor assuming room temperature, while the other walks away and gets to tell the(ir) story of how things went down. There's no option to be able to Save Both ... instead you have to CHOOSE ... who will live, and who will die.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

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

The entire notion of "villains don't have morals" is flawed from the start. It's fallacious thinking from the beginning.

For what it's worth I never made the blanket statement "villains don't have morals". The difference between hero and villain has never been "binary" - it's a spectrum of greys in-between. As far as the notion of morality goes that could still affect 99.9% of anyone out there, even relatively immoral villains. All I was suggesting in my last post is that you don't always have to rely on moral dilemmas to create "hard choices" for people. This is helpful to know when you're dealing with the 0.1% where "normal morality" doesn't apply.
That said I'm all for stories in CoT that drive for hard choices to be made no matter where your character exists on the alignment spectrums.

CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]