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ideas from Destiny 2

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Radiac
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ideas from Destiny 2

I recently started playing Destiny 2 and here are some thoughts, things to maybe integrate into CoT, or to avoid.

1. You walk around in the outdoor areas and there are beacons you can find that will give you small errands to run (called patrols). These are either "defeat baddies, they'll drop a special kind of loot, when you get 10 of those loots objects, you're done and you get a small reward" or "follow the directions on your HUD to the location of a boss in a hidden nook of the map, defeat that boss and open his or her loot crate, get a reward" or "go to the location as directed and stay there for a few seconds while surveying the area, which is just waiting for a progress bar to fill (it's actually given as a percentage number, but same idea).

I think things like this are a good way to make exploring the outdoor areas more fun. In D2, many of them they tend to lead you off the beaten path and show you places you might not know were there. I'm not sure how we'd implement this type of mission dispensation in a modern context tho. The beacons are basically a radio antenna you click on and an NPC gives you a verbal cue telling you what to do. I also like that you can overlap some of these patrols (the ones that are just kill quotas) with other ongoing stuff too.

2. As in GW2, the outdoor areas have small events that fire off on regular time intervals. I think they're written well enough that if nobody engages the event, the event fizzles out and dies on its own too.

I've written about this on these forums before and I still like the idea of having regularly scheduled small outdoor events that you can do or not do for whatever rewards they give upon completion. An example of something like this in a modern context might be baddies trying to break into an armored car or something. While this a a bit repetitive for immersion purposes, that seems to be the deus ex machina that people are willing to suspend disbelief on for the sake of this type of game.

3. There are also markers on the world map (again basically a radio antenna you click on) that allow you to do repeatable missions for a stated reward. These are a lot like doing a door mission for a contact, except that the mission is always the same. They generally cause you to enter your own instanced map instead of being in the outdoor public map with the other players.

This is not better than doing door missions for a contact, but I likje that each one has a stated reward at the end, usually a random loot drop, but they tell you the rarity. Personally, I think the rarity should increase as you level up. Doing a thing for a "uncommon gear" drop is pointless when I'm level 50, but I haven;t done that mission yet, so maybe I still want to do it?

4. The game has no at-large player economic system. I don't miss that, but I don't love not having it either. There's also a hard cap of 100,000 on the game's IGC, Glimmer, and very little to spend Glimmer on anyway. I run around hard-capped and miss out on a lot of Glimmer often, and I've only been playing for 2 weeks.

5. Which brings me to my last point, for now. It only took like a week and a half of playing this game for me to go from square one to the character level cap (level 50). Now, I can still get better gear, which will take a while I guess, but I think for the dedicated PVE player, you could make the character leveling a little slower and get away with it. I know people who are into PVP like fast leveling so they can get to the good part as soon as possible, but given the amount of outdoor area, and all the missions, etc you can do in that, plus the solo story you have to do, plus raids and stuff, I could easily see talking like month to get from the beginning to the level cap.

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I like the idea of having

I like the idea of having smaller missions to take you where you wouldn't normally go. Really, most, if not all, of us are going to explore every inch of the city without prompting. However, I'm personally hoping they stay away from the kind of system that WoW has where you never have to really search for anything...it's all marked on the map so you know exactly where to go. Sure, some missions may tell you "go to x place" so you'll know where to go, but others might just be like "find x person...we're not sure where he is but our contact last spotted him in x area". In that 2nd case I wouldn't want a marker over his head or a lit-up trail on the ground for me to follow to go right to him. That may be just my personal preference but I enjoy having to search around and find things.

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Dark Cleric wrote:
Dark Cleric wrote:

I like the idea of having smaller missions to take you where you wouldn't normally go. Really, most, if not all, of us are going to explore every inch of the city without prompting. However, I'm personally hoping they stay away from the kind of system that WoW has where you never have to really search for anything...it's all marked on the map so you know exactly where to go. Sure, some missions may tell you "go to x place" so you'll know where to go, but others might just be like "find x person...we're not sure where he is but our contact last spotted him in x area". In that 2nd case I wouldn't want a marker over his head or a lit-up trail on the ground for me to follow to go right to him. That may be just my personal preference but I enjoy having to search around and find things.

I'm a fan of some sort of variation of this. Having this in WoW means I hardly ever explore an area or deviate outside of the marker paths given to me. Maybe it's just because that's the type of player I am, but having an incentive to appreciate all the hard work that goes into a game's artistry would be great.

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I also prefer not to have

I also prefer not to have arrows over everyone's heads. The search is half the fun.

Perhaps it could be offered as an alternative you could switch on and off for those who are so inclined.

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Tip missions...

Tip missions...


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Tech Team.
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GW2 has a very sparse main

GW2 has a very sparse main story line in terms of missions and the different tasks (hearts) around the map(s) are mainly there to fill the gap between the different segments of the main story line, at least during leveling. I would say the events are the equivalent of side missions if using a more traditional setup. Haven't played that much D2 but my understanding is that the beacons would be on a similar level as GW2's events.

Now CoT on the other hand will, from what I have read, have the main story line (hopefully having a higher "density" of missions than GW2) and a large amount of freestanding mission lines, and single mission mainly in the form of tips. It sounds like a more traditional setup except there won't be large "mission hubs" that you are lead through, but rather it will be much more spread out. Pretty sure we won't need a beacon system like D2's, though a few events like in GW2 might be beneficial they certainly won't be needed in the same amount/density as in GW2.

As for missions markers, I feel that should be an option to use them or not. But as has been said they shouldn't be more accurate than the information the player has been given in quest text and similar, though there should be ways to get more information to narrow down the potential area.

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Radiac wrote:
Radiac wrote:

I recently started playing Destiny 2 and here are some thoughts, things to maybe integrate into CoT, or to avoid.

1. You walk around in the outdoor areas and there are beacons you can find that will give you small errands to run (called patrols).

2. As in GW2, the outdoor areas have small events that fire off on regular time intervals.

3. There are also markers on the world map (again basically a radio antenna you click on) that allow you to do repeatable missions for a stated reward.

4. The game has no at-large player economic system.

5. Which brings me to my last point, for now. It only took like a week and a half of playing this game for me to go from square one to the character level cap (level 50).

1.) This sounds a little bit like what a Contact might do (observing or street sweeping). Just having a beacon planted in the ground in out of the way areas seems lazy and immersion breaking from a CoT perspective. Goto X position, grind out Y mobs, get Z reward, good job [Generic_Supers_Name]. If there is no reason to do said action other than a reward offered by some random interface, I would like to see as little of this in CoT as possible. MWM hinted at some sort of communications system with your contact(s), maybe it could trigger a "side" quest if you venture into certain areas. Now if these "beacons" were some elaborate plot by an evil mastermind to trick do gooder supers into doing their bidding by leveraging their greed (promise of a reward), then I endorse the use of this type of mechanism.

Also, I hate games that have "find 10 wolf pelts" type of grinding quests. You have to kill like ten of them just to get one pelt. Then you have to compete for mobs with five different players that are all doing the same quest or are grinding those mobs for crafting mats or XP or whatever. More often than not the play experience in that scenario is less than good.

2.) Outdoor events that trigger on an interval or in reaction to some other thing (the Rook population nose dives in a district triggering a response) give the semblance of an organic world. I think the regularly scheduled firing of these events would be more suited for special events (Rikti Invasion, Halloween, etc) if they occur in CoT, otherwise it is just the new norm for the world (something to be exploited or avoided depending on your perspective).

3.) As an option to do repeatable content, I am ok with something along these lines. If you want to do it, great, if not you will just move along. What I do not want to see is a marker on my map telling me that this is a thing. I would prefer that the door interface for the content provides this information so that it is an integral part of how the world operates. Markers on my map indicate that this is something important to my character arc. If it is some random repeatable mission cluttering up the markers on my map, it can dilute the meaning of my character's journey.

I do not know how MWM will handle their quest tracking. If random or repeatable quests can appear in a quest tracker, I would prefer to have the ability to exclude or choose what appears in that interface.

4.) No idea how CoT will handle the economy, but I vaguely remember them saying it would feel a bit like CoX. I am not worried about this.

5.) What is your actual point here? Some people level fast while others level slowly? It is hard to force feed a gameplay style unless there are strict design elements in place.

Without having played Destiny or Destiny2, I am going to assume that the objective of that game is something along the lines of level grind > gear up > raid (or large scale battles or whatever end game content). Then at that point just an endless cycle of grinding gear and raiding. I do not believe that CoT will have leveling problems outside of initially having a level 30 cap and not all classes & specializations being available.

"Just, well, update your kickstarter email addresses, okay? Make sure they're current?" - warcabbit

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In response to the "I hate

In response to the "I hate collecting pelts" comment above, I see that point, but what I was saying I LIKED about D2 is that you can be doing that while also doing other stuff, like participating in the small regularly-scheduled outdoor events. If I need to get 10 Cabal kills to generate pelts, I can go to the place where I know thew Cabal Excavation event fires off, and do that event (I think it fires every 10 minutes). So not only do I (probably) get the event rewards, but I also can kill two birds with one stone and get the pelts too.

As for the "leveling speed" issue, I have to say that I am definitely NOT a fast leveler and I still got to the character level cap in like 2 weeks. I installed D2 and proceeded to just happily wander around clicking on stuff and shooting stuff in the EDZ in no great hurry, with no great sense of efficiency, and with no great leveling plan in mind. I didn't even START any of the THREE expansion stories before getting to character lvl 50 with gear lvl 500 stuff, and all I did was wander around the four outdoor maps and do what was there to do, plus the core game story (which I did after reaching the core game cap of lvl 20 with 255 gear). If even _I_, the guy who get's distracted a lot and just wanders off a lot chasing rabbits down holes, can get to the level cap as fast as I did, I have to say that I personally would make the XP gains slower so that it might take you a little longer to get to the character level cap of 50. I mean, if you haven't done like HALF of what's there to do and you're already level 50, that seems a little fast to me. I get killed a lot, that doesn't slow the XP progress at all, like CoX did with debt.

CoX, for a while, had the opposite problem, they made the leveling so slow at upper levels that you could run out of new stuff to do before you ever got to 50. D2 certainly doesn't have that problem, but the leveling seems too fast, to me. Obviously, if I were a big PVPer, I would not be complaining about this, but I'm not, so I do.

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D2 has many flaws but the

D2 has many flaws but the rotating event/patrol system is one of the things it does right.

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The gear in this game has 5

The gear in this game has 5 rarities, which are, in increasing order of rarity: common, uncommon, rare, legendary and exotic. While the game has no player-to-player economy, it does drop a lot of useless stuff on you all the time which you need to manage, and by manage I mean, when you get to level 50, you get mostly gear level 500 or less armor and weapons, with the occasional drop of a 506 or 508 here and there. There is also a small chance of getting an exotic to drop, which is like purples in CoX. I got one of those so far from a random drop and like 3 from NPCs from doing missions (unfortunately, all 3 of the exotic armors I got were for the arms slot... ).

All the useless rares and legendaries that drop get mulched and turned into some Glimmer (which is IGC), some other currencies (you sporadically get some Enhancement Cores and some Mod Components, which are useful), and scrap gun parts. The scrap gets collected and given to a certain NPC that then gives you a random drop of.... another useless legendary. Plus maybe some other minor stuff. I don't know if the scrap NPC (called the Gunsmith in the game) has any chance of dropping an exotic ever, but I certainly hope so.

So rather than just dropping items you can't carry due to personal storage space, you can "dismantle" said garbage and turn it into slightly more valuable stuff instead. For one thing, this FEELS better than just ditching unwanted SO's as they drop on you in the field in CoX. Composting items like this at least makes you feel like you're not just straight up wasting it. That said, all you're doing is taking the scrap from like 50 unwanted guns and getting a randomized roll for yet another unwanted gun, albeit MAYBE with a small chance of getting something better?

So like, my suggestion is, as a way of composting unwanted garbage items which presumably will drop a lot, why not have a "Recycling Center" in the game where you take that stuff to. The NPC there accepts your donations and gives you a random roll for an item. It's probably more unwanted stuff, but it might be something rare enough that you can actually use it, and since it's a randomized drop, it might have a chance of being the ultra-rare purple type stuff, if there is such a thing.

I mean, this is the equivalent of collecting aluminum cans so that you can buy lottery tickets, but it works, and it doesn't flood the game with more IGC like the CoX system did.

R.S.O. of Phoenix Rising

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Radiac wrote:
Radiac wrote:

In response to the "I hate collecting pelts" comment above, I see that point, but what I was saying I LIKED about D2 is that you can be doing that while also doing other stuff, like participating in the small regularly-scheduled outdoor events. If I need to get 10 Cabal kills to generate pelts, I can go to the place where I know thew Cabal Excavation event fires off, and do that event (I think it fires every 10 minutes). So not only do I (probably) get the event rewards, but I also can kill two birds with one stone and get the pelts too.

Part of the problem with the quest design of a "collect 10 pelts" style mission is that it is just flat out grinding. You can tangentially complete it while doing something more important (like you described). The impact of the quest is obliterated at this point, all it is now is a simple loot grab.

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That may be true, but then

That may be true, but then there are people (some of them my friends) who turn anything into a chore. Like my one friend who got me into GW2 two years ago. He would figure out the most efficient way to get to the level cap and then grind that. Like the South Park where they just kill boars ad infinitum to get XP. I, on the other hand, like to explore the game map, do interesting things, click on stuff, etc. It takes longer, but you're playing the game and having fun, not mindlessly grinding to get to the level cap so you can then pronounce yourself done and promptly quit.

So for me, I like that I can walk around and look around and still have some Bounties and Patrols to work on while I wait for the event for fire off.

D2 also has another mechanic that I found interesting. When you wander around, like I do, you can find little tunnels that lead to semi-hidden lairs where you might fight your way to the back room and fight the end boss of that cave ot get his or her loot. There's usually a crate that you cant open until you've defeated the boss in the last room. These tunnels that lead to caves etc type things are actually a transition from the open world to a single player (or single-team) instance map, like a door mission in CoX, but there's no door. You walk through the tunnel and at some point you see a message flash up on your HUD that reads "Lost Sector: Name" which means you are now in a solo instance of a map, not on the open world map anymore. All other people that might have been out in the tunnel opening with you then disappear, from your perspective, as you actually transition to the instance map, which looks the same as the map you're on. It's the seemlessness of the transition that makes it look and feel like a cave in the side of the mountain you were just walking around outside of a minute ago.

Another thing that D2 does, which could be done better, I think, is the outdoor events. So like, you'll be ready to do the "Fallen Cache Incoming" event. And when it starts, other people show up who have the game clocked and know when the events are going ot fire off etc. Fine. Now, there will be a chest that spawns at the end, with loot in it. If you want get get any loot, you have to participate in the event. Ok. If you just mindlessly blast anything and everything that spawns as part of the event, there will be loot. BUT, if you complete the event the "Heroic" way, you get more loot. What's the "Heroic" way? Well, that's different for different events, and the game doesn't tell you what to do or how to do it. Often, it involves NOT blasting one or more particular targets right away, or something like that. So noobs like me can ruin an event by not knowing the drill and ruin the "Heroic" for everyone. I think it would be better to have some kind of verbal or text based description of how to do the event the "Heroic" way somewhere in the game. As it is, you have to go on reddit or something to find out. I mean, the events that fire off have a flag you can rally to that basically is just a prompt to let you know there's an event incoming at that location. It even has a timer that counts down from like 4 min to event fire. When you click on the flag it gives you a popup that describes the evnet in some detail. How hard would it be to give a description of the Heroic version to the players there?

So to the devs, for the regularly firing events, give people a heads-up as to how to avoid ruining them for the noobs who have a tendency to do that. I don;t want to have to do my internet homework on every little aspect of the game before doing it just to avoid getting yelled at by veterans.

R.S.O. of Phoenix Rising

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What if the level doesn't

What if the level doesn't really have a hard cap multiple soft caps? I kind of like the BDO way having your level soft capped at 60 (I played like one year ago the last time) and after that it gets harder and harder to get levelups. (55 has already a soft cap as well) (it took around 4 months to get from level 62 to 63) For the PvP part... I don't know... The PvP in bdo is broken because of the classes. The levels are just good for the money you get. I mean I killed (once) a level 60 with my 56 char. I think bdo is more skill based than level based, I don't know how it was with Cox...

Well that was my input for now :)

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While I'm usually able to

While I'm usually able to handle how any game does it's leveling, I can't imagine many players liking the idea of taking 4 months to get a level.

Just looking at wow, I see people don't care for the idea of taking 2-4 weeks to unlock a race.

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True, but the level really

True, but the level really ist just some prestige for them. You maybe need around 1 month to get to level 60. Everything after that is really just to grind for your other characters. The most people stop after level 60 the hard grinding, just doing bosses and getting boss drops. The leveling is really not needed.

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Kuraikari wrote:
Kuraikari wrote:

True, but the level really ist just some prestige for them. You maybe need around 1 month to get to level 60. Everything after that is really just to grind for your other characters. The most people stop after level 60 the hard grinding, just doing bosses and getting boss drops. The leveling is really not needed.

Ask yourself why people want the prestige. Is it something you would want in CoT (and why)?
Do we want CoT to be a grind-fest (either openly or hidden under layers), or do you want what characters do to be meaningful (either to them or via some game mechanic), or something else?

MWM is sorta going out of their way to make a game that is fun to play. Why do people want them to emulate some of the less-fun aspects of other games?

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Planet10 wrote:
Planet10 wrote:
Kuraikari wrote:

True, but the level really ist just some prestige for them. You maybe need around 1 month to get to level 60. Everything after that is really just to grind for your other characters. The most people stop after level 60 the hard grinding, just doing bosses and getting boss drops. The leveling is really not needed.

Ask yourself why people want the prestige. Is it something you would want in CoT (and why)?
Do we want CoT to be a grind-fest (either openly or hidden under layers), or do you want what characters do to be meaningful (either to them or via some game mechanic), or something else?

MWM is sorta going out of their way to make a game that is fun to play. Why do people want them to emulate some of the less-fun aspects of other games?

Sure I understand that. The devs said for them it's easier to do transitions for newer regions, they just raise the soft cap a bit and the players wouldn't have wasted all that EXP gained, while farming boss gear.

I don't say we should level by farming or grinding. I just think if we get procedural missions, we could need it. Or we do it like DCUO and their combat rating, which is okay but less interesting, I think.

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Kuraikari wrote:
Kuraikari wrote:

Sure I understand that. The devs said for them it's easier to do transitions for newer regions, they just raise the soft cap a bit and the players wouldn't have wasted all that EXP gained, while farming boss gear.

This is the moment this idea stopped seeming like a complete bonehead idea. At the current "hardcap" there's now a soft-cap instituted, so you can level up, extremely slowly. You get nothing for it, just the levels... Then if the cap is raised, you're already a few levels into the new range. This is actually a really smart idea.

That doesn't mean I think it's a good fit for CoT, though... Because depending on how many levels you got into, you may have outleveled whole segments of new content.

~ DariusWolfe
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Given that MWM wants to

Given that MWM wants to encourage alting as one of the main forms of endgame (even giving a new character slot when reaching max level) I would think they would want to keep a hard max.

Spurn all ye kindle.

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I actually have a couple of

I actually have a couple of small examples from Champions that apply here:

First, there are lots of different "dynamic missions" that are completely optional. Sometimes a civilian runs up to you and reports some crime going on at a location, and you have to locate the shimmering entrance within an area on your map. Sometimes you happen upon a burning building, and a small non-intrusive timer with some minor objectives ("save the civilians," "put out fires") shows up in the corner if you stay in the area. Sometimes, you just happen to be going past a bank & there's a bank robbery happening that you can stop, if you feel like it.

Second, a lot of missions have a "go find this item" or "go find this person" objective, but the (optional) quest arrow points you to a general highlighted area... and from there, you have to actually pay attention to your surroundings and find the thing.

I actually like both of these approaches to missions. I end up exploring a lot more and interacting with the environment because of it.

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I like dynamic missions, but

I like dynamic missions, but I don't like being forced to take a mission just because I happened to walk by a certain spot or person. Let us refuse the mission or cancel it (even if, like some of those in CO, you do so just by leaving the area) pretty please!

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I agree. It would be annoying

I agree. It would be annoying if you were getting dragged into a mission a d you were just there flying around for funsies.

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Alas, CO's "Panicked Citizen"

Alas, CO's "Panicked Citizen" missions, are, like most of their content, abandoned technology. They cap out in the level 20-30 range.

Of course, so does the entire concept of "urban crime-fighting"...

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Kuraikari wrote:
Kuraikari wrote:

What if the level doesn't really have a hard cap multiple soft caps? I kind of like the BDO way having your level soft capped at 60 (I played like one year ago the last time) and after that it gets harder and harder to get levelups. (55 has already a soft cap as well) (it took around 4 months to get from level 62 to 63) For the PvP part... I don't know... The PvP in bdo is broken because of the classes. The levels are just good for the money you get. I mean I killed (once) a level 60 with my 56 char. I think bdo is more skill based than level based, I don't know how it was with Cox...

Well that was my input for now :)

Reminds me of Ragnarok Online (at least the servers I played on). At the highest levels you'd get like 0.001% xp per kill or some ridiculously small number. It was so bad and took so long that farming and selling items that gave people 1% xp was a lucrative business... Till me and a friend crashed the market on those.

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Radiac
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While this thread still has

While this thread still has some interest, another thing I noticed playing D2 recently: Raids

These are, for all intents and purposes, Task Forces like CoX, as far as I can tell, except that there's no good in-game way to form a raid team to do a raid. You can get in a queue for Strikes, which are for 3 people, but for some reason the one raid I need to do doesn't have a queue. I just clicked on the icon for the raid on my map and I get sent to a solo instance that I cant actually access the raid from. I had to "return to orbit" out and then never tried again.

Queues for PUG task force type content are a must, I feel. People can form teams with their friends or on forum sites etc, but having something in game for that is a big deal, to me. What I would prefer is to click on a "Raids" icon and go to the "raids" window/palette/screen and then be able to add myself to a raid team that's forming, after reading whatever blurb the leader has put in there to describe the team intentions, i.e. "going for Master of badge on this run, looking for a support and a tank" that type of thing. D2 has nothing like that.

As for leveling speed, I feel you don't want to make the mistake early CoX made by having the leveling go so slowly that you could do all of the missions for all of the NPCs and still not get above level 38 (they added the Abandoned Sewers for this reason, and that was mostly a sandbox you could go to to farm Rikti etc). I also think it's equally bad to have like a ton of content and no reason to do most of it because you level to the cap so fast that you don't need to.

That said, D2 does have gear levels to grind after hitting the character level cap. I'm not "done" even after hitting character level 50 at this point.

Another thing D2 has that's somewhat minor, after you hit the level cap, you continue to get XP. It fills a progress bar and when that bar is full, you get a small cosmetic item drop (they're called Bright Engrams, and they generally contain a few cosmetic items in one container). I like that. Not sure what, if anything, CoT could do in this vein, because the cosmetic stuff is not as paywalled (in theory) as it is in D2, but I like the idea that XP gains after hitting the cap are a real thing.

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Perhaps if they allow xp

Perhaps if they allow xp gains after reaching max level the points cpuld be exchanged for like, crafting items or something?

Just throwing ideas around

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I was thinking maybe some

I was thinking maybe some kind of item or randomized drop type deal, something on par with what you'd get for defeating the end boss of a solo mission arc maybe.

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So, for end game. They(the

So, for end game. They(the devs) have talked up their AI a bit. I'm not sure how good it'll be in practice but, it would be interesting to see what happens when you take off the chains. So, you'd have a place like Oro in COH/V where you can access all the missions and arcs in the game. There would be along with the standard difficulty settings a new setting. AI evolution. This setting would be based on evolutions of the AI, EVO-0 is stock game. EVO-1 is what the AI learns after a some period of playing against all takers. EVO 2 is two periods of time. And so on and so on. Something like this could really drive FOTD and thus market spending stars to IGC conversion and similar. The devs could in theory have a rolling set of save states that makes the AI more unique and more difficult to train against. So EVO-1 rolls into EVO-2 after it's played for a time period and EVO-1 gets reset based on EVO-0's experience from the last time period. If the period is a week then you would have 52 unique levels of difficulty after a year. Maybe not discernible levels if the AI knows all your moves after a week. It may also depend on the types of encounters it sees during that week. FOTD-A may work against EVO-1-12 but get absolutely slaughtered against EVO-13, prompting FOTD-B which is really good in EVO-13 but crap against EVO-5. Actually could be a good grad student project for AI/CS majors, analyzing the different ways the various forks develop based on their changing experiences.

This might get a little compute expensive and storage expensive but could in theory generate a lot of challenging content with in theory minimal developer intervention.

I may have gone into left field and started picking dandelions there. Please ignore if not relevant or derailing.

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Project_Hero wrote:
Project_Hero wrote:

Perhaps if they allow xp gains after reaching max level the points cpuld be exchanged for like, crafting items or something?

Just throwing ideas around

Didn't CoH turn excess xp into additional influence? Or am I remembering that wrong?

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McJigg wrote:
McJigg wrote:

Didn't City of Heroes turn excess xp into additional influence? Or am I remembering that wrong?

Yes, it did ... which is why INF was an absurdly scarce resource on your first ride to 50, but then once you had a single 50 you never had INF problems ever again (except when trying to buy materials off the auction house). All the "exchange XP for INF" mechanic did was hyperinflate the INF economy, helping to make INF even more worthless than it already was by the endgame.


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McJigg wrote:
McJigg wrote:
Project_Hero wrote:

Perhaps if they allow xp gains after reaching max level the points cpuld be exchanged for like, crafting items or something?

Just throwing ideas around

Didn't CoH turn excess xp into additional influence? Or am I remembering that wrong?

Yes they did. But I feel that's a good way to inflate prices for things sold.

As not only were the high level folks gaining more inf than the lower level folks they were getting a bonus on top of that.

Probably why certain things cost millions and millions of inf by the end of things.

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That and there wasn't really

That and there wasn't really any economy to speak of until Issue 9, at which point people had up to three years of collecting Influence and nothing on which to spend it. So, not only could those who were so inclined get Inf hand over fist, many already had ridiculous amounts of the stuff by the time the auction house came about.

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Darth Fez wrote:
Darth Fez wrote:

That and there wasn't really any economy to speak of until Issue 9, at which point people had up to three years of collecting Influence and nothing on which to spend it. So, not only could those who were so inclined get Inf hand over fist, many already had ridiculous amounts of the stuff by the time the auction house came about.

This. And there were numerous guides on how to play the market starting with nearly zero inf, and in relatively short order and with minimal effort, getting to and staying at the inf cap.

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One thing D2 does to keep the

One thing D2 does to keep the veterans/newbies problem under control is they set the maximum amount of Glimmer (that game's IGC) you can carry at 100,000. So you have to spend it or any excess goes to waste. Of course, D2 doesn't have an auction house, its all you and NPCs doing private business with no way to interact with other players at all, as far as I know. Also, in D2 the stuff you get from levelups after 50 is not stuff you could sell for IGC anyway.

You could just give people some kind of "Merit" reward token for hitting levels after 50, then have a vendor that sells stuff for those tokens.

Another thing I noticed which I sort of like. In CoX when you could buy stuff from vendors, sometimes it was "pay a lot of currency, get a specific item" like from BOTLER. In D2, they have NPCs that sell high-end items, but their stock varies from day to day. Banshee-44 sells 1 armor mod and 1 gun mad per day, and which mods they are changes every day at like 11am or something. Xur of the Nine sells one exotic gun and one exotic armor piece for each class, but he's only in the game on the weekends, he moves from place to place every time, and his stock is RNG-ified every time too.

You could have the level up swag work in such a way that all it get's you is a randomized loot roll, albeit a pretty good one maybe. Or you could have NPCs that advertize what you can buy, which is specific, but changes daily/weekly.

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