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If my villain robs a bank, I want something for the effort

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Cyclops
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If my villain robs a bank, I want something for the effort

in COH I could rob a bank for a "Reward" after pulling a few newspaper missions.
I made off with bags of cash, but I had nothing to show for it.

I want more than experience. I want to spend that cash on wine, women and song.
OK. maybe I can't walk away with in-game cash/stars. Maybe I could build up credit for a rare enhancement or something.

Heroes could get the same as a wanted poster bounty.

I could get cash to upgrade my lair, buy protective robots, fembots, or other decorations.
Let me loot stuff like a jukebox and set it up in my lair.
Heck, let me SELL the jukebox on the black market.

If I get to steal stuff, I want stuff. TV Batman villains always laired in abandoned warehouses. Lots of room for all that stuff.

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islandtrevor72
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A regular repeatable mission

A regular repeatable mission that offers larger rewards in total...not a fan of that idea for obvious reasons.

Personally I love the idea of a repeatable mission (like a bank job) that ONLY nets a (proportionally) larger currency reward and no XP reward. Especially if it has interesting mechanics that make a skillful completion offers a larger reward.

Problem is that right now we don't know what the reward scheme, currency concept and ingame stores will be.

For the record I would like 3 types of currency so missions like this could get rewards that were purely 'wealth' based and used only for cosmetic/QoL features (base decorations, special costumes and one use mission porters for example). The other two being the real money 'stars' and the in game currency similar to CoH's inf. .

Cyclops
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I could see trading

I could see trading experience for an alternate reward. That would make sense.

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If it were to function like

If it were to function like City of Heroes did, where you could only do it after completing a certain amount of radio missions, and it was a difficult thing to successfully rob the bank, I'd say it would be fair to have it give a lot more IGC than normal missions would. And at higher levels make it require even more other radio missions done to get it.
Though I don't remember how much more CoH bank missions gave in terms of IGC compared to regular ones, I do remember being able to get temporary powers from it. Not massive amounts of riches, sure, but it was something nice to kind of make the bank mission more worthwhile. Plus they were just interesting and different to play through, with how you had more than just robbing/saving the bank to do in the mission map.

Ex-CoH player of 4 years, DarkLoveAngel, Liberty server.

Cyclops
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How about this. several piles

How about this. several piles of cash to use as "Decoration" in your lair.

@ Light Love Angel: Temp powers are cool. Maybe you could purchase your choice with the bank rewards. There could be a "Terrible Tinkerer" where you could shop for temp powers.

How about using the cash to build something big like a super weapon? set it up in a PvP/PvE area and try to blast parts of the city. Heroes would try to stop you.

Salvage. Dual purpose, TVs, electronics, powerful computers...you could sell on the black market or upgrade your lair.

Minions. Pay for thugs with bank money. this would be a PvP thing, and they would not be pets, but guards for your lair in a PvP zone.

Temp power. Summon Tannim. Tanim shows up with a big red crowbar and beats on your enemies. It works 3 times.

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islandtrevor72
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Quote:
Quote:

How about this. several piles of cash to use as "Decoration" in your lair. .

This falls in with my idea of 3 types of currency.

Your ideas as to rewards are all fine....I personally would steer clear of open world event creation (like your super weapon) as it seems only to support a specific type of villain and would require a lot of work. Remember the game is going to have an alignment system so not all villains will be the same. It could also be one of those things players will ignore quickly due to its repeated use.

As I said, using the rewards from bank jobs (and the hero equivalent) are probably best used for purely cosmetic (both player and base) or QoL features (like mission porters, or enhancement unslotters). This way they do not become a way to directly increase a players power and can stay in the realm of optional activity.

Redlynne
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Be interesting if the

Be interesting if the "newspaper" reported the most recent successful/foiled bank heists. That way, you wouldn't necessarily get a IGC reward for it, but you'd get your 15 seconds of fame for having done it, in a way that would be visible to other Players in the District.

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islandtrevor72
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Quote:
Quote:

Be interesting if the "newspaper" reported the most recent successful/foiled bank heists. That way, you wouldn't necessarily get a IGC reward for it, but you'd get your 15 seconds of fame for having done it, in a way that would be visible to other Players in the District..

Sure....but I suspect it would be largely ignored by many players. At best it would be treated similar to how other games 'announce' when a player gets a particularly good reward.

Still, I think Cyclops is thinking in terms of tangible reward.

Redlynne
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Tangible rewards for

Tangible rewards for repeatable activities are inherently problematic.

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Cyclops
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All I want as a villain is to

All I want as a villain is to loot things to show for my villainy. [u]I want to furnish my lair with stolen goods.[/u]

[b]--it does not have to be bank missions.[/b]

It could be drops. It could be optional things that tape a place in my inventory , they could not be sold, they just take a slot that would otherwise be occupied by an enhancement,

Example: I rob a mall. There are a few things that are not standard drops, and cant be sold that I could steal. a manikin of Anthem (target practice), a wide screen TV, a cozy sofa, a cool computer.
~~ These are not drops. They are optional and take an inventory slot. You cannot sell them or profit from them. They are classified as, "LOOT."
A jukebox is loot. Its just a decoration for my lair. So is a pile of money (I can't spend it, its a decoration).

How is that game breaking?

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Gangrel
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Cyclops wrote:
Cyclops wrote:

All I want as a villain is to loot things to show for my villainy. I want to furnish my lair with stolen goods.
--it does not have to be bank missions.
It could be drops. It could be optional things that tape a place in my inventory , they could not be sold, they just take a slot that would otherwise be occupied by an enhancement,
Example: I rob a mall. There are a few things that are not standard drops, and cant be sold that I could steal. a manikin of Anthem (target practice), a wide screen TV, a cozy sofa, a cool computer.
~~ These are not drops. They are optional and take an inventory slot. You cannot sell them or profit from them. They are classified as, "LOOT."
A jukebox is loot. Its just a decoration for my lair. So is a pile of money (I can't spend it, its a decoration).
How is that game breaking?

Wildstar awards housing decor as craftable items, normal loot drops, dungeon/adventure/raid/expedition randon drop loot and several other ways (challenge/discoveries rewards as an example).

Depending on HOW they are awarded, they may or may not be tradeable (ie those purchasable from a rep vendor are NOT tradable/AH Suitable... normal drop loot is both tradeable and AH sellable)

But I see nothing wrong with housing decor being a reward (or a potential reward) for content completion. Especially if the content is repeatable. But no choosing between "Decor OR gear" though...

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islandtrevor72
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Redlynne wrote:

EDITED TO INCLUDE
My suggestion is very similar or could easily be tied to the leads system.

Redlynne wrote:

Tangible rewards for repeatable activities are inherently problematic..

I can't tell if you are just being incredibly obvious, argumentative or deliberately vague. Explain what you mean by this please.

Cyclops wrote:

All I want as a villain is to loot things to show for my villainy. I want to furnish my lair with stolen goods..

Well....that's not what some of your examples were so you can understand that some might be confused.

Quote:

How is that game breaking?.

Its not game breaking. An activity that nets a specific reward is fine.

I personally am not satisfied with the 'cosmetic drops' or specific 'bank robbery' activity you have suggested as it does not seem to take full advantage of the concept to me.

A repeatable type of mission that a player chooses to engage in is a good idea to me. Making the rewards specifically suited for that repeatable mission rather than generic XP and IGC is even better.

The idea is to make this as broadly appealing as possible. As I said before not all players will fit the mold of a bank robbing villain and not all villains who rob a bank are looking for personal gain. Plus there are heroes and anti heroes who need a corresponding activity.

So first you need to either offer multiple activities that all offer similar rewards or you need to make the mission so generic that it no longer holds meaning. I obviously advocate the multiple activities. Your greed based villain could have the bank job, and your upright hero could have the bank job stopping missions. Now you need something for the anti hero....maybe a variation on the bank job and instead its rob/beat up a street gang lair and for you goal oriented villain maybe robbing a tech lab for his next big scheme. These are by no means an extensive list but are varied enough to use for now. At this point you have activities players can choose to do whenever they feel like , or at least are unlockable activities that are repeatable. With the player making the choice of what extra activity to engage in they can do the one most suited to the character they are playing and it makes players seem a lot more proactive rather than reactive. Meaning the player is not waiting for someone to tell them what to do they decide what to do.

Once the missions themselves have been fleshed out...including how players gain access to them and how often they can be done....you look at the rewards. If the activity can only be done once in a while (not a fan) or require some sort of preparation (such as unlocking it each time you wish to do it) then the rewards can be proportionally larger as a player is not able to instantly repeat (farm) the mission. If the mission can be accessed as simple as a drop down menu and as often as they like (I actually support this) then the rewards need to be much stingier lest they become the most efficient way to advance. The rewards should also take into consideration the same broad appeal concept as the mission design does. This is why I suggest a separate currency that is used specifically for cosmetic or QoL items (because offering combat or advancement rewards can quickly become exploited). Allowing the player to choose between a shiny new suit or a non combat temp power (just two examples) means they get a reward that fits the character they are playing. In essence the player has chosen a specific activity to net a specific reward....

So when you put it all together you get:

Greedy villain Rob B. Err can engage in a nice bank job and use his ill gotten gains to net himself a purely cosmetic TV screen for his lair while Stoic hero Captain Goodguy can stop an (npc) bank robbery after which finds himself with a non combat pet power of a fan.

Whats more these can be mixed and matched to allow for more versatility.... so Rob B. Err can beat down a street gangs lair and learn a new shortcut in the city and get a zone teleport power.

With it fleshed out like this you have now made the feature pretty open to a lot of character concepts and with rewards limited to non combat or character advancement it has a far smaller risk of being exploited.

As for the idea of selling them at the market....personally not a fan as it most likely circumvents the 'no combat or character advancement ' I see as important.....but I am not actively against it.

You had a good idea in your OP Cyclops...its just needs to be fleshed out more....my suggestions above are by no means the only way to do this.....so if you have something you like better please go all out and describe it.

Redlynne
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islandtrevor72 wrote:
islandtrevor72 wrote:

Redlynne wrote:
Tangible rewards for repeatable activities are inherently problematic..
I can't tell if you are just being incredibly obvious, argumentative or deliberately vague. Explain what you mean by this please.

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islandtrevor72
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If you consider asking for

If you consider asking for clarification on what seems to be pointless comment negative. I was actually giving you the benefit of the doubt that you had a point.

Instead as it stand you have basically said that getting rewards for playing the game is an issue. Do a mission get a rewards is ok...do another mission and get a reward and now its problematic. Repeating a trial and getting rewards is inherently problematic.

Of course unregulated rewards are problematic.....that's so obvious and generic as to be meaningless to say.

Do you have another video about how negative it is to ask for a clarification?

Redlynne
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I said something obvious.

I said something obvious.
You're determined to be obtuse about it ... and that's my fault?

This is why it isn't possible to have a conversation with you, islandtrevor72. We've been over this before. I remember, even if you don't, that engaging you has a low probability of producing anything useful. Heat and noise, yes, but meaningful signal? Almost never.

So yes ... I said something "incredibly obvious" (as you put it). The fact that you "don't get it" says more about you than it does about me ... and now you want to start an argument about it.

To quote Captain Barbosa:

Captain Barbosa wrote:

"I decline to acquiesce to your request."

That means, "No."

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islandtrevor72
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Quote:
Quote:

I said something obvious..

So it was a pointless comment only posted to provide a negative outlook on an opinion that wasn't yours.......ok thanks I see where you are coming from now.

Comicsluvr
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islandtrevor72 wrote:
islandtrevor72 wrote:

Quote:
I said something obvious..
So it was a pointless comment only posted to provide a negative outlook on an opinion that wasn't yours.......ok thanks I see where you are coming from now.

She was simply stating a fact that, for those that read the forums, might NOT be obvious. Many people come here and see how the game is coming along. Many make suggestions or requests. Some of us debate ideas and game theories. Her statement was a simple clarification to those who might no understand the concept.

Now, back to the topic at hand: I can see the OP's point. If I have to do several 'newspaper' missions in order to get the mission, then DO the mission, AND it's more difficult than a normal mission...I want some extra food on my plate. I can see that making it a repeatable might have issues. However I think that limiting the bank jobs to once a day, with all of the other restrictions, AND making sure the reward isn't OP, would take care of that.

Seriously, in a game where many players want to be able to farm their way to the top, would an extra cool piece of stuff at the end of what amounts to a daily mission arc be a bad thing?

I remember when Star Wars was cool...a long, long time ago...

islandtrevor72
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Quote:
Quote:

She was simply stating a fact that, for those that read the forums, might NOT be obvious..

Sorry...but that's not what was going on.... its best to just let it drop.

Quote:

Now, back to the topic at hand: I can see the OP's point. If I have to do several 'newspaper' missions in order to get the mission, then DO the mission, AND it's more difficult than a normal mission...I want some extra food on my plate. I can see that making it a repeatable might have issues. However I think that limiting the bank jobs to once a day, with all of the other restrictions, AND making sure the reward isn't OP, would take care of that..

This seems to refer to the 'bank jobs' in CoH and how one went about acquiring them.

I can agree that doing an arc (what that format essentially was) should offer a greater reward than a single mission and if that's how this was done in CoT I would be fine with it....
But...
I would really hope that the several missions before bank job actually relate to the bank job itself and not just be random 'do this' missions you need to plod through before you can do the thing you want to.

As for making them daily.... I absolutely despise content that time locked. I understand that it is an extremely good way to limit that contents rewards, I would just prefer that the rewards were smaller and require less restrictions than by artificially limiting content. I also understand that daily content acts as an incentive to get players logging in each day...I just dislike the manipulative nature of this type of practice.

Daily limits are usually reserved for limiting rewards that affect the real money purchases in the game.... STO uses this with its farming (as in gather crystals) for example. If this mission had rewards of that type then I would grudgingly accept this as good for the game.....but I doubt I would find this enjoyable.

Quote:

Seriously, in a game where many players want to be able to farm their way to the top, would an extra cool piece of stuff at the end of what amounts to a daily mission arc be a bad thing?.

No...but then that's assuming this was an arc. There is little reason to actually make it an arc....it can easily be a single mission that a player can do when they want....and in that case the reward should probably not be extra than what a regular mission of equal difficulty should provide.

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Comicsluvr wrote:
Comicsluvr wrote:

Seriously, in a game where many players want to be able to farm their way to the top, would an extra cool piece of stuff at the end of what amounts to a daily mission arc be a bad thing?

If by 'farm', you mean 'endlessly run through the same content, over and over', then I don't feel compelled to support that playstyle.

Be Well!
Fireheart