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Inspirations. How many ... and when ...

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Redlynne
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Inspirations. How many ... and when ...

Not planning on doing another [b]WALL OF TEXT CRITS YOU!!![/b] here, but you never know.

So ... in City of Heroes there were [b][url=http://paragonwiki.com/wiki/Inspiration]Inspirations[/url][/b]. My friends and I all called them "[url=http://en.wikipedia.org/wiki/Skittles_%28confectionery%29]skittles[/url]" because they all came in bright candy colors.

I know that City of Titans plans to call its version something else, but that's not really what I'm getting at here with this post.

So ... Inspirations.

In City of Heroes you got a tray of these "use anytime" potion buffs, which you could use as fast as you like. The thing that I want to bring to everyone's attention here was the size of the trays and how "quickly" those trays got bigger.

Quote:

[list][*]Level 1: 3 slots (1 row of 3 columns)
[*]Level 2: 4 slots (1 row of 4 columns)
[*]Level 3: 8 slots (2 rows of 4 columns)
[*]Level 10: 10 slots (2 rows of 5 columns)
[*]Level 25: 15 slots (3 rows of 5 columns)
[*]Level 40: 20 slots (4 rows of 5 columns)[/list]

That's how City of Heroes handled it. Early on you had almost no slots to speak of, while later on you had piles of them available to you.

I always felt like City of Heroes kinda sorta got this ... backwards.

What I mean by that is that I'd honestly want to start out on a low level character with lots of slots, when you're first "learning the ropes" and have hardly any powers or enhancements (and with TOs couldn't get hardly any *value* out of enhancements!) and really needed to have those temporary buffs for those "dig down deep" kinds of moments as a young Hero (or young Villain). I'm talking about the "beginner's luck" sort of factor. Essentially, I really wish that Inspirations had been "plentiful" enough starting out that you could burn them up with wild abandon to paper over the fact that you barely had any powers yet.

But then as you progressed in levels, gained new powers and slotted ever more enhancements, you'd wind up relying less and less on Inspirations and more on your build (ie. your [b]permanent[/b] rather than temporary) abilities to pull you through.

In other words, I kind of wish that City of Heroes had reversed the slot availability for Inspirations ... so rather than being small when low and big when high ... instead it would be big when low and small when high.

Of course, if you do that, how do you handle LOSING Inspiration Slots when you level up? Do you have to clear those slots so that they can be removed when you level? It's certainly logistically a lot easier to add slots than it is to subtract them.

At any rate, it always felt a little unfair that at low levels you'd only get Tier 1 Inspirations to drop for you, while having hardly any slots at all for them to be stored in, but at the level cap you'd get all 3 Tiers of Inspirations dropping for you and you'd have 20 slots to save them all into (and in my case, hardly ever use). It felt like a double whammy, where the poor stay poorer and the rich just get richer.

So I was just wondering if I was the only one who ever thought that it ought to be low level characters who ought to have been "flush" with plenty of Inspirations and have lots of slots for them ... while high level characters at the level cap ought to have fewer slots for Inspirations.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
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Cinnder
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Sorry, Red -- I promise I don

Sorry, Red -- I promise I don't exist merely to counterpoint all your arguments (for what it's worth, I think you're spot-on over on the Weaknesses thread)... But in this case I have to say I thought the increase of insp slots with levelling felt right, because it represented another facet of a character's growing power and ability. Many of my characters needed their insps primarily when fighting bosses, and those were few and far between when the characters were lowbies. The increased supply was even more essential when soloing EBs or AVs.

I know some others don't feel the same, but one of the things I liked most about CoX was the feeling of progression in a character's journey. For me, one of the most essential points that underpinned the feeling of accomplishment was looking back as a 50 to those times that I had to be careful as a lowbie [i]because[/i] I didn't have many powers or insps.

However, to answer your question, I expect you will not be alone in your thinking. It's just not the way I, personally, would like to see insp-equivalents implemented. (Note for devs: please please no universal timers on "insp" usage!)

Spurn all ye kindle.

Empyrean
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Cinnder wrote:
Cinnder wrote:

Sorry, Red -- I promise I don't exist merely to counterpoint all your arguments (for what it's worth, I think you're spot-on over on the Weaknesses thread)... But in this case I have to say I thought the increase of insp slots with levelling felt right, because it represented another facet of a character's growing power and ability. Many of my characters needed their insps primarily when fighting bosses, and those were few and far between when the characters were lowbies. The increased supply was even more essential when soloing EBs or AVs.
I know some others don't feel the same, but one of the things I liked most about CoX was the feeling of progression in a character's journey. For me, one of the most essential points that underpinned the feeling of accomplishment was looking back as a 50 to those times that I had to be careful as a lowbie because I didn't have many powers or insps.
However, to answer your question, I expect you will not be alone in your thinking. It's just not the way I, personally, would like to see insp-equivalents implemented. (Note for devs: please please no universal timers on "insp" usage!)

I see your point and the logic of your thinking, Red, but I'm with Cinnder here. Not just because the lower insp of lower levels does a good job of representing the new hero who is inexperienced and who's powers aren't fully mature, and the increased insp as you level reflects growing in power and experience.

I'm actually one of the CoH players who was very focused on reaching the end result of a fully leveled and empowered mature hero. I most enjoyed playing a very few fully enhanced 50's at "endgame". But by having limited access to Insp at first, I really learned how to maximize them and use them to greatest effect, a skill which served me well at "endgame" levels.

Oh, and I also found universal inspiration timers to be an unwelcome and unnecessary device in other games. No, please, as Cinnder said. If you don't know better and blow all your enhancements past the caps, you pay for it with no insp next fight. Self-regulating.

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