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New way to play & role play

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Metaman
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New way to play & role play

I was wondering is City of Titans doing the traditional superhero rpg .
Or are you adding features from various games to bring drama and character development to make this truly a breathable world .

I would like it if the devs thought about making COT a "Persistent Universe" , like the upcoming game "Star citizen".
Where characters can be severly injured ,be retired or die .
And it affects in game character to character relationships .

But the players characters maybe gone but all his or her in game achievements, rank & finances can be passed on to either a new created character .
This allows the player to build legacy characters similar in comics (ie Barry allen & wally west ) , though this new character wouldn't gain the notoriety of his or her predecessor the character would need to start over.

Also will their be a different way to play from the traditional hero and villain , anti-hero or neutral .

Maybe are characters can have professions .

Going to get medieval on that ass.

Riptide
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I'm a little intrigued by

I'm a little intrigued by some of what Star Citizen has planned but, the more I read, the more it seems like it will end up becoming a second job.

One of the things I liked about CoH was how casual the gameplay was. I didn't worry one bit about what was happening in the game world while I was offline (unless I had to miss some pre-arranged gathering) and it was easy, if time was limited, to just log in run a few missions and log out.

Apart from bequeathing something tangible (and presumably non-tradeable) from a deceased toon to a new ancestor, it seems like you could pretty much roleplay any of that stuff you wanted without it being coded into the game. There were some people in CoX who played with self-imposed rules of perma-death.

Empyrean
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Rigel wrote:
Rigel wrote:

I'm a little intrigued by some of what Star Citizen has planned but, the more I read, the more it seems like it will end up becoming a second job.
One of the things I liked about CoH was how casual the gameplay was. I didn't worry one bit about what was happening in the game world while I was offline (unless I had to miss some pre-arranged gathering) and it was easy, if time was limited, to just log in run a few missions and log out.
Apart from bequeathing something tangible (and presumably non-tradeable) from a deceased toon to a new ancestor, it seems like you could pretty much roleplay any of that stuff you wanted without it being coded into the game. There were some people in CoX who played with self-imposed rules of perma-death.

I'm with Rigel. If it's coded in, people HAVE to play that way. If not, people can RP it in as desired. The more open, the more possibilities--within reason, of course.

Anyway, while this isn't CoH 2, it is a spiritual successor, so moving forwards along the same lines as CoH makes more sense than going a completely different direction.

That's for some other game.

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

Huckleberry
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Rigel wrote:
Rigel wrote:

One of the things I liked about CoH was how casual the gameplay was. I didn't worry one bit about what was happening in the game world while I was offline (unless I had to miss some pre-arranged gathering) and it was easy, if time was limited, to just log in run a few missions and log out.

I feel the same way. This was a huge attractor when I sat down to spend an hour or two, I would scan the icons on my desktop and select City of Heroes because I knew it wouldn't take me half my playing time just to get caught up on things or to tend to timer-based farms. Yet at the same time I know that there were probably people online I could play with who I enjoyed grouping with before.

This is also why I still enjoy playing DCUO after all these years. Sometimes I just want some fun without all the shackles.

Having said all this, I've had to quit Archeage twice now. Why? Not because I disliked it, but because I liked it too much. I allowed the farming and timer-based content to take over my personal life IRL. I was exhibiting the life-signs of addiction and had to cut myself off.

So what am I trying to say?

I am saying that there are games out there that offer persistence, but City of Heroes was not one of those games. And that lack of persistence is what made CoH attractive to me; even though I am also attracted to persistent games, too. So if City of Titans is going to be the spiritual successor to City of Heroes, I hope it too is attractive to the casual player without persistence.

And on the subject of creating a legacy and inheriting a previous characters 'stuff': I see this as potentially unbalancing low-level content. I don't know how Star Citizen plans on doing that, but it seems like a low level character with the inherited wealth of a high level character could be very unbalancing.

Besides, I assume a certain simultaneity to City of Titans in which your low-level characters exist in the same world at the same time as your high level characters. So, I could understand CoT creating a legacy system like how SW:TOR does it. (for those who don't know, SWTOR allows you to create a family tree with your characters with relationships like spouse, sibling, parent, child, adopted child, ally, and rival, and it calls that tree your Legacy) The characters in your legacy can share lairs and bases and bank space with each other. Making it a legacy relationship rather than a simple account-based relationship allows for further role-playing opportunities (otherwise how could you explain your villain character sharing an apartment with your heroic character?) and also could potentially allow marriages or relationships with characters from other accounts creating linked legacies. And I think that would be pretty cool.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Dark Ether
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You will turn off a lot of

You will turn off a lot of players if you get too hardcore about things. It's about fun, after all. Also, no one in superhero comic-dom is ever really dead except maybe Uncle Ben, and if some writer comes up with an idea to make him a Spidey villain you can bet he'll be back, too.

I think most people play for fun and to escape "real life", so bringing that into a game such as this won't be an attraction to them as a customer.

(insert pithy comment here)

Cobalt Azurean
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Quote:
Quote:

Besides, I assume a certain simultaneity to City of Titans in which your low-level characters exist in the same world at the same time as your high level characters. So, I could understand CoT creating a legacy system like how SW:TOR does it. (for those who don't know, SWTOR allows you to create a family tree with your characters with relationships like spouse, sibling, parent, child, adopted child, ally, and rival, and it calls that tree your Legacy) The characters in your legacy can share lairs and bases and bank space with each other. Making it a legacy relationship rather than a simple account-based relationship allows for further role-playing opportunities (otherwise how could you explain your villain character sharing an apartment with your heroic character?) and also could potentially allow marriages or relationships with characters from other accounts creating linked legacies. And I think that would be pretty cool.

I can see the potential merit(s) to a system like that, and I also thought it was nifty of SWTOR to encourage people to play alts using that system. I also like the direction that Star Citizen is taking it with the PU.

From a comic book perspective, and in a comic book inspired game, I'd probably name it Mantle, as the successor of whatever power or force or emblem or what have you inherits the name and (relative) likeness, gains the mantle of whatever heritage they're carrying on. Although Heritage isn't a bad name either. Or Pedigree, although this makes me think of pet food.

Metaman
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Huckleberry wrote:
Huckleberry wrote:

Rigel wrote:
One of the things I liked about CoH was how casual the gameplay was. I didn't worry one bit about what was happening in the game world while I was offline (unless I had to miss some pre-arranged gathering) and it was easy, if time was limited, to just log in run a few missions and log out.

I feel the same way. This was a huge attractor when I sat down to spend an hour or two, I would scan the icons on my desktop and select City of Heroes because I knew it wouldn't take me half my playing time just to get caught up on things or to tend to timer-based farms. Yet at the same time I know that there were probably people online I could play with who I enjoyed grouping with before.
This is also why I still enjoy playing DCUO after all these years. Sometimes I just want some fun without all the shackles.
Having said all this, I've had to quit Archeage twice now. Why? Not because I disliked it, but because I liked it too much. I allowed the farming and timer-based content to take over my personal life IRL. I was exhibiting the life-signs of addiction and had to cut myself off.
So what am I trying to say?
I am saying that there are games out there that offer persistence, but City of Heroes was not one of those games. And that lack of persistence is what made CoH attractive to me; even though I am also attracted to persistent games, too. So if City of Titans is going to be the spiritual successor to City of Heroes, I hope it too is attractive to the casual player without persistence.
And on the subject of creating a legacy and inheriting a previous characters 'stuff': I see this as potentially unbalancing low-level content. I don't know how Star Citizen plans on doing that, but it seems like a low level character with the inherited wealth of a high level character could be very unbalancing.
Besides, I assume a certain simultaneity to City of Titans in which your low-level characters exist in the same world at the same time as your high level characters. So, I could understand CoT creating a legacy system like how SW:TOR does it. (for those who don't know, SWTOR allows you to create a family tree with your characters with relationships like spouse, sibling, parent, child, adopted child, ally, and rival, and it calls that tree your Legacy) The characters in your legacy can share lairs and bases and bank space with each other. Making it a legacy relationship rather than a simple account-based relationship allows for further role-playing opportunities (otherwise how could you explain your villain character sharing an apartment with your heroic character?) and also could potentially allow marriages or relationships with characters from other accounts creating linked legacies. And I think that would be pretty cool.

I see your point and I have to agree , the SW:TOR legacy system is really what I'd like COT to emulate and at the same time thinker with to make their own.
I hope for a possible system like this a few years later during expansion packs .

Going to get medieval on that ass.

Metaman
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Cobalt Azurean wrote:
Cobalt Azurean wrote:

Quote:
Besides, I assume a certain simultaneity to City of Titans in which your low-level characters exist in the same world at the same time as your high level characters. So, I could understand CoT creating a legacy system like how SW:TOR does it. (for those who don't know, SWTOR allows you to create a family tree with your characters with relationships like spouse, sibling, parent, child, adopted child, ally, and rival, and it calls that tree your Legacy) The characters in your legacy can share lairs and bases and bank space with each other. Making it a legacy relationship rather than a simple account-based relationship allows for further role-playing opportunities (otherwise how could you explain your villain character sharing an apartment with your heroic character?) and also could potentially allow marriages or relationships with characters from other accounts creating linked legacies. And I think that would be pretty cool.
I can see the potential merit(s) to a system like that, and I also thought it was nifty of SWTOR to encourage people to play alts using that system. I also like the direction that Star Citizen is taking it with the PU.
From a comic book perspective, and in a comic book inspired game, I'd probably name it Mantle, as the successor of whatever power or force or emblem or what have you inherits the name and (relative) likeness, gains the mantle of whatever heritage they're carrying on. Although Heritage isn't a bad name either. Or Pedigree, although this makes me think of pet food.

Mantle or Heritage both are solid names for a system like that .
But I'm leaning more to mantle because you are picking up the duty of a honorable hero before you .

I do like the SW:TOR. companion & crew system I hope we can add something similar in the future that's a created NPC system .
Allows us to create our own bestfriends ,lovers , assistance, sidekicks .

Going to get medieval on that ass.

blacke4dawn
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From my limited knowledge of

From my limited knowledge of what makes a "persistent world" game it's not so much a question of if CoT will be one but rather to what degree it will be persistent.

Standard for MMORPG's seems to be that player's actions don't really influence the overall story and any changes to the world is either on a personal level or comes from the devs in the form of content patches, and from memory this is what CoH had. Personally I don't really mind that level but on the other hand I also wouldn't mind if MWM put in the occasional "story event" where the outcome would be a major influence on the story in future content patches.

Cobalt Azurean
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blacke4dawn wrote:
blacke4dawn wrote:

I also wouldn't mind if MWM put in the occasional "story event" where the outcome would be a major influence on the story in future content patches.

I initially thought this was a good idea. However, the more I ruminated on it, I started to consider it a slippery slope. I suppose the idea that the decision of the majority rules and, more importantly, the decision I personally made wasn't necessarily the outcome that I see unfold. I liked the Phasing approach that CoX took that decision I made and people that I saved (or didn't save) was reflected in the world around me. Chaos theory aside, it wasn't major events as the one proposed above, and overall it was relatively insignificant in the grand scheme of things but it still illustrated to the player that actions they take can have an affect.
Perhaps Phasing was laying the groundwork for larger events that could have profound outcomes. Say, for example, the Rikti Invasion event. People on our server always turned out for those, we even made it a point to take down the Dropships on more than one occasion. Perhaps the devs could track player interaction, and overall if people don't stop the above proposed event or interact to a certain degree (whatever it may be), perhaps a beach-head would be established with bad guys having a foothold in the next major patch.
I guess there's pros and cons to both options (not the only two, obviously); be it low level Phasing or world map changing majority decision. From a Dungeon Master/Game Master perspective, I generally left it up to the players to decide where to go and what to do. Sure, I may coach them in one direction over another, and I certainly left them with content tertiary to the major storyarc I had planned if they didn't, but in the end they ultimately make the decision.

blacke4dawn
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Cobalt Azurean wrote:
Cobalt Azurean wrote:

blacke4dawn wrote:
I also wouldn't mind if MWM put in the occasional "story event" where the outcome would be a major influence on the story in future content patches.
I initially thought this was a good idea. However, the more I ruminated on it, I started to consider it a slippery slope. I suppose the idea that the decision of the majority rules and, more importantly, the decision I personally made wasn't necessarily the outcome that I see unfold. I liked the Phasing approach that CoX took that decision I made and people that I saved (or didn't save) was reflected in the world around me. Chaos theory aside, it wasn't major events as the one proposed above, and overall it was relatively insignificant in the grand scheme of things but it still illustrated to the player that actions they take can have an affect.
Perhaps Phasing was laying the groundwork for larger events that could have profound outcomes. Say, for example, the Rikti Invasion event. People on our server always turned out for those, we even made it a point to take down the Dropships on more than one occasion. Perhaps the devs could track player interaction, and overall if people don't stop the above proposed event or interact to a certain degree (whatever it may be), perhaps a beach-head would be established with bad guys having a foothold in the next major patch.
I guess there's pros and cons to both options (not the only two, obviously); be it low level Phasing or world map changing majority decision. From a Dungeon Master/Game Master perspective, I generally left it up to the players to decide where to go and what to do. Sure, I may coach them in one direction over another, and I certainly left them with content tertiary to the major storyarc I had planned if they didn't, but in the end they ultimately make the decision.

Personally I don't think that such world changing events should ultimately be down to my own personal choice, even if it's only shown in my own phase-instance, but rather be down to the sum total of many peoples choices.

This is not so much about a choice in a story arc that can be changed by replaying it but rather about shaping the future progress of the world as a whole.