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Potential Alt Functionality

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Starhammer
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Tannim222 wrote:
Tannim222 wrote:

I do have a question: ifnthe game is designed (and assuming designed well) to be capable solo play, other than any "team specific content", to what need is there for an in-depth henchmen system, particularly if there is a classification which heaviky utilizes pets, and everyone has an option to choose a summons tertiary set?

In my case, it's mostly about getting increased utilization out of the myriad alts I know I will make, but probably leave on the back burner long before they hit max level. I know I'll end up making some characters that are somehow related to other characters either conceptually or via background, or who knows through what other inspiration may be relevant. As an industry standard right now, the way you make use of characters you've stopped playing for whatever reason is to use them as banks/mules or delete them to build something new. I think things can be better than that. (I'm probably wrong. If the last 15 years have hammered me with any lesson about interactive gaming, it's that I'm expected to settle for whatever is doled out and pretend it couldn't be better or be branded unappreciative and unrealistic.) This is as supplemental personalization to story-driven content... which, maybe CoT won't have as much story to it as I was expecting... maybe it's just gonna be a framework for endless beat-em-up with a side of PvP like so many other MMOs.

Anyway, this thread really has nothing to do with what I was talking about anymore.

BlckWatr
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Quote:
Quote:

What islandtrevor72 sez

That's too bad about TSW. I had high hopes for that game, at one point. Seemed like the closest I was going to get to a real World of Darkness feel in an RPG. I played it for a little bit in Beta - but honestly didn't like what I saw. Submitted a few reports, figured I'd back off and see where things went with release. By time I got a chance to play in the actual release, a few people I knew recommended spending my time elsewhere. Ah well...

As for the rest of it? Meh, not really worth wasting either of our time bantering back and forth on this one subject. I highly doubt either of us is going to sway the other's opinion - not if we haven't so far, at least!

Besides, Tannim's comments here, and elsewhere, have put most of my fears to rest. I'm comfortable in the belief that the end game product is going to be more than worthwhile.

A little nonsense now and then, is relished by the wisest men.
~Roald Dahl

blacke4dawn
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Starhammer wrote:
Starhammer wrote:

Tannim222 wrote:
I do have a question: ifnthe game is designed (and assuming designed well) to be capable solo play, other than any "team specific content", to what need is there for an in-depth henchmen system, particularly if there is a classification which heaviky utilizes pets, and everyone has an option to choose a summons tertiary set?

In my case, it's mostly about getting increased utilization out of the myriad alts I know I will make, but probably leave on the back burner long before they hit max level. I know I'll end up making some characters that are somehow related to other characters either conceptually or via background, or who knows through what other inspiration may be relevant. As an industry standard right now, the way you make use of characters you've stopped playing for whatever reason is to use them as banks/mules or delete them to build something new. I think things can be better than that. (I'm probably wrong. If the last 15 years have hammered me with any lesson about interactive gaming, it's that I'm expected to settle for whatever is doled out and pretend it couldn't be better or be branded unappreciative and unrealistic.) This is as supplemental personalization to story-driven content... which, maybe CoT won't have as much story to it as I was expecting... maybe it's just gonna be a framework for endless beat-em-up with a side of PvP like so many other MMOs.
Anyway, this thread really has nothing to do with what I was talking about anymore.

The thing is I don't think that any game would allow you utilize an alt in this way for balancing reasons, as compared to utilizing an NPC-copy of said alt that has its own restrictions.

Radiac
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Going back to the Magic

Going back to the Magic analogy for a second, and I preface this by saying that no analogy is ever "perfect", but there are a myriad of different tournament formats within Magic. Sealed, Draft, Standard, Modern, Legacy, Vintage, Commander, etc. I don't hear any Magic players complain about tournaments saying things like "All Magic tournaments should have a Commander component to them, otherwise you're forcing players to play the game in a way that they don't like. I should be allowed to play magic the way I most prefer at all times and in all tournaments to the exclusion of formats I don't like in all cases. I need to play in EVERY tournament and play Commander in every tournament, because that's my format, otherwise you're trying to force me to do something I don't like by offering a Sealed tournament."

That doesn't happen. People who hate Sealed don't enter Sealed tournaments and they instead go looking for tournaments in formats they do like. Magic isn't requiring anybody to play Magic in a way they don't like, but they ARE providing different tournaments of different formats, and enforcing the rules specific to those formats, for the enjoyment of those who enjoy such.

Having a TF that's designed for 4-8 people and then offering it as "this is a 4-8 person story, you need 4-8 people to do this content", is not, to me, forcing anyone to do anything, it's offering a fun OPTION to those people who may be willing to form a 4-8 person team and do said content, whereas other people will go do other stuff that's designed and intended for their favorite play style. Assuming this "4-8 TF" actually has something in it that would really require at least 4 actual PCs, like levers, then you're not really DOING that TF when you do the "solo version" anyway. You're doing something else, to be honest about it. The end boss might look the same and it might be on the same map, but that's about it. Even if you think the levers are bu11sh1t and can be removed, I think you're doing the "lite" version of the TF anyway, or maybe some solo mission on the same map.

Also, what if somebody comes in and says "My preferred style is the 32-person league, all content should be doable by a 32-person league." That statement seems patently ridiculous to me, but there are things that could be scaled up to that size. One of the problems I have with that, is that the creator of the content may have had a certain team size or size range in mind when they wrote the story. Why do people think they can just demand that the author re-write the story to fit their needs instead of just respecting the author's original intentions and doing the story with the intended size team? As long as there are different TFs intended for different size teams, solo up to 32 person league and everything inbetween, I don't see why it's so important that people feel the need to insist on being able to do everything with just their preferred team size and no other. In the first place, there's absolutely no requirement placed on players that all players must do all content, and second, if a certain TF was written with a 4 person team in mind, I don't see any huge problem with offering it only to teams of 4+ people.

Going back to some of Tannim222's comments about rewards for soloing versus teaming, I would like to point out that some of the things that people who prefer solo play like about solo play is the freedom to do whatever you want without having to consider someone else's needs/wants in the process, the freedom to come and go as you please, the ability to just DO stuff without having to first form a team to to it (which can take a long time and be a lot of work, only to have the team fall apart half an hour later in some cases). So I fully understand the hardships of forming and maintaining a team, and for this reason I think team content ought to have better rewards for those who can actually do all that and finish the Task Force successfully. Pulling that off is definitely more work than just soloing the TF with the mobs reduced and the larger team size parts (i.e. "levers") eliminated, and I would expect more reward for having done that extra work, quite frankly.

I fully understand that some people don't have time to devote to that, or they have to play at weird times of day when nobody else is on, etc. But just handing those people better rewards for less work/time spent getting them is unfair to everyone else, so what you do for them you have to do for everyone else, then we end up in a world where you get ten HamiOs just for logging in once per day. I think this sort of "parity" will cause all players to actually play the game less. Better rewards and more of them ought to be the result of better play and more of it. The only recourse for the "I have no time for this game, but still want all the goodies" player should be to buy HamiOs with real money, or buy Stars with money and HamiOs with Stars off the Starmart, or better yet to convert bought Stars to IGC and use THAT to buy HamiOs off the auction house, thus putting that IGC into the pocket of the person who actually grinded for the HamiO in the first place, one hopes.

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Darth Fez
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Radiac wrote:
Radiac wrote:

Having a TF that's designed for 4-8 people and then offering it as "this is a 4-8 person story, you need 4-8 people to do this content", is not, to me, forcing anyone to do anything, it's offering a fun OPTION to those people who may be willing to form a 4-8 person team and do said content, whereas other people will go do other stuff that's designed and intended for their favorite play style.

Just to be clear, Tannim has said that they will have TFs designed for four or more people. The only difference to CoH is that people will have the option to start such TFs on their own. For me, that fulfills my hope (and expectation, to be honest) that there will be group content in the game.

That such content is designed for a minimum of 4 (or more) players should tell us all we need to know about the likelihood that a player will be able to successfully complete that content on their own. I expect that the majority of players will never solo a TF unless they out-level it by a good margin, assuming we're not auto-exemped to the TF's level range, any more than most people could solo TFs in CoH. Being able to start a TF solo is scarcely a guarantee for being able to finish a TF solo. If someone is capable of doing so, hey, good on them. It's no skin off my nose.

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Tannim222
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There are multiple points

There are multiple points being brought up some of which are being convoluted with one another and some points being glossed over. I'll try to parse this out:

Radiac wrote:

Having a TF that's designed for 4-8 people and then offering it as "this is a 4-8 person story, you need 4-8 people to do this content", is not, to me, forcing anyone to do anything, it's offering a fun OPTION to those people who may be willing to form a 4-8 person team and do said content, whereas other people will go do other stuff that's designed and intended for their favorite play style. Assuming this "4-8 TF" actually has something in it that would really require at least 4 actual PCs, like levers, then you're not really DOING that TF when you do the "solo version" anyway. You're doing something else, to be honest about it. The end boss might look the same and it might be on the same map, but that's about it. Even if you think the levers are bu11sh1t and can be removed, I think you're doing the "lite" version of the TF anyway, or maybe some solo mission on the same map.

You're right in that if a task force dynamically generated objectives and obstacles by the team size including a team of one that the team of one is doing a "lighter version of the taskforce" [i]in comparision to[/i] having multiple players on the team.

Since this is a quantifitve increase it results in a qualitive increase of play, the solo player may be have access to the same rewards as a full team, but a full team will have greater rewards. It is that simple. As team size increases, the mission challgenges increase in difficulty. It can be far more difficult to say complete the "no deaths challenge" for a team of 1 compared to a team of 8. And since the objectives and obstacles dynamically adjust to the team size, the team needs to be involved at various stages of play, increasing maintaining the difficulty of completing a challenge. The more achievements attained, the greater the reward.

Radiac wrote:

Also, what if somebody comes in and says "My preferred style is the 32-person league, all content should be doable by a 32-person league." That statement seems patently ridiculous to me, but there are things that could be scaled up to that size. One of the problems I have with that, is that the creator of the content may have had a certain team size or size range in mind when they wrote the story. Why do people think they can just demand that the author re-write the story to fit their needs instead of just respecting the author's original intentions and doing the story with the intended size team? As long as there are different TFs intended for different size teams, solo up to 32 person league and everything inbetween, I don't see why it's so important that people feel the need to insist on being able to do everything with just their preferred team size and no other. In the first place, there's absolutely no requirement placed on players that all players must do all content, and second, if a certain TF was written with a 4 person team in mind, I don't see any huge problem with offering it only to teams of 4+ people.

I'm going on record here and saying there isn't necessarily anything wrong with designing content to a specific team size.

The difference lies in the scope of the game design of the game in question. Specifically, CoT. Now, we know from past examples in several games where required team size for content really only resulted in a minor barrierl. Players will want to challenge themselves in harder difficulty content. Our aim is to generate the content in a way that encourages the team without making it an artificial barrier. The solo player or 2 friends get to play, as to the full team of players get to play. Reference the above statements for qualitive and quantifive rewards.

I cited a very specific example pertaining to rewards and multi-team content: if the multi-team content provided rewards tied necessary for any form of character progression then the dev team will end up with a split player base between the haves and have nots.

A decision from that point needs to be made, continue to cater to the haves and continue creating content specific to that form of character progression and reward type requiring multiple teams or design additional content for the have nots to catch up to (eventually) the haves.

Now in lies a problem. Resources are limited on any dev team. And once you start down a path of character progression supplied by specific rewards connected to particular content design (multi-team raids), the tendency is to continue to design for that type of play. There isn't anything bad about that in of itself if and this is the key metric: the majority of your player base is involved in this type of content-based-character-progression.

Now if the majority of your player base isn't involved in this type of progression, but a size-able portion is, then you want to continue that development path, but you have to also guage where the rest of your player population is. If there is also a size-able portion of players who are at the barrier of progression where they can only progress through the multi-team raid content, but aren't you have to see what their play patterns are.

What will most likely be found is players who: don't play with teams often, player for shorter periods of time, or a combination of the two. If nothing is done to hook those players into continued progression, they will most likely leave the game. Again, these are players who are consistantly playing where they hit the barrier.

So, what then is a dev team to do? A good portion of their player base can't progress due to the way it plays? One solution is to split your resources: create content for the multi-team players and the non-multi team players. There is nothing wrong with this (reward metrics aside). Except that both groups of players do not see regular content updates due to constrained resources of the dev team.

Now take our dev team which is even smaller than most, on a budget that is beyond constrained. We have the tech to dynamically generate content based on team size. We can apply this to spawn size, objectives, and other obstacles. We can then attempt to see how multi-team content generates at a team of 1 and design the content in such a way that it scales proportionally.

This saves us in resources as we won't have to generate two separate paths of content. It is also possible that it may not scale up properly. That's why in my first example up thread I said possible to do, not probable. It is a qualitive difference in design at that point. Either way, it really isn't worth exhausting any further discussion toward multi-team content design beyond this because we are a loooooong way off from there. The direction we will move foward with when we are at that point will be dependant upon multiple factors which simply do not exist at this moment.

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islandtrevor72
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Quote:
Quote:

That doesn't happen. People who hate Sealed don't enter Sealed tournaments and they instead go looking for tournaments in formats they do like. Magic isn't requiring anybody to play Magic in a way they don't like, but they ARE providing different tournaments of different formats, and enforcing the rules specific to those formats, for the enjoyment of those who enjoy such. .

Fine you are right...magic players will play structured tournaments with separate rules in a competitive fashion for rewards. Guess its a good thing I'm not talking about a magic tourney with rules that limit what cards can be played. It really is a good thing that I am talking about a co-operative experience vs a competitive one where the two reasons for limiting decks is first to sell the new cards and second, to nerf overpowered combos. I am so happy that my arguments are in support of options in play and not reasons to restrict it.

Quote:

Having a TF that's designed for 4-8 people and then offering it as "this is a 4-8 person story, you need 4-8 people to do this content", is not, to me, forcing anyone to do anything, it's offering a fun OPTION to those people who may be willing to form a 4-8 person team and do said content, whereas other people will go do other stuff that's designed and intended for their favorite play style..

Its not forcing...its limiting...Its not an OPTION...its a limitation.
It does not offer the choice to do the content....it takes the choice to do the content with a playstyle away that the rest of the game provides. And when you talk about it being a TF....what is supposed to be the most dynamic and unique experiences in the game....I want to see it...not be rushed through by a team that is more intent on the rewards than the content.

Quote:

Assuming this "4-8 TF" actually has something in it that would really require at least 4 actual PCs, like levers, then you're not really DOING that TF when you do the "solo version" anyway. You're doing something else, to be honest about it. The end boss might look the same and it might be on the same map, but that's about it. Even if you think the levers are bu11sh1t and can be removed, I think you're doing the "lite" version of the TF anyway, or maybe some solo mission on the same map.

Incredible narrow minded argument.

A team of two will face a different challenge than a team of 8 in the exact same mission....does that mean they are not doing the same content?

But lets say you are right....I'm not doing the same the same TF. How does this in any way shape or form change a single thing about the TF you say is the 'real' TF?

So now according to you I am not doing the same TF as you when I solo and it does not change your TF....but still you say 'to hell with it....play my way cause I like teams'.

Quote:

Also, what if somebody comes in and says "My preferred style is the 32-person league, all content should be doable by a 32-person league." That statement seems patently ridiculous to me, but there are things that could be scaled up to that size..

If it does not change the way I want to play then by all means. I don't want 32 man teams so I won't be championing it. And just for the record...using the description of ramping difficulty based on team size ... 32 man teams would be just as easily worked in barring the new coding.

Quote:

One of the problems I have with that, is that the creator of the content may have had a certain team size or size range in mind when they wrote the story. Why do people think they can just demand that the author re-write the story to fit their needs instead of just respecting the author's original intentions and doing the story with the intended size team?.

Another 'what if' that is pulled from the ether.
That same author may realize that by just re-wording a few things he could allow for more variety in his story. That same author may be hit by a bus and go into a coma and come up with a new soft drink which brings the entire world together in peace and harmony until the aliens come and shoot down a unmanned drone carrying toys for orphans which brings about the rise of giant robots to fight the genetically design giant pillow fisted champion of those aliens until the world is drowned in robot parts and pillow feathers.

Until I see an actual story or mission design that absolutely requires a hard minimum of players this speculative 'what if' argument holds no sway. I will agree that if there comes a time when someone can actually show this to me I will concede that in that case a min team is needed...but until that time it means nothing.

Quote:

As long as there are different TFs intended for different size teams, solo up to 32 person league and everything inbetween, I don't see why it's so important that people feel the need to insist on being able to do everything with just their preferred team size and no other..

Out of the two of us...the only one who is saying the TF must be done one way and no other is you. No matter how you twist it...no matter how nebulous or emotional the arguments you make are....the bottom line is you want to limit the way content is offered in the game.

Quote:

Going back to some of Tannim222's comments about rewards for soloing versus teaming,.

I also do not agree that the same rewards should be offered for solo players as for teams....but I will hold off my arguments until I know a bit more about the difference in difficulty between earning a reward solo vs on a team as my concern could be entirely unfounded.

I do get that with resources and time being limited and with the concept of 'all rewards can be earned in game' to offer alternating ways to get those rewards would be too much of a drain on those resources and time.

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