Announcements

Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Realization of CoH players

107 posts / 0 new
Last post
Empyrean
Empyrean's picture
Offline
Last seen: 2 years 7 months ago
11th Anniversary Badge
Joined: 03/16/2014 - 07:51
Radiac wrote:
Radiac wrote:

I like the idea of different A.I. for different badguys, I think it's so good it's probably absolutely necessary in fact.
I also think the A.I. should be taken into account when designing the badguys and their whole deal from the beginning. Like Devouring Earth in some cases should be less cagey and more stimulus-response and the Knives of Artemis should be way more cunning, Freaks should be intelligent, but somewhat reckless. The Clockwork, arguably, should have ignored damage entirely and stayed in the Burn patch because they didn't feel pain.

I agree with all of that except for Freaks being intelligent. Letting a black market doc put second-hand tech and an off-brand super-soldier serum in you isn't too bright :P

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

islandtrevor72
Offline
Last seen: 5 years 2 months ago
11th Anniversary Badge
Joined: 04/28/2014 - 11:24
Empyrean wrote:
Empyrean wrote:

Radiac wrote:
I like the idea of different A.I. for different badguys, I think it's so good it's probably absolutely necessary in fact.
I also think the A.I. should be taken into account when designing the badguys and their whole deal from the beginning. Like Devouring Earth in some cases should be less cagey and more stimulus-response and the Knives of Artemis should be way more cunning, Freaks should be intelligent, but somewhat reckless. The Clockwork, arguably, should have ignored damage entirely and stayed in the Burn patch because they didn't feel pain.

I agree with all of that except for Freaks being intelligent. Letting a black market doc put second-hand tech and an off-brand super-soldier serum in you isn't too bright :P

Too true...I mean they had guys who gave up hands to have clubs....how the heck do they eat???

cybermitheral
cybermitheral's picture
Offline
Last seen: 9 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 08/21/2013 - 20:54
(No subject)

Here's how:
[img]http://www.beencaughtsleeping.com/userfiles/image/guys%20face%20in%20bowl.jpg[/img]

The Phoenix Rising Initiative Rules Lawyer

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 week 1 day ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
Radiac wrote:
Radiac wrote:

I like the idea of different A.I. for different badguys, I think it's so good it's probably absolutely necessary in fact.
I also think the A.I. should be taken into account when designing the badguys and their whole deal from the beginning. Like Devouring Earth in some cases should be less cagey and more stimulus-response and the Knives of Artemis should be way more cunning, Freaks should be intelligent, but somewhat reckless. The Clockwork, arguably, should have ignored damage entirely and stayed in the Burn patch because they didn't feel pain.

This would be nice to see, yes, and I do have a feeling that MWM also wants to go this route. That does not mean enemies will not be or become predictable, of course, but at least not every NPC will behave the same (with a few exceptions).

As for the standing in fire bit, one has to remember that for many enemies that may be the best way to fight the super. Sure, it'll hurt, but it will stop hurting if they beat them down. Besides, they would not have stayed in that line of work for long if they were inclined to run away every time someone with powers showed up. Which is not to say that there could not or should not be powers that kick in the "nuh-uh, ain't walkin' through that" response, even in zombies.

As for the Freakshow, in particular, I always had the sense that they had a love-hate relationship with pain.

- - - - -
[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]

Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

Catherine America
Catherine America's picture
Offline
Last seen: 4 months 3 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/16/2013 - 15:24
Doctor Tyche wrote:
Doctor Tyche wrote:

LaughingAlex wrote:
Doctor Tyche wrote:
RottenLuck wrote:
Think one problem people have is they got used to things being this way. That when it changed they argue no matter if the changes are good or not. Starting off right away with smart AI hopefully we avoid that.

A bit late for that....
We actually are working to dumb it down a bit.

I'd really rather they be somewhat smart and jumpy, thing is people don't notice them being smart when they start out that way. Just make sure that they aren't prone to falling for things like the trinity to easily. I'd rather they had some more squad like behavior in that they'll try and flank and take out someone who does say nothing but healing. Way I see it if we have the tools to react proper like real buffs and debuffs, crowd control, real damage mitigation basically then behaviors like the AI flanking become things we can deal with.

I mean we have to dumb them down. Right now nobody can beat the base AI. The term is "outsmarted ourselves."

This is both funny and awesome to me.

So when I raise the difficulty, I can expect a more "thoughtful" challenge? ...and not just a lot more goons or goons with greater buffs/debuffs?
Well done!

[img]https://i.imgur.com/26pBVBG.png[/img]

([i]Currently developing the Sapphire 7 Initiative[/i])

Minotaur
Minotaur's picture
Offline
Last seen: 3 years 9 months ago
Developerkickstarter11th Anniversary Badge
Joined: 12/05/2012 - 12:49
Psycho Jas wrote:
Psycho Jas wrote:

Minotaur wrote:
CoH was not an easy game at the beginning, try doing the early version of the hero respec trial with a team that needed the respecs :)

I did, I played the game in its very very early stages. That wasn't the respec TF being difficult, thats the players being half brain dead, and the fact that its brand new to many people, they don't know what to do. It wasn't a skill that the player base developed into suddenly being able to do a respect TF in under an hour, it was just knowledge... Understanding how to do it.
Also lmao at the beginning it was just ridiculous easy, no aggro cap, the most ridiculous level SK cap, no AoE cap, pre ED. Just stop it man, stop.
Edited by VDG [5.14.14]

What you're forgetting is that most people who did the respec in the early stages, needed the respec because their builds were terrible. Example - we didn't have the numbers, I didn't read the boards then, my invul tank had a choice of a toggle or a passive for S/L res, I figured the toggle would run me out of end, so I took the passive. The mobs were much bigger, higher level, and spawned in much faster in the early days. By the end we could do a wipe everything at +3x8 in 40 minutes with a team of 5 or 6 without really trying and it would have been much quicker if the mobs in the reactor spawned in faster.

[color=#ff0000]Tech Team and Forum Moderator[/color]

[img]http://missingworldsmedia.com/images/favicon.ico[/img]

Gangrel
Offline
Last seen: 1 day 19 hours ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Minotaur wrote:
Minotaur wrote:

Psycho Jas wrote:
Minotaur wrote:
CoH was not an easy game at the beginning, try doing the early version of the hero respec trial with a team that needed the respecs :)

I did, I played the game in its very very early stages. That wasn't the respec TF being difficult, thats the players being half brain dead, and the fact that its brand new to many people, they don't know what to do. It wasn't a skill that the player base developed into suddenly being able to do a respect TF in under an hour, it was just knowledge... Understanding how to do it.
Also lmao at the beginning it was just ridiculous easy, no aggro cap, the most ridiculous level SK cap, no AoE cap, pre ED. Just stop it man, stop.
Edited by VDG [5.14.14]

What you're forgetting is that most people who did the respec in the early stages, needed the respec because their builds were terrible. Example - we didn't have the numbers, I didn't read the boards then, my invul tank had a choice of a toggle or a passive for S/L res, I figured the toggle would run me out of end, so I took the passive. The mobs were much bigger, higher level, and spawned in much faster in the early days. By the end we could do a wipe everything at +3x8 in 40 minutes with a team of 5 or 6 without really trying and it would have been much quicker if the mobs in the reactor spawned in faster.

Yeah, it was a problem that the early days had for respecs.

Now saying that, CoX *DID* also introduce (at a later date) 2ndary and tertiary builds for your character, which you could effectively use as a free respec if you had to.

But the fact that for *new* players, the build system was fairly daunting (not to mention as well that ED was NOT really conveyed unless you used a build planner before hand, I could see players 6 slotting powers with the same enhancement without realising their problems.

This is why I *right now* have a preference for being able to respec *freely* and *easily* without necessarily having to run through a trial for the "right to respec". Just getting your hands on replacement enhancements is potentially enough of a cost to make it a "penalty".

Hell, you could attach an ingame currency cost to it (I can go with this).

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Radiac
Radiac's picture
Offline
Last seen: 5 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
I think if there are going to

I think if there are going to be respecs, they ought to be available in the cash shop for money. and if there is content you can do to get one for free, it should be something you can do solo, maybe like the Warburg Nukes or the jellomen, i.e. something that you can either try to do solo or form a team and try to do as a team, but not a Trial or TF that requires a team of a given size. For the record, I'm not saying it should be tied to a PVP zone, just that ti should be something you can get by soloing for it.

R.S.O. of Phoenix Rising

Eco
Eco's picture
Offline
Last seen: 4 years 6 months ago
kickstarter
Joined: 10/21/2013 - 03:43
Duoing TFs was also an

Duoing TFs was also an awesome experience for me and my SG-mate.

MrCaptainMan, Scoop Malloy, The Accelerated Man, Soundman, The Robot From Uranus, Tommy Atkins, The Dirty Promise, The Psystem, VEI8, Atomicide, Tumbleweed Jackson, Robin Copperfield, Ragtime Smith, Jacque Le Black, Tarquin Wilde...and many more.

Gorgon
Gorgon's picture
Offline
Last seen: 4 years 6 months ago
11th Anniversary Badge
Joined: 05/15/2014 - 11:46
syntaxerror37 wrote:
syntaxerror37 wrote:

LaughingAlex wrote:
Yeah but it wasn't like every team you had was the same exact thing every single time where you had healers healing the tanks who take all the hits while damage dealers and healers both get largely ignored due to some often silly tank mechanic

just to be clear, I associate repetitive to what you are doing, the content itself rather than how you are doing it. I think we were just looking at it differently.
Psycho Jas wrote:
CoX didn't have a single piece of content that was challenging or even required you to have both eyes open or even more than a finger on a keyboard, or even to be conscious for that matter to play it. Obviously a holy trinity (lol) wouldn't be required. Please don't pretend that there was ever randomness and unexpected turns of events when you had a team of random members with mix and match builds because we all know that nothing was hard to do, the outcome was still the same, mobs with 1 attack who are auto targetted (yay! for never missing! o wait random rng bye) being steam rolled.

The amount of players I saw face plant would seem to indicate otherwise. Then there were the groups people actively complained about being too hard (CoT and Malta for instance). Was CoH the most challenging MMO ever, no, it wasn't. But to say it wasn't remotely challenging is equally false.

One thing I noticed in CoH was that I died just as often as any other MMORPG.

See, people always run the ragged edge of how much they can get away with. This game was no different. The players rise up to risk right up to the edge, taking on as much as they can handle.

It's up to the game designers to throw in unexpected things, wandering groups (lots if necessary) and so on to make a static spawn point be a little more than an isolated speed bump for your group to bump over.

Think about it, they can open an almost arbitrarily large can of whoopass if they want to -- how many "scout" NPCS are not actually scouting? What if they ran back and alerted every group they ran past, or the entire base, and weren't liimited to the "game design" concept that you stupidly follow after them hoping you triggered groups they ran through?

Oh there's a lot they could do bumping up to "+4/+8" beyond just scaling the numbers and toughness of the monsters.

Here's an idea: Have a stat visible on your "info" page when people get info on you, that says what difficulty setting you averaged when leveling/playing. In CoH terms, say, "+3.1/+4.7"

Now what was that about "easy mode" again? Lol

__________________

[IMG]http://i284.photobucket.com/albums/ll38/Gnurl/a72b7fba-8da2-4ac8-8e18-0f8453f7d3ee_zpscc5b27b5.jpg[/IMG]

The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.

Fireheart
Fireheart's picture
Offline
Last seen: 3 days 16 hours ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
I am NOT going to have some

I am NOT going to have some 'score' branded on my forehead, for every troll to see!

Be Well!
Fireheart

Empyrean
Empyrean's picture
Offline
Last seen: 2 years 7 months ago
11th Anniversary Badge
Joined: 03/16/2014 - 07:51
I think it comes down to

I think it comes down to "gamers" vs "Superhero rp'ers".

And I hate to say "vs" because it's not an intentional "vs". BUT, I think most serious, long term CoH players were Superhero rp'ers (and I don't mean standing around for hours dong creepy ERPing, I mean the joy of playing a Superhero that you made up) rather than "gamers" who were in it for the competition and game mechanics. And I think most "serious" gamers just laughed at CoH (often on our own chat after F2P came out).

Now, of course the more FUN the game mechanics are the better. But, taking Superman and trying to cram him down into Call of Duty mechanics just doesn't work, and public metrics to give fuel for crap-talking just doesn't fit either.

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

doctor tyche
doctor tyche's picture
Offline
Last seen: 1 week 4 days ago
Developer11th Anniversary Badge
Joined: 12/04/2012 - 11:29
Gorgon wrote:
Gorgon wrote:

syntaxerror37 wrote:
LaughingAlex wrote:
Yeah but it wasn't like every team you had was the same exact thing every single time where you had healers healing the tanks who take all the hits while damage dealers and healers both get largely ignored due to some often silly tank mechanic

just to be clear, I associate repetitive to what you are doing, the content itself rather than how you are doing it. I think we were just looking at it differently.
Psycho Jas wrote:
CoX didn't have a single piece of content that was challenging or even required you to have both eyes open or even more than a finger on a keyboard, or even to be conscious for that matter to play it. Obviously a holy trinity (lol) wouldn't be required. Please don't pretend that there was ever randomness and unexpected turns of events when you had a team of random members with mix and match builds because we all know that nothing was hard to do, the outcome was still the same, mobs with 1 attack who are auto targetted (yay! for never missing! o wait random rng bye) being steam rolled.

The amount of players I saw face plant would seem to indicate otherwise. Then there were the groups people actively complained about being too hard (CoT and Malta for instance). Was CoH the most challenging MMO ever, no, it wasn't. But to say it wasn't remotely challenging is equally false.

One thing I noticed in CoH was that I died just as often as any other MMORPG.
See, people always run the ragged edge of how much they can get away with. This game was no different. The players rise up to risk right up to the edge, taking on as much as they can handle.
It's up to the game designers to throw in unexpected things, wandering groups (lots if necessary) and so on to make a static spawn point be a little more than an isolated speed bump for your group to bump over.
Think about it, they can open an almost arbitrarily large can of whoopass if they want to -- how many "scout" NPCS are not actually scouting? What if they ran back and alerted every group they ran past, or the entire base, and weren't liimited to the "game design" concept that you stupidly follow after them hoping you triggered groups they ran through?
Oh there's a lot they could do bumping up to "+4/+8" beyond just scaling the numbers and toughness of the monsters.
Here's an idea: Have a stat visible on your "info" page when people get info on you, that says what difficulty setting you averaged when leveling/playing. In CoH terms, say, "+3.1/+4.7"
Now what was that about "easy mode" again? Lol

Or working security cameras. Silent alarms. Tripwires.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

Izzy
Izzy's picture
Offline
Last seen: 6 years 6 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 11:09
I never level up a Regen

I never level up a Regen scrapper because the DEVs never added the Damage Buff that Blaster got.. even if it was not as Good as it was for Blasters... but still should have been there. Fiery Aura had Fiery Embrace, where was the Regens Kill or BE KILLED balance? And dont say, Pick a Primary that had allot of Mitigation! >:(

Darth Fez
Darth Fez's picture
Offline
Last seen: 1 week 1 day ago
kickstarter11th Anniversary Badge
Joined: 09/20/2013 - 07:53
Insofar as I had a main

Insofar as I had a main character in CoH, it was my DM/Regen scrapper. Since it bears repeating, one of the reasons I adored the Regeneration set was that it was not all passives and toggles. Instant Healing and Reconstruction gave me a sense of participation and control that I felt was lacking from many other power sets.

- - - - -
[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]

Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

Gorgon
Gorgon's picture
Offline
Last seen: 4 years 6 months ago
11th Anniversary Badge
Joined: 05/15/2014 - 11:46
Izzy wrote:
Izzy wrote:

I never level up a Regen scrapper because the DEVs never added the Damage Buff that Blaster got.. even if it was not as Good as it was for Blasters... but still should have been there. Fiery Aura had Fiery Embrace, where was the Regens Kill or BE KILLED balance? And dont say, Pick a Primary that had allot of Mitigation! >:(

I only ever played regen scrappers. In exchange for a crappy secondary, defense-wise, you had in effect a much higher sustained DPS than other scrapper classes.

For the most part, you only had to worry about the alpha strikes of AVs, which one-shotted you while all other scrappers survived (reflexes, IIRC, was a roll of the dice, either you dodged or you died like a regen).

So that was our upside -- continuous high DPS, but we had to be very careful against large-alpha strike AVs, and endurance drainers nullified us as easily as any other AT.

They also nerfed /regen fairly early on -- your health regen with all toggles on was more or less as fast as Rest was. Only big stuff could out-damage it, and even then just leap away for a few seconds then literally right back in. It was awesome, but I admit OP'd.

It probably made sense, math-wise (the ultra-high healing rate let you stand theoretically toe-to-toe just as long as any normal-mitigation secondary.) But mildly clever gameplay (such as a quick leap out to avoid hits for a few seconds) rapidly put you at the top of the survivability curve.

__________________

[IMG]http://i284.photobucket.com/albums/ll38/Gnurl/a72b7fba-8da2-4ac8-8e18-0f8453f7d3ee_zpscc5b27b5.jpg[/IMG]

The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.

Pages