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Regarding Inventory Management

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Comicsluvr
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Tannim222 wrote:
Tannim222 wrote:

RTS is a type of game: real time strategy. Assets is not so good when players tend to shortern terminology into a single syllable word, Influence became Inf. Assetss becomes...

As a writer, it saddens me that we have to limit our language like this...but we do.

We can call the Currency whatever we want. Fallout used bottle caps (or 'Caps') for heaven's sake. We can call them Credits, Influence, IGC or whatever. As long an everyone understands what they represent, that's the important thing IMHO.

Back on point (this thread had a point remember?): I like the idea of deferred rewards when the mission is completed or 'turned in'. If your Inventory is already full, you have time to empty it out if you like. However this means that either the mission holder may have to wait to turn it in ("Not yet dude...lemme sell first!) which might bring groans and eyerolls from the rest of the party who want to move on or EACH member of the team has to turn in the mission for their rewards. I don't mind this myself but I want us to be clear that this changes things from what CoH players were used to.

As for the rest, I personally want the Inventory Management to be as light as possible. My typical hero out in the field doesn't want to be worried about whether or not he is overloaded with stuff. I want to play and have fun...not have to worry about emptying my pockets. This is particularly true during TFs and long story arcs. Some of the old Tfs had LONG missions without enough chances to drop stuff in between. So the character soon becomes a waddling pile of junk and might miss that one Rare drop because his cape is full? It was lame then and it will be lame again if that's how we do things.

Now once I'm back at base or wherever I do my Crafting, NOW I don't mind a detailed and complex Inventory or Crafting system. Sure, the stuff that provides the smallest benefits should be easier/cheaper to make but the really good stuff should take real effort IMHO. Hell, I think that the benefits we get from Accolades should have to be crafted in some way. My characters are suddenly going to become more powerful because I read every plaque in Titan City? REALLY? I think that Accolades should unlock the chance to craft the item but that the benefit itself should not be an automatic thing.

My biggest requests are variety and choice. If I don't want to craft stuff then the game should not be designed to force me to. If I'd rather spend time crafting than farming for IGC to buy things on the Market then that should be my choice. However BOTH choices should be viable. There is no such thing as perfect balance so if one method is a bit faster or easier than the other that's fine. However there should not be a clear benefit, material benefit to Crafting over buying on the Market or from a Vendor.

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

Riptide
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Would it be possible to have

Would it be possible to have auto-dropped loot go to some sort of limbo-overflow from which you can't retrieve it till you make room in your inventory?
It could be set up so that when you delete or sell one item, the oldest one in limbo automagically drops into inventory so you wouldn't be able to buy anything or manually pick something up until you dealt with all the overflow. This would prevent folks from abusing what could otherwise be an infinite inventory.

The only problem would be missions where you get to pick a reward. Maybe those could get some special exception?

I suppose this is functionally no different from getting your drops when you turn in the mission except it would allow people to put it off even longer if they want to, and lets those who keep their inventory with some free space have access to their drops immediately if there's a need or desire to do so.

The only downside I can think of is that it would make purchasable inventory expansions, from the cash store, less desirable.

"I don't think you understand the gravity of your situation."

Izzy
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Comicsluvr wrote:
Comicsluvr wrote:

I like the idea of deferred rewards when the mission is completed or 'turned in'. If your Inventory is already full, you have time to empty it out if you like. However this means that either the mission holder may have to wait to turn it in ("Not yet dude...lemme sell first!) which might bring groans and eyerolls from the rest of the party who want to move on or EACH member of the team has to turn in the mission for their rewards. I don't mind this myself but I want us to be clear that this changes things from what CoH players were used to.

Thats why I'm for calling the contact and s/he sends the rewards to your personal Deposit Box (at SG Base, or Post office type of public building like CoH/V Vaults), after a few minutes you get an email stating you have a package waiting... and you can pick it up anytime, instead of having to go across the map to get it right then and there while everyone is waiting. Of course, your personal Deposit Box only has limited space, soooo... Cash Shop upgrades, for more room! ;D

Lin Chiao Feng
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Lord Nightmare wrote:
Lord Nightmare wrote:

Who wouldn't want to ask for 10kA? ;P

I, for one, am quite fearful of ten kiloamperes.

[i]Has anyone seen my mind? It was right here...[/i]

Cinnder
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Radiac wrote:
Radiac wrote:

I understand the desire to be able to craft or start using drops immediately, but I personally feel that the actual chances that you'd be able to use stuff that drops are fairly low. For one thing, players will likely be running around with mostly "full" slots most of the time, so you might likely have your powers fully slotted with very good stuff already, which lowers the odds that what dropped would help you right away, and for another, a lot of what drops might be stuff that your powers simply cannot slot at all. Where that is a concern would be when leveling low level toons without the help of a "sugar daddy toon" to pay for cheap stuff for the new toon.

I never found that to be a problem in all the years I played CoX, but then I didn't sugar daddy my new characters.

Just to be clear, I have no problem with players being given the option to defer drops; I just wouldn't want to be forced to play in that way.

Spurn all ye kindle.

Little Red Ragnarok
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Lord Nightmare wrote:
Lord Nightmare wrote:

"Resource" IS a much more flexible term, however personally I think it's a term used to death in so many other games (especially RTS).
I really like the term "Assets". It, like "Resources", has a lot of flexibility. An asset could be something of monetary value, a contact that is extremely helpful in procuring information or items, etc.

I agree, 'Resources' or 'Credits' is generic and overused. But, it works, so why re-invent the wheel. Personally, I think trying to come up with a clever name for the standard in-game currency is more trouble than it's worth.

First, I don't think the term for currency or currencies that we use should be overly complicated. Otherwise it will get to a point where we're mentally sorting out what term means, especially, if we have multiple currencies. That's why I like a simple term, so I don't have to stop to remind myself what means what.

Second, there isn't going to be a term that will please everyone or please every concept. If we stick with 'Credits', then there will be a disconnect with the Level 1 Billionaire Crime Fighter with 0c, and the Level 50 Street Bum Scrapper with 1,000,000c. But, there was a disconnect when my scrapper was using grenades to enhance her attack with her sword. Sometimes, we need to hand-wave this sort of thing, or adjust our character concept. For example; how much money can the billionaire put towards his crime fighting lifestyle without causing his company to be in the red?

My vote, leave it as 'Credit' or 'Creds'. It's open ended enough, in my opinion.

EDIT: Better yet. Just call it 'c'. That way the player can substitute it for 'Cash', 'Credits', 'Cred', 'Control', 'Confidence', etc

Gangrel
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Cinnder wrote:
Cinnder wrote:

Radiac wrote:
I understand the desire to be able to craft or start using drops immediately, but I personally feel that the actual chances that you'd be able to use stuff that drops are fairly low. For one thing, players will likely be running around with mostly "full" slots most of the time, so you might likely have your powers fully slotted with very good stuff already, which lowers the odds that what dropped would help you right away, and for another, a lot of what drops might be stuff that your powers simply cannot slot at all. Where that is a concern would be when leveling low level toons without the help of a "sugar daddy toon" to pay for cheap stuff for the new toon.

I never found that to be a problem in all the years I played CoX, but then I didn't sugar daddy my new characters.
Just to be clear, I have no problem with players being given the option to defer drops; I just wouldn't want to be forced to play in that way.

I always try to make characters self sufficient. HOWEVER, I also know that there will be times where they will *inevitably* share resources (either gathering/crafting materials/cosmetic items/dyes). Currency is the only thing that I will NOT shift over though.

But that is how I play my game. Because if a game is "broken" in the early stages of the game where you *need* to shift resources around to make it "playable" just to get the bare essentials, then I am far more likely to drop the game.

And for a while (in the early life) City of Heroes was like this, where it was not uncommon to be short of inf... and so due to low performance you needed to team up... which helped foster the "teaming is everywhere" attitude; and because of how often teams were forming, it kept me in the game.

However, once the inf problem was resolved, teaming (at least on my server) for most generic content went away (unless it was a badge mission), and so as a result I tended to drop out of the game a lot quicker.....

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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.

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