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Secret identities

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blacke4dawn
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Redlynne wrote:
Redlynne wrote:
Tannim222 wrote:

And since this is a completely different set of rules, we are in essence, having to create a new game mode rules within the current game construct - which will either get limited provision resulting in little use over the entire game, or have to be fleshed out to be its own game.

Again, overblown concern. What is being asked for is a roleplaying Quality of Life feature that explicitly isn't combat related, and if anything would fall under the heading of Stealth Mission enabling capabilities ... so that an actual Stealth Power or Invisibility or whatever doesn't necessarily need to be used in order to "get around" the setting without being noticed. What's being asked for is a [b]Blend Into The Crowd[/b] functionality, that only "works" if there's a crowd of Civilians around doing the same things for the PC to blend into. Again, camouflage rather than invisibility is the point and purpose here.

HOW that might be used and purposed in post-launch content (or even IF it should) is a question that can be deferred for another time, specifically post-launch.

In other words, nice [b]Premature Optimization[/b] you've got going there ... be a shame if anything happened to it ... no?

*scratches head* Why would they need a general purpose system that can be used at almost any time any place, instead of giving temporary powers/buffs with that capability for the few missions where that is an option?

The per-mission temp power/buff route has the advantage that it can be tailor made on a per mission basis while your suggestion would only be "usable" in the civilian crowd scenario (which per-mission temps can also cover).

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Sigh. I still really want to

Sigh. I still really want to see something like this. I also feel that Tannim is WAY exaggerating the concerns around this. I also feel that other players (less in this thread than some previous ones, but give it time, I suppose) are asking for something way too complex from this; obviously individual desires will vary, though.

What I want from a secret identity system, in order of importance:

1. Secret identity costume slot(s) - doable with systems that will already be in-game.
1a. Freaking WALKING - a late thought, but super important to me, just the ability to move at a sedate pace, similar to civilian movements, it's almost essential. Please include this if you do nothing else below.
2. A home - just a small-to-medium personal place, an apartment or whatever works for the character's idiom, which you can invite other players to for RP purposes and which you can decorate accordingly. The super base system in CoH didn't quite work because it was too much, and required a super group for each one. A cut-down version for individual use would be perfect. No special functionality required.
3. Display name change - I can do without this, but man would it be nice. It's a minor change that would do an awful lot for flavor. I'm fine even if it's obvious that you're a PC and an examine will still reveal to other players who the super ID is, since I wouldn't want this to be a system that's exploitable for PvP.
4. Modified NPC interactions - again, another feature I'm not going to cry over, but it'd be great to have. Basic NPCs walking around wouldn't react to you at all. Hostile NPCs would have a reduced aggro radius (not none; if you walk right into a cluster of Skulls, there gonna try to thump you, no matter who you are)
5. Power restrictions? - I'm only mentioning this as a potential balance if there's concern about the reduced aggro radius being exploited; when you're in your secret ID costume, all of your powers are turned off except basic "brawl" power.

That's it. No missions or any special abilities. The first two would meet 90% of my desires, and the latter could be added on much later or omitted without making me that sad. While, again, my desires aren't everyone's, I don't think it has to be an all-or-nothing decision, and it doesn't have to be made for Issues 0 or 1.

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Basically, if I can summarize

Basically, if I can summarize what Tannim is saying...

1) Doing this kind of system improperly (half-assing it, essentially) goes against MWM’s philosophy of trying to do things right, and bad systems can lead to dissatisfied customers and bad reviews.

2) Doing it correctly will take a lot of resources and would be difficult to implement. (Since Tannim is an actual developer on this game I think he would know better than us the truth of that.)

3) This feature wouldn’t improve the game all that much, especially not for the difficulty it would take to implement it. And the game has already had enough delays without allowing feature creep to delay it indefinitely (like Star Citizen).

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This is largely a response

This is largely a response and expansion on what DariusWolf said, [url=https://cityoftitans.com/comment/164768#comment-164768]above[/url].

First, is that I'm thinking that each of his suggestions, with the exception of 4 and 5 which would need to be considered together to avoid expected-bounds breaking exploits, should be considered separately if at all possible.

1a, a Walk mode, should, IMO, be at the top of the list. I can't think of an MMORPG I've played that doesn't have this. WoW and CO both had it. I consider it to be expected of a first rate MMORPG

I'm fairly sure 2, a personal residence/base, is already being planned, that's the way I read some of the KS levels and add-ons, at least.

To 3 I would like to add changing the dialogue responses of NPCs to the character when using a different name. But this may not be possible without overcoming the same problems that 4 and 5 will bring.

Tannim, is it at least possible to consider 1-3 without dragging 4 & 5 into the discussion?

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Walk is planned for already.

Walk is planned for already.

It is possible to obtain a personal residence / base in the game. The location (which dictates the starting size) will have in-game costs.

We aren’t having a renaming system per ccostume / for your character, and even if we did a “fake name” as suggested in this thread the NPCs wouldn’t use it. The world would still recognize your character for the exploits, alignment, and faction repuatations that of your main ID.

So you get two of your 3.

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Tannim222 wrote:
Tannim222 wrote:

Walk is planned for already.

It is possible to obtain a personal residence / base in the game. The location (which dictates the starting size) will have in-game costs.

We aren’t having a renaming system per ccostume / for your character, and even if we did a “fake name” as suggested in this thread the NPCs wouldn’t use it. The world would still recognize your character for the exploits, alignment, and faction repuatations that of your main ID.

So you get two of your 3.

Whoa are you saying our hideout in the game will have an actual unique location? Not just the same spot everyone else goes to to get in their hideout?

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rookslide wrote:
rookslide wrote:
Tannim222 wrote:

Walk is planned for already.

It is possible to obtain a personal residence / base in the game. The location (which dictates the starting size) will have in-game costs.

We aren’t having a renaming system per ccostume / for your character, and even if we did a “fake name” as suggested in this thread the NPCs wouldn’t use it. The world would still recognize your character for the exploits, alignment, and faction repuatations that of your main ID.

So you get two of your 3.

Whoa are you saying our hideout in the game will have an actual unique location? Not just the same spot everyone else goes to to get in their hideout?

Yup.

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Awesome! That is a very cool

Awesome! That is a very cool feature!

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I like this info about bases.

I like this info about bases.

I assume we'll be able to have a personal base (Bat Cave) and a ST (Super Team) Base (The Hall of Justice)?

Also the unique entry points are nice, but will we also be able to teleport to bases?

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Redlynne wrote:
Redlynne wrote:
Tannim222 wrote:

So let's say we create a "civilian" disguise, which means we also have to provide the "civilian" faction status to the selected costume slot. This can result in interactions that should normally NOT happen to the character.

Um ... that's kind of the point?
People tend to react to Bruce Wayne and Batman ... um ... differently?

Um...you're kind of missing the point.

Redlynne wrote:
Tannim222 wrote:

And when those interactions occur. like say "completing a mission" which affects faction standing, has alignment implications. etc... we hare in essence going down a rabbit hole that we already identified as something we don't want to do.

Um ... simple answer ... complete with built in guard rails ... while in Secret ID, objectives that require Super ID are NOT completed (or are otherwise "suspended") until you return to Super ID. That way, the most you can use your Secret ID for is "moving around/past stuff" in order to reposition yourself ... or roleplay. And even then, the locations where Secret ID could be used wouldn't be the entire game world and every mission instance. I figure that MOST (if not all) mission instances would be coded as Super ID only ... except for rare and explicit exceptions (that wanted to make use of the Secret ID option in some form or fashion), so that becomes a non-issue. Some parts of the game world would be coded as Super ID only ... like sewer systems under the streets, because Civilians "don't belong" down there ... and so on.

So now we have to add code to locations from here on through eternity to support the secret id for the super id only. That won't make a mess of things at all. I will be sure to tell the map team we have to add new code to the level design of the city, and every instance to support something that is meant to be "optional". Yeah....

Redlynne wrote:
Tannim222 wrote:

The next [size=200][b]option[/b][/size] is to create "civilian disguise only missions" which end up being, again limited in concept, limited in scope, and require different coding for how we provide rewards, affects it has on the character and so on.

Um ... overblown much?
Yes, it would be an OPTION.
It's also an option that can be deferred/declined until a lot of the rest of the game gets settled into place. In other words NOT A LAUNCH FEATURE.

Tannim222 wrote:

And since this is a completely different set of rules, we are in essence, having to create a new game mode rules within the current game construct - which will either get limited provision resulting in little use over the entire game, or have to be fleshed out to be its own game.

Again, overblown concern. What is being asked for is a roleplaying Quality of Life feature that explicitly isn't combat related, and if anything would fall under the heading of Stealth Mission enabling capabilities ... so that an actual Stealth Power or Invisibility or whatever doesn't necessarily need to be used in order to "get around" the setting without being noticed. What's being asked for is a [b]Blend Into The Crowd[/b] functionality, that only "works" if there's a crowd of Civilians around doing the same things for the PC to blend into. Again, camouflage rather than invisibility is the point and purpose here.

HOW that might be used and purposed in post-launch content (or even IF it should) is a question that can be deferred for another time, specifically post-launch.

In other words, nice [b]Premature Optimization[/b] you've got going there ... be a shame if anything happened to it ... no?

So, is it an role play QoL feature, or a stealth game feature? It can't be both. If Civilian ID as a Secret ID is a stealth game feature, it needs regular support. The game is designed around combat. Any stealth is done through Powers. Not by a Costume slot. Making a Costume slot that does what Powers are meant to do is not supported by the costume system. Even so, if we were to do so, the Civilian Costume Slot idea would get minimal support compared to what the game is designed around - that being combat. Which means that the Civilian Only missions would be very few and far between. Even if we added 1 mission every quarter for 5 years, that is only 20 missions. Which while waiting for that one new mission over the first couple of years. And those would be limited by level. Making them even fewer to use over time on the same character. If we are going to allow stealth as an option to complete missions, it would be done through the selection of powers, or the very rare temp power provided for the mission. Not through a Costume selection.

Redlynne wrote:
Tannim222 wrote:

It was decided by the team when this idea and others was given oh, about 2 months into the concept phase of the game through even after we entered post production, that we would either dedicate the entire game to work with such a system so it is fully integrated, regularly supported and thus utilized, or we wouldn't implement it into the game at all.

Well, nice to know you're keeping an open mind about what your game can (and can't) do ...

Well its nice to know that you continue to ignore design goals and game scope and use reading comprehension. We either will do it RIGHT to work with this game and every system in it, or we won't do it. We already identified that to do what you are suggesting affects multiple systems in the game, would increase the design time to incorporate and support through continued development, has an impact on certain aspects of the game that we considered NOT desirable. Oh and yet it is supposed to be an "optional role play QoL" feature.

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Project_Hero wrote:
Project_Hero wrote:

I like this info about bases.

I assume we'll be able to have a personal base (Bat Cave) and a ST (Super Team) Base (The Hall of Justice)?

Also the unique entry points are nice, but will we also be able to teleport to bases?

Your personal lair can be one or the other. You can have both, but will end up needing to maintain the cost of both. We also have a consideration to allow personal spaces to be connected to a ST base as a shared location. Again, both costs must be covered.

Teleporting to a base means that you have the right equipment at your base to create your base teleport temp power which also increases the cost of your base for said equipment.

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Tannim222 wrote:
Tannim222 wrote:
Project_Hero wrote:

I like this info about bases.

I assume we'll be able to have a personal base (Bat Cave) and a ST (Super Team) Base (The Hall of Justice)?

Also the unique entry points are nice, but will we also be able to teleport to bases?

Your personal lair can be one or the other. You can have both, but will end up needing to maintain the cost of both. We also have a consideration to allow personal spaces to be connected to a ST base as a shared location. Again, both costs must be covered.

Teleporting to a base means that you have the right equipment at your base to create your base teleport temp power which also increases the cost of your base for said equipment.

First of all that all sounds pretty awesome.

Secondly are ST bases costs shared throughout the team? Is team money pooled up for base resources?

By having both I assume that means that a player can have their personal lair and as a Super Team Leader can also construct a super team base, or can everyone have both a personal lair (that can be shared with a super team base) and also a base for their Super Team to use?

Also also does this mean any player on a Super Team can essentially have a room -in- a super team base by linking a personal lair to the super team one? Cause if so, that's really really cool!

Edit: Changed the terminology to, hopefully, line up with dev terminology

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Project_Hero wrote:
Project_Hero wrote:
Tannim222 wrote:
Project_Hero wrote:

I like this info about bases.

I assume we'll be able to have a personal base (Bat Cave) and a ST (Super Team) Base (The Hall of Justice)?

Also the unique entry points are nice, but will we also be able to teleport to bases?

Your personal lair can be one or the other. You can have both, but will end up needing to maintain the cost of both. We also have a consideration to allow personal spaces to be connected to a ST base as a shared location. Again, both costs must be covered.

Teleporting to a base means that you have the right equipment at your base to create your base teleport temp power which also increases the cost of your base for said equipment.

First of all that all sounds pretty awesome.

Secondly are ST bases costs shared throughout the team? Is team money pooled up for base resources?

By having both I assume that means that a player can have their personal lair and as a Super Team Leader can also construct a super team base, or can everyone have both a personal lair (that can be shared with a super team base) and also a base for their Super Team to use?

Also also does this mean any player on a Super Team can essentially have a room -in- a super team base by linking a personal lair to the super team one? Cause if so, that's really really cool!

Edit: Changed the terminology to, hopefully, line up with dev terminology

I probably opened a can of worms here. This stuff was meant more for an update. ST base costs are to be covered through the ST base account the ST owner / officers setting through permissions (only used for ST payments, not a bank).
A personal space can be upgraded to a ST base, they are essentially one and the same. When selecting locations you register for personal or ST use. ST uses provide some different functions over personal space. This may change of course.

And yes, this means you can have "your room" at the base.

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Tannim222 wrote:
Tannim222 wrote:

I probably opened a can of worms here. This stuff was meant more for an update. ST base costs are to be covered through the ST base account the ST owner / officers setting through permissions (only used for ST payments, not a bank).
A personal space can be upgraded to a ST base, they are essentially one and the same. When selecting locations you register for personal or ST use. ST uses provide some different functions over personal space. This may change of course.

And yes, this means you can have "your room" at the base.

Sounds awesome. Especially the room bit. Can have a Titans Tower with all members having a room. Well, all except the one who's room is technically the Tower itself, if I'm understanding you correctly. I predict there'll be a lot of ST leaders who are not technically part of the ST (in RP) just so that everyone can get their own room/lair/personal space while still being part of (and leading) a Super Team.

I eagerly await a full update on bases... Though I assume that will be a while.

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Tannim222 wrote:
Tannim222 wrote:

I probably opened a can of worms here. This stuff was meant more for an update.

It’s okay, we won’t tell, your secret is safe with us! ;)

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Wow, some interesting

Wow, some interesting information actually spawned from that dumpster fire of an argument. It's cool that you're planning unique spaces for player bases. I'm curious as to how there'd be enough space for this with tens of thousands of players, but I'm probably overthinking what's actually being planned.

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Louis Garou wrote:
Louis Garou wrote:

I'm curious as to how there'd be enough space for this with tens of thousands of players, but I'm probably overthinking what's actually being planned.

Easy.

Personal Housing (content) will be instanced, rather than a part of the shared world.
"Doors" to the Personal Housing content won't be singular per zone ... instead it will be distributed over the landscape (like Mission Doors), and you simply pick which Door you want to use to enter your Personal Housing instance.
From there, it's not that big of a leap to allow multiple Doors to access the same Personal Housing instance from multiple locations in the shared world.

After that, it's not that complicated to allow putting a Door between a shared Supergroup Base, which is a shared space instance, and a Personal Housing instance, thereby allowing SG Members to "have their own rooms within the SG Base" without eating up all the floor space within the SG Base and without surrendering the right to edit the entire SG Base map.

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DariusWolfe wrote:
DariusWolfe wrote:

Sigh. I still really want to see something like this. I also feel that Tannim is WAY exaggerating the concerns around this. I also feel that other players (less in this thread than some previous ones, but give it time, I suppose) are asking for something way too complex from this; obviously individual desires will vary, though.

What I want from a secret identity system, in order of importance:

1. Secret identity costume slot(s) - doable with systems that will already be in-game.

Just out of curiosity but how would secret identity costume slots be different from normal ones in your mind since you do make a distinction between them?

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Tannim222 wrote:
Tannim222 wrote:

So, is it an role play QoL feature, or a stealth game feature? It can't be both. If Civilian ID as a Secret ID is a stealth game feature, it needs regular support. The game is designed around combat. Any stealth is done through Powers. Not by a Costume slot. Making a Costume slot that does what Powers are meant to do is not supported by the costume system. Even so, if we were to do so, the Civilian Costume Slot idea would get minimal support compared to what the game is designed around - that being combat. Which means that the Civilian Only missions would be very few and far between. Even if we added 1 mission every quarter for 5 years, that is only 20 missions. Which while waiting for that one new mission over the first couple of years. And those would be limited by level. Making them even fewer to use over time on the same character. If we are going to allow stealth as an option to complete missions, it would be done through the selection of powers, or the very rare temp power provided for the mission. Not through a Costume selection.

I understand you might be tired of this subject, but you mentionned relying on powers for stealth and not costumes. So that got me thinking : what if the civilian costume was to be activated by a power?

Consider you are toggling said power, it would either disable other powers OR be itself disabled when other powers are activated (can only be activated outside of combat). Activating that power would put the costume of the dedicated costume slot on the player until the ability is deactivated. The way I see it, that power would be a stealth working only on the civilian faction. I don't know anything about game programming, but in my head that's a matter of adding one boolean condition to the triggering of civilian interaction with the player.

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Redlynne wrote:
Redlynne wrote:
Louis Garou wrote:

I'm curious as to how there'd be enough space for this with tens of thousands of players, but I'm probably overthinking what's actually being planned.

Easy.

Personal Housing (content) will be instanced, rather than a part of the shared world.
"Doors" to the Personal Housing content won't be singular per zone ... instead it will be distributed over the landscape (like Mission Doors), and you simply pick which Door you want to use to enter your Personal Housing instance.
From there, it's not that big of a leap to allow multiple Doors to access the same Personal Housing instance from multiple locations in the shared world.

That’s exactly how bases work in DCUO. You buy a base in a particular place on a map, and from then on that’s where the door is for your base, but it leads to your instance. Likely there are hundreds of people who have a base there.

Not only is it plausible but it has been done.

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We don't (re)invent the wheel

We don't ((need to) re)invent the wheel ... we just make better use of them ...

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And ideally, if you are at

And ideally, if you are at such an entrance, you only know about it if it is yours or if you otherwise have permission to enter.

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Fils Du Nord wrote:
Fils Du Nord wrote:
Tannim222 wrote:

So, is it an role play QoL feature, or a stealth game feature? It can't be both. If Civilian ID as a Secret ID is a stealth game feature, it needs regular support. The game is designed around combat. Any stealth is done through Powers. Not by a Costume slot. Making a Costume slot that does what Powers are meant to do is not supported by the costume system. Even so, if we were to do so, the Civilian Costume Slot idea would get minimal support compared to what the game is designed around - that being combat. Which means that the Civilian Only missions would be very few and far between. Even if we added 1 mission every quarter for 5 years, that is only 20 missions. Which while waiting for that one new mission over the first couple of years. And those would be limited by level. Making them even fewer to use over time on the same character. If we are going to allow stealth as an option to complete missions, it would be done through the selection of powers, or the very rare temp power provided for the mission. Not through a Costume selection.

I understand you might be tired of this subject, but you mentionned relying on powers for stealth and not costumes. So that got me thinking : what if the civilian costume was to be activated by a power?

Consider you are toggling said power, it would either disable other powers OR be itself disabled when other powers are activated (can only be activated outside of combat). Activating that power would put the costume of the dedicated costume slot on the player until the ability is deactivated. The way I see it, that power would be a stealth working only on the civilian faction. I don't know anything about game programming, but in my head that's a matter of adding one boolean condition to the triggering of civilian interaction with the player.

Oh it was considered. We powers aren't tied to costumes. Which means that if we were to do something like this, it would be say an earned "temp power" which assigned the costume of a civilian. We could force it to toggle off powers / etc., but you wouldn't be renamed, have no control over the appearance, and there are issues with allowing players to suddenly change their faction reps whenever they want.

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Tannim222 wrote:
Tannim222 wrote:
Fils Du Nord wrote:
Tannim222 wrote:

So, is it an role play QoL feature, or a stealth game feature? It can't be both. If Civilian ID as a Secret ID is a stealth game feature, it needs regular support. The game is designed around combat. Any stealth is done through Powers. Not by a Costume slot. Making a Costume slot that does what Powers are meant to do is not supported by the costume system. Even so, if we were to do so, the Civilian Costume Slot idea would get minimal support compared to what the game is designed around - that being combat. Which means that the Civilian Only missions would be very few and far between. Even if we added 1 mission every quarter for 5 years, that is only 20 missions. Which while waiting for that one new mission over the first couple of years. And those would be limited by level. Making them even fewer to use over time on the same character. If we are going to allow stealth as an option to complete missions, it would be done through the selection of powers, or the very rare temp power provided for the mission. Not through a Costume selection.

I understand you might be tired of this subject, but you mentionned relying on powers for stealth and not costumes. So that got me thinking : what if the civilian costume was to be activated by a power?

Consider you are toggling said power, it would either disable other powers OR be itself disabled when other powers are activated (can only be activated outside of combat). Activating that power would put the costume of the dedicated costume slot on the player until the ability is deactivated. The way I see it, that power would be a stealth working only on the civilian faction. I don't know anything about game programming, but in my head that's a matter of adding one boolean condition to the triggering of civilian interaction with the player.

Oh it was considered. We powers aren't tied to costumes. Which means that if we were to do something like this, it would be say an earned "temp power" which assigned the costume of a civilian. We could force it to toggle off powers / etc., but you wouldn't be renamed, have no control over the appearance, and there are issues with allowing players to suddenly change their faction reps whenever they want.

I was not calling for a change in faction reputations, I was suggesting that the civilian faction didn't act on reputation when the player is in their secret identity, ignoring the player.

I also don't see how the player couldn't have a certain degree of control over the civilian skin. Why could the civilian form not call on a dedicated costume slot when toggled and back to the hero costume once untoggled?

As for the name, that's not an issue for me personnally.

Of course, I don't know how your system works, but my experience in programming made me learn that there's always a way to make things work. But listen, if you say it can't be done easily, I believe you. Just please don't put that feature in the garbage bin already.

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[b]Archetype :[/b] Ranger - Hunter
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[b]Secondary :[/b] Illusion (Miasmas)
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blacke4dawn wrote:
blacke4dawn wrote:

Just out of curiosity but how would secret identity costume slots be different from normal ones in your mind since you do make a distinction between them?

Due to items 3+. A stepped plan to create a different role for the secret ID would be best served by having a dedicated slot already. If there is absolutely no intent to ever create a different role then it's kind of a moot point.

Mind you, I think the roadblocks being presented are exaggerated. If MWM simply doesn't want to do it, I'd prefer they'd just say so; though the vocal minority just within the currently activity forum community indicates that there is a demand for this sort of functionality.

Tannin indicated that they've considered a power that activates the secret ID mode. This seems doable. Tie activation of the power to a dedicated costume slot. You can sort of do something similar in CO and in CoH using keybinds, so it seems likely that a cleaner connection would be doable from the dev side.

Now, the display name change would definitely need some additional work that might not seem worthwhile. I'd be disappointed if this wasn't implemented, but I'd understand.

Civilian reactions would obviously also require some additional work, but it seems to me that it might be worthwhile to have civilian reaction tables that can be changed by circumstances, like temporary powers. What if you have a mission that gives you a disease, like the Dr. Vazhilok line; NPCs might say things like "Are you feeling well, ?" Or perhaps a quart that turns you into a monster; civilians reacting in horror and running away while screaming about the monster makes sense, so this isn't a single-use system, only useable for the secret ID system.

Again, again, again, this does not need to be all or nothing. It doesn't have to be all at launch, and it doesn't have to be all at once. Start with the systems you're already planning on (alt costumes, personal bases) then iterate. Add in changes to civilian reaction tables based on powers.Then create a Secret ID power, give it some mild stealth powers, and tie a blank or custom civilian reaction table ("You look familiar...") to it. Then make that power also activate the special costume slot, and deactivate if the slot is changed.

Best of all, nothing mentioned here ties down anyone's concept. Maybe my secret identity is Betty Barker, and the costume is jeans and a t-shirt, with a camera around my neck. Maybe the giant lizard-woman wears a deep cowl and hunches down to avoid notice. Maybe the Master of Mysticism uses a nearly transparent form that allows him to more easily escape notice. Maybe Many-Faces changes their Secret ID costume all the time to represent their various disguises. Maybe the guy who doesn't even bother with roleplay uses a duplicate of his main costume so he can go AFK real quick without having to go find a safer place.

Edit: to be clear, I'm mostly satisfied with what has already been confirmed as coming, but I'd still like to see the other features mentioned, so I'm willing to argue in favor of them.

~ DariusWolfe
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Powers aren’t connect to

Powers aren’t connect to codtume slots.

We won’t have something like a simple costume switch that will affect alignments and all faction reps of your character for all factions within the game.

Especially if that costume will allow your character to go places and interact with NPCs that it nromally should not be able to.

We especially have no plans to support designing content around such a thing eithet as I explained quite sufficiently in previous posts.

If you want to try and stealth your way to other places, you will need to take the appropriate powers, decimating power slots. Most notify stealth powers. And those will have counters to them, whether it is the Awareness of NPCs in areas, special obstacles with their own awareness or even NPCs / obstacles with super senses powers that can counter different forms of stealth.

Now if you want to role play the lizard person covering ina cowl when stealth is activated by switching to that costume and using stealth, knock your self out.

But you will be dealing with stealth and the users of the systems that it interacts with through awareness, super sense powers, faction rep, and yournalignment still intact.

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You missed my point again.

You missed my point again. But whatever. I hear you.

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Lothic wrote:

I purposely avoided this thread after I saw the title, but I got bored and decided to take a look.

Lothic wrote:
Tannim222 wrote:

Again, your tone is t conducive to a polite discourse. I won’t directly respond with anything meaningful related to the game when this occurs after this.

I wasn't the one who said I wasn't going to "debate" the subject then proceeded to do so, then claim I was done talking only to re-post here again. Your accusations that I'm not being "polite" only seem to crop up when I make a point you can't directly refute, which in itself is toddler-esque.

Look, I get that you don't really like this QoL suggestion and I'm sure you could single-handedly prevent it from ever being worked on just to spite me personally. But I'm not sure you want to start to gain the reputation of arbitrarily denying the general playerbase useful QoL features just because individual forum posters might piss you off from time to time. Do it or don't do as you wish, but at least spare me (and the rest of us) the silly excuses. "Going backwards with the code?" *sigh* Do you really consider [b][i]adding[/i][/b] QoL features as "going backward"?

I am surprised no one has called Lothic out for his behavior. Let's just take a look at how he talks to/about a MWM dev (my emphasis in [color=red]red[/color])

Lothic Post#30 wrote:

Yeah? So what? Who actually said that a Secret ID system MUST dynamically interact with the NPCs? You've gone and made what could have been a simple molehill into the Mt. Everest of challenges for yourself. No wonder you're just throwing your hands up in the air and instantly giving up on it.
[color=red]You've apparently already given up on ANY kind of Secret ID system due mostly to your lack of vision[/color]. I'm simply asking for you to reconsider a version of it that would be much easier for you to possibly accomplish.

Lothic Post#31 wrote:

[color=red]Yeah that would be ton of work if that was the ONLY WAY Secret IDs could possibly work. Unfortunately I'm not as single minded about this issue as Tannim appears to be.[/color]

Lothic Post#33 wrote:

It's [color=red]sad when a Dev decides to be this closed minded[/color] about his own game...
If you can't see the benefit of being able to "name" character slots so that RPers can at least RP secret IDs (again because you've already told us you aren't giving us a "real" Secret ID system) then I'm not sure what to think.

Lothic Post#40 wrote:

Tannim clearly has decided that "Secret IDs" can only mean one thing for COT - a huge unwieldy sub-system that involves NPCs and missions being totally disrupted throughout the entire game. No wonder he's reluctant to entertain that idea; if I were him I'd be frustrated talking about it too.
[color=red]I simply think it's sad that he can't be bothered to consider[/color] a reasonable compromise to that that would be much, much easier for him to implement.

Lothic Post#43 wrote:

But [color=red]again in light of the fact that Tannim wants absolutely nothing to do with a "full-featured" Secret ID system I'm finding it simply childish that he's not willing[/color] to accept this reasonable compromise.

Lothic Post#45 wrote:

[color=red]Tannim claims the "big/fancy" version of a Secret ID subsystem is too hard to do so let's stop trying to do that shall we?[/color]

Lothic Post#51 wrote:

[color=red]Good gods the Devs could call the "custom nameplate" idea whatever the f$ck they want for all I care. If Tannim is really getting hung up on this discussion because he's getting confused over the term "Secret ID" that's his problem, not mine.[/color]

Lothic Post#54 wrote:

[color=red]You've got to be shitting all of us with that... Are you literally saying you will never update the character sheet of CoT... ever... until the end of time?[/color]
My god at least you know how to make me lol you stubborn bastard. ;)

Lothic Post#58 wrote:

[color=red]Just like saying[/color] "we can't possibly make a change to a GUI" [color=red]is pure Dev bullshit? Please, if you're going to make an excuse like that[/color] don't offer it to someone who's been working professionally in a Computer Science oriented career for 25+ years.

Lothic Post#61 wrote:
Tannim222 wrote:

I’m done. You constant disrespectful attitude is not conducive to a conversation and is bent on being purely argumentative. I took time ai didn’t have to try and be kind and respectful in my replies. If you can’t afford that courtesy I don’t have anything further to say.

I've merely offered you a reasonably simplistic compromise (which again was suggested long and often by others before this thread ever appeared) to a feature you are unable/unwilling to implement. [color=red]I'm sorry that "ruffled your feathers" to this extent. *shrugs*[/color]

Lothic Post#65 wrote:
Cobalt Azurean wrote:

Tannim: much respect.

[color=red]When he earns it, sure.[/color]

Lothic Post#67 wrote:

Ultimately I don't really think it helps any of us to blindly act as "Yes Men" toward the Devs. [color=red]If that upsets them that's their problem, not ours.[/color]

Tannim222 Post#68 wrote:

I certainly was not throwing a “tantrum”. I’m just not going to waste my time on someone who isn’t going to at the very least maintain a respectful discourse. At that point anything ai say that isn’t overwhelmingly in agreement with said person will always be contentious. As proven already. By equating my statement with behaviors typically ascribed to toddlers.

Lothic Post#70 wrote:

You can kill the messenger (me in this case if that wasn't clear to you) but it wasn't actually "my" message - it's just one I happen to agree with. This "alternative" for Secret IDs [color=red]can't possibly be new/foreign to Tannim. If it is then his memory (if not his smarts) could be called into question[/color].

Lothic Post#75 wrote:

[color=red]I've off-handedly joked about "having to act the fool" to get anything done around here.[/color] It's kind of weird when that methodology actually proves to be useful to some degree.
Also [color=red]the very idea that you'd sort your QoL feature to do list by "order of receipt" instead of "priority of difficulty" is laughable in-and-of itself[/color] but I guess I won't press my luck when I'm apparently "getting my way" here. [color=red]Here's hoping the first item on the list doesn't single-handedly take ten years to finish.[/color] ;)

Lothic Post#77 wrote:

Perhaps when you reflect back on this conversation you'll realize you just tried to shameless placate me with false baubles and trinkets... or you'll do the right thing and actually try to get this working as suggested. Time will tell I suppose.

Come on Tannim - try thinking outside the box here. I know you can do it. If changing character names are so "boohoo too hard" let costume slot names appear as subtitles over or under the character's actual name. Good grief man do I literally have to think of everything here?

It looks like you were both talking past each other a bit. Then Lothic just leaned in on the character assault of Tannim to try and get his way. Many times Lothic tries to characterize his argument as "reasonable" but does not behave in that manner. Many many times Lothic behaves as if this game is his and only his vision is the true way to go about things. To be fair, some of those ideas have merit and will probably make for a better game experience (based off of what we know about the game so far), but the manner in which he communicates these ideas is not desirable. These people (MWM) are here to make a good game and breathe life back into a world where we all can enjoy ourselves. Purposely making this creative effort less desirable (for all involved) to participate in seems to be in conflict with that goal.

And, just to pre-empt the response: I am sorry that you got offended by this revelation of your strong arm tactics Lothic. :P

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Well I'll be the devil's

Well I'll be the devil's advocate. It appears to me that the most active member of MWM is absolutely categoric in his views and will not consider input from the community. But hey, that's just my impression.

[b]Codename :[/b] Doctor Plague
[b]Archetype :[/b] Ranger - Hunter
[b]Primary :[/b] Atrophic Blast (Diseases)
[b]Secondary :[/b] Illusion (Miasmas)
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Honestly, Planet10, Lothic

Honestly, Planet10, Lothic always does that. I’ve even seen a developer scared away from the forums permanently by interactions with Lothic. (Though in Lothic’s defense, that particular developer escalated things so blame was shared in that case.)

I think that we’re all kind of used to it. And personally I like Lothic, despite a frequent lack of tact. Lothic is somewhat a force of nature.

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I guess someone has to be

Someone has to be this board's "Golden Girl" I suppose...

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Fils Du Nord wrote:
Fils Du Nord wrote:

Well I'll be the devil's advocate. It appears to me that the most active member of MWM is absolutely categoric in his views and will not consider input from the community. But hey, that's just my impression.

The devs do consider input from the community (things have been changed in the past). It's just that Lothic tends to throw a hissy fit over his/her pet ideas that would either require stopping production and re-coding parts of the game, is not worth diverting resources at this time to address, does not fit within the current vision of the game at launch, or what have you. The "ship has sailed" on several aspects of this game at this point, the devs have to keep moving forward or we'll be in a Star Citizen situation here. His/her personal attacks on the devs also do not help matters I would imagine. Personally I'd just advise the MWM devs to ignore him/her if he/she starts flinging insults (i.e. "don't feed the trolls"), but that's up to them how far they want to engage with certain members of the community.

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Tannim is also making a

Tannim is also making a really great point about "stealthing". Having the ability to suddenly join the NPC faction via costume is effectively a stealth power, if the AI/UI can't see through it. If you make the AI and UI see through it to fix this, it breaks it anyway.

Later down the road it won't be hard to add custom or more RP oriented titles/subtitles- I'd be pushing for that, personally. Title + costume change is probably the most efficient way to do it.

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Interdictor wrote:
Interdictor wrote:

Someone has to be this board's "Golden Girl" I suppose...

Don't you start in on that too. Backhanded comments aren't nice nor justified no matter who's making them.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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Time for another sigh. I don

Time for another sigh. I don't agree with some of the stronger criticisms-bordering on attacks-in this thread, but it's clear that I'm not the only one who's become frustrated with Tannim's posts in this, and likely other threads. I want to make sure up front to say that I often look forward to seeing the red crowbar in discussions, and I appreciate the time Tannim takes to explain various systems and the process that MWM is going through to build this game we're all so excited to play. He is the most active dev I've seen on the forums, and I know that he's using his personal time to keep in touch with us, and I honestly do appreciate that.

That said... Tannim does not strike me as someone who is good at taking feedback that doesn't already agree with his perspective. On this topic alone I've seen the discussion devolve into Tannim arguing very dismissively with multiple posters on three separate occasions, and this topic isn't the only time I've noticed that; and I've only been hanging around these forums for less then half a year.

We are your potential player base. While no one is asking you to bow to every whim and demand (please don't; I've seen some ideas I consider truly terrible in my months here) I think it's reasonable to expect you to listen receptively. If a topic keeps coming up, maybe it'd be a good idea to put it back on the table. Most of the requests I've seen in this topic are completely reasonable. The fact that there aren't currently any plans to implement these ideas is NOT a reason why they cannot or should not be implemented. We're not asking for information on how the game will work. We're asking you to make very specific and legitimate changes to how the game will work. We're ALSO not asking you to implement all of these changes for Issue 0, or even necessarily Issue 1 (though I do think Issue 1 is a reasonable time for a basic functioning Secret ID system) only that our requests not be dismissed out of hand.

To be quite clear, continually citing a discussion the MWM team had literal years ago and misrepresenting what we're actually requesting so you can claim it's not workable is absolutely dismissing them out of hand.

Again, I don't even have that much of a problem with the plan. I have a problem with how the plan is being defended as somehow more important than the people who are going to be playing the game.

~ DariusWolfe
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DariusWolfe wrote:
DariusWolfe wrote:

That said... Tannim does not strike me as someone who is good at taking feedback that doesn't already agree with his perspective. On this topic alone I've seen the discussion devolve into Tannim arguing very dismissively with multiple posters [I] on three separate occasions[/I], and this topic isn't the only time I've noticed that; and I've only been hanging around these forums for less then half a year.

As far as I'm concerned, Tannim shows almost infinite patience in attempting to have calm, reasoned discussion with players who can be rude, childish, entitled, and insulting to him personally. I'm amazed how often he is willing to repeat detailed explanations to those who refuse to acknowledge his expertise on the design of the game. On those rare occasions where he expresses some frustration, as far as I have observed it's only when some individuals forcefully persist in their completely inappropriate behaviour. It worries me that some seem to support that negative sort of discourse instead of Tannim's more civil approach.

Spurn all ye kindle.

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Yeah, Tannim is really cool

Yeah, Tannim is really cool (this isn’t just brown-nosing a dev, I have no interest in that) but he is on these forums frequently answering questions and clarifying stuff. He spends a lot of time he doesn’t need to in giving us info. He’s a tech guy, he’s not a community relations manager. He doesn’t have to be on here at all. But he is on here a lot and is frequently patient and even-tempered. Not all of the developers are. Nobody is above reproach but it’s not fair to jump on him for not answering the way people want him to.

Really, all he has to do is say that it’s not in the plans for the game, and that’s it. Or even say nothing. He doesn’t need to accept ideas for new systems or changes to existing ones, especially given that he’s trying to get Issue 0 available to everyone as soon as feasible during all of the recent setbacks. This is especially not the time to demand satisfaction from the developers over a pet idea.

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If I seem unreasonable, I’m

If I seem unreasonable, I’m sorry. I can only say that many things Inmay or may not like do not factor into my stance on statements made on the boards towards ideas.

They are based on what has been decided by a team, often people who are in higher position s of authority than I. There are things I have fought for, ideas that were brought up later by fans on there forums, which have been irrevocably shut down definitively.

All I can do at this point is to tow the line and do my best to explain why.

It may seem reasonable to allow players to have a power connected to a costume. Technically it is possible.

It won’t happen however. That is a hard line in the design. Especially if that “power” is actually a system which interacts with multiple other systems that can affect many parts of the game.

The idea then goes from a little QoL RP feature to a systematic effect on multiple systems.

Player will have the capability to use a costume slot to change an outfit and go places to role play.

Some of the “simple ideas” have broad implications. Ones that were considered and determined to be to far in scope u less we changed many aspects of the game to fully support.

Some simple ideas are half measure which don’t actually provide any function.

If you feel I have been overtly harsh and dismissive, I truly, honestly am sorry. If by me entering into threads like this and being honest as ai can makes you believe me to be the bad guy, I Amber’s saddened.

I do my best to track threads with fans’ ideas and keep track of them, noting things for possible inclusion and discussion when that topic will get covered or can get covered in future team meetings. I keep an extensive QoL list and plot out plausible time lines based on plans for the continued development of the game and adjust as the team discusses things.

No one told me to do this. No one else is doing this. If I stop, practically nothing will ever come of many discussions.

But when something has been discussed to death, necroed, killed, necroed, banished, and on, and I have to explain this as best I can as to why it isn’t happening but to other people it “seems reasonable”, the devil is in the details and when some of those details are provided I guess that makes you the devil.

And this really bothers me. To the point that I have considered removing my thread tracking and just letting it all fall to the way side, put on my blinders and keep my distance for the forums. Many other devs have done this.

I may just have to enter a thread post something extremely vague not endorsing or explaining why something isn’t happening or won’t work so I can track the thread without further inrraction.

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Tannim222 wrote:
Tannim222 wrote:

If I seem unreasonable, I’m sorry. I can only say that many things Inmay or may not like do not factor into my stance on statements made on the boards towards ideas.

They are based on what has been decided by a team, often people who are in higher position s of authority than I. There are things I have fought for, ideas that were brought up later by fans on there forums, which have been irrevocably shut down definitively.

All I can do at this point is to tow the line and do my best to explain why.

It may seem reasonable to allow players to have a power connected to a costume. Technically it is possible.

It won’t happen however. That is a hard line in the design. Especially if that “power” is actually a system which interacts with multiple other systems that can affect many parts of the game.

The idea then goes from a little QoL RP feature to a systematic effect on multiple systems.

Player will have the capability to use a costume slot to change an outfit and go places to role play.

Some of the “simple ideas” have broad implications. Ones that were considered and determined to be to far in scope u less we changed many aspects of the game to fully support.

Some simple ideas are half measure which don’t actually provide any function.

If you feel I have been overtly harsh and dismissive, I truly, honestly am sorry. If by me entering into threads like this and being honest as ai can makes you believe me to be the bad guy, I Amber’s saddened.

I do my best to track threads with fans’ ideas and keep track of them, noting things for possible inclusion and discussion when that topic will get covered or can get covered in future team meetings. I keep an extensive QoL list and plot out plausible time lines based on plans for the continued development of the game and adjust as the team discusses things.

No one told me to do this. No one else is doing this. If I stop, practically nothing will ever come of many discussions.

But when something has been discussed to death, necroed, killed, necroed, banished, and on, and I have to explain this as best I can as to why it isn’t happening but to other people it “seems reasonable”, the devil is in the details and when some of those details are provided I guess that makes you the devil.

And this really bothers me. To the point that I have considered removing my thread tracking and just letting it all fall to the way side, put on my blinders and keep my distance for the forums. Many other devs have done this.

I may just have to enter a thread post something extremely vague not endorsing or explaining why something isn’t happening or won’t work so I can track the thread without further inrraction.

Seriously, I understand you.
And I'm glad to hear what you do. I don't wanna talk more than needed, so I will just say this:

Thanks.

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For what it’s worth I feel

For what it’s worth I feel you are great at communicating to us about these things, Tannim. We don’t always hear what we want and sometimes some just want to understand the why a bit more. That is just part of being human.

The truth is no matter our background experience none of us are doing or have done what you guys at MWM are attempting, not exactly. So none of us really know how much impact even a seemingly trivial feature could incur.

Instead of keeping perspective folks just cling to their preconceived notions. I am just as guilty of this as anyone. And we all know Lothic can be a bit, persnickety especially when he is only getting on the forum intermittently as right now while he is out of the country.

Don’t be discouraged. Please keep sharing what you can as you can. Just don’t let anyone bait you in to defending/explaining choices beyond your control. Frankly once someone gets asinine about it just let it go. These days people have lost sight of how desrespectful it is to argue with the authority over an answer they don’t like. I blame it on a lack of good parenting, but that’s my soapbox... I think people sometimes confuse brown nosing and respect as the anonymity of the internet has further removed individual responsibility and ownership.

Please just don’t be discouraged. And please for the love of god, keep sharing what you can as you can.

Thanks...

"A sad spectacle. If they be inhabited, what a scope for misery and folly. If they be not inhabited, what a waste of space." ~ Thomas Carlyle

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Atama wrote:
Atama wrote:

Yeah, Tannim is really cool (this isn’t just brown-nosing a dev, I have no interest in that) but he is on these forums frequently answering questions and clarifying stuff. He spends a lot of time he doesn’t need to in giving us info. He’s a tech guy, he’s not a community relations manager. He doesn’t have to be on here at all. But he is on here a lot and is frequently patient and even-tempered. Not all of the developers are. Nobody is above reproach but it’s not fair to jump on him for not answering the way people want him to.

Really, all he has to do is say that it’s not in the plans for the game, and that’s it. Or even say nothing. He doesn’t need to accept ideas for new systems or changes to existing ones, especially given that he’s trying to get Issue 0 available to everyone as soon as feasible during all of the recent setbacks. This is especially not the time to demand satisfaction from the developers over a pet idea.

This.

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Cinnder wrote:
Cinnder wrote:
DariusWolfe wrote:

That said... Tannim does not strike me as someone who is good at taking feedback that doesn't already agree with his perspective. On this topic alone I've seen the discussion devolve into Tannim arguing very dismissively with multiple posters [I] on three separate occasions[/I], and this topic isn't the only time I've noticed that; and I've only been hanging around these forums for less then half a year.

As far as I'm concerned, Tannim shows almost infinite patience in attempting to have calm, reasoned discussion with players who can be rude, childish, entitled, and insulting to him personally. I'm amazed how often he is willing to repeat detailed explanations to those who refuse to acknowledge his expertise on the design of the game. On those rare occasions where he expresses some frustration, as far as I have observed it's only when some individuals forcefully persist in their completely inappropriate behaviour. It worries me that some seem to support that negative sort of discourse instead of Tannim's more civil approach.

Indeed. Offering suggestions and ideas for the game is good, and should be encouraged even, but the way you present those ideas and the way you treat those you are addressing matters as well.

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Agreed Tannin is awesome.

Agreed Tannim is awesome.

Confused why anyone thinks it's Tannim's decision to make.

Agree personal attacks have no place in mature argumentation or on our forums in general.

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

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DariusWolfe wrote:
DariusWolfe wrote:
blacke4dawn wrote:

Just out of curiosity but how would secret identity costume slots be different from normal ones in your mind since you do make a distinction between them?

Due to items 3+. A stepped plan to create a different role for the secret ID would be best served by having a dedicated slot already. If there is absolutely no intent to ever create a different role then it's kind of a moot point.

Mind you, [b]I think the roadblocks being presented are exaggerated[/b]. If MWM simply doesn't want to do it, I'd prefer they'd just say so; though the vocal minority just within the currently activity forum community indicates that there is a demand for this sort of functionality.

Then I have to ask, what experience do you have with coding. As Tannim said, what may appear as a simple change can have huge requirements in code changes due to how integrated it is with other parts/systems.
MWM has no categorically dismissed secret ID's, just that it's something that they won't look at until a few years after launch at best due to them wanting to do an all-or-nothing take on it.

Quote:

Tannin indicated that they've considered a power that activates the secret ID mode. This seems doable. Tie activation of the power to a dedicated costume slot. You can sort of do something similar in CO and in CoH using keybinds, so it seems likely that a cleaner connection would be doable from the dev side.

There is a big difference between "mode" and just a costume change. "Mode" requires additional code and most likely additional data to be stored.

Quote:

Now, the display name change would definitely need some additional work that might not seem worthwhile. I'd be disappointed if this wasn't implemented, but I'd understand.

When they go for a secret ID system I'm sure that will be part of it.

Quote:

Civilian reactions would obviously also require some additional work, but it seems to me that it might be worthwhile to have civilian reaction tables that can be changed by circumstances, like temporary powers. What if you have a mission that gives you a disease, like the Dr. Vazhilok line; NPCs might say things like "Are you feeling well, ?" Or perhaps a quart that turns you into a monster; civilians reacting in horror and running away while screaming about the monster makes sense, so this isn't a single-use system, only useable for the secret ID system.

That can be done without explicitly using powers, but rather using (de)buff tags. Most systems like this that are only temporary or situational in nature use (de)buffs ime. Secret ID is neither temporary nor situational.

Quote:

Again, again, again, this does not need to be all or nothing. It doesn't have to be all at launch, and it doesn't have to be all at once. Start with the systems you're already planning on (alt costumes, personal bases) then iterate. Add in changes to civilian reaction tables based on powers.Then create a Secret ID power, give it some mild stealth powers, and tie a blank or custom civilian reaction table ("You look familiar...") to it. Then make that power also activate the special costume slot, and deactivate if the slot is changed.

I agree that is doesn't have to be all or nothing, but sometimes that is the most efficient approach when you also factor in "market forces". See farther down for more detailed explanation.
However it's not just civilian reactions but effectively all NPC's in all factions when we are talking "Secret ID". If all factions (outside of straight civilian) still treated you as your super persona when in secret ID more people than not would call it a half-arsed system at best, and I don't want to think about at worst.
As for stealth, why would many of the factions present (especially the more law breaking ones) in the game accept civilians just wondering around on their premises? To me adding stealth to secret ID doesn't really make sense.

Quote:

Best of all, nothing mentioned here ties down anyone's concept. Maybe my secret identity is Betty Barker, and the costume is jeans and a t-shirt, with a camera around my neck. Maybe the giant lizard-woman wears a deep cowl and hunches down to avoid notice. Maybe the Master of Mysticism uses a nearly transparent form that allows him to more easily escape notice. Maybe Many-Faces changes their Secret ID costume all the time to represent their various disguises. [b]Maybe the guy who doesn't even bother with roleplay uses a duplicate of his main costume so he can go AFK real quick without having to go find a safer place[/b].

And here we have a big problem with just implementing a few pieces of it, it can be used for advantages that would normally require a explicit power choice. This is the whole "stealth" bit that Tannim has been on about, being able to "stealth" a mission without having picked a stealth power nor having taken a stealth buff from contact (if given the option). So many who are in favor of a bits-and-pieces approach to secret ID doesn't seem to think through the full ramifications of the individual pieces proposed.

Quote:

Edit: to be clear, I'm mostly satisfied with what has already been confirmed as coming, but I'd still like to see the other features mentioned, so I'm willing to argue in favor of them.

And as has been explained, they are not completely off the table. MWM is just waiting when they can properly do it all at once instead of doing a few half-arsed pieces at a time. I can draw a parallell to the few early-access games I have had access to, in those the fairly long pace and bits-and-pieces approach made me completely loose interest in the game as a whole. I fear going a bits-and-pieces approach for Secret ID will have a very similar result since many would probably dismiss the final version based upon the previous incomplete ones, as in "it hasn't been good so far so why should I use it now" kinda mentality.
But arguing in favor of something is not the same as harping on and on about it even though you've been given a definitive "not now" answer.

And lastly, since this will become their livelihood you bet they will drive it in a direction where they do what they can to reduce any negative views on it, like having half-arsed "systems" in it. Even if something is fine to you (and even many) it may not be fine to a large enough part of the community to worth implementing.

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Something I thought of with

Something I thought of with regards to it having a stealth aspect is only allowing people to switch in and out of their secret ID at set places (bases, telephone booths, etc) then the ability to abuse such a system is reduced.

"Let the past die. Kill it if you have to."

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Not every hero has an

Not every hero has an alternate identity. If a player wants a secret identity that conveys some in game benefit or ability they should take powers to represent it.

So what about just making a tertiary power/set with 'secret or alternate identities' as a focus some time in the future. Maybe it mixes stealth/disguise abilities (including a placate like power) with investigation skills. As part of the aesthetic decoupling you can change your name/costume while a certain power is activated. Make that name change some other color so it's obvious to players it's an alternate identity.

As far as I can tell the only extra work this might cause is the name change coding and some play testing because stealth/disguise/investigation powers are already being designed.

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I'm fascinated by the

I'm fascinated by the possibility of a Jecklyl and Hyde character with multiple faction arrangements...but I can see how nasty it would be eliminate the exploits inherent in it. If Tannim is saying the devs agree this would present too many problems currrently, then I believe them.
I appreciate the work you do Mr T. It is sometimes thankless and it puts you in the line of friendly fire when you are actually the one trying to help support our input. I hope your MWM colleagues recognize these contributions as well. I expect holding both ends of the string makes it harder to appear you are listening when you are actually listening more deeply than any of us. It's not easy.
Thank you for all this hard work. I hope your New Year is full of joy and peace.

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It's not completely thankless

It's not completely thankless. I'd argue the initial KS investment is a "thank you for starting this" and as soon as the 2nd round opens I'd argue those are a "thank you keep going". Maybe it doesnt seem like people literally type out thank you as much as they do critiques but donations can take their place.

Compulsively clicking the refresh button until the next update.

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I guess the rub here is that

I guess the rub here is that you can RP as a Civilian all you want, but no matter what you'll never be able to CONCEAL your Super ID ... which is kinda sorta the whole point and purpose of a [b]SECRET[/b] ID.

There is no Clark Kent ... only [b]Superman[/b].
There is no Bruce Wayne ... only [b]Batman[/b].
There is no Diana Prince ... only [b]Wonder Woman[/b].
There is no Kara Danvers ... only [b]Supergirl[/b].

... etc. etc. etc. etc. ...

The point and purpose of a Secret ID, from a comic book genre perspective, is so that a character doesn't have to be "super" all the time. They can [i]Be A Normal Person[/i] at least part of the time (although the jury is still out on how "normal" Bruce Wayne is compared to the rest of us). But the way that a Secret ID gets used in the genre of comic books is as a way for an otherwise "super" character to "blend in" with ordinary(ish) civilian life, so as to NOT be "super" in an ALWAYS ON kind of way.

Which is why I am of the opinion that it is a real shame that a design decision towards a premature optimization was made such that in City of Titans, PCs are going to ALWAYS be supers, they will ALWAYS be recognized as and treated by the game as being their Super ID, and that not only will that decision be actively enforced at all times, but any attempts to change that stance will be actively resisted (so don't even bother trying!).

Tannim has said that MWM doesn't want to release a feature unless it is totally blow your socks off awesome ... which is a laudable goal ... but it's also a perspective that can all too easily make the Perfect the enemy of the Good Enough. I submit that in this instance ... of Secret IDs ... that instinct is lending itself more towards making the Perfect the enemy of the Good Enough. Why do I say that? Because I know (for a fact) that the Roleplay community is perfectly fine with making use of [i]Some Assembly Required[/i] components of a game so as to come up with their own creations and entertainment value, which have absolutely nothing to do with any sort of combat orientation of the game itself.

Case in point ... Costume Contests.
The game's combat engine is pretty completely superfluous in the context of costume contests ... so it's not a combat focused activity.
And yet we ALL want to have costume contests be a spontaneous "thing" that happens in City of Titans.
Costume contests are an emergent behavior of the Players that it would be wise for the developers to support.
What are needed for costume contests to happen?
Easily identified OPEN spaces ... like Atlas Plaza.
Can the Players "make" those kinds of spaces happen?
No, of course not ... but the developers can put such spaces into the game, allowing the emergent behavior of costume contests in those locations to take root and flourish.

It's kinda the same deal with Secret IDs that are [i]actually Secret IDs[/i]. They would be a system that would allow emergent behaviors to take root and flourish, strengthening the community (and therefore "draw") of the game itself. Even if there isn't any content specifically written to take advantage of or make use of Secret ID features in the game, Players will have something that they could be creative with and make use of all on their own, in a [i]Some Assembly Required[/i] fashion ... and some people are just fine with that (see: RP Community).

So yeah, the premature optimization that is preventing Secret IDs from being possible in City of Titans is something of a "cut off nose to spite face" kind of Own Goal™ error ... in my opinion ... particularly given the genre of the setting. It basically means that in City of Titans you can never NOT be super, because the game is being designed for COMBAT, rather than enjoyment, or relaxation, or even just being sneaky rather than brawny. Oops.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
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Redlynne wrote:
Redlynne wrote:

So yeah, the premature optimization that is preventing Secret IDs from being possible in City of Titans is something of a "cut off nose to spite face" kind of Own Goal™ error ... in my opinion ... particularly given the genre of the setting. It basically means that in City of Titans you can never NOT be super, because the game is being designed for COMBAT, rather than enjoyment, or relaxation, or even just being sneaky rather than brawny. Oops.

I'd argue that based on the stated design goals, the times when you're not "super" are when you're offline. the game is being designed for combat because it's a successor to City of Heroes, another game designed around combat, and a lot of the enjoyment in the game came from such, with most of the rest having come from the unique power fantasies the game allowed you to get away with. The costuming was an addition to that. An extremely good one, but still just an additional point.

I wouldn't call this "cut off the nose to spite the face". I'd say that this is more purity of purpose than anything.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

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Premature optimization my

Premature optimization my arse.

To get actual secret IDs they would need:
Costume slot, either a dedicated one (as in not a normal costume slot) or at least a way label a normal costume slot as "secret ID".
Name change when in secret ID mode.
Different reputation table for secret ID mode.
Different tables for deeds/accomplishments/exploits done in either mode.

Essentially speaking they would need to have two different sets of "character data" tied to the same character, and make all the systems be able to handle that properly. It is a pretty big system that isn't that easy to implement.

However, what makes you think it would never be possible to get such a system in place?

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There are other aspects to

There are other aspects to Secrest IDs in comics, risk of discovery, risk to loved ones, many having to live out mundane activities. We aren’t making a Sims game with super lives.

The decision was made to make combat the focus of the game. The scope and design centers around that.

There was a game that was being made, an mmo where you had a secret IID and super ID. Whileninnyour secret ID you had a job and takes to complete fornthst job and when an alert happened, you would have to figure out how to leave your secret ID behind, go donthe super thing and make it make back.

That game had an entire studio of experienced developers, took over 7 years, and an excess of $100 million dollars. It never saw the light of day.

It also bore a project name eerily similar tomourngame, it was called Titan. It was cannabized and art assets used to create a first person hero shooter.

Yes, Red, we optimized the game’s scope.. It wasn’t premature. It was intentional decision made by the team. We knew that in order to fully support Secret IDs (rememberer we had as many as 5 full options we went through), that we would have to change manybaosects of the core game design that was being put together. The end result required enough effort as to what amounted for our work load to be making 2 games in one.

Can you be sneaky in combat? Yup, you can. It is called taking the right powers in order to use stealth, leveraging mechanics such as perceptions range and threat, and wary of super senses that can counter stealth.

But hey, we were premature on that I guess.

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Redlynne wrote:
Redlynne wrote:

I guess the rub here is that you can RP as a Civilian all you want, but no matter what you'll never be able to CONCEAL your Super ID ... which is kinda sorta the whole point and purpose of a [b]SECRET[/b] ID.

There is no Clark Kent ... only [b]Superman[/b].
There is no Bruce Wayne ... only [b]Batman[/b].
There is no Diana Prince ... only [b]Wonder Woman[/b].
There is no Kara Danvers ... only [b]Supergirl[/b].

... etc. etc. etc. etc. ...

The point and purpose of a Secret ID, from a comic book genre perspective, is so that a character doesn't have to be "super" all the time. They can [i]Be A Normal Person[/i] at least part of the time (although the jury is still out on how "normal" Bruce Wayne is compared to the rest of us). But the way that a Secret ID gets used in the genre of comic books is as a way for an otherwise "super" character to "blend in" with ordinary(ish) civilian life, so as to NOT be "super" in an ALWAYS ON kind of way.

Which is why I am of the opinion that it is a real shame that a design decision towards a premature optimization was made such that in City of Titans, PCs are going to ALWAYS be supers, they will ALWAYS be recognized as and treated by the game as being their Super ID, and that not only will that decision be actively enforced at all times, but any attempts to change that stance will be actively resisted (so don't even bother trying!).

Tannim has said that MWM doesn't want to release a feature unless it is totally blow your socks off awesome ... which is a laudable goal ... but it's also a perspective that can all too easily make the Perfect the enemy of the Good Enough. I submit that in this instance ... of Secret IDs ... that instinct is lending itself more towards making the Perfect the enemy of the Good Enough. Why do I say that? Because I know (for a fact) that the Roleplay community is perfectly fine with making use of [i]Some Assembly Required[/i] components of a game so as to come up with their own creations and entertainment value, which have absolutely nothing to do with any sort of combat orientation of the game itself.

Case in point ... Costume Contests.
The game's combat engine is pretty completely superfluous in the context of costume contests ... so it's not a combat focused activity.
And yet we ALL want to have costume contests be a spontaneous "thing" that happens in City of Titans.
Costume contests are an emergent behavior of the Players that it would be wise for the developers to support.
What are needed for costume contests to happen?
Easily identified OPEN spaces ... like Atlas Plaza.
Can the Players "make" those kinds of spaces happen?
No, of course not ... but the developers can put such spaces into the game, allowing the emergent behavior of costume contests in those locations to take root and flourish.

It's kinda the same deal with Secret IDs that are [i]actually Secret IDs[/i]. They would be a system that would allow emergent behaviors to take root and flourish, strengthening the community (and therefore "draw") of the game itself. Even if there isn't any content specifically written to take advantage of or make use of Secret ID features in the game, Players will have something that they could be creative with and make use of all on their own, in a [i]Some Assembly Required[/i] fashion ... and some people are just fine with that (see: RP Community).

So yeah, the premature optimization that is preventing Secret IDs from being possible in City of Titans is something of a "cut off nose to spite face" kind of Own Goal™ error ... in my opinion ... particularly given the genre of the setting. It basically means that in City of Titans you can never NOT be super, because the game is being designed for COMBAT, rather than enjoyment, or relaxation, or even just being sneaky rather than brawny. Oops.

You can have that. You put on a different outfit and say it's your secret identity outfit.

What? Enemies attack you? Guess what, they attack everyone. :p When they attack you, it's them trying to take your money/life.

If we're going to be honest, them attacking secret ID isn't a big leap. What one has to wonder about, is why they won't run away from you as soon as they see you as a hero, who they know outclasses them (thinking lower level mobs here).

Want to sit around and relax? Pick a spot that isn't crowded with NPC enemies in your civvie outfit.

Like, sitting on the steps of Atlas Park or Galaxy City. There were plenty of places one could stand around in CoH with no enemies attacking you.

All the secret identity stuff can be done with a costume switch, unless the idea is "I don't want people to see my hero name above the head of my character." which, in that case, is OOC and just a meta thing anyways.

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Brand X wrote:
Brand X wrote:

All the secret identity stuff can be done with a costume switch, unless the idea is "I don't want people to see my hero name above the head of my character." which, in that case, is OOC and just a meta thing anyways.

That is something I'd want out of such a thing.

Heck, I'd love to be able to have costumes have different names. Be able to be like Robin and then show up as Red X and have no one actually know they're the same person. You know, without having to make (and level) a whole new character.

Mostly (for me) it's for RP it (I feel) would help reduce the amount of meta-gaming that goes along with open RP. Usually when RPing in MMOs there's not a Game Master to oversee your RP and handle people utilizing meta knowledge or doing such faux pas as Godmoding and the like, which leaves people with two options; Role with it, or have an argument. Neither are wholly satisfactory options.

People meta-gaming is why I usually only put RP notes in my character's bios, things that might be noticed or known about the character, rather than listing their entire backstory.

It's never a huge issue when such things happen it's just an annoyance I'd rather not have to deal with.

"Let the past die. Kill it if you have to."

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That's true, but then you

That's true, but then you could always just ignore them when such things occur.

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Brand X wrote:
Brand X wrote:

That's true, but then you could always just ignore them when such things occur.

Not if they're SG mates or the like. Ignoring fellow SG mates never ends well.

Oftentimes SGs have a few... Let's just say weaker RPers. Usually they're new to RP, young, both, or just RP a bit... Differently. It's never a huge deal, not something to complain up the chain about and, in my experience, the player in question will rattle off some BS reasoning as to how their character would know rather than apologising and doing a small retcon of the convo. So generally bringing it up with them doesn't help matters. Which brings us back to Role with it or argue about it.

Sometimes It's fine, if my character wears nothing but a domino mask then of course their SG mates would recognise them without it. But if I have a character like Ironman who also modulates their voice then no one should really recognize them out of the suit.

Granted any kind of Secret ID system wouldn't eliminate this problem (thanks in part to the global ID) but such a thing, as discussed here, might give players pause as they may not know if you're on a new character or just in your secret ID.

"Let the past die. Kill it if you have to."

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I think I may go ahead and

I think I may go ahead and step out after this comment, though I make no promises; my willpower for internet arguments isn't strong.

First, I want to reiterate my earlier expression of appreciation for the work you put in on the forums, Tannim. I do appreciate it, I really do. I would be disappointed to see less of you. It isn't my intent to discourage your regular participation, at all.

That said, some readers in this thread seem to be reading your comments here and elsewhere very differently than I am. Specifically, whether the idea of an in-depth Secret ID system is off the table, or just set aside for now. My reading, even in your newest comments, is still that it's been considered some time ago and is no longer going to be considered.

And I get that this isn't entirely your decision. My earlier post did kinda imply it was, and I apologize for that. But as I mentioned before, if an item comes up again and again, maybe it deserves to be on the table for discussion again, and as one of the most active devs on the forum, it feels like you're the best advocate we've got. Based on your comments here, that you've taken onto yourself to keep track of suggestions, that definitely makes it feel even more so.

I think the reason why this is a hill I'm ready to die on (figuratively) is that it's not something that goes against the stated intent of CoT, it's something that seems to be a perennial suggestion, indicating enduring interest in the idea, and it's something near and dear to my heart (explicit, systemic support for RP). I will reiterate that I don't want MWM to cater to every whim of the player base. I'd just like to see a bit less "We can't/won't do that, here's why..." and a bit more "We've heard you. We'll see what we can do about this feature down the line."

Also, I'm totally down for an option where the Secret ID system is power pool-based, and optional for those who want it.

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DariusWolfe wrote:
DariusWolfe wrote:

I think the reason why this is a hill I'm ready to die on (figuratively) is that it's not something that goes against the stated intent of CoT, it's something that seems to be a perennial suggestion, indicating enduring interest in the idea, and it's something near and dear to my heart (explicit, systemic support for RP). I will reiterate that I don't want MWM to cater to every whim of the player base. I'd just like to see a bit less [b]"We can't/won't do that, here's why..."[/b] and a bit more "We've heard you. We'll see what we can do about this feature down the line."

But if they add "but we'll most likely take a look at it again a few year down the line when we feel we have the spare resources" to the first one then how is that different from your second "line"?

Maybe it's just selective memory but I just can't remember when it has been expressed as a blanket "NO" rather than "we'll look again in some years" when in regards to secret IDs.

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People keep bringing secret

People keep bringing secret identities up but there isn't a consistency in what people want from it's inclusion.
Some want a RP aid, others want in game activities tied to the secret identity, another group wants meta/in game stealth because of an alter ego, some others seem to want two characters rolled into one with each having separate NPC interactions, another asked for a loot benefit because of the secret identity and that's just in this thread.
Even my suggestion of a power or set based on disguise/secret identities is probably not much better than a redundant band aid because any power in it is likely to be found in other sets and won't live up to the expectation of a 'secret identity'.
The sad truth is secret identities are, for all intensive purposes, outside the parameters of a combat focused game and should probably be left up to the players to use the tools provided creatively (powers, chat channels, costume slots and so on) in their efforts to portray a secret identity to the best of their ability.

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Brainbot wrote:
Brainbot wrote:

People keep bringing secret identities up but there isn't a consistency in what people want from it's inclusion.
Some want a RP aid, others want in game activities tied to the secret identity, another group wants meta/in game stealth because of an alter ego, some others seem to want two characters rolled into one with each having separate NPC interactions, another asked for a loot benefit because of the secret identity and that's just in this thread.
Even my suggestion of a power or set based on disguise/secret identities is probably not much better than a redundant band aid because any power in it is likely to be found in other sets and won't live up to the expectation of a 'secret identity'.
The sad truth is secret identities are, for all intensive purposes, outside the parameters of a combat focused game and should probably be left up to the players to use the tools provided creatively (powers, chat channels, costume slots and so on) in their efforts to portray a secret identity to the best of their ability.

That's it in a nutshell.

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Having more tools to be able

Having more tools to be able to do that would be nice.

Another thought on that would be the ability to make your character's bio hidden/private. The ability to only allow some people to view it, like friends only or some such... Or having both a public and private (friends ST members only) bio. Then you could have one be what the world knows about your character and the other be their actual backstory.

Just a thought I recently had.

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Project_Hero wrote:
Project_Hero wrote:

Having more tools to be able to do that would be nice.

Another thought on that would be the ability to make your character's bio hidden/private. The ability to only allow some people to view it, like friends only or some such... Or having both a public and private (friends ST members only) bio. Then you could have one be what the world knows about your character and the other be their actual backstory.

Just a thought I recently had.

I will put this on my QoL list when I return from a work trip this weekend.

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Tannim222 wrote:
Tannim222 wrote:
Project_Hero wrote:

Having more tools to be able to do that would be nice.

Another thought on that would be the ability to make your character's bio hidden/private. The ability to only allow some people to view it, like friends only or some such... Or having both a public and private (friends ST members only) bio. Then you could have one be what the world knows about your character and the other be their actual backstory.

Just a thought I recently had.

I will put this on my QoL list when I return from a work trip this weekend.

I'm helping!

:D

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A bit of a tangent, but

A bit of a tangent, but reading this, one question popped into my head.

Costumes are saved by filename?

Does that mean I can save a costume on one character and load it on another? Because that would be pretty sweet.

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McNum wrote:
McNum wrote:

A bit of a tangent, but reading this, one question popped into my head.

Costumes are saved by filename?

Does that mean I can save a costume on one character and load it on another? Because that would be pretty sweet.

I believe it was said somewhere that costume data and like, character proportion data are saved seperately. If true you can make a costume file and share it around and anyone can wear the costume regardless of body type.

Would be great for making Super Team uniforms.

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McNum wrote:
McNum wrote:

A bit of a tangent, but reading this, one question popped into my head.

Costumes are saved by filename?

Does that mean I can save a costume on one character and load it on another? Because that would be pretty sweet.

You will certainly be able to "export" them as a file that can be used for another character or even copied to another computer.

What I suspect is that they were talking about the server side, since it needs to be stored there so it can be sent to everyone but also keep it if re-installing the game or log in at another computer. Not sure how the data is structured on the server side but I have seen others treat their data-files as if they were a filesystem and have everything in those data-files represented as folders and file. The big advantage of doing it this way is that it doesn't matter if you go directly to disk or go to a "virtual" one, the organization of the data is the same.

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*a mild-mannered mascot for a

*a mild-mannered mascot for a great titanic veterinary clinic whips off her glasses and pulls at her collar as she runs into an alley*

*Amerikatt flies out of the alley mere moments later*

[center][color=purple][size=16][b][I][url=https://www.youtube.com/watch?v=78N2SP6JFaI]Just a cat from another star![/url][/I][/b][/size][/color][/center]

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Odd, I could have sworn I

Odd, I could have sworn I just saw a cat wearing spectacles...

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Foradain wrote:
Foradain wrote:

Odd, I could have sworn I just saw a cat wearing spectacles...

“This is a job for... Astigmatabby!”

*runs painfully into a door frame*

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My main doesn't have a

My main doesn't have a 'secret identity', but a 'public persona'. Other characters don't really have an identity separate from their heroic ID. One of my characters doesn't live in this reality but keeps her real body someplace secure.

The game would have to maintain twice as much data for each character, to support truly 'secret' IDs. Otherwise, how would it know which ID went with what player? How would it be able to tell who knows about what secret? It seems to me, that the best 'secret ID' is to log off - then the game has no idea who you are and you can relax from being 'super'.

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Besides. Secret identities

Besides. Secret identities are overrated.

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Atama wrote:
Atama wrote:
Foradain wrote:

Odd, I could have sworn I just saw a cat wearing spectacles...

“This is a job for... Astigmatabby!”

*runs painfully into a door frame*

((I would give you both 2 thumbs-up -- if only I had thumbs rather than dew claws! *heavy sigh*))

On topic, it would be terrific (Timmy Terrific-level terrific, even) if, somewhere down the line, the Devs could give us a toggle which would allow us to switch from our heroic persona to a secondary paper doll with our civilian guise and name, sort of the way that some games allow for a 2nd weapon to be toggled.

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Amerikatt wrote:
Amerikatt wrote:

On topic, it would be terrific (Timmy Terrific-level terrific, even) if, somewhere down the line, the Devs could give us a toggle which would allow us to switch from our heroic persona to a secondary paper doll with our civilian guise and name, sort of the way that some games allow for a 2nd weapon to be toggled.

That would allow a certain level of 'stealth', casually walking, 'in disguise' as it were, through places where the Heroic ID would attract too much attention. This might make a great expansion idea, for later in the development cycle.

The 'alternate identity' might have a limited resistance to exposure. Along the lines of, "Hey, did you ever notice how, when Superman disappears, that Clark Kent guy shows up?"

Be Well!
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I’d like the idea of it being

I’d like the idea of it being a tertiary power set of some kind. That’d make it an option for those who want it but not mandatory, and you’d have to give up a power set if you want it (because maintaining an alter ego is tough, just ask Peter Parker). And the in-game benefit would be that it gives a degree of stealth.

But this would be a feature to add some day not something they need for launch.

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The concept of a Secret

The concept of a Secret Identity is majorly complicated by the "Secret" part. It implies behaviour and story changes. RPers would love that, sure, but I doubt they're expecting that. They may just want a civilian alias.

There was a system ripe for aliases in City of Heroes, the "Title". If we could change our title to our civilian name we could be,[center][i]Bahn Praseux aka[/i]
Airhead[/center]

The choice of title may even link to the costume, or just be a shortcut to switch titles. Still runs straight into the brick wall that is "appropriate names". A catalogue of appropriate names is unlikely to contain either "Bahn" or "Praseux" but could become viable if a transaction pays for the resource needed to update the dictionary. Something to consider once RoI trumps QoL.

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Airhead wrote:
Airhead wrote:

The concept of a Secret Identity is majorly complicated by the "Secret" part. It implies behaviour and story changes. RPers would love that, sure, but I doubt they're expecting that. They may just want a civilian alias.

There was a system ripe for aliases in City of Heroes, the "Title". If we could change our title to our civilian name we could be,[center][i]Bahn Praseux aka[/i]
Airhead[/center]

The choice of title may even link to the costume, or just be a shortcut to switch titles. Still runs straight into the brick wall that is "appropriate names". A catalogue of appropriate names is unlikely to contain either "Bahn" or "Praseux" but could become viable if a transaction pays for the resource needed to update the dictionary. Something to consider once RoI trumps QoL.

Others have already suggested this. But this really does no more than just having your alias in your character's bio.

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Yeah, if you read the rest of

Yeah, if you read the rest of the thread, you’ll see a number of people asked for a simple “aka title” tied to a costume change. But others want something more robust. MWM is unwilling to give a watered-down secret identity system, but doesn’t want to devote the resources to a full-blown system. So that’s a Catch-22 that prevents them from adding any kind of system.

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Atama wrote:
Atama wrote:

Yeah, if you read the rest of the thread, you’ll see a number of people asked for a simple “aka title” tied to a costume change. But others want something more robust. MWM is unwilling to give a watered-down secret identity system, [b]but doesn’t want to devote the resources to a full-blown system[/b]. So that’s a Catch-22 that prevents them from adding any kind of system.

Not quite correct. They (or rather Tannim) have much more expressed it as "not yet". They feel, and I agree with them, that there are more important thing to focus on in the short term and that this is much more of a long term goal.

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blacke4dawn wrote:
blacke4dawn wrote:
Atama wrote:

Yeah, if you read the rest of the thread, you’ll see a number of people asked for a simple “aka title” tied to a costume change. But others want something more robust. MWM is unwilling to give a watered-down secret identity system, [b]but doesn’t want to devote the resources to a full-blown system[/b]. So that’s a Catch-22 that prevents them from adding any kind of system.

Not quite correct. They (or rather Tannim) have much more expressed it as "not yet". They feel, and I agree with them, that there are more important thing to focus on in the short term and that this is much more of a long term goal.

That was my point, they don’t want to devote resources they’re using to build the game. That’s why my previous post was an idea to be added later (as a power set you can buy).

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Atama wrote:
Atama wrote:
blacke4dawn wrote:
Atama wrote:

Yeah, if you read the rest of the thread, you’ll see a number of people asked for a simple “aka title” tied to a costume change. But others want something more robust. MWM is unwilling to give a watered-down secret identity system, [b]but doesn’t want to devote the resources to a full-blown system[/b]. So that’s a Catch-22 that prevents them from adding any kind of system.

Not quite correct. They (or rather Tannim) have much more expressed it as "not yet". They feel, and I agree with them, that there are more important thing to focus on in the short term and that this is much more of a long term goal.

That was my point, they don’t want to devote resources they’re using to build the game. That’s why my previous post was an idea to be added later (as a power set you can buy).

You made it sound like they were never ever gonna do it.

Also waiting to determine if they have the resources for it at a later time is not a Catch-22 situation, unless you are implying that having any form of secret ID system is effectively the only way for MWM to get the resources needed for building a secret ID system in the first place.

However, the power-set idea has been floated around here as well and it's honestly not that much less work compared to any other system when looked at what features it has. Having it as a power set also doesn't really make sense to me since not many would need to exchange "combat powers" to be able to have a civilian life.

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blacke4dawn wrote:
blacke4dawn wrote:

However, the power-set idea has been floated around here as well and it's honestly not that much less work compared to any other system when looked at what features it has. Having it as a power set also doesn't really make sense to me since not many would need to exchange "combat powers" to be able to have a civilian life.

How difficult the inclusion of a secret identity power would be to accomplish is based upon what you expect the in game effects of a secret identity would be. If the in game affect of assuming your secret identity is stealth, disguises or investigation bonuses then it would not increase the development time as those abilities are already being worked on. The secret identity power or set would be akin to a toggle that gives you a measure of those aspect in one power or set.

And the argument of a power not making sense for those reasons are exactly why it does make sense in the context of a video game. If you want your secret identity to provide some form of bonus to the core game, be it stealth, quest options, exploration, investigation, npc interactions ect, then that benefit becomes a trade off for other in game benefits including combat powers.

If you simply want a better roleplaying option for secret identities then that is for the player to come up with because the game is combat focused, not social focused.

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You could broaden it to some

You could broaden it to some sort of just Disguise power set then it could potentially pull double duty as a pseudo secret ID system and possibly having powers that let you mimic NPCs/Players.

On the latter note I'd like to have powers that allow a character to copy another's looks and/or powers. And It could work pretty well as a tertiary powerset with just a handful of powers.

No clue how hard it'd be to implement though. Probably very.

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Brainbot wrote:
Brainbot wrote:
blacke4dawn wrote:

However, the power-set idea has been floated around here as well and it's honestly not that much less work compared to any other system when looked at what features it has. Having it as a power set also doesn't really make sense to me since not many would need to exchange "combat powers" to be able to have a civilian life.

How difficult the inclusion of a secret identity power would be to accomplish is based upon what you expect the in game effects of a secret identity would be. If the in game affect of assuming your secret identity is stealth, disguises or investigation bonuses then it would not increase the development time as those abilities are already being worked on. The secret identity power or set would be akin to a toggle that gives you a measure of those aspect in one power or set.

But NPC's and factions will still treat you in the exact same way as your "super persona", which is the main problem imo and something almost everyone seems to be skipping. However, what you seem to be describing here sound much more like a disguise system (which I expect to be in-game, if not at launch then soon after it) than a secret ID system. To me those are significantly different since to me disguises are most often temporary and much more situational, compared to a secret ID that is essentially your "civilian persona".

Quote:

And the argument of a power not making sense for those reasons are exactly why it does make sense in the context of a video game. If you want your secret identity to provide some form of bonus to the core game, be it stealth, quest options, exploration, investigation, npc interactions ect, then that benefit becomes a trade off for other in game benefits including combat powers.

Why does it need a bonus in the first place? And I'm talking about an actual secret ID and not just a disguise.
If anything then "enabling" the specific bonus should be the trade off, not having a secret ID in the first place. By that I mean a system where you can designate certain powers to be usable while in secret ID without breaking that ID.

Quote:

If you simply want a better roleplaying option for secret identities then that is for the player to come up with because the game is combat focused, not social focused.

Personally I want an actual separate identity, you know the whole reason for it being "secret" in the first place. While the game is combat focused making everything about combat is not a good idea.

The way you are presenting "secret ID" here makes me think you are only viewing it as an alternative way to start/complete/run missions, nothing more. While some may want to use it that way it shouldn't be the only way to use it.

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I dont care about this

I dont care about this feature personally, but I feel like there should be a technical compromise that is doable since so many people seem to want it. My thought is why not make the secret identity a facade? What I mean is dont have the game change how it sees you at all but allow the name that appears over the character to change for your secret identity name. Like NPC's always see 'Name Box 1' , which also has all your normal info associated with it like reputation, but gets hidden when 'Name Box 2' has letters in it. And PC's can only see box 1 if box 2 isn't active. So even if you are in your secret ID you don't get any stealth benefits, enemies still see you as your super character, and that would be the compromise.

With today's tech, it just seems like this shouldn't be too difficult.

Compulsively clicking the refresh button until the next update.

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While having two different

While having two different nameplates is doable with comparably low resources and difficulty Tannim has repeatedly said that they want to make a proper secret ID system with actual secret IDs once they actually do it, not just a token gesture that's either hardly usable outside of RP or effectively just an extension to combat (the two most proposed "solutions" or compromises as I see it).

Also just because it's fairly cheap and easy to do doesn't mean it's cost effective when compared to the benefits gained from implementing it.

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blacke4dawn wrote:
blacke4dawn wrote:

But NPC's and factions will still treat you in the exact same way as your "super persona", which is the main problem imo and something almost everyone seems to be skipping. However, what you seem to be describing here sound much more like a disguise system (which I expect to be in-game, if not at launch then soon after it) than a secret ID system. To me those are significantly different since to me disguises are most often temporary and much more situational, compared to a secret ID that is essentially your "civilian persona".

Why does it need a bonus in the first place? And I'm talking about an actual secret ID and not just a disguise.
If anything then "enabling" the specific bonus should be the trade off, not having a secret ID in the first place. By that I mean a system where you can designate certain powers to be usable while in secret ID without breaking that ID.

NPC's reacting the same is not being skipped over. It's the main reason why the devs have stated the system is problematic. Also, getting separate (and presumably in some cases a more favorable response) from the NPC's is one of the bonuses I was talking about when I said 'NPC interactions'. Furthermore, the 'disguise' aspect is exactly what the secret identity will boil down to in the type of game that is being developed.
Despite what you imagine your characters background to be, the focus of the game is on the heroic/villainous actions of that character. Combat and quest completion is the main activity in the game. The ability to change or circumvent the challenges of combat or quest completion, including getting a favorable response from a normally hostile NPC, through the use of an alternate identity should be treated as any other power in the game and be balanced accordingly.
For example, if the game was to include a 'power pool' like set which focused on disguise/alternate identities it may go like this:
[b]Disguise[/b]- Have one disguise (that you design due to aesthetic decoupling). When you toggle the disguise you gain a reverse taunt level which would cause many foes to ignore you.
[b]Fast Talking[/b]- Use of a placate ability to represent talking your way past foes.
[b]Charming personality[/b]- While you are disguised some NPC factions will treat you more favorably. You can choose a few factions upon taking this power (or if you respec) that you will gain bonus faction reputation levels when your disguise is toggled.
[b]Aid[/b]- While your disguise is toggled you can summon allies from a faction you have chosen in the previous power.

Obviously these are not fully fleshed out powers and probably won't fit into the power design MWM has come up with but they give an idea of what they can be.
These could easily be adapted by a player looking for an alternate/secret identity but it is also open to others who might want a shape shifter, manipulator, investigator concept and so on. What's more, this wouldn't require a new system to include in the game as it deals with things the game is already going to have.

blacke4dawn wrote:

Personally I want an actual separate identity, you know the whole reason for it being "secret" in the first place. While the game is combat focused making everything about combat is not a good idea.

The way you are presenting "secret ID" here makes me think you are only viewing it as an alternative way to start/complete/run missions, nothing more. While some may want to use it that way it shouldn't be the only way to use it.

The 'reason for it being secret in the first place' is the problem. The game is not going to include loved ones you need to protect by donning a mask, it's not going to have day jobs that your super persona can't do in tights and it's not going to have an elaborate social sim aspect that would make a secret identity an integral part of the experience. NPC's will react to you based on what you do during combat and missions, so even if they designed a system to allow you to have two separate identities and build NPC relations separately with both it would still be tied up in the main focus of the game design. Let me say that again, NPC responses are a direct result of the combat and quest system which means any secret identity which interacts with NPC reactions would also be tied into the combat and quest system. They cannot be separated without redesigning some core principles of the game.

That's why I suggested a power or set which could be used to simulate some of the secret identity functions and it's also why I said it would be redundant and inadequate.

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Guys, you are all beating on

Guys, you are all beating on a dead horse. Tannim has stated why we won't get it AT THIS TIME. A couple of years down the road? Maybe. Until then . . . . . can we find something else to talk about?

Dark Cleric
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StellarAgent wrote:
StellarAgent wrote:

Guys, you are all beating on a dead horse. Tannim has stated why we won't get it AT THIS TIME. A couple of years down the road? Maybe. Until then . . . . . can we find something else to talk about?

This is a thread dedicated to this one topic, if you dont want to talk about it go to any of the other hundreds of threads or create a new one. But this thread was created for the sole purpose of talking about it. Theres literally no reason to ask people to stop. You dont have to follow this thread.

Compulsively clicking the refresh button until the next update.

Tannim222
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Brainbot wrote:
Brainbot wrote:
blacke4dawn wrote:

But NPC's and factions will still treat you in the exact same way as your "super persona", which is the main problem imo and something almost everyone seems to be skipping. However, what you seem to be describing here sound much more like a disguise system (which I expect to be in-game, if not at launch then soon after it) than a secret ID system. To me those are significantly different since to me disguises are most often temporary and much more situational, compared to a secret ID that is essentially your "civilian persona".

Why does it need a bonus in the first place? And I'm talking about an actual secret ID and not just a disguise.
If anything then "enabling" the specific bonus should be the trade off, not having a secret ID in the first place. By that I mean a system where you can designate certain powers to be usable while in secret ID without breaking that ID.

NPC's reacting the same is not being skipped over. It's the main reason why the devs have stated the system is problematic. Also, getting separate (and presumably in some cases a more favorable response) from the NPC's is one of the bonuses I was talking about when I said 'NPC interactions'. Furthermore, the 'disguise' aspect is exactly what the secret identity will boil down to in the type of game that is being developed.
Despite what you imagine your characters background to be, the focus of the game is on the heroic/villainous actions of that character. Combat and quest completion is the main activity in the game. The ability to change or circumvent the challenges of combat or quest completion, including getting a favorable response from a normally hostile NPC, through the use of an alternate identity should be treated as any other power in the game and be balanced accordingly.

That isn't combat, it is distinctly non-combat. An entire system we were considering and was completely torn apart. I'm the one who spent months writing it up and refining it as we were iterating the combat system. Trying to shoe-horn non-combat abilities within the combat system as the examples below are problematic.

Brainbot wrote:

For example, if the game was to include a 'power pool' like set which focused on disguise/alternate identities it may go like this:
[b]Disguise[/b]- Have one disguise (that you design due to aesthetic decoupling). When you toggle the disguise you gain a reverse taunt level which would cause many foes to ignore you.

"Reverse Taunt" is our version of placate, which is called Aversion. See below for this. In order for enemies to "ignore you", were have to deal with their Perception which is governed by their Awareness. Stealth is the ability to counter Perception. Which isn't the same as "being ignored". If your stealth is high enough, your are invisible. If it is lower, you have to be aware of the alertness of any possible enemies which may end up perceiving you. Various forms of stealth can also be countered by other Super Sense powers.

Brainbot wrote:

[b]Fast Talking[/b]- Use of a placate ability to represent talking your way past foes.

This is Aversion. Which would be an attack and causes the enemies' powers to not be able to target you. Your attack could miss, be defended, or resisted. In which case, the enemy could still attack you with their available powers.

Quote:

[b]Charming personality[/b]- While you are disguised some NPC factions will treat you more favorably. You can choose a few factions upon taking this power (or if you respec) that you will gain bonus faction reputation levels when your disguise is toggled.

This would have to be keyed into faction rep, artificially inflating your faction rep. This could cause averse issues with how we are using faction reps and we won't be giving players the ability to artificially inflate their faction rep at will. The only time this will most likely happen is when a disguise is given as a temporary power within a specific instance.

Quote:

[b]Aid[/b]- While your disguise is toggled you can summon allies from a faction you have chosen in the previous power.

We definitely won't have pets under a Tertiary Set. Which is why we won't have any of the Summons Primary sets turned into a Secondary or a Tertiary. If anything, you may see temporary summons as a special power you earn through play or by crafting.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Brainbot
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Tannim222 wrote:
Tannim222 wrote:

That isn't combat, it is distinctly non-combat. An entire system we were considering and was completely torn apart. I'm the one who spent months writing it up and refining it as we were iterating the combat system. Trying to shoe-horn non-combat abilities within the combat system as the examples below are problematic.

That's why I said combat and quest completion. Unless you are now saying that faction rep is not primarily determined by the activities related to combat and quest completion.

Tannim222 wrote:
Brainbot wrote:

For example, if the game was to include a 'power pool' like set which focused on disguise/alternate identities it may go like this:
[b]Disguise[/b]- Have one disguise (that you design due to aesthetic decoupling). When you toggle the disguise you gain a reverse taunt level which would cause many foes to ignore you.

"Reverse Taunt" is our version of placate, which is called Aversion. See below for this. In order for enemies to "ignore you", were have to deal with their Perception which is governed by their Awareness. Stealth is the ability to counter Perception. Which isn't the same as "being ignored". If your stealth is high enough, your are invisible. If it is lower, you have to be aware of the alertness of any possible enemies which may end up perceiving you. Various forms of stealth can also be countered by other Super Sense powers.

Brainbot wrote:

[b]Fast Talking[/b]- Use of a placate ability to represent talking your way past foes.

This is Aversion. Which would be an attack and causes the enemies' powers to not be able to target you. Your attack could miss, be defended, or resisted. In which case, the enemy could still attack you with their available powers.

Quote:

[b]Charming personality[/b]- While you are disguised some NPC factions will treat you more favorably. You can choose a few factions upon taking this power (or if you respec) that you will gain bonus faction reputation levels when your disguise is toggled.

This would have to be keyed into faction rep, artificially inflating your faction rep. This could cause averse issues with how we are using faction reps and we won't be giving players the ability to artificially inflate their faction rep at will. The only time this will most likely happen is when a disguise is given as a temporary power within a specific instance.

Quote:

[b]Aid[/b]- While your disguise is toggled you can summon allies from a faction you have chosen in the previous power.

We definitely won't have pets under a Tertiary Set. Which is why we won't have any of the Summons Primary sets turned into a Secondary or a Tertiary. If anything, you may see temporary summons as a special power you earn through play or by crafting.

Why is it important for you to take apart an example I specifically said is not fully fleshed out and won't fit into the power design you have come up with as well as saying it would be redundant and inadequate? The actual powers were of less import than showing how a set could be made to not only fit a secret identity concept but also follow the aesthetic decoupling/open interpretation of powers in your game and how even that would not live up to the expectations of players. I am confused as to your motivations here.

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