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

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

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

What Do? Beat 'Em Up and ...???

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This is another place where I

This is another place where I think difficulty sliders come into play and I also want to point out that making the "best tactics" somewhat "hidden" adds, somewhat, tot he repeatability of missions, trials, and TFs. I'm not a saying everything should be completely obtuse and nobody should be able to figure it out, but making the "figure it out" process take a run through or five before you start to notice the less than obvious Achilles heel of the boss or whatever is good, I feel. And let's not forget that these sorts of tings end up on wikis before you know it and people just read the spoilers anyway. I agree that the secret move that wins the TF shouldn't be a thing that makes no sense, but I don't think it has to be so obvious that you just see it immediately either. I like having to run through a TF a few times before figuring it out. I like to have to try, think, and organize to finally "get there" so to speak. So let's not make "I should always win the thing because nobody likes losing" the standard, please.

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Taking time to figure it out

Taking time to figure it out is fine. It's just that it should in fact be figuring it out, not just needing to randomly stumble upon the method due to it making no sense.

Taking a few attempts to figure out that Doctor Tyche's Implosion Cannon attack needs an orange coolant pack before it can fire, so blasting the pack prevents him from firing it? Cool.
Having to randomly come across the fact that if you do the chicken emote in front of Doctor Tyche he'll laugh instead of fire the Implosion Cannon, when there's no plot elements/text to hint at that? Not cool.

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I will say that I think

I will say that I think Wildstar was on to something with their different character "paths"

Scientist - Got the most out of the in-game lore. Got a full lore bible and got to stop and literally smell the roses

Adventurer - Some people really like exploring maps. In Wildstar it's a bit more complex because they dont have Z-Axis like flight and what not but I think alot of people still like going to hidden places on the map

Soldier - People who just want to beat up enemies every 300 yards. Those little "come-fight-me" kiosks are AMAZING fun

Settler - Great for RPers who want to set up an RP camp on the go where people can come by and speak (alot of In Character on the old RP server I was on) and have a good social setting.

Each of these in Wildstar gave unique buffs and also was great fun to do in teams to better enhance the basic experience. I think the same general 4 tropes of player exist in ANY MMORPG and I'd love to see them represented in City of Titans

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JayBezz wrote:
JayBezz wrote:

I will say that I think Wildstar was on to something with their different character "paths"
Scientist - Got the most out of the in-game lore. Got a full lore bible and got to stop and literally smell the roses
Adventurer - Some people really like exploring maps. In Wildstar it's a bit more complex because they dont have Z-Axis like flight and what not but I think alot of people still like going to hidden places on the map
Soldier - People who just want to beat up enemies every 300 yards. Those little "come-fight-me" kiosks are AMAZING fun
Settler - Great for RPers who want to set up an RP camp on the go where people can come by and speak (alot of In Character on the old RP server I was on) and have a good social setting.
Each of these in Wildstar gave unique buffs and also was great fun to do in teams to better enhance the basic experience. I think the same general 4 tropes of player exist in ANY MMORPG and I'd love to see them represented in City of Titans

When they first announced this concept I was super-excited and could not wait to find out how it would affect things like team dynamics, solo story development, and so on. Combined with phasing, where different players experienced the world differently, this could quickly become perfection or a nightmare depending on how it was implemented. Either way, it sounded like Wildstar was shaping up to be a truly innovative game.

Then they announced team play would be strictly based on the classic holy trinity of tank-healer-dps.

Then they signed on with NC Soft.

Then they announced the Dominion would be players and there would be open world PvP.

Then I stopped following Wildstar and haven't been back.

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Greyhawk wrote:
Greyhawk wrote:

JayBezz wrote:
I will say that I think Wildstar was on to something with their different character "paths"
Scientist - Got the most out of the in-game lore. Got a full lore bible and got to stop and literally smell the roses
Adventurer - Some people really like exploring maps. In Wildstar it's a bit more complex because they dont have Z-Axis like flight and what not but I think alot of people still like going to hidden places on the map
Soldier - People who just want to beat up enemies every 300 yards. Those little "come-fight-me" kiosks are AMAZING fun
Settler - Great for RPers who want to set up an RP camp on the go where people can come by and speak (alot of In Character on the old RP server I was on) and have a good social setting.
Each of these in Wildstar gave unique buffs and also was great fun to do in teams to better enhance the basic experience. I think the same general 4 tropes of player exist in ANY MMORPG and I'd love to see them represented in City of Titans

When they first announced this concept I was super-excited and could not wait to find out how it would affect things like team dynamics, solo story development, and so on. Combined with phasing, where different players experienced the world differently, this could quickly become perfection or a nightmare depending on how it was implemented. Either way, it sounded like Wildstar was shaping up to be a truly innovative game.
Then they announced team play would be strictly based on the classic holy trinity of tank-healer-dps.
Then they signed on with NC Soft.
Then they announced the Dominion would be players and there would be open world PvP.
Then I stopped following Wildstar and haven't been back.

I notice lots of players really like the holy trinity play. I'm sure there's some here as well. I don't care for it in a superhero setting myself, but in WildStar's setting wasn't all that bad.

What really sucks about the holy trinity system is queues for DPS.

NCSoft kept CoH running longer than Cryptic was going to, so I try to remember they do some things right.

Open world PvP only on Open World PvP Servers. There was PvE servers.

It was actually quite fun, though when I quit I felt I needed a dedicated team to get any further or to even get the costume pieces I wanted, so that's what had me end it.

If you're looking for a game to play, it might be worth checking out.

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I admit, Wildstar was fun,

I admit, Wildstar was fun, but when I played through the first adventure, built/discovered the wonderful thing, and then the enemies came and blew it up... every time... with absolutely no way for me to do anything about it... yeah, I decided I hated it.

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Fireheart wrote:
Fireheart wrote:

I admit, Wildstar was fun, but when I played through the first adventure, built/discovered the wonderful thing, and then the enemies came and blew it up... every time... with absolutely no way for me to do anything about it... yeah, I decided I hated it.
Be Well!
Fireheart

That's sorta a MMO staple. CoH was no different.

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Was trying to discuss the

Was trying to discuss the path system.. not engender NCSoft hate. Those that did try it, what are your thoughts

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JayBezz
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Was trying to discuss the

Was trying to discuss the path system.. not engender NCSoft hate. Those that did try it, what are your thoughts

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You do not engender NCSoft

You do not engender NCSoft hate; you merely allowed us to express it.

I am one of the people who chooses not to patronize that company until they release the coh IP for use by the community.

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Greyhawk wrote:
Greyhawk wrote:

Then they announced team play would be strictly based on the classic holy trinity of tank-healer-dps.
Then they signed on with NC Soft.
Then they announced the Dominion would be players and there would be open world PvP.
Then I stopped following Wildstar and haven't been back.

They were signed up by NCsoft WAY before they announced Wildstar.

Wildstar was announced back in August 2011.

Carbine were signed by NCsoft back in Oct 2007

And just so you are aware, the announcement video had the NCSoft logo at the start, and also at the end of the video.

It isn't like it was hidden away in a dark corner that NCsoft were linked to them.

When PvP is covered, I *always* try to look at the server types to see how they will do it.

PvP servers mentioned? More than likely open world.

PvE servers? More than likely going to be a *limited* option for open world (ie you have to choose to do it if you want, but you are not forced to do it. Only 100% completionists will be "forced" to do it).

Sandbox MMO's tend to be more of the hard PvP server setup,

Themepark style MMO's tend to do the zone based PvP (either battlegrounds, or a dedicated zone like CoX did), so that you don't accidentally wander into PvP.

But with most MMO's I rarely make a snap decision based on the first few announcements. A lot of the time they release the information over a period of time during their marketing build up.

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JayBezz wrote:
JayBezz wrote:

Was trying to discuss the path system.. not engender NCSoft hate. Those that did try it, what are your thoughts

It was, imo, a great idea. I tried Scientist and Soldier. I remember the forums (during beta stage) and everyone saying Soldier was boring, no one would play it.

Last I knew, Soldier was most popular :p People always seem to underestimate how people want to just smash buttons and kill things. :p

Of course, Soldiers titles is what really sold me over the others. Each path got access to one of a kind titles. Badge hunters might not like that, but then I don't think CoT should cater to the "We should have access to all badges!" player.

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Brand X wrote:
Brand X wrote:

JayBezz wrote:
Was trying to discuss the path system.. not engender NCSoft hate. Those that did try it, what are your thoughts

It was, imo, a great idea. I tried Scientist and Soldier. I remember the forums (during beta stage) and everyone saying Soldier was boring, no one would play it.
Last I knew, Soldier was most popular :p People always seem to underestimate how people want to just smash buttons and kill things. :p
Of course, Soldiers titles is what really sold me over the others. Each path got access to one of a kind titles. Badge hunters might not like that, but then I don't think CoT should cater to the "We should have access to all badges!" player.

I get the sentiment of "one char should be able to do all the badges", but I think i disagree with it.

I LOVED finding a cool adventurer around the game because they found the COOLEST things. I want to continue to have reasons to seek out other types of players for things like that. Not that I don't want the badge.. I REALLY DO! I just think that giving each type of player something special is really cool.

I remember when my knowledge as a scientist allowed me to do things and go places no one else could. My guild was diverse so it added to our time to play drastically knowing that there is SO much for each of us to do together.

And I'm a lore head - knowing the game lore better than anyone else because of my personalized lore bible was such great fun and totally fit my character. I'd gladly play a lore-hound path in City of Titans if it were as fun as Wildstar

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Brand X wrote:
Brand X wrote:

JayBezz wrote:
Was trying to discuss the path system.. not engender NCSoft hate. Those that did try it, what are your thoughts

It was, imo, a great idea. I tried Scientist and Soldier. I remember the forums (during beta stage) and everyone saying Soldier was boring, no one would play it.
Last I knew, Soldier was most popular :p People always seem to underestimate how people want to just smash buttons and kill things. :p
Of course, Soldiers titles is what really sold me over the others. Each path got access to one of a kind titles. Badge hunters might not like that, but then I don't think CoT should cater to the "We should have access to all badges!" player.

It's actually very simple to both have the path-specific titles and satisfy the badge hunters. You have one badge and the text of the badge changes depending on your path. Such things already existed in CoX where you had badges which were slightly different depending on if you were Blueside or Redside. For example: Freedom Phalanx Reserve Member/Freedom Phalanx Fallen.

So, follow Path A, you get the badge with Path A's desc. Path B, Path B's desc, and so forth.

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From the standpoint of

From the standpoint of competitive badge hunting, having say, a set of 5 mutually exclusive badges isn't a problem. As long as you have ONE of them, and as long as nobody else can get more then one of them, you're not going to be out-badged that way, so there's no problem. It's fair.

Now, from the standpoint of completion-ism, that is wanting to collect ALL of the badges, there's something frustrating about that, but to some extent that's an illusion anyway.

To explain what I mean: a fan once walked up to the late John Vukovitch (who was the Phillies' third base coach for a long time) and bragged that he (the fan) was the third base coach of his son's little league team and that he (the fan) had never once got a runner thrown out at home plate trying to score a run, they all scored. "Isn't that great?" the fan asked. Vukovitch's reply went something like this "Actually, that's not the best percentage for that stat."

A 100% record in that vein might sound good, but It only proves you could have probably scored more runners if you were willing to take more risks. How many times did you have a runner rounding third who MIGHT have scored, but you held him back because you thought he might get thrown out, and you wanted to preserve your 100% 'success' rate? If the answer to that is "once or twice", you might have cost your team one or two victories on the runs that may have scored. At the major league level, you may be put in a position where you only have a 25% chance for scoring a runner from third, but if he does, that run immediately wins the game for your team, whereas if he get's thrown out the game is still tied and it continues. How can you justify NOT taking that 25% chance and trying to win the game right there?

So there are times and places when 100%, even if it IS possible, is actually not desirable. In the case of badges, forcing the 100% to be achievable is unnecessary for the sake of counting who has the most badges. It's true nobody will ever posses ALL of them, but if that's the way the system operates, that's that. You can only play the game within the confines of how it operates.

Here's another analogy: Two people live across the street for each other and take the same route to work every morning. One morning, Guy A get's up a bout 3 minutes earlier than Guy B and when he drives to work, he hits every red light along the route. Guy B wakes up 3 minutes later and get's all green lights on his way to work along the same route because he hit the lights after they had turned green. Guy A got to work first, despite hitting all red lights in the process. It may have seemed frustrating to hit all the red lights, but that only happened because he was so far ahead that the lights hadn't turned green yet. Winning doesn't always FEEL like doing something the best, even when it actually is.

So if they need to define a badge or two that are somehow mutually exclusive, I don't really care. I'll tell you one thing that might bother people (not me): what if there were a mission where you do it, and at the end you get to choose one of two outcomes. Whichever one you choose grants you a temp power or prestige power or something cool, like the Portal Jockey thing in CoX or the Archmage ring, etc. You can only choose this thing ONE time for each toon, after that if you do the mission again it does not award any more badges. The badge you choose determines the power you get (i.e. "Do you want +10% Max Endo, or The Ring of the Archmage? Choose now."

This would be a way to make the different Accolade powers mutually exclusive so as to prevent people from making them stack with each other. Of course, this is not the best example, because clearly there's no great reason you couldn't do the same mission over again and choose to get the other badge, but no power with it, or maybe you can switch from one power to the other by doing it again, etc. There are ways to make the powers exclusive but not he badges in this case, but my point is, it wouldn't bother ME if they did it that way just for the sake of doing it that way.

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One of the things I did like

One of the things I did like about Elder Scrolls Online was the value of going off the beaten track. There was ... STUFF ... out in the world waiting to be discovered! If all you ever did was Point A to Point B and ignored everything in between, doing only the Quests and never stopping to smell the roses, you'd probably miss out on something like 70% of the game's total content. In fact, ESO was deliberately weighted AWAY FROM what we would think of as Street Sweeping, such that going out and killing stuff in and of itself wasn't all that valuable (in both XP and loot). The biggest rewards were from exploring (as in discovering new areas) and from Quest Completions.


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In Freedom Force, there were

In Freedom Force, there were sometime objects you could pick up and throw at the bad guys, if you were strong enough. I could see putting in a "pick up object" power and a "throw object" and "use object as melee weapon" power. You'd have to have specific objects in the mission maps to do this, not just have EVERYTHING be useable, and you might have some objects that you need certain power sets or powers to be "strong" enough to pick up, etc.

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Radiac wrote:
Radiac wrote:

In Freedom Force, there were sometime objects you could pick up and throw at the bad guys, if you were strong enough. I could see putting in a "pick up object" power and a "throw object" and "use object as melee weapon" power. You'd have to have specific objects in the mission maps to do this, not just have EVERYTHING be useable, and you might have some objects that you need certain power sets or powers to be "strong" enough to pick up, etc.

++++

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Radiac wrote:
Radiac wrote:

In Freedom Force, there were sometime objects you could pick up and throw at the bad guys, if you were strong enough. I could see putting in a "pick up object" power and a "throw object" and "use object as melee weapon" power. You'd have to have specific objects in the mission maps to do this, not just have EVERYTHING be useable, and you might have some objects that you need certain power sets or powers to be "strong" enough to pick up, etc.

CO has this, where most destructable objects are able to be picked up and each one has a 'You must be X strong to lift' setting. It uses the Strength stat or the 'Pick up objects' power in the TK powerset, as I recall.

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Mendicant wrote:
Mendicant wrote:

Radiac wrote:
In Freedom Force, there were sometime objects you could pick up and throw at the bad guys, if you were strong enough. I could see putting in a "pick up object" power and a "throw object" and "use object as melee weapon" power. You'd have to have specific objects in the mission maps to do this, not just have EVERYTHING be useable, and you might have some objects that you need certain power sets or powers to be "strong" enough to pick up, etc.

CO has this, where most destructable objects are able to be picked up and each one has a 'You must be X strong to lift' setting. It uses the Strength stat or the 'Pick up objects' power in the TK powerset, as I recall.

You are correct.

I FINALLY got my strenght stat to >400 to be able to pick up the Titanic weight in the power house on one of my toons!
I'm not sure what In-the-world examples meet that criterion, but I can pick up semi trucks and throw them.

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When you can use that power

When you can use that power to juggle them, let us know. ^_~


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I for one would really love

I for one would really love to be able to search for lore and reading it. That would be an activity besides combat I would really enjoy. It could be hidden in the strangest places, as books, computers or inscription somewhere or NPC's you can talk to and listen to them tell a story. Admittedly I will not do this all the time, but I am usually very interested in story and will enjoy every bit I find. Even if it all ends up on a wiki eventually, it is so much more rewarding to find and read information in the game itself.

Also I tend to just roam around and admire the game world. I really enjoy finding hidden places that show love for detail. Like a hidden shrine in a forest no landmark on the map points out.

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Lutan wrote:
Lutan wrote:

I for one would really love to be able to search for lore and reading it. That would be an activity besides combat I would really enjoy. It could be hidden in the strangest places, as books, computers or inscription somewhere or NPC's you can talk to and listen to them tell a story. Admittedly I will not do this all the time, but I am usually very interested in story and will enjoy every bit I find. Even if it all ends up on a wiki eventually, it is so much more rewarding to find and read information in the game itself.
Also I tend to just roam around and admire the game world. I really enjoy finding hidden places that show love for detail. Like a hidden shrine in a forest no landmark on the map points out.

Absolutely! The more information about the game there is inside the game world the happier I will be. I hate having to search through a Wiki to understand the relationship between two NPCs, or between two storylines.

Notes on desktops, plaques on statues, computer terminals!

It would be so nice if every time my character sat down at an ingame computer terminal there was some kind of information on the screen just waiting to be found, maybe even two or three pages of information!

I know MMORPGs have limits. I understand this very well. But within those limits there are options. For example, there could be a database of lore (like a Wiki) that can be accessed from inside the game. Every time the player walks past a computer (inside missions or inside offices or anywhere else) if they choose to, they should be able to sit down at the computer and have the option of accessing the database. It doesn't have to be fancy. A database of text files with about 500 words/2500 characters in each file with a binary search tree organized by topic would be easy to implement and easy to link to. All it would take is a single C++ pointer method to the database from inside each computer object.

At least, I think it would be easy. I've never actually implemented one large enough to contain the entire lore of a virtual world, but the theory is sound.

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Or go with something like the

Or go with something like the codex in Mass effect where you essentially scan everything you can find and it's organized so you can read it whenever you want to.

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Greyhawk wrote:
Greyhawk wrote:

JayBezz wrote:
I will say that I think Wildstar was on to something with their different character "paths"
Scientist - Got the most out of the in-game lore. Got a full lore bible and got to stop and literally smell the roses
Adventurer - Some people really like exploring maps. In Wildstar it's a bit more complex because they dont have Z-Axis like flight and what not but I think alot of people still like going to hidden places on the map
Soldier - People who just want to beat up enemies every 300 yards. Those little "come-fight-me" kiosks are AMAZING fun
Settler - Great for RPers who want to set up an RP camp on the go where people can come by and speak (alot of In Character on the old RP server I was on) and have a good social setting.
Each of these in Wildstar gave unique buffs and also was great fun to do in teams to better enhance the basic experience. I think the same general 4 tropes of player exist in ANY MMORPG and I'd love to see them represented in City of Titans

When they first announced this concept I was super-excited and could not wait to find out how it would affect things like team dynamics, solo story development, and so on. Combined with phasing, where different players experienced the world differently, this could quickly become perfection or a nightmare depending on how it was implemented. Either way, it sounded like Wildstar was shaping up to be a truly innovative game.
Then they announced team play would be strictly based on the classic holy trinity of tank-healer-dps.
Then they signed on with NC Soft.
Then they announced the Dominion would be players and there would be open world PvP.
Then I stopped following Wildstar and haven't been back.

Yeah those were some serious issues. NCSoft ended up firing a good chunk of the Carbine (Wildstar's devs) employees somewhere along the line after I left for not turning up enough profits to there needs (Gee...I wonder what that sounds like?)

The Dominion were usually portrayed as the villains through and through in most lore. The Chua (I hate that race with every fibre of my being) were psychopathic killers for the most part, the Draken were tribal and cruel, the Mechari were....cold and cunning, and the Higher-Class Cassians were usually corrupt and uncaring for the lower-class farmers. You contrast this with the Exile humans who just want to survive, the Granok whom were kicked out of there planet by some archaic cultural standards that got there planet in trouble and race nearly destroyed in the first place, the Aurin whom were simple victims of circumstance or collateral damage if you will, and the Mordesh who were trapped on there planet by the Dominion when it was suffering a planet scale zombie apocalypse.

While there was some genuinely good dominion characters (the lower class humans seemed to be usually this at times, not surprising considering that the Exiles started from that point before anyway. There was also one high class Luminia governor that I recall had a deep concern for everyone he governed) and some genuinely bad exile characters (usually Granok and humans that associated with the Darkspur Cartels and some of the crazier Mordesh) the game's lore certainly did not touch upon that too often.

It did not help that most Dominion players and some Exile players really got on my nerves but that was an whole different problem aka Faction Rivalry which I rather not get into and something I really hope CoT does not encourage.

In the case of lore for this game. I would really like a codex for it that I could fill and read....that was one of the things I loved about Wildstar other than the Aurin.

Formerly known as Bleddyn

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Bleddyn wrote:
Bleddyn wrote:

Greyhawk wrote:
JayBezz wrote:
I will say that I think Wildstar was on to something with their different character "paths"
Scientist - Got the most out of the in-game lore. Got a full lore bible and got to stop and literally smell the roses
Adventurer - Some people really like exploring maps. In Wildstar it's a bit more complex because they dont have Z-Axis like flight and what not but I think alot of people still like going to hidden places on the map
Soldier - People who just want to beat up enemies every 300 yards. Those little "come-fight-me" kiosks are AMAZING fun
Settler - Great for RPers who want to set up an RP camp on the go where people can come by and speak (alot of In Character on the old RP server I was on) and have a good social setting.
Each of these in Wildstar gave unique buffs and also was great fun to do in teams to better enhance the basic experience. I think the same general 4 tropes of player exist in ANY MMORPG and I'd love to see them represented in City of Titans

When they first announced this concept I was super-excited and could not wait to find out how it would affect things like team dynamics, solo story development, and so on. Combined with phasing, where different players experienced the world differently, this could quickly become perfection or a nightmare depending on how it was implemented. Either way, it sounded like Wildstar was shaping up to be a truly innovative game.
Then they announced team play would be strictly based on the classic holy trinity of tank-healer-dps.
Then they signed on with NC Soft.
Then they announced the Dominion would be players and there would be open world PvP.
Then I stopped following Wildstar and haven't been back.

Yeah those were some serious issues. NCSoft ended up firing a good chunk of the Carbine (Wildstar's devs) employees somewhere along the line after I left for not turning up enough profits to there needs (Gee...I wonder what that sounds like?)

Carbine still have over 240 odd developers.

And to be honest, the reason as to why NCsoft gave was "streamlining" their operations. You say that its a bad thing, if it was really that bad, they would have removed more staff members.

But of course, doom and gloom didn't get thrown around when Paragon Studios had their own layoffs back in Oct 2010, just a few months after the launch of Going Rogue. Infact, you can see in the comments that people *justified* those layoffs because of them being surplus to requirements.

And whilst it was a shame for Carbine to release developers after the launch of the game, they more than likely were *also* surplus to requirements AT THAT POINT IN TIME. Especially after the launch of a game. About the only group that I can think that HASN'T laid of developers is ArenaNet, or at least not *publicly* but I wouldn't be surprised if they had churn there as well. I do know of people who have moved on from ArenaNet and not necessarily been replaced directly.

Hell, even Blizzard go through a lot of staff. Hell, back in 2012, they let go of 600 staff.

Oh wait, WoW is in danger, its DYING!.

It wouldn't surprise me if they have already built back up most of that number already, due to a change in requirements/circumstances inside the company.

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2) Not to be used when upset... will void warranty
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4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Going back to the "What is

Going back to the "What is there to do besides punch and blast" question, what if there were some sort of object that you could pick up and then you "have" it, and then you could "give" it to someone by clicking a power or something (Like the Frisbee they had in CoX maybe?). This could lead to missions where you have to advance the "football" across the "gridiron" in order to get it to the "end zone" etc, stuff like that.

R.S.O. of Phoenix Rising

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Radiac wrote:
Radiac wrote:

Going back to the "What is there to do besides punch and blast" question, what if there were some sort of object that you could pick up and then you "have" it, and then you could "give" it to someone by clicking a power or something (Like the Frisbee they had in CoX maybe?). This could lead to missions where you have to advance the "football" across the "gridiron" in order to get it to the "end zone" etc, stuff like that.

How Twitchy would it be? :)

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Radiac wrote:
Radiac wrote:

what if there were some sort of object that you could pick up

GlaDOS recommends picking up a Handheld Portal Device ... FOR SCIENCE ... you monster.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
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Agreed with Warbird: Puzzle

Agreed with Warbird: Puzzle battles need to be reserved for the very high end encounters. When the people who are playing should have enough experience with the game mechanics to handle them

Power levelers, not so much...

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Redlynne wrote:
Redlynne wrote:

Radiac wrote:
what if there were some sort of object that you could pick up
GlaDOS recommends picking up a Handheld Portal Device ... FOR SCIENCE ... you monster.

I know where this discussion is headed, and yes, I will kiss the girl from Venus, FOR SCIENCE!

R.S.O. of Phoenix Rising

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