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WISH LIST 25: Attributes

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AJSB
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WISH LIST 25: Attributes

I was originally against attributes. I saw it as a vestigial system left over from DnD, but Marvel Heroes won me over. In the Marvel Heroes system your attributes, that is strength, speed, etc, give you powerful passive improvements to a variety of stats. I like this system because of the heroic feel it gives. Let's say you are playing a speedster. In a lot of games you would be faster than other characters, but the same speed as other speedsters. With this system you can actually become faster than your rivals, and when you see someone faster than you, you become jealous and want to improve your prime attribute. With this system you could actually have a title for who is the fastest player in the whole game. Or smartest. Or strongest. How epic is that?!

Here's a link to the Marvel Heroes wiki: http://marvelheroes.gamepedia.com/Attributes

I think this system could be expanded with attributes such as:

Senses. How good your super senses work. A high attribute lets you see further and see more.

Tactics. Says how good you are at commanding a group. Gives a passive your team members, pets, and combos.

Stealth. Prevents enemies from seeing you. Increases sneak attack and flanking damage.

Would you want to see this? What would you add?

Cinnder
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If these would be measured

If these would be measured numerically, my preference would be no.

One of the things I liked best about CoX was that it could be played without ever having to see or think about the numeric values for a character's abilities. Sure, the numbers were available for those who like to work with them, but one could also play with no knowledge of the actual stats behind abilities -- e.g. this power damages my enemies and might knock them down; if I add an Accuracy enhancement I am more likely to hit; whereas if I add a Damage enh I'll hurt them more.

Whilst I occasionally looked at a numeric value or two, I played for most of the 7 years without doing so. For me, it was more immersive, like the comics or films. When they gave Cap his shield, we knew his defence went up, but no one said "by 300 points." OK, ok, sometimes Iron Man gets numeric data ("Power at 400% capacity.") but for the most part, you don't see numbers outside of games, and I don't want to be reminded it's a game more than I have to be.

On the other hand, I firmly believe they should be available for those who want them. I just don't want to be forced to view my characters in numeric terms unless absolutely necessary (like level).

Just my preference.

Spurn all ye kindle.

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Completely against this. All

Completely against this. All this does is encourage gear with stats attached to them. Then comes the Min/Maxing. Then comes the "Magic Gear Number" required to do certain events. I'd rather stick to Enhancements/Boosts like talked about and that CoH had. I hated trying to figure out what "Stats" I wanted when it came to games like NW. I'd inevitably have to sacrifice one thing for another just because the item I picked up was blue vs. green and you needed blue items just to be able to run the end content.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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oOStaticOo wrote:
oOStaticOo wrote:

Completely against this. All this does is encourage gear with stats attached to them. Then comes the Min/Maxing. Then comes the "Magic Gear Number" required to do certain events. I'd rather stick to Enhancements/Boosts like talked about and that CoH had. I hated trying to figure out what "Stats" I wanted when it came to games like NW. I'd inevitably have to sacrifice one thing for another just because the item I picked up was blue vs. green and you needed blue items just to be able to run the end content.

This, a thousand times this.

Sure, my main may have been crazy min/maxed for end game TFs and the Incarnate trials with 50%+ defense while solo without having barrier destiny, but sacrifices were made offensively to do that. I still had a decent attack chain and Venom grenade helped melt things a little quicker. The fact that she brought everyone on the team an extra 20% defense from doubled maneuvers was just icing on a cake of awesome...but not everyone wants to deal with that. Even I didn't want to deal with that all the time and I had a lot of alts and concept characters so I could take a break from near-invincibility.

The fact is, not everyone likes being forced to look under the hood of their character and play around with numbers all the time. Many people were perfectly happy to play the game with SO's and not bother with IOs other than to have enhancements that didn't up and die every 5 levels. Stats would force everyone to look under the hood and be an extra layer of complexity that isn't needed and would only make balance suffer in the long run.

"Why does our tank only have XX constitution instead of XXX+?"
"I'm tanky enough with my powers so I built for damage instead."
"*kick* Build right next time!"

You know it would happen, they would be the annoying minority like bAEbies that didn't know where the RWZ was despite having a dozen 50's.

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Cinnder
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Voldine wrote:
Voldine wrote:

The fact is, not everyone likes being forced to look under the hood of their character...

Besides, some of my characters didn't even have hoods!

Spurn all ye kindle.

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While there are some great

While there are some great examples of superhero games that are purely stat based (such as Champions based on the [url=http://en.wikipedia.org/wiki/Hero_System]HERO system[/url]) I would have to agree with Cinnder and oOStaticOo that I would prefer to keep CoT (like CoH) statless. The whole point of the structured powerset system is to avoid the need for personalized stats. It's sort of like how you have some cars that run on gasoline and others that run on diesel. A "stats mixed with powersets" hybrid would be like attempting to make a car that could run both ways - it wouldn't work very well.

Besides the idea that stats like these could be used to determine (for instance) the "fastest" single speeder in the game is fundamentally flawed anyway. Under a stats based system the scale would have a definite lowest and highest value (like 1 to 100 or 3 to 18). Even if CoT worked on a 1 to 1000 scale it would likely be relatively easy for multiple people to "max out" their speed stat at 1000. You'd never really be able to say that anyone could possibly ever be fastest, strongest or smartest because everyone would be using the same scales.

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I'm sorry but a system like

I'm sorry but a system like this could have all the negative impacts other have said plus very seldom are you completely free in choosing your stats. Too often you are limited by gear, level or they become set once chosen.

Besides, the game will have a form of stats....they just call them boosts and will offer enough freedom for you to do almost anything you are asking for.

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There will be stats, the only

There will be stats, the only questions are how easy will it be to tell what they are and how easy it would be to change them. That is, unless all characters are functionally identical, which I would think unlikely.

If a Partisan and a Sentinel both attacked a single target, I would expect the Partisan to do more damage, though maybe not by much. If a Partisan attacked a Bulwark, I would expect him to do less damage than if he attacked another Partisan. The game system will have values assigned to variables that will tell how likely an attacker is to hit a given target, and how much damage it will do. If there is stealth, there will be a way for the game to tell how close to a given enemy the stealthy character can get without being seen. If objects can be picked up, the game will have a way to tell if this character can pick up that object.

If, once I've chosen the class/spec for my character, the only way to change those stats is by applying boosts, it would be useful to know whether this boost does more for me than that boost, especially if I have to choose between them. If all boosts affecting the same abilities are equal, then the number of such boosts is, effectively, a stat.

One point with regard to CO: The effect of the stats you see when you look at your character summary on the variables the game system used were apparently not linear, there were points of diminishing returns. And at one point, they changed what those effects were drastically. I never bothered finding out where the diminishing returns points were, I just chose upgrades that helped my super stats and (if it wasn't one already) my Recovery over upgrades that helped other stats, and tried to keep my Offense and Defense fairly close.

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Foradain wrote:
Foradain wrote:

There will be stats, the only questions are how easy will it be to tell what they are and how easy it would be to change them. That is, unless all characters are functionally identical, which I would think unlikely.
If a Partisan and a Sentinel both attacked a single target, I would expect the Partisan to do more damage, though maybe not by much. If a Partisan attacked a Bulwark, I would expect him to do less damage than if he attacked another Partisan. The game system will have values assigned to variables that will tell how likely an attacker is to hit a given target, and how much damage it will do. If there is stealth, there will be a way for the game to tell how close to a given enemy the stealthy character can get without being seen. If objects can be picked up, the game will have a way to tell if this character can pick up that object.
If, once I've chosen the class/spec for my character, the only way to change those stats is by applying boosts, it would be useful to know whether this boost does more for me than that boost, especially if I have to choose between them. If all boosts affecting the same abilities are equal, then the number of such boosts is, effectively, a stat.
One point with regard to CO: The effect of the stats you see when you look at your character summary on the variables the game system used were apparently not linear, there were points of diminishing returns. And at one point, they changed what those effects were drastically. I never bothered finding out where the diminishing returns points were, I just chose upgrades that helped my super stats and (if it wasn't one already) my Recovery over upgrades that helped other stats, and tried to keep my Offense and Defense fairly close.

"Stats" in the sense that there may be inherent differences between Tankers and Scrappers, maybe, but not "STATS" in the classic sense of "I can raise my Str Mod if I wear this Belt of Giant Strength". I CoH had the former, DnD has the latter. I think a CoH "spiritual successor" will probably be more the former. Of course, anything that modifies the numbers that your actual powers use when you attack or get attacked is a form of "stat manipulation" but not really, in the sense that you, the player, are not looking at your inherent "Strength" stat and trying to raise it, etc.

R.S.O. of Phoenix Rising

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I don't want stats but I do

I don't want stats but I do want attributes. I liked that Neverwinter let the role you chose decide how attributes affected your character.

I prefer the Marvel Heroes version where there are just "levels" of stats. If you have level 8 energy you get this bonus.. but it's NOT 600 or something.

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Lothic wrote:
Lothic wrote:

Besides the idea that stats like these could be used to determine (for instance) the "fastest" single speeder in the game is fundamentally flawed anyway. Under a stats based system the scale would have a definite lowest and highest value (like 1 to 100 or 3 to 18). Even if CoT worked on a 1 to 1000 scale it would likely be relatively easy for multiple people to "max out" their speed stat at 1000. You'd never really be able to say that anyone could possibly ever be fastest, strongest or smartest because everyone would be using the same scales.

This is usually true because it makes balancing things much easier, but it is possible to go with an approach where you asymptotically approach a cap rather than just max it out. That only works for systems where you increase a value by continually doing something, not a system where the value is determined by what gear/boosts/enhancements you're equipped with, however. I am pretty sure CoT isn't going to go with this method, but say you could combine any number of speed boosting enhancements, and their effect would add together like this:

Speed Cap/(Speed Cap + Speed Cap/(Number of Combined Boosts) )

Someone who got and combined 3 boosts would end up at 75% of the speed cap, while someone who combined 10,000 boosts would end up at 99.99% of the speed cap. There would most definitely be a fastest character using a system like this, as most people would just combine 5 or 6 of the boost they want, but some people would go crazy trying to compete to be the best, even if it ends up being a small difference.

Actually, allowing for infinite enhancement combines like that might not be a bad idea. That could be a decent money sink, lets you do something with random boosts that drop when you're already enhanced, and doesn't affect performance too much.

That being said, I would prefer not to have stats like strength/speed/dexterity in a game like this. I am more happy with specific things like accuracy, hit points, and damage than having all of those things be derived from named stats.

Lothic
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7thGate wrote:
7thGate wrote:

Lothic wrote:
Besides the idea that stats like these could be used to determine (for instance) the "fastest" single speeder in the game is fundamentally flawed anyway. Under a stats based system the scale would have a definite lowest and highest value (like 1 to 100 or 3 to 18). Even if CoT worked on a 1 to 1000 scale it would likely be relatively easy for multiple people to "max out" their speed stat at 1000. You'd never really be able to say that anyone could possibly ever be fastest, strongest or smartest because everyone would be using the same scales.

This is usually true because it makes balancing things much easier, but it is possible to go with an approach where you asymptotically approach a cap rather than just max it out. That only works for systems where you increase a value by continually doing something, not a system where the value is determined by what gear/boosts/enhancements you're equipped with, however. I am pretty sure CoT isn't going to go with this method, but say you could combine any number of speed boosting enhancements, and their effect would add together like this:
Speed Cap/(Speed Cap + Speed Cap/(Number of Combined Boosts) )
Someone who got and combined 3 boosts would end up at 75% of the speed cap, while someone who combined 10,000 boosts would end up at 99.99% of the speed cap. There would most definitely be a fastest character using a system like this, as most people would just combine 5 or 6 of the boost they want, but some people would go crazy trying to compete to be the best, even if it ends up being a small difference.
Actually, allowing for infinite enhancement combines like that might not be a bad idea. That could be a decent money sink, lets you do something with random boosts that drop when you're already enhanced, and doesn't affect performance too much.
That being said, I would prefer not to have stats like strength/speed/dexterity in a game like this. I am more happy with specific things like accuracy, hit points, and damage than having all of those things be derived from named stats.

I would argue that even if CoT were to use some convoluted asymptotically based scale for something like speed that there would always be more than just one person out there who'd be crazy enough to want to toss in the 10,000+ boosts (using your example) to max it as far as possible.

I'll grant that under your hyperbolic scenario there could in fact be a "fastest" person out there at any given moment. But you'd have to agree that the technical differences between the top people in that case would be so small (1/1000 of a MPH or less) that there would be no practical or observable difference in-game. Also these differences would be so slight that I'd imagine the "title" of top speeder could fluctuate between the highest 3 or 4 players multiple times a day ruining any "cool bagging rights" factor this might have. What's the point of being awarded "top speeder in the game" when that title might be flipped to someone else within a few minutes (or even seconds)?

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JayBezz wrote:
JayBezz wrote:

I don't want stats but I do want attributes. I liked that Neverwinter let the role you chose decide how attributes affected your character.
I prefer the Marvel Heroes version where there are just "levels" of stats. If you have level 8 energy you get this bonus.. but it's NOT 600 or something.

I too like the way NW handled attribute except for the locked in aspect of it. There was also the problem of EXTREMLY limited control over those attributes and how very little they affected the overall game. Still it was a DnD game so one of the core concepts of DnD had to be in there.

But I still argue that Marvels stats are actually a watered down version of CoX's enhancments. Instead of having a single global boost to damage or recharge or whatever, CoX character could choose what powers to influence and by how much. Sure not every aspect of a character could be influenced but still a lot more could be customized than marvel.

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Foradain wrote:
Foradain wrote:

There will be stats, the only questions are how easy will it be to tell what they are and how easy it would be to change them. That is, unless all characters are functionally identical, which I would think unlikely.
If a Partisan and a Sentinel both attacked a single target, I would expect the Partisan to do more damage, though maybe not by much. If a Partisan attacked a Bulwark, I would expect him to do less damage than if he attacked another Partisan. The game system will have values assigned to variables that will tell how likely an attacker is to hit a given target, and how much damage it will do. If there is stealth, there will be a way for the game to tell how close to a given enemy the stealthy character can get without being seen. If objects can be picked up, the game will have a way to tell if this character can pick up that object.

This speaks to game mechanics that have not been finalized. One can only assume that archetype (for lack of a better term) and power choices will be factors and would have a way to be influenced by player choice as that's largely the devs goal.

Foradain wrote:

If, once I've chosen the class/spec for my character, the only way to change those stats is by applying boosts, it would be useful to know whether this boost does more for me than that boost, especially if I have to choose between them. If all boosts affecting the same abilities are equal, then the number of such boosts is, effectively, a stat.

Even back before Mids or the details tab in CoX it was fairly easy to understand just how much an enhancement would influence a power. Better yet if you didn't like that enhancement you could change it.

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The Matrix Online The

The Matrix Online The Operative Tree is nearly as low as it goes. You won’t spend much time here so it is not too complex in how you should level up. By the time you exit the Tutorial you should be level two. Make sure to go to your Status panel and level up the Awakened Ability, and, if you have the resources, level up Combat Insight as well. Also, go to the tab at the end of the Status menu and spend the points you get at every level. Again, you have to look forward when boosting your Statistics. If you plan on being a firearms specialist, boost Perception. If you want to go the hand-to-hand route, boost Perception and Vitality. If you are going Spy, raise Focus and Perception.

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dawnofcrow wrote:
dawnofcrow wrote:

The Matrix Online The Operative Tree is nearly as low as it goes. You won’t spend much time here so it is not too complex in how you should level up. By the time you exit the Tutorial you should be level two. Make sure to go to your Status panel and level up the Awakened Ability, and, if you have the resources, level up Combat Insight as well. Also, go to the tab at the end of the Status menu and spend the points you get at every level. Again, you have to look forward when boosting your Statistics. If you plan on being a firearms specialist, boost Perception. If you want to go the hand-to-hand route, boost Perception and Vitality. If you are going Spy, raise Focus and Perception.

I am not sure what you are saying with this post. Are you using this as an example of what to do or what not to do

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dawnofcrow wrote:
dawnofcrow wrote:

The Matrix Online... Again, you have to look forward when boosting your Statistics. If you plan on being a firearms specialist, boost Perception. If you want to go the hand-to-hand route, boost Perception and Vitality. If you are going Spy, raise Focus and Perception.

One thing I personally would hate is to have to plan ahead to make certain abilities available. In CoX, I rarely planned ahead. I'd pick a primary & secondary and then enjoy the surprise every time I got access to a new power. I fully support making planning possible for those who wish to do it, but I don't want to be forced into planning like this.

Spurn all ye kindle.

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I see no reason to graft

I see no reason to graft Attributes onto CoH. Keep it simple.

Be Well!
Fireheart

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Cinnder wrote:
Cinnder wrote:

One thing I personally would hate is to have to plan ahead to make certain abilities available. In CoX, I rarely planned ahead. I'd pick a primary & secondary and then enjoy the surprise every time I got access to a new power. I fully support making planning possible for those who wish to do it, but I don't want to be forced into planning like this.

for me planning possible for skill and stats Of course everyone's taste is different, Just a thought

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i completely agree with the

i completely agree with the no attributes approach. one of the best things i liked about coh is that i really had no need to look at the numbers, just slotted enhancments in a power after picking it and started to hand out some justice. i never really thought about it until i read this post but i certainly prefer the coh way of handling this

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Slotting in enhancements in

Slotting in enhancements in powers is no different than having attributes to put points into. Min/Max? Yeah, even with SOs, I'm sure people increased those stats however they thought was best.

Did anyone here on the forums really just go "Oh, this power takes ENDRED Enhancements, let me put 6 into this power"?

Whether they go this route or not (doubtful, as they don't see to really want to make anything new with the system and stick almost identical to CoH) what the against seem to be saying is "I like to make my min/max easier on me!"

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Brand X wrote:
Brand X wrote:

Slotting in enhancements in powers is no different than having attributes to put points into. Min/Max? Yeah, even with SOs, I'm sure people increased those stats however they thought was best.
Did anyone here on the forums really just go "Oh, this power takes ENDRED Enhancements, let me put 6 into this power"?
Whether they go this route or not (doubtful, as they don't see to really want to make anything new with the system and stick almost identical to CoH) what the against seem to be saying is "I like to make my min/max easier on me!"

Actually, it is, as I've already pointed out above, because one could allocate Enhs without ever having to think about specific numbers. I didn't min/max at all. I just knew if I slotted a yellow I was more likely to hit. To this day I can't tell you exactly by how much. I believe the reason most of us are arguing to do it the way CoX did was because it allowed people who didn't want numbers to avoid having to see or think about them, but provided full numerical transparency for those who did. Why change a system that supported both preferences?

Spurn all ye kindle.

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Because, with enhancements,

Because, with enhancements, you could choose how you wanted That Power to work, without affecting the character itself. Attributes belong to the character and affect Everything.

Elsewhere, we were discussing 'Global' enhancement slots, but you still don't have the headache of asking yourself, "Do I want Strength, or Agility, or Intelligence?" and then trying to balance that against your archetype. You have questions about Accuracy, Damage, Recharge, or Efficiency and they are Direct in their application, so there's not much math involved.

Simpler.

Be Well!
Fireheart

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I liked the enhancementsystem

I liked the enhancementsystem, but also missed some kinds of attributes in CoH. Nothing says they have to be complex, or have gear that buff them. What if all hereos start with certain amount, and then they'll never change? The importance would be to make them equally valuable. I truly hope we get to manipulate our enviroment this time, lift heavy objects and such. What would deside who can lift how much?

You could go with powers that let you manipulate these things. Telekinesis, air control and super strength. But that would be like you're either normaly strong or superstrong. No middle ground. Op mentined the new Marvel game, and I believe they actually made attributes simple and fun (however they let the players level them a tad to much, and add an additional +1 through gear ending in my Punisher being able to carry cars =). The attributes in Marvel gives minor buffs to various powers. Speed ads a minor movement buff, strength a minor dmg buff to physical attacks and determines what you can lift etc. No biggie, mostly flavor.

What attributes could we have fun with in CoT, and how can we limit them to not be OP or a must have? Well without giving this a major thought these come to mind. These are just examples on the top of my head.

Strength 1 - normal str, no buffs. Able to lift trashcans and such
Strength 2 - 5% buff on melee physical attacks. Able to lift objects up to a metric ton
Strenght 3 - 10% buff on melee physical attacks. Able to lift ojects above a metric ton, ie cars and such.

Speed 1 - no buff
Speed 2 - 5% recharge and movement buff
Speed 3 - 10 % recharge and movment buff

Precision 1 - no buff
Precision 2 - 5% accuracy buff, 2% crit chance
Precision 3 - 10% accuracy buff, 4% crit chance

Power 1 - no buff
Power 2 - 5% damage buff for non physical attacks
Power 3 - 10% damage buff for non physical attacks

Stamina 1 - no buff
Stamina 2 - 5% resistance to damage
Stamina 3 - 10% resistance to damage

Agility 1 - no buff
Agility 2 - 2% dodge chance
Agility 3 - 4% doge chance

Now let every hero start with rank 2 in all of them, and then have a - and a + next to each. You can lower one, and raise another. One could argue that if rank 2 is the norm then that's the one that should have no buff, and rank one should lower the basic values. Yes, but noone wants to feel weaker than the norm, right? In my oppinion It's better to just have a small buff and a bigger one =)

Now with these attributes I really do not see anything gamebreaking. They're minor, thery're there mostly for flavor. Remove the actual numbers from the ui and call it a minor or a small buff and we pretty much have a very simple but fun attributes system that helps us tweak our character a bit more towards our concepts =)

-----[ Rad ]-----

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Cinnder and Fireheart hit the

Cinnder and Fireheart hit the key points of what I like to see in a game, and why CoH worked so well to create fun playable characters and spread the alt-itis.

Direct - no confusion over how to enhance what I want to enhance. CO and Neverwinter are examples of what I don't like to see in attributes / stats, where they either work differently for different classes or have unclear effects on how well the character will actually survive and fight. Even worse is when developers repeatedly tweak hidden layers of this obfuscated scheme (such as how "dexterity" and "deflect points" translate into an actual chance to deflect an attack), making it unnecessarily difficult to map a patch note's effects onto gameplay...assuming they bother to note it at all.

Optional - I loved Mids, IOs, and the in-game combat attributes viewer. My mother could safely ignore all of that, and still enjoy the game as a new player. Although she started only a month before shutdown and never had a chance to join a task force, I wasn't worried that some team leader (or the game itself) would enforce an abstract gear score limit on her. In my experience, we as players were usually very accepting of casual playstyles, and CoH set that expectation by design. Outside of trials, there was basically no way for a casual player to hinder a team's success, so everyone could have fun in that relaxed team environment.

More Flexibility - I could enhance my character's stats via IOs, and adjust my powers individually with far greater freedom than other games allow. I wasn't stuck in some rigid ability tree, spending points to get 1% more damage on some unused power just to reach the thing I really wanted. That made each character more unique, and it was easy to make two blasters that played very differently, which made even my 50th time through CoH content more enjoyable than my 5th alt in any other game (CO, NW, STO, Rift, and so on).

cybermitheral
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I like stats. Im a min/maxer

I like stats. Im a min/maxer to a certain extent.
But I liked how CoH did its stats, just wanted more customisation.
My stats were Def (types/positions), Resistance (types), ToHit/Acc, Regen, EndRec, etc.
My Strength, Dex, Con, Int, Wis, Cha doesn't matter. Is it Str or Dex that helps a Shield Defence Tank? Str to hold the shield for hours at a time and take the hits repeatedly on the shield? Dex to angle the shield to deflect the attacks so the full force doesn't impact the shield?

I don't think you'll be able to have "The Strongest Character in the world" as there will be a cap (there is always a cap, and if not a cap then running out of ways to increase that stat) and more than one person will be able to hit it. So then you have The Strongest 12487 Characters in the world. Yay...

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oOStaticOo wrote:
oOStaticOo wrote:

Completely against this. All this does is encourage gear with stats attached to them. Then comes the Min/Maxing. Then comes the "Magic Gear Number" required to do certain events. I'd rather stick to Enhancements/Boosts like talked about and that CoH had. I hated trying to figure out what "Stats" I wanted when it came to games like NW. I'd inevitably have to sacrifice one thing for another just because the item I picked up was blue vs. green and you needed blue items just to be able to run the end content.

Why not have both? Have the same enhancement slots for every single power you have. And then have enhancement slots for your general self which will improve all your powers based on what stats you're adding enhancements to.

So it would kind of look like this.

O = Enhancements

=Attributes=
Strength: O O O O O O
Constitution: O O O O O O O O
Agility: O O O
Intelligence: O O O O
Fighting Skill: O O O O

=Powers=
Power Punch: O O O O O
Uppercut: O O O O O
Super Kick: O O O

The attribute enhancements will effect all your powers based on what type of powers they are like. Melee type powers are increased further in damage from Strength enhancements, ranged type powers improved further with agility enhancements.

Lothic
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RUMBOGUTHORUMOR wrote:
RUMBOGUTHORUMOR wrote:

Why not have both? Have the same enhancement slots for every single power you have. And then have enhancement slots for your general self which will improve all your powers based on what stats you're adding enhancements to.
So it would kind of look like this.
O = Enhancements
=Attributes=
Strength: O O O O O O
Constitution: O O O O O O O O
Agility: O O O
Intelligence: O O O O
Fighting Skill: O O O O
=Powers=
Power Punch: O O O O O
Uppercut: O O O O O
Super Kick: O O O
The attribute enhancements will effect all your powers based on what type of powers they are like. Melee type powers are increased further in damage from Strength enhancements, ranged type powers improved further with agility enhancements.

First off be careful of necroposting next time - you resurrected a thread that had been dead for over 3 years now. ;)

Beyond that you have to ask yourself what purpose are your "character attributes" serving in the game other than as modifers to your powers. I mean if your Strength attribute doesn't serve any other independent purpose in the game other than to modify powers that might be strength oriented then why not just add enhancements directly to the specific powers and "skip the middle man" of having attributes.

There's nothing wrong with having character atrributes in a game and there's nothing wrong with having "slottable powers" in a game but trying to have both is a bit of an overkill. I'm not sure you're getting anything benefical from that other than an extra layer of complication.

CoH player from April 25, 2004 to November 30, 2012
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blacke4dawn
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RUMBOGUTHORUMOR wrote:
RUMBOGUTHORUMOR wrote:

oOStaticOo wrote:
Completely against this. All this does is encourage gear with stats attached to them. Then comes the Min/Maxing. Then comes the "Magic Gear Number" required to do certain events. I'd rather stick to Enhancements/Boosts like talked about and that CoH had. I hated trying to figure out what "Stats" I wanted when it came to games like NW. I'd inevitably have to sacrifice one thing for another just because the item I picked up was blue vs. green and you needed blue items just to be able to run the end content.
Why not have both? Have the same enhancement slots for every single power you have. And then have enhancement slots for your general self which will improve all your powers based on what stats you're adding enhancements to.
So it would kind of look like this.
O = Enhancements
=Attributes=
Strength: O O O O O O
Constitution: O O O O O O O O
Agility: O O O
Intelligence: O O O O
Fighting Skill: O O O O
=Powers=
Power Punch: O O O O O
Uppercut: O O O O O
Super Kick: O O O
The attribute enhancements will effect all your powers based on what type of powers they are like. Melee type powers are increased further in damage from Strength enhancements, ranged type powers improved further with agility enhancements.

No thanks, if we are going to have some form of general slots then please just make them neutral.

The big problem here as I see it is that such stats as str, con, agi and so fourth usually means they are "bound" (for a lack of a better term) to certain classes and thus essentially dictates what you should focus on. There is also the problem of properly setting them in a superhero game due to the varied ways we can powers, f.i superstrength can both be physical and magical (and probably more) in nature and thus not guarantied to always rely on strength.

There's also the problem that we would effectively have to have two sets enhancements with this system, one for the stats and one for the powers. Because honestly how do you translate endMod on the stats, or most of the enhancements on constitution. Sure you could set that each power scales by a certain percent from one or more stats but then that would "break" the aesthetic decoupling since the powers could have any source (physical, magic, psionic and more), and many sub-categories within those sources and not all of them will depends on the same stats.

RUMBOGUTHORUMOR
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Lothic wrote:
Lothic wrote:

RUMBOGUTHORUMOR wrote:
Why not have both? Have the same enhancement slots for every single power you have. And then have enhancement slots for your general self which will improve all your powers based on what stats you're adding enhancements to.
So it would kind of look like this.
O = Enhancements
=Attributes=
Strength: O O O O O O
Constitution: O O O O O O O O
Agility: O O O
Intelligence: O O O O
Fighting Skill: O O O O
=Powers=
Power Punch: O O O O O
Uppercut: O O O O O
Super Kick: O O O
The attribute enhancements will effect all your powers based on what type of powers they are like. Melee type powers are increased further in damage from Strength enhancements, ranged type powers improved further with agility enhancements.
First off be careful of necroposting next time - you resurrected a thread that had been dead for over 3 years now. ;)
Beyond that you have to ask yourself what purpose are your "character attributes" serving in the game other than as modifers to your powers. I mean if your Strength attribute doesn't serve any other independent purpose in the game other than to modify powers that might be strength oriented then why not just add enhancements directly to the specific powers and "skip the middle man" of having attributes.
There's nothing wrong with having character atrributes in a game and there's nothing wrong with having "slottable powers" in a game but trying to have both is a bit of an overkill. I'm not sure you're getting anything benefical from that other than an extra layer of complication.

Well you call it complication, I just see it as another facet of customization especially in the matter of thematic reasons that is tied to gameplay plus it can offer people other ways to set up a character that is different from another, having different advantages in combat than another that needs to be figured and dealt with creating more immersion and additional gameplay setup.

And when I meant thematic reasons it could be a character who's strength is really good but he's not very skilled in his powers and is just strewn across being good at them all liberally or it could be someone with a lot of skill in his powers in terms of accuracy and damage but focuses more on being good at those skills and not spreading it all out with stats.

blacke4dawn
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RUMBOGUTHORUMOR wrote:
RUMBOGUTHORUMOR wrote:

Lothic wrote:
RUMBOGUTHORUMOR wrote:
Why not have both? Have the same enhancement slots for every single power you have. And then have enhancement slots for your general self which will improve all your powers based on what stats you're adding enhancements to.
So it would kind of look like this.
O = Enhancements
=Attributes=
Strength: O O O O O O
Constitution: O O O O O O O O
Agility: O O O
Intelligence: O O O O
Fighting Skill: O O O O
=Powers=
Power Punch: O O O O O
Uppercut: O O O O O
Super Kick: O O O
The attribute enhancements will effect all your powers based on what type of powers they are like. Melee type powers are increased further in damage from Strength enhancements, ranged type powers improved further with agility enhancements.
First off be careful of necroposting next time - you resurrected a thread that had been dead for over 3 years now. ;)
Beyond that you have to ask yourself what purpose are your "character attributes" serving in the game other than as modifers to your powers. I mean if your Strength attribute doesn't serve any other independent purpose in the game other than to modify powers that might be strength oriented then why not just add enhancements directly to the specific powers and "skip the middle man" of having attributes.
There's nothing wrong with having character atrributes in a game and there's nothing wrong with having "slottable powers" in a game but trying to have both is a bit of an overkill. I'm not sure you're getting anything benefical from that other than an extra layer of complication.
Well you call it complication, I just see it as another facet of customization especially in the matter of thematic reasons that is tied to gameplay plus it can offer people other ways to set up a character that is different from another, having different advantages in combat than another that needs to be figured and dealt with creating more immersion and additional gameplay setup.
And when I meant thematic reasons it could be a character who's strength is really good but he's not very skilled in his powers and is just strewn across being good at them all liberally or it could be someone with a lot of skill in his powers in terms of accuracy and damage but focuses more on being good at those skills and not spreading it all out with stats.

No, it actually pigeonholes people into going for specific stats that may be the complete opposite of their intended theme for the character. Even if I play a melee character all of my "fighting strength" can come from magic psionics or even technology (think exosuit), none of those really rely on my personal physical strength to throw a punch. However with your suggestion they would be pigeonholed into it due to the aesthetic decoupling.

This is the main problem of bringing stats into this kind of game, they may not make sense for some (most?) characters.

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I'm pretty much against the

I'm pretty much against the stats idea because it steps on the toes of the power sets a lot. If one of my inherent stats is physical strength, just having a high score in that is a superpower, but then it ought to be a power set probably, or a tertiary, or a mastery, etc.

In CoX. there were no stats. Early on, a lot of people saw a lot of use in taking the Fitness pool (Health, Stamina, etc). That pool was basically a set of powers that could be thought of as your inherent base stats in CoX, your natural regen rate, your natural endo recovery rate, your jump height, and your movement rate when not employing Super Speed. When they made Fitness an inherent set that everyone got, due to it's broad applicability to almost every build, Inherent Fitness was as close as we ever got to "stats". I'd be okay with something like that. Maybe even add in the basic melee attack everyone gets (if we get one, like Brawl). But those are still specific powers that just do specific things, they don't make other powers different or better and you can't crank them up to epic proportions and make them "super" really, even 6-slotted.

R.S.O. of Phoenix Rising

Brand X
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blacke4dawn wrote:
blacke4dawn wrote:

RUMBOGUTHORUMOR wrote:
Lothic wrote:
RUMBOGUTHORUMOR wrote:
Why not have both? Have the same enhancement slots for every single power you have. And then have enhancement slots for your general self which will improve all your powers based on what stats you're adding enhancements to.
So it would kind of look like this.
O = Enhancements
=Attributes=
Strength: O O O O O O
Constitution: O O O O O O O O
Agility: O O O
Intelligence: O O O O
Fighting Skill: O O O O
=Powers=
Power Punch: O O O O O
Uppercut: O O O O O
Super Kick: O O O
The attribute enhancements will effect all your powers based on what type of powers they are like. Melee type powers are increased further in damage from Strength enhancements, ranged type powers improved further with agility enhancements.
First off be careful of necroposting next time - you resurrected a thread that had been dead for over 3 years now. ;)
Beyond that you have to ask yourself what purpose are your "character attributes" serving in the game other than as modifers to your powers. I mean if your Strength attribute doesn't serve any other independent purpose in the game other than to modify powers that might be strength oriented then why not just add enhancements directly to the specific powers and "skip the middle man" of having attributes.
There's nothing wrong with having character atrributes in a game and there's nothing wrong with having "slottable powers" in a game but trying to have both is a bit of an overkill. I'm not sure you're getting anything benefical from that other than an extra layer of complication.
Well you call it complication, I just see it as another facet of customization especially in the matter of thematic reasons that is tied to gameplay plus it can offer people other ways to set up a character that is different from another, having different advantages in combat than another that needs to be figured and dealt with creating more immersion and additional gameplay setup.
And when I meant thematic reasons it could be a character who's strength is really good but he's not very skilled in his powers and is just strewn across being good at them all liberally or it could be someone with a lot of skill in his powers in terms of accuracy and damage but focuses more on being good at those skills and not spreading it all out with stats.
No, it actually pigeonholes people into going for specific stats that may be the complete opposite of their intended theme for the character. Even if I play a melee character all of my "fighting strength" can come from magic psionics or even technology (think exosuit), none of those really rely on my personal physical strength to throw a punch. However with your suggestion they would be pigeonholed into it due to the aesthetic decoupling.
This is the main problem of bringing stats into this kind of game, they may not make sense for some (most?) characters.

Ironman in PnP RPGs would still have a high strength, it would just be when in the armor.

That said, there's no reason you couldn't put points into strength for the tech suit to simulate increased strength. Unless the problem you have with that, is when the costume slot isn't wearing the armor, to which I would think, what does it matter then? You're RPing at that point, so you wouldn't be running a mission outside of it anyways, it'd be text based RP.

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Why add the extra step of

Why add the extra step of choosing stats, when it's all about the powers anyway? This isn't a Stats game. The game mechanics have no place for stats. We aren't going to be lifting weights, or wrastlin' gators, and 'Intelligence' is going to be dependent on the Player.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

Why add the extra step of choosing stats, when it's all about the powers anyway? This isn't a Stats game. The game mechanics have no place for stats. We aren't going to be lifting weights, or wrastlin' gators, and 'Intelligence' is going to be dependent on the Player.

Bottomline... this.

Having character stats is important when a game is fundamentally -based- on those stats. For example D&D relies on the Strength stat for possible mods to-hit and damage and the Dexterity stat for mods to armor class. But for games like CoH and CoT that are totally powers-based stats serve no functional purpose.

Powers (and how those powers are slotted) are what's going to define a character in CoT. Vaguely defined physical qualities (such as Strength or Constitution) are all going to be RELATIVE to whatever powers you have.

CoH player from April 25, 2004 to November 30, 2012
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I know I personally liked in

I know I personally liked in how in CO one can have a blaster and still make them look like they had super strength, because it had that stat option.

In CoH, other than roleplaying, how would one show they have super strength while also being an energy blaster?

Foradain
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Brand X wrote:
Brand X wrote:

I know I personally liked in how in CO one can have a blaster and still make them look like they had super strength, because it had that stat option.
In CoH, other than roleplaying, how would one show they have super strength while also being an energy blaster?

Use an animation of picking up a manhole cover and throwing it like a frisby for one of your ranged attacks?
Use a super-strength appropriate animation for your token melee attack?
I hope other ideas will show up in the Available Animations.

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Brand X
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Not sure the manhole cover

Not sure the manhole cover would be enough, but maybe some animations can help, we'll see.

Lothic
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Brand X wrote:
Brand X wrote:

In CoH, other than roleplaying, how would one show they have super strength while also being an energy blaster?

Are you suggesting that every character have some kind of inherent "weight lifting" power that would let them show off to other players how much weight the character can lift? Otherwise I'm not sure how/why you'd want to "show" others your physical strength as ANY kind of character much less as an energy blaster.

In terms of "showing" other players how strong your character is you could always adjust your body sliders to make your guy/gal LOOK super strong. I mean if your guy looks like The Incredible Hulk it might be easy to simply take for granted you want other players to assume you're super-strong. On the other hand if you make your character look like a 98-pound wimp then I think most people would get you'd want to at least look physically weak for whatever reason. I guess you could call this "visual roleplaying".

I don't really think we need a "stat" to prove (or disprove) something that has no actual tangible effect in the game regardless.

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Tertiaries? Dunno, just

Tertiaries? Dunno, just thinking out loud.

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

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Besides, stats will be

Besides, stats will be computed from powers, augments, refinements, and so forth.

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

Brand X
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Lothic wrote:
Lothic wrote:

Brand X wrote:
In CoH, other than roleplaying, how would one show they have super strength while also being an energy blaster?
Are you suggesting that every character have some kind of inherent "weight lifting" power that would let them show off to other players how much weight the character can lift? Otherwise I'm not sure how/why you'd want to "show" others your physical strength as ANY kind of character much less as an energy blaster.
In terms of "showing" other players how strong your character is you could always adjust your body sliders to make your guy/gal LOOK super strong. I mean if your guy looks like The Incredible Hulk it might be easy to simply take for granted you want other players to assume you're super-strong. On the other hand if you make your character look like a 98-pound wimp then I think most people would get you'd want to at least look physically weak for whatever reason. I guess you could call this "visual roleplaying".
I don't really think we need a "stat" to prove (or disprove) something that has no actual tangible effect in the game regardless.

No, what I'm saying is, it's a reason stats aren't a terrible idea.

I'm not saying do it. Just there could be a reason for it. Of course, with CO, besides just lifting more, there's reasons to focus on STR for some people (Knock resist, and other STR Primary reasons).

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I'd rather these attributes

I'd rather these attributes be like auto powers, kind of how the fitness power pool was in CoX

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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