Stefan Gagne ([info]twoflower) wrote,
@ 2008-05-07 10:07:00
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Poking at Issue 12
ObSL: My new security system that will be built into 7Seas is coming along great. My proof of concept last night worked well, even under insane and impossible non-real-world load tests. It won't be unhackable but it will be unfeasibly stupid to try and hack considering it's just a silly little fishing game. A good balance between practicality and security.

Now, then! City of Heroes, Issue #12. It hit the test servers yesterday. I've barely scratched the surface, since I plan to do most of my work on it after it goes live (there's new mission arcs and such that I'm holding off on) but so far, I'm quite impressed. The QoL changes are huge, the VEATs are awesome, and my City of Planner sessions so far have been a success.

Yesterday I primarily focused on doing builds. I've got two stormies planned, a Plant/Storm Troller and a Thugs/Storm MM, and both are really tight builds. They're basically pretty dull folks until level 20, due to the need of a travel power and fitness... but after that point the storms start rolling in and we get some good craziness going on. Thankfully, since COH's levelling curve has been smoothed out, getting to 20 is no longer the painful chore it once was. I got my Archery/Ice blaster I rolled on a whim all the way to 20 in only a few weekend sessions, and I anticipate the same here.

All in all, I have four new characters planned...

Heroic Flora Fairchild (Plant/Storm Controller), a reroll of Flora since there's no faction-switch in place. I'll have to RP out a bit to get her relocated, including some tiebacks to my VEAT, but once that's done I can start doing the wrath-of-nature schtick in full. One minor disadvantage is that she's too sweet and acceptable to have anybody go "I don't trust this 'former' villain!" Even moments where I try to make my heroes like Street-Spirit be a little unacceptably unheroic get dismissed by other players, since we're all playing pretty modern-age heroes rather than silver-age. But that's fine -- it's NPC reactions that matter more, the civilians who don't know Flora beyond what they heard on CNN about her evil, evil villainry. Makes narrative sense.

Operative Thirteen (Crab Spider VEAT), a purely-ranged and support build. I'll have more on his story as we go along; he's like the opposite of Flora, a hero who fell instead of a hero who mistakenly fell. Should be a deliciously real villain instead of an antihero, with some good meta-twists.

Unspecified Character #1 (Thugs/Storm MM), which I want to play mostly because I've wanted a Thugs MM for a long time and I hate all the other secondaries. I haven't picked a concept here, yet, although it'll definitely either be screwball or true-villain. I'm currently pondering a weather controlling robot stolen by a bunch of thugs from a Paragon lab, who they've reprogrammed to be a straight up G thang. Word to your manufacturer and/or refurbisher, compute dis, my locally oriented organic companion units. ...problem is making a good robot/gangsta costume. Not easy.

Unspecified Character #2 (Mace/Dark Brute), armed with a pipe wrench. I just wanna beat people to death with a wrench, is that so wrong? (I seriously considered a wrench-beating tanker, just for the sheer incongruity of heroically caving in someone's skull with industrial steel.) Probably some sort of Jason Vorhees type, if I can get a GOOD mask going and not just standard COH facepaint.

...just to be safe here, before anybody asks, I'm NOT a violent nutball in real life, thank you very much. (And you shouldn't have to ask that question, anyway, Jack. It's just a video game.)


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[info]danel4d
2008-05-07 03:38 pm UTC (link)
I'm glad to hear that what you've seen of Issue 12 on the Test is good; I never use 'em myself, so I'll be waiting 'til it goes live - desperately trying to get a villain to level 50 before then so can I get access to the VEATs. Loose plans I have for Issue 12:

Purseweb (Crab Spider VEAT): Obviously dependent on me making 50; a young woman who grew up in the Rogue Isles - though she pretends to be from Paragon - and joined Arachnos just for a chance to get somewhere in life. Ruthless as hell.

The Solar Samurai (Katana/Fire Scrapper): Former Tsoo reborn upon stealing a mystical amulet that forced him to confront the harms he had wrought; now seeking to use his new powers to atone for his many crimes. My first ever character was a Katana Scrapper, and my first villain was a /Fire Brute, so this is kind of a nostalgia thing for me; also the magic origin'll tie into the new Midnight Squad content.

I also want to do a Thugs/Storm MM like you, though I haven't got a name. I keep trying to a do a Thugs MM with limited success - hopefully a whole new secondary - and XP curve smoothing - will help me through some of the nastier spots.

And of course, the constant QoL improvements sound nice too.

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[info]hit_people_guy
2008-05-07 03:57 pm UTC (link)
so what is I12 bringing down?

I haven't been keeping up - still pay tho

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[info]meagenimage
2008-05-07 04:55 pm UTC (link)
Inspiration combining!

Floaty power trays!

Full number description on *all* powers!

Contact window broken up into "Active", "Inactive" and "Broker/Detective"!

You can right-click on people's names in chat to invite/tell/ignore them!

...oh, and there's some new zones and plot and stuff.

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[info]hit_people_guy
2008-05-07 04:58 pm UTC (link)
huh, neat

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[info]pyromaniac_ks
2008-05-07 05:01 pm UTC (link)
Plus villain epic archetypes and new powersets for every AT in the game (except MM primaries).

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[info]hit_people_guy
2008-05-07 05:04 pm UTC (link)
what are the chances of gettnig people to help me bust the last 6 levels on mach? or should I jsut do it myself, as I am a FF/RO MM?

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[info]pyromaniac_ks
2008-05-07 05:32 pm UTC (link)
Well, if we're on when you're around, I'm sure we could arrange teamage of some description.

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[info]twoflower
2008-05-07 05:33 pm UTC (link)
After I12 hits we're all gonna have villyns in need of levellans. Some SKing up to 50 is just the ticket for mad xpies.

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[info]cmdr_zoom
2008-05-07 07:19 pm UTC (link)
I'll be glad to team with you.

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[info]raigne
2008-05-07 05:15 pm UTC (link)
I have a question about CoH/V. Is it something you have to be a fan of comic books and superheroes to enjoy, or can someone coming from the more stereotypical fantasy roleplaying background enjoy it?

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[info]meagenimage
2008-05-07 05:23 pm UTC (link)
I love fantasy and I have only a vague familiarity with superheroes and comic books, but I've been playing CoH for three years now. It is a very fun game, if you have someone to play it with.

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[info]dkellis
2008-05-08 01:16 pm UTC (link)
I don't actually like comic books (until some CoH players on the forums introduced a few to me), and I approach superheroes from the direction of anime (magical girls et al). I've also been playing for about three years, and I love it.

Of course, why I love it has changed over the years: first it was the New Game thing, then it was the thrill of levelling (see: MMORPG addiction), and now it's because I come up with horrible puns and bad jokes for character ideas.

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[info]midnightlurker
2008-05-07 05:28 pm UTC (link)
Assuming I ever manage to get a villain up to 50... and assuming the devs don't hit this character with the Generic Bat...

Arbiter Jenkins. ^.^

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[info]twoflower
2008-05-07 05:34 pm UTC (link)
Actually, Operative Jenkins makes a return appearance in the VEAT storylines. Although you could be his cousin. Lord knows there's plenty of Jenkins to go around.

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[info]meredy
2008-05-07 05:47 pm UTC (link)
You can skip travel powers until very late in the build if you do the first mayhem or safeguard mission for the jet pack. I never take a travel power till I exhaust all the easy-to-get free travel power temps.

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[info]twoflower
2008-05-07 06:49 pm UTC (link)
The problem with that is that in the late teens you gotta be building towards your Stamina. So unless you plan to get your travel AFTER Stamina you may as well start getting it early. I also hate relying on temps for anything... you CAN run out of them. You have to measure your time with them if you're relying on them.

The way I handle it in almost all of my builds is as follows.

1-10: Get core powers; the quick recharging bread and butter. Usually two attacks, or your ST mez for con/doms, and 1-2 buffs.

10-20: Focus on getting your fitness and travel line in gear (although I usually grab the travel prereq at 6). The slots you DON'T have to spend on these powers can be spent on fleshing out your core powers, ensuring they're fully slotted by the time you hit stamina and SOs.

20-30: Okay, by now you have your travel, you have your fitness, AND your core powers have been slotted out nicely. Now you can start dipping into the secondary and picking up later primaries, and you'll have the slots to do something with them right away, even if they aren't fully slotted. Odds are these powers would have been pain incarnate to run prior to SOs, anyway (heavy end burn or need to slot out its power to be of any use) so it's good to wait until the 20s for them...

30-40: Take your ending pri/sec powers, finish slotting your 20's out with the beefy amount of slots you get.

41-50: Patrons and epics, and feeding extra slots into anything that could use some extra range or endreduction. Take some mega-lowslot power at 49 so you can spread the slots around; some pool utility like Hasten, Assault, Hurdle, etc.

This pattern's worked really well for me. 1-10 I have new and exciting things happening all the time, 10-20 is a bit of a grind but under the new XP curve and with some friends helping you can go through it quick, and everything after that is awesome. 40-50 can be dull city, though, since they take a long time to get through; maybe the new curve will help there?

Edited at 2008-05-07 06:50 pm UTC

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[info]cmdr_zoom
2008-05-07 07:28 pm UTC (link)
That's pretty much what I do, except for my few characters who don't take Fitness/Stamina, in which case I tend to just do travel and get an early start on the "20-30" stuff.

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[info]cmdr_zoom
2008-05-07 08:08 pm UTC (link)
Suggest you reserve Operative Thirteen NOW, if you haven't already.

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[info]twoflower
2008-05-07 08:16 pm UTC (link)
Already done. Once I decide my MM's name I'll reserve that, too. There's not a hell of a lot of names left with 'storm' in them so I may have to go for a pun, assuming I use the "Gangstabot" concept.

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[info]kowh
2008-05-07 11:10 pm UTC (link)
Interesting things I noticed in 10 minutes of play on test:
-The character selection screen now has a horizontal scrollbar (and lots of and lots slots you can unlock)
-They have tips in the loading screens now
-The costume options for the VEATs (the first slot anyways) tend to be 1) Standard (fancy colours like NPCS) or 2) Custom (same model, but uses regular two costume colours), and _that's it_.
-Theres a + above the trays that adds individual trays you can drag anywhere, and change into different forms (horizontal, vertical, two rows, etc.)
-The mouse wheel works now! Although for me it scrolls so little of the chat window as to be useless.
-Spam button for email
-Ability to click on people's names in chat to do common commands (like ignore spammer)
-When you level up (soon to also be during character select) you can see detailed power information, including a level slider to see scaled information.
-When you ding, you get a whole bunch of L3 inspirations automatically applied (all the standard ones). Supposedly it'll even rez you.

Other neat things from the patch notes:
-Ability to save default options. No more shall I have to reset the mouse and tweak my windows when rolling a new character!
-Event notification chat channel. It sounds like an automated server version of VirtueUnited and other channels where people announce Giant Monsters and the like. If so, score! Related to this: troll raves and hellion fires now have map icons.

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[info]kowh
2008-05-07 11:16 pm UTC (link)
Also: SWIMMING!

(Pic from thread)

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[info]kowh
2008-05-08 12:43 am UTC (link)
Oh, neat: Beginner's Luck

Characters from 1 to 20 have increased tohit value, that slowly scales downward. At level 1 you have a 95% tohit, and by the time you hit level 20 you will be back to 75 tohit value.

Inability to hit anything has long been one of my prime annoyances with new characters. TO's aren't worth slotting, and you can't even afford to slot them anyways.

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Dusty may enjoy this tidbit coming in I12
(Anonymous)
2008-05-08 12:52 am UTC (link)
Just saw this on the forums from BABs and thought you would be interested in it:

------------------------------------------------------------------------------
Nope. The auto-turrets will be fully mobile (and hopefull intelligently functional) in the next build. That's something Castle's wanted to do ever since making them immune to teleport and we've only just now had the time to do.
------------------------------------------------------------------------------

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Re: Dusty may enjoy this tidbit coming in I12
[info]kowh
2008-05-08 01:02 am UTC (link)
Just in case anyone else is wondering: source thread

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Re: Dusty may enjoy this tidbit coming in I12
[info]twoflower
2008-05-08 04:00 am UTC (link)
The problem is the thing still takes ridiculous time to build and a heavy endurance burn, for a pet that's only around for a minute and a half at best. It's still not worth taking. I'm not saying it has to be an MM pet but it's still sad.

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