Avatea

Assistant Community Manager
  • Posts

    1623
  • Joined

  1. We can't make it like a contest unfortunately. At least everybody has a chance when it's random

    Also Beastyle and I make every effort to visit all instances but the schedule is tight to make sure our codes are all distributed on time before the next server. The Animal Pack giveaway has certainly attracted the most people so far though, it was crazy having all servers with at least 2 instances of Pocket D!! You peeps are a wild bunch
  2. Hi all,

    the City of Heroes forums will be taken down at 3:00 p.m. PST / 6:00 p.m. EST / 11:00 p.m. GMT / 00:00 CET.

    We expect the downtime to take about one hour and a half.

    One important thing to bear in mind is that the las 30 minutes before the downtime will NOT be saved and won't be retrieved once the forums are back up. If you were thinking about posting something important between now and the maintenance, please refrain from doing so or you'll loose it.

    We apologise for the last minute warning and appreciate your patience with this matter.

    Thank you!
  3. Dear CoH community, you were so forgiving and kind when I started in the game and I'd be running head long into mobs in the Hollows or when I'd be complaining about being unable to do anything but put shiny bubbles around you and sleep angry villains. In no other game have people been as forgiving and welcoming as you have been and for that I want to thank you. You have made it so I was so excited I couldn't think about anything else but work on this fantastic game. I owe it to you. With much love, Avatea
  4. Mehr Präsenz zeigen, das wäre ja toll. Wir versuchen es immer noch, die deutsche Foren instand zu halten, aber ohne Spieler sehen diese Foren ganz leer aus.

    Ich verstehe, dass ich kein Kerenski bin, aber ich helfe gerne, wenn meine Hilfe benötigt wird. Ich spreche auch a bissle seltsam, aber ihr versteht mich sowieso, oder? :S
  5. Valentine’s Day has come and gone and we’re reminded that the spandex-licious universe of City of Heroes can often inspire and sometimes even ignite a romantic connection!

    What better way is there to experience the spirit of Love in City of Heroes than by sending us a message addressed to your beloved one, secret admirer or maybe even your B.F.F.! Secret admirer anyone? Here's an example of what you could do:

    Quote:
    "To Tonselitis Amigdala. You are the sunshine of my heart and the moonshine of my soul. You are the water in my Sahara and the fire in my Antarctica. You don't know me but we've teamed up many times before and you've never been anything but nice to me, healing me with your pink fiery Transfusion and Fulcrum Shifting me when I needed it the most. Ask me out and I'll make you the King of my supergroup lair!
    Signed: Pistol Candy - Justice"
    Inspired? If so, leave us your super romantic message or ultra secret love declaration in this thread (or send it by PM to Avatea) by 11:59 p.m. PST, Sunday, February 20th (2:59 a.m. CST / 7:59 a.m. GMT / 8:59 CET, Monday, February 21st) and we'll play Cupid to your arrow of love and include it in a special post-Valentine's Day message that we will post on our websites on Monday, February 21st! Indeed, why only celebrate our adoration for a special someone on February 14? Everyday should be a day of celebration when you love someone!

    As you craft these sweet nothings, please do keep a few things in mind:

    • Every entry is restricted to 100 words or less;
    • No image included due to size restriction;
    • Include the recipient's character name (please no real life names);
    • You may choose to include your character's name or not if it is anonymous;
    • Always include a Server in your signature (to distinguish between homonyms);
    • We reserve the right to discard messages that contain expletives or insults, copyrighted or trademarked material, or anything that could get us into trouble!


    So get romantic and show us the Love!
  6. COMBINED
    • Fixed a recently introduced bug which could cause client startup time to take much longer.
  7. The Live European and North American City of Heroes servers will be offline for a publish on Tuesday, February 15, 2011.

    Start Time: 4:00 a.m. PST / 7:00 a.m. EST / 12:00 p.m. GMT / 13:00 Central European Time
    Expected Duration: 2 hours
    Expected Finish Time: 6:00 a.m. PST / 9:00 a.m. EST / 2:00 p.m. GMT / 15:00 CET

    Patch notes will be available in the Patch Notes section of the City of Heroes website as soon as possible after this downtime.

    We apologise for the inconvenience and thank you for your patience!
  8. Yes you're heard us right! Booster Pack giveaways seem to be fast becoming a tradition at Paragon Studios and we, in the Community team, are ecstatic to be the bearer of good news...and goodies!

    On Friday, February 18th, we will be paying a visit to every single City of Heroes live server and handing out codes for the anxiously anticipated Animal Pack coming out February 23rd! As usual, the party's in Pocket D under the watchful and playful eye of DJ Zero! Come dressed in your wildest fit-for-the-jungle / safari-fabulous outfit and who knows, you may leave with an Animal Pack code on the spot!

    If you don't think you'll be able to be in game that day, fret not, we will also be giving away Animal Pack codes (10 European AND 10 North American codes each time) on Twitter between 10:00 a.m. PST (6:00 p.m. GMT) and 12:00 p.m. PST (8:00 p.m. GMT), on Facebook between 12:00 p.m. PST (8:00 p.m. GMT) and 2:00 p.m. PST (10:00 p.m. GMT), and on the Forums between 2:00 p.m. PST (10:00 p.m. GMT) and 4:00 p.m. PST (12:00 a.m. GMT).

    Back to the in-game Party! Here is a list of the festivities so you know what time to expect us!

    European live servers:
    • Union: Friday, February 18th, 2011- 11:00 a.m. Pacific / 7:00 p.m. British / 20:00 Central European Time
    • Vigilance: Friday, February 18th, 2011- 11:00 a.m. Pacific / 7:00 p.m. British / 20:00 Central European Time
    • Defiant: Friday, February 18th, 2011- 11:30 a.m. Pacific / 7:30 p.m. British / 20:30 Central European Time
    • Zukunft: Friday, February 18th, 2011- 11:30 a.m. Pacific / 7:30 p.m. British / 20:30 Central European Time

    North American live servers:
    • Freedom: Friday, February 18th, 2011- 2:30 p.m. Pacific / 4:30 p.m. Central / 5:30 p.m. Eastern Time
    • Infinity: Friday, February 18th, 2011- 3:00 p.m. Pacific / 5:00 p.m. Central / 6:00 p.m. Eastern Time
    • Liberty: Friday, February 18th, 2011- 3:00 p.m. Pacific / 5:00 p.m. Central / 6:00 p.m. Eastern Time
    • Pinnacle: Friday, February 18th, 2011- 3:30 p.m. Pacific / 5:30 p.m. Central / 6:30 p.m. Eastern Time
    • Triumph: Friday, February 18th, 2011- 3:30 p.m. Pacific / 5:30 p.m. Central / 6:30 p.m. Eastern Time
    • Victory: Friday, February 18th, 2011- 4:00 p.m. Pacific / 6:00 p.m. Central / 7:00 p.m. Eastern Time
    • Champion: Friday, February 18th, 2011- 4:00 p.m. Pacific / 6:00 p.m. Central / 7:00 p.m. Eastern Time
    • Guardian: Friday, February 18th, 2011- 4:30 p.m. Pacific / 6:30 p.m. Central / 7:30 p.m. Eastern Time
    • Justice: Friday, February 18th, 2011- 4:30 p.m. Pacific / 6:30 p.m. Central / 7:30 p.m. Eastern Time
    • Protector: Friday, February 18th, 2011- 5:00 p.m. Pacific / 7:00 p.m. Central / 8:00 p.m. Eastern Time
    • Virtue: Friday, February 18th, 2011- 5:30 p.m. Pacific / 7:30 p.m. Central / 8:30 p.m. Eastern Time.

    Come join in the fun and show us your inner (and outer) Party Animal!

    Join in the Community discussion here!
  9. Yes you're heard us right! Booster Pack giveaways seem to be fast becoming a tradition at Paragon Studios and we, in the Community team, are ecstatic to be the bearer of good news...and goodies!

    On Friday, February 18th, we will be paying a visit to every single City of Heroes live server and handing out codes for the anxiously anticipated Animal Pack coming out February 23rd! As usual, the party's in Pocket D under the watchful and playful eye of DJ Zero! Come dressed in your wildest fit-for-the-jungle / safari-fabulous outfit and who knows, you may leave with an Animal Pack code on the spot!

    If you don't think you'll be able to be in game that day, fret not, we will also be giving away Animal Pack codes (10 European AND 10 North American codes each time) on Twitter between 10:00 a.m. PST (6:00 p.m. GMT) and 12:00 p.m. PST (8:00 p.m. GMT), on Facebook between 12:00 p.m. PST (8:00 p.m. GMT) and 2:00 p.m. PST (10:00 p.m. GMT), and on the Forums between 2:00 p.m. PST (10:00 p.m. GMT) and 4:00 p.m. PST (12:00 a.m. GMT).

    Back to the in-game Party! Here is a list of the festivities so you know what time to expect us!

    European live servers:
    • Union: Friday, February 18th, 2011- 11:00 a.m. Pacific / 7:00 p.m. British / 20:00 Central European Time
    • Vigilance: Friday, February 18th, 2011- 11:00 a.m. Pacific / 7:00 p.m. British / 20:00 Central European Time
    • Defiant: Friday, February 18th, 2011- 11:30 a.m. Pacific / 7:30 p.m. British / 20:30 Central European Time
    • Zukunft: Friday, February 18th, 2011- 11:30 a.m. Pacific / 7:30 p.m. British / 20:30 Central European Time

    North American live servers:
    • Freedom: Friday, February 18th, 2011- 2:30 p.m. Pacific / 4:30 p.m. Central / 5:30 p.m. Eastern Time
    • Infinity: Friday, February 18th, 2011- 3:00 p.m. Pacific / 5:00 p.m. Central / 6:00 p.m. Eastern Time
    • Liberty: Friday, February 18th, 2011- 3:00 p.m. Pacific / 5:00 p.m. Central / 6:00 p.m. Eastern Time
    • Pinnacle: Friday, February 18th, 2011- 3:30 p.m. Pacific / 5:30 p.m. Central / 6:30 p.m. Eastern Time
    • Triumph: Friday, February 18th, 2011- 3:30 p.m. Pacific / 5:30 p.m. Central / 6:30 p.m. Eastern Time
    • Victory: Friday, February 18th, 2011- 4:00 p.m. Pacific / 6:00 p.m. Central / 7:00 p.m. Eastern Time
    • Champion: Friday, February 18th, 2011- 4:00 p.m. Pacific / 6:00 p.m. Central / 7:00 p.m. Eastern Time
    • Guardian: Friday, February 18th, 2011- 4:30 p.m. Pacific / 6:30 p.m. Central / 7:30 p.m. Eastern Time
    • Justice: Friday, February 18th, 2011- 4:30 p.m. Pacific / 6:30 p.m. Central / 7:30 p.m. Eastern Time
    • Protector: Friday, February 18th, 2011- 5:00 p.m. Pacific / 7:00 p.m. Central / 8:00 p.m. Eastern Time
    • Virtue: Friday, February 18th, 2011- 5:30 p.m. Pacific / 7:30 p.m. Central / 8:30 p.m. Eastern Time.

    Come join in the fun and show us your inner (and outer) Party Animal!
  10. Locking for necroposting while encouraging you to participate in an existing discussion thread. Thank you!
  11. Please join me to welcome Chris "Baryonyx" Behrens and his helpful introduction to the Behavioral Adjustment Facility:

    Quote:
    Originally Posted by Baryonyx
    Hello everyone! My name is Chris "Baryonyx" Behrens, and I'm a Senior Designer on City of Heroes. I've been working with the team at Paragon since just prior to Issue 17. Over the past year, I've worked on the Going Rogue expansion and the subsequent Issue release, in a role that has allowed me to be involved with most of the content systems in the game. From missions to world design, from reward systems to powers, from villain creation to zone events, I've had a great deal of fun working with the team as we strive to make the game a better experience for our players. My current focus, and the focus of this letter, however, is on how we are bringing all of these systems together in the creation of compelling endgame content.

    In Issue 20, Paragon Studios will bring the first part of the long awaited endgame experience to the City of Heroes community with the introduction of the Incarnate Trials. Meant for level 50 characters, Incarnate Trials are the next evolution of the new style of zone events, introduced in Issue 19. These new Trials will provide our players with very challenging content that will allow everyone, regardless of current Incarnate rank, to participate.

    The new Incarnate Trials begin where one might expect: with the Primal-Praetorian War. So significant is the battle between the dimensions that it has caught the attention of a variety of external forces. The Well of the Furies watches intently as its apparent champion, Emperor Cole, endeavors to attain ever more power. Perhaps more significantly for the forces arrayed against the Emperor, however, is the return of Prometheus, the ancient Titan who gifted his Flame to the world.

    Drawn to Ouroboros to assist new Incarnates in finding their path, Prometheus stands against all that the Emperor and the Well represent. He is ready and able to provide players a guiding hand throughout the challenges they will soon face in the Incarnate Trials.
    Building on Issue 19's Apex and Tin Mage Task Forces, the Incarnate Trials will move forward with the retaliation against Emperor Cole. Primal and Praetorian super-powered individuals will join in an effort to stop Cole's master plans before it leads to the destruction of both worlds.

    The first step on this journey will begin at the Behavioral Adjustment Facility in Imperial City. The B.A.F. is a critical target of opportunity and a harbinger of battles to come. Within the B.A.F. Siege and Nightstar, two of the most advanced Praetorian Clockwork androids ever constructed, have been using members of the Praetorian Resistance for experimentation. At the behest of Praetor Tilman (also known as Mother Mayhem) and Emperor Cole, they have perfected a powerful mind-altering technique called Mindwashing.

    Though still in its early stages, Mindwashing has proven to be highly effective. The process completely alters the subject's sense of loyalty while preserving all other aspects of personality. To the outside observer, a test subject appears to be the same as they were before the procedure. However, inside, the Mindwashed have an unswerving loyalty to Emperor Cole, a loyalty that hides below the surface and causes those affected to feed his government any information they learn about those who oppose it. Additionally, the Mindwashing grants those who control the process the ability to manipulate those affected by it, using them as spies or as fighters.

    Now Siege and Nightstar are planning on releasing numerous Mindwashed Resistance members into the city as part of a full-scale field test of the new technology. But, with the Primal retaliation in Praetoria now underway, the two wardens also believe that they have an opportunity to use this release as an opportunity to propagandize against the Primal and Resistance forces.

    They have designed an orchestrated breakout, wherein Mindwashed Resistance forces will "escape" from the B.A.F. due to an apparent Primal Earth attack on the facility. Some of those Mindwashed will then be "switched on", sparking terror attacks across the city before being "switched off" just in time to be brought under control by the valiant forces loyal to the Emperor.

    Because of the massive effect such a display would have on the opinions of the populace, the forces arrayed against the Emperor cannot allow Siege and Nightstar's plan to succeed. As Prometheus notes, though the B.A.F is unimportant as a military target, the psychological and strategic effects that a successful release of the Mindwashed would have would negate any victory that could be achieved elsewhere.

    If the Incarnates are to have any hope of putting a stop to Emperor Cole's unrelenting thirst for power and domination, they must first strike at the B.A.F., or the war may be lost before it can truly begin.

    The Behavioral Adjustment Facility

    The Behavioral Adjustment Facility is an Incarnate Trial, which is content meant to be a challenge for those who have reached level 50 and are interested in continuing their advancement as an Incarnate. While players who have not unlocked their Alpha Slot can participate, the simple act of playing in and completing this trial will start players on their Incarnate path, even if they have not completed Mender Ramiel's arc.

    This Incarnate Trial builds upon the Zone Event system introduced with the Praetorian events added in Issue 19. Unlike those events, however, this Trial will take place on a dedicated map. Meant for leagues of 12 to 24 players, the B.A.F. will provide players with an exciting challenge that introduces many of the elements that will become familiar as more Incarnate Trials are introduced. Below is a brief description of the various stages of the event and their challenges:

    1.) In stage 1, the Incarnates will begin their invasion of the B.A.F. in an effort to stop the release of the Prisoners. In this stage, players must defeat some combination of 40 War Works guards or Mindwashed Resistance fighters deployed to guard the facility.

    2.) Nightstar will emerge and challenge the players after they have successfully cleared the main grounds. She must be defeated. Nightstar has a few tricks up her sleeve, however:

    • She will continuously be reinforced by her loyal Victoria class War Works guards.

    • She will activate the facility's guard turrets, which will quickly debilitate anyone caught in the field of fire unless the turret is disabled. Turrets can be temporarily disabled by interacting with the terminal at the base of the harassing turret.

    • She has the ability to sequester her target. Her current target is issued two warnings that they are about to be sequestered, before the third warning locks down the target and all who are nearby. The only way to prevent this is for someone else to draw her attention!

    3.) Though Nightstar is defeated, the Incarnates are too late to prevent the Escape from beginning. In this stage, the Incarnates have no choice but to defeat the Mindwashed before they can escape the facility. If too many escape, however, it will be too late to stop Siege and Nightstar's plan. Hardened Resistance Commandos have a trick up their sleeve: they cannot be Controlled, so they must be taken down as quickly as possible.

    4.) After successfully preventing the escape of too many Mindwashed, the players will be challenged by Siege. He must be defeated. Like Nightstar, Siege is well prepared:

    • He will continuously be reinforced by his loyal 9CU class War Works guards. The 9CUs possess a strong adaptive weapon system which gradually improves in effectiveness the longer the 9CU is engaged in combat.

    • He will activate the facility's guard turrets, which will quickly debilitate his personal target unless the turret is disabled.

    • Like Nightstar, he also has the ability to sequester his target.

    5.) Once Siege is defeated, their final failsafe will kick in. It turns out that the only way Siege and Nightstar can truly be defeated is if they are shutdown with near simultaneity. In this stage, players will face off against both Siege and Nightstar, with all of the individual aspects of their fight active. In addition, however, players will also need to defeat both of them within 10 seconds of each other, or the fallen Arch-villain will repower with full health.
    Well, that'll do it for this introduction to Incarnate Trials and the B.A.F. We here at Paragon are really excited about this new content, and we hope that all of you will have as much fun playing it as we have had creating it! Good luck and happy hunting, everyone!



    Join in the Community discussion here!
  12. Please join me to welcome Chris "Baryonyx" Behrens and his helpful introduction to the Behavioral Adjustment Facility:

    Quote:
    Originally Posted by Baryonyx
    Hello everyone! My name is Chris "Baryonyx" Behrens, and I'm a Senior Designer on City of Heroes. I've been working with the team at Paragon since just prior to Issue 17. Over the past year, I've worked on the Going Rogue expansion and the subsequent Issue release, in a role that has allowed me to be involved with most of the content systems in the game. From missions to world design, from reward systems to powers, from villain creation to zone events, I've had a great deal of fun working with the team as we strive to make the game a better experience for our players. My current focus, and the focus of this letter, however, is on how we are bringing all of these systems together in the creation of compelling endgame content.

    In Issue 20, Paragon Studios will bring the first part of the long awaited endgame experience to the City of Heroes community with the introduction of the Incarnate Trials. Meant for level 50 characters, Incarnate Trials are the next evolution of the new style of zone events, introduced in Issue 19. These new Trials will provide our players with very challenging content that will allow everyone, regardless of current Incarnate rank, to participate.

    The new Incarnate Trials begin where one might expect: with the Primal-Praetorian War. So significant is the battle between the dimensions that it has caught the attention of a variety of external forces. The Well of the Furies watches intently as its apparent champion, Emperor Cole, endeavors to attain ever more power. Perhaps more significantly for the forces arrayed against the Emperor, however, is the return of Prometheus, the ancient Titan who gifted his Flame to the world.

    Drawn to Ouroboros to assist new Incarnates in finding their path, Prometheus stands against all that the Emperor and the Well represent. He is ready and able to provide players a guiding hand throughout the challenges they will soon face in the Incarnate Trials.
    Building on Issue 19's Apex and Tin Mage Task Forces, the Incarnate Trials will move forward with the retaliation against Emperor Cole. Primal and Praetorian super-powered individuals will join in an effort to stop Cole's master plans before it leads to the destruction of both worlds.

    The first step on this journey will begin at the Behavioral Adjustment Facility in Imperial City. The B.A.F. is a critical target of opportunity and a harbinger of battles to come. Within the B.A.F. Siege and Nightstar, two of the most advanced Praetorian Clockwork androids ever constructed, have been using members of the Praetorian Resistance for experimentation. At the behest of Praetor Tilman (also known as Mother Mayhem) and Emperor Cole, they have perfected a powerful mind-altering technique called Mindwashing.

    Though still in its early stages, Mindwashing has proven to be highly effective. The process completely alters the subject's sense of loyalty while preserving all other aspects of personality. To the outside observer, a test subject appears to be the same as they were before the procedure. However, inside, the Mindwashed have an unswerving loyalty to Emperor Cole, a loyalty that hides below the surface and causes those affected to feed his government any information they learn about those who oppose it. Additionally, the Mindwashing grants those who control the process the ability to manipulate those affected by it, using them as spies or as fighters.

    Now Siege and Nightstar are planning on releasing numerous Mindwashed Resistance members into the city as part of a full-scale field test of the new technology. But, with the Primal retaliation in Praetoria now underway, the two wardens also believe that they have an opportunity to use this release as an opportunity to propagandize against the Primal and Resistance forces.

    They have designed an orchestrated breakout, wherein Mindwashed Resistance forces will "escape" from the B.A.F. due to an apparent Primal Earth attack on the facility. Some of those Mindwashed will then be "switched on", sparking terror attacks across the city before being "switched off" just in time to be brought under control by the valiant forces loyal to the Emperor.

    Because of the massive effect such a display would have on the opinions of the populace, the forces arrayed against the Emperor cannot allow Siege and Nightstar's plan to succeed. As Prometheus notes, though the B.A.F is unimportant as a military target, the psychological and strategic effects that a successful release of the Mindwashed would have would negate any victory that could be achieved elsewhere.

    If the Incarnates are to have any hope of putting a stop to Emperor Cole's unrelenting thirst for power and domination, they must first strike at the B.A.F., or the war may be lost before it can truly begin.

    The Behavioral Adjustment Facility

    The Behavioral Adjustment Facility is an Incarnate Trial, which is content meant to be a challenge for those who have reached level 50 and are interested in continuing their advancement as an Incarnate. While players who have not unlocked their Alpha Slot can participate, the simple act of playing in and completing this trial will start players on their Incarnate path, even if they have not completed Mender Ramiel's arc.

    This Incarnate Trial builds upon the Zone Event system introduced with the Praetorian events added in Issue 19. Unlike those events, however, this Trial will take place on a dedicated map. Meant for leagues of 12 to 24 players, the B.A.F. will provide players with an exciting challenge that introduces many of the elements that will become familiar as more Incarnate Trials are introduced. Below is a brief description of the various stages of the event and their challenges:

    1.) In stage 1, the Incarnates will begin their invasion of the B.A.F. in an effort to stop the release of the Prisoners. In this stage, players must defeat some combination of 40 War Works guards or Mindwashed Resistance fighters deployed to guard the facility.

    2.) Nightstar will emerge and challenge the players after they have successfully cleared the main grounds. She must be defeated. Nightstar has a few tricks up her sleeve, however:

    • She will continuously be reinforced by her loyal Victoria class War Works guards.

    • She will activate the facility's guard turrets, which will quickly debilitate anyone caught in the field of fire unless the turret is disabled. Turrets can be temporarily disabled by interacting with the terminal at the base of the harassing turret.

    • She has the ability to sequester her target. Her current target is issued two warnings that they are about to be sequestered, before the third warning locks down the target and all who are nearby. The only way to prevent this is for someone else to draw her attention!

    3.) Though Nightstar is defeated, the Incarnates are too late to prevent the Escape from beginning. In this stage, the Incarnates have no choice but to defeat the Mindwashed before they can escape the facility. If too many escape, however, it will be too late to stop Siege and Nightstar's plan. Hardened Resistance Commandos have a trick up their sleeve: they cannot be Controlled, so they must be taken down as quickly as possible.

    4.) After successfully preventing the escape of too many Mindwashed, the players will be challenged by Siege. He must be defeated. Like Nightstar, Siege is well prepared:

    • He will continuously be reinforced by his loyal 9CU class War Works guards. The 9CUs possess a strong adaptive weapon system which gradually improves in effectiveness the longer the 9CU is engaged in combat.

    • He will activate the facility's guard turrets, which will quickly debilitate his personal target unless the turret is disabled.

    • Like Nightstar, he also has the ability to sequester his target.

    5.) Once Siege is defeated, their final failsafe will kick in. It turns out that the only way Siege and Nightstar can truly be defeated is if they are shutdown with near simultaneity. In this stage, players will face off against both Siege and Nightstar, with all of the individual aspects of their fight active. In addition, however, players will also need to defeat both of them within 10 seconds of each other, or the fallen Arch-villain will repower with full health.
    Well, that'll do it for this introduction to Incarnate Trials and the B.A.F. We here at Paragon are really excited about this new content, and we hope that all of you will have as much fun playing it as we have had creating it! Good luck and happy hunting, everyone!



  13. Thanks for all the info all, we seem to have managed to fix the long loading issue internally. We'll let you know when we're able to get it to the live servers.
  14. The Animal Pack is on the Training room for your testing pleasure!

    Please use this thread for general discussion about the Animal Pack but keep your feedback for the Feedback thread and your bug reports for the Bug thread!

    Thank you and power to the (wo)manimal in you!


    Animal Theme Costume Parts

    The Animal Pack unlocks new heads, body patterns, tails and boots for monstrous legs. Some of the costumes even come with customizable manes and teeth. With these new sets, you can create a ferocious wild beast character or a noble guardian of nature.

    Head

    • Cat (includes Cheetah, Lion, Panther and Tiger, as well as teeth and manes)
    • Minotaur (with nose ring options)
    • Avian (includes Eagle, Hawk, Vulture)
    • Wolf (Grey or Arctic)

    Body Patterns

    • Cheetah
    • Leopard
    • Tiger
    • Animal Fur

    Boots (for Monstrous Legs)

    • Cat Claws
    • Talons

    Tails

    • Ragged Wolf
    • Minotaur


    Beast Run Travel Power

    Run like a savage beast, pouncing through the forest or the concrete jungle. Beast Run is a new travel power that is available at Level 4. Beast Run cannot be slotted.


    New Auras

    Two new auras are included with the Animal Pack. Both of these new tintable auras can be enabled as always active or combat-only auras, and can be set to cover your entire body, or just the hands, fists or hairs.
    • Fleas.
    • Beastly Rage (can also be customized to appear as a breath).


    Character Emotes

    Standard

    • Savage (/em Savage)
    • Hiss (/em Hiss)
    • Sniff (/em Sniff)

    Costume Change

    • Activate the following animal-themed costume change emotes using the costume change interface, selectable from the main Menu.[INDENT] • Feather Burst (/cce # CCFeatherBurst)
    • Fur Burst (/cce # CCFurBurst)
    • Fur Spin (/cce # CCFurSpin)
    • Feather Spin (/cce # FeatherSpin)

    (With # = costume slots 0 - 5)
  15. Please use this thread to share your bug reports with us on the following Animal Pack features.

    For Feedback on those features, please use this thread!

    Animal Theme Costume Parts

    The Animal Pack unlocks new heads, body patterns, tails and boots for monstrous legs. Some of the costumes even come with customizable manes and teeth. With these new sets, you can create a ferocious wild beast character or a noble guardian of nature.

    Head

    • Cat (includes Cheetah, Lion, Panther and Tiger, as well as teeth and manes)
    • Minotaur (with nose ring options)
    • Avian (includes Eagle, Hawk, Vulture)
    • Wolf (Grey or Arctic)

    Body Patterns

    • Cheetah
    • Leopard
    • Tiger
    • Animal Fur

    Boots (for Monstrous Legs)

    • Cat Claws
    • Talons

    Tails

    • Ragged Wolf
    • Minotaur


    Beast Run Travel Power

    Run like a savage beast, pouncing through the forest or the concrete jungle. Beast Run is a new travel power that is available at Level 4. Beast Run cannot be slotted.


    New Auras

    Two new auras are included with the Animal Pack. Both of these new tintable auras can be enabled as always active or combat-only auras, and can be set to cover your entire body, or just the hands, fists or hairs.
    • Fleas.
    • Beastly Rage (can also be customized to appear as a breath).


    Character Emotes

    Standard

    • Savage (/em Savage)
    • Hiss (/em Hiss)
    • Sniff (/em Sniff)

    Costume Change

    • Activate the following animal-themed costume change emotes using the costume change interface, selectable from the main Menu.[INDENT] • Feather Burst (/cce # CCFeatherBurst)
    • Fur Burst (/cce # CCFurBurst)
    • Fur Spin (/cce # CCFurSpin)
    • Feather Spin (/cce # FeatherSpin)

    (With # = costume slots 0 - 5)
  16. Please use this thread to share your feedback with us on the following Animal Pack features.

    For Bug reports on those features, please use this thread!

    Animal Theme Costume Parts

    The Animal Pack unlocks new heads, body patterns, tails and boots for monstrous legs. Some of the costumes even come with customizable manes and teeth. With these new sets, you can create a ferocious wild beast character or a noble guardian of nature.

    Head

    • Cat (includes Cheetah, Lion, Panther and Tiger, as well as teeth and manes)
    • Minotaur (with nose ring options)
    • Avian (includes Eagle, Hawk, Vulture)
    • Wolf (Grey or Arctic)

    Body Patterns

    • Cheetah
    • Leopard
    • Tiger
    • Animal Fur

    Boots (for Monstrous Legs)

    • Cat Claws
    • Talons

    Tails

    • Ragged Wolf
    • Minotaur


    Beast Run Travel Power

    Run like a savage beast, pouncing through the forest or the concrete jungle. Beast Run is a new travel power that is available at Level 4. Beast Run cannot be slotted.


    New Auras

    Two new auras are included with the Animal Pack. Both of these new tintable auras can be enabled as always active or combat-only auras, and can be set to cover your entire body, or just the hands, fists or hairs.
    • Fleas.
    • Beastly Rage (can also be customized to appear as a breath).


    Character Emotes

    Standard

    • Savage (/em Savage)
    • Hiss (/em Hiss)
    • Sniff (/em Sniff)

    Costume Change

    • Activate the following animal-themed costume change emotes using the costume change interface, selectable from the main Menu.[INDENT] • Feather Burst (/cce # CCFeatherBurst)
    • Fur Burst (/cce # CCFurBurst)
    • Fur Spin (/cce # CCFurSpin)
    • Feather Spin (/cce # FeatherSpin)

    (With # = costume slots 0 - 5)


    **********************************************

    Feedback is important to our development process, there are two types of feedback and both are helpful although some give us more insight and are more easily adapted into game changes.

    Objective Feedback: Objective feedback is based upon what you as a user see or experience that other users may also see and experience. This feedback usually can be replicated easily as it involves facts and unbiased opinions. Example: When using the base editor items are sometimes getting caught in columns or pillars.

    Subjective Feedback: Subjective feedback is based upon how you feel or experience the game as yourself. This experience may not necessarily be replicated because it is based on feeling and emotion. Subjective feedback is important to us but it is usually helpful if more information is present to describe what and why you feel the way you do. Example: I like the way the graphics look on my shield animation it gives me the feeling of being truly super-powered.
  17. The Animal Pack is on the Training room for your testing pleasure!

    Please use this thread for general discussion about the Animal Pack but keep your feedback for the Feedback thread and your bug reports for the Bug thread!

    Thank you and power to the (wo)manimal in you!


    Animal Theme Costume Parts

    The Animal Pack unlocks new heads, body patterns, tails and boots for monstrous legs. Some of the costumes even come with customizable manes and teeth. With these new sets, you can create a ferocious wild beast character or a noble guardian of nature.

    Head

    • Cat (includes Cheetah, Lion, Panther and Tiger, as well as teeth and manes)
    • Minotaur (with nose ring options)
    • Avian (includes Eagle, Hawk, Vulture)
    • Wolf (Grey or Arctic)

    Body Patterns

    • Cheetah
    • Leopard
    • Tiger
    • Animal Fur

    Boots (for Monstrous Legs)

    • Cat Claws
    • Talons

    Tails

    • Ragged Wolf
    • Minotaur


    Beast Run Travel Power

    Run like a savage beast, pouncing through the forest or the concrete jungle. Beast Run is a new travel power that is available at Level 4. Beast Run cannot be slotted.


    New Auras

    Two new auras are included with the Animal Pack. Both of these new tintable auras can be enabled as always active or combat-only auras, and can be set to cover your entire body, or just the hands, fists or hairs.
    • Fleas.
    • Beastly Rage (can also be customized to appear as a breath).


    Character Emotes

    Standard

    • Savage (/em Savage)
    • Hiss (/em Hiss)
    • Sniff (/em Sniff)

    Costume Change

    • Activate the following animal-themed costume change emotes using the costume change interface, selectable from the main Menu.[INDENT] • Feather Burst (/cce # CCFeatherBurst)
    • Fur Burst (/cce # CCFurBurst)
    • Fur Spin (/cce # CCFurSpin)
    • Feather Spin (/cce # FeatherSpin)

    (With # = costume slots 0 - 5)
  18. Avatea

    Trial Account?

    All, we're keeping an eye on this issue but we wanted to confirm that nothing is taken out of the affected accounts. After logging out and logging back in, you should be able to resume your normal activities. We'll monitor this thread and reports while we investigate the possible source of the problem.

    Thank you all!
  19. This is definitely going to be kept separate from Second Measure's letters, as an additional way for us to share information with you all
  20. It is fixed but send me a PM if it's still not working for you!
  21. Avatea

    Char Copy down?

    It should be back up and running. Let us know if this were not the case!
  22. Greetings and welcome to the very first issue of the Intrepid Informer!

    What is the Intrepid Informer you ask? Well, it's a regularly written feature that is about to become a staple of CoH community life!

    The fact of the matter is that wee have awesome developers working on an amazing game with nearly 7 years worth of history and much more content to come. That means we have a tremendous amount of information that we can dig deeper into and share with you, our players. This is where the Intrepid Informer comes in!. It's a way for us to share exciting pieces of information about not only the game but about what goes on behind the scenes at Paragon and a whole lot more!
    One week the Intrepid Informer may focus on one of our developers so that you can get to know him/her a little bit better, while the next issue of the Informer might showcase a feature of the game and give you a bit of background on its design and conception. You never know what you might get!

    Really, it's all about us sharing information so you can paint a clearer picture of the game and the people behind it.

    Since a hot topic of the moment seems to be the recently announced Animal Pack, what better way to start this new written feature than with a little bit of background information on its conception, courtesy of Eric Johnsen, one of Paragon's awesome Producers whom some of you will recall from our panel at PAX Prime in 2010!

    Without further ado, and with a couple of decidedly feathery and hairy images, welcome to the very first issue of the Intrepid Informer!



    Intrepid Informer: A Paragon Periodical Issue #1 - The Animal Pack!
    By Eric Johnsen, Producer



    The Animal Pack was really born from the discussion of what we should do for the Mutant pack. We knew players were looking for some anthropomorphic costume pieces, but we didn't really feel that the Mutant pack was the place to put them. As we started exploring themes for the Mutant pack we realized that Animals really deserved their own pack and that Mutants should stand on their own.

    So when we started doing concept exploration for the Animal Pack we started broad (as we often do when we're considering themes for booster packs) and slowly refined the scope. Eventually we narrowed down what we wanted to do to a few different themes and objectives.

    We wanted players to be able to create a legitimate Minotaur model. We already had the Cimerora costume pieces, so it seemed like a short jaunt to getting a full Minotaur costume in there. With that in mind we decided to build the Minotaur head and tail.

    We wanted players to be able to create a more classic Werewolf model, but felt that the wolf tail we introduced with the Mutant Pack was a little too nice (for lack of a better term). So we built out the wolf heads and new wolf tail, which is a bit more ragged than the one introduced in the Mutant Pack.

    So we have cows and wolves, what else do we need, seriously, bang, done, right?


    Ok, maybe not, we figured our canine friendly players would be happy with the Wolf parts, but you can’t have dogs without cats now, can you? So we pulled a lot of reference for the various big cats, and put together a collection of fur textures, big cat patterns and the like (which really came out great), as well as feet. Of course, then I read the forums and saw some of the more esoteric requests for things like house cat patterns. Sadly that realization came a little late, so hopefully you folks will be cool with big cats for the time being. Maybe we’ll look into an SPCA pack later. Putting the cats together created a huge number of variations and added a lot of bulk to the pack (I’ll get back to this later).


    Lastly, we knew that Ghost Falcon would kill us if we didn’t include some bird parts (we also suspected some of you might want them based upon the forum chatter). So we put together a solid bird head as a base, a few beak variations and some bird feet, which in combination with the various wings will allow players to create some very solid anthropomorphic bird costumes.


    That’s it, right?

    Not quite! One of our other objectives was to provide an alternative to Ninja Run, which seems to be pretty popular. So we introduced a Beast Run travel power in the pack, which may or may not allow players to run on all fours with the same movement attributes as Ninja Run.


    Auras and Costume Change emotes you say? Very well then! We put together two flavors of costume change emotes involving fur and feathers either bursting out from the character or as a result of excessive spinning. We also came up with a couple new auras, but we’ll let you check out the pack to determine what those are (I’ve spoiled pretty much everything else in the pack at this point).

    I will also attempt to defuse at least one set of questions with a brief mention that we did not include everything that had concept attached to it in the pack. As I said, in building the schedule for the cat pieces we got a lot of costume piece variations, this led to one set of concepts getting cut and folded into what we expect will be another pack at some point in the future (we’ll let you speculate on that one).

    All of this is brought to you by our newest character artist, Eric Chyn, with Jay and Cheryl consulting (they are hard at work on other Fabulous™ projects).

    There you go. Everything there is to tell about the Animal Pack and maybe even a little more! Not bad for the first issue of the Intrepid Informer, eh?


    Eric Johnsen
    Producer



    Join in the community discussion here!
  23. Greetings and welcome to the very first issue of the Intrepid Informer!

    What is the Intrepid Informer you ask? Well, it's a regularly written feature that is about to become a staple of CoH community life!

    The fact of the matter is that wee have awesome developers working on an amazing game with nearly 7 years worth of history and much more content to come. That means we have a tremendous amount of information that we can dig deeper into and share with you, our players. This is where the Intrepid Informer comes in!. It's a way for us to share exciting pieces of information about not only the game but about what goes on behind the scenes at Paragon and a whole lot more!
    One week the Intrepid Informer may focus on one of our developers so that you can get to know him/her a little bit better, while the next issue of the Informer might showcase a feature of the game and give you a bit of background on its design and conception. You never know what you might get!

    Really, it's all about us sharing information so you can paint a clearer picture of the game and the people behind it.

    Since a hot topic of the moment seems to be the recently announced Animal Pack, what better way to start this new written feature than with a little bit of background information on its conception, courtesy of Eric Johnsen, one of Paragon's awesome Producers whom some of you will recall from our panel at PAX Prime in 2010!

    Without further ado, and with a couple of decidedly feathery and hairy images, welcome to the very first issue of the Intrepid Informer!



    Intrepid Informer: A Paragon Periodical Issue #1 - The Animal Pack!
    By Eric Johnsen, Producer



    The Animal Pack was really born from the discussion of what we should do for the Mutant pack. We knew players were looking for some anthropomorphic costume pieces, but we didn't really feel that the Mutant pack was the place to put them. As we started exploring themes for the Mutant pack we realized that Animals really deserved their own pack and that Mutants should stand on their own.

    So when we started doing concept exploration for the Animal Pack we started broad (as we often do when we're considering themes for booster packs) and slowly refined the scope. Eventually we narrowed down what we wanted to do to a few different themes and objectives.

    We wanted players to be able to create a legitimate Minotaur model. We already had the Cimerora costume pieces, so it seemed like a short jaunt to getting a full Minotaur costume in there. With that in mind we decided to build the Minotaur head and tail.

    We wanted players to be able to create a more classic Werewolf model, but felt that the wolf tail we introduced with the Mutant Pack was a little too nice (for lack of a better term). So we built out the wolf heads and new wolf tail, which is a bit more ragged than the one introduced in the Mutant Pack.

    So we have cows and wolves, what else do we need, seriously, bang, done, right?


    Ok, maybe not, we figured our canine friendly players would be happy with the Wolf parts, but you can’t have dogs without cats now, can you? So we pulled a lot of reference for the various big cats, and put together a collection of fur textures, big cat patterns and the like (which really came out great), as well as feet. Of course, then I read the forums and saw some of the more esoteric requests for things like house cat patterns. Sadly that realization came a little late, so hopefully you folks will be cool with big cats for the time being. Maybe we’ll look into an SPCA pack later. Putting the cats together created a huge number of variations and added a lot of bulk to the pack (I’ll get back to this later).


    Lastly, we knew that Ghost Falcon would kill us if we didn’t include some bird parts (we also suspected some of you might want them based upon the forum chatter). So we put together a solid bird head as a base, a few beak variations and some bird feet, which in combination with the various wings will allow players to create some very solid anthropomorphic bird costumes.


    That’s it, right?

    Not quite! One of our other objectives was to provide an alternative to Ninja Run, which seems to be pretty popular. So we introduced a Beast Run travel power in the pack, which may or may not allow players to run on all fours with the same movement attributes as Ninja Run.


    Auras and Costume Change emotes you say? Very well then! We put together two flavors of costume change emotes involving fur and feathers either bursting out from the character or as a result of excessive spinning. We also came up with a couple new auras, but we’ll let you check out the pack to determine what those are (I’ve spoiled pretty much everything else in the pack at this point).

    I will also attempt to defuse at least one set of questions with a brief mention that we did not include everything that had concept attached to it in the pack. As I said, in building the schedule for the cat pieces we got a lot of costume piece variations, this led to one set of concepts getting cut and folded into what we expect will be another pack at some point in the future (we’ll let you speculate on that one).

    All of this is brought to you by our newest character artist, Eric Chyn, with Jay and Cheryl consulting (they are hard at work on other Fabulous™ projects).

    There you go. Everything there is to tell about the Animal Pack and maybe even a little more! Not bad for the first issue of the Intrepid Informer, eh?


    Eric Johnsen
    Producer
  24. If you're still encountering this issue, please submit a /petition to our Tech support team with the following info:
    • OS,
    • memory,
    • processor,
    • video card (driver version),
    • region (NA/EU) server,
    • when this started,
    • in game zone if possible

    Hopefully we can pinpoint the source of this issue quickly with your help!
  25. It's been a bit rough this week, and the servers have been up-and-down the past few days. As a gesture of [gratitude for not rioting] recognition we are reopening the ski chalet and ski slopes in Pocket D from February 4, 2011 (9:00 a.m. PST / 12:00 p.m. EST / 5:00 p.m. GMT / 18:00 CET) to February 8, 2011 (11:59 p.m. PST / 2:59 a.m. EST / 7:59 a.m GMT / 8:59 CET). So hit those slopes and ski to your heart's content, because right afterwards, the Spring Fling event begins!

    Have fun, and thanks for bearing with the downtime this week.

    Join in the community discussion here!