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Posts
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Et en ce qui concerne l'inspiration de certains, noms, zone, etc.. il existait sur le forum un sujet nommé "Le saviez vous" (de mémoire) où certains d'entre nous avait recencé ces choses.
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Ghost sybil, c'est son nom de code, en vrai son nom de contact ça sera Sister Airlia
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M'en fout dans 6 mois AION sort...
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perso je dis : un jeu qui est en beta depuis 9 mois : ca pue...
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Ca evite d'avoir un MMO buggué ;P
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[HS]
Béta ouverte coréen lancée, tout comme le processus de localisation et adaptation.
[/HS]
[/ QUOTE ]du médiéval encore et toujours, bah sans moi ( encore et toujours)
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Bah du médieval avec des truc qui volent qui ressemble bigrement a des vaisseau spaciaux quand même ^^, je dirais du FF like plutôt.
@Beber, dsl pour le dble pwned, mais y avait tellement de monde en /hide hier soir que j'ai rien trouvé d'autres à faire que de poster sur le fofo. -
Ouais y a eu un truc genre buggesque ^^
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Rien de nouveau sous le soleil.Sauf qu'on comprend mieux pourquoi les Dominateurs ont toujours perma domination et que les Blasters ont été up.
Matt Miller chats about Issue 13 for City of Heroes
By Michael Lafferty
"Weve added so much to the game since our original launch, saying that it has evolved is a huge understatement."
City of Heroes and City of Villains (otherwise known as CoX) is one of those massively multiplayer online gaming experiences that need to be experienced. With a couple of upcoming superhero-based MMOs looming around the corner, the good folks behind the game are gearing up for Issue 13, which promises to make the experience more robust.
For the uninitiated, CoX takes place in an alternate city where superheroes and supervillains vie for control. Tossed into the mix are a variety of evil NPCs, each holding turf in the city. Part of what the next free update will include is the opportunity to have "day jobs." What does that mean for the franchise. Well, GZ wanted to know and we turned to NCsoft and Matt Miller, lead designer on the game, for answers.
Question: What was the idea behind offering day jobs for the heroes?
Matt: During the planning phase for Issue 13 we were brainstorming about different systems wed like to put into the game that could give it a whole new dimension of gameplay. At one point we decided it would be cool to offer rewards for logging out from specific locations. The more we thought about it, the more we thought players would like it because it puts more rewards into their hands, so we went forward with it and created a robust system with a large variety of Day Jobs and associated rewards. Overall, the player reaction has been great. They want more already!
Q: How exactly will this work and what will it mean in the overall concept of the game? As in, what impact will day job badges and accolades have on the gameplay, if any?
Matt: Your character will definitely get bonuses for logging out in specific locations; these range from bonuses on mission completions, to extra Experience Points, to discounts at the Tailor or Wentworths.
Q: What was the impetus behind the on patrol feature?
Matt: On patrol is the default Day Job for players who dont log out from one of the specific Day Job locations. We wanted to make sure everyone got some type of reward, even if they didnt have the time to get to a specific location before logging out.
Q: Tell us about the new powersets and changes to the existing sets? Will Issue 13 offer something for everyone?
Matt: Thats a great question for our senior designer, Floyd Grubb. Floyd, take it away!
FG: Issue 13 offers two new powersets for players to use: Shields, a defensive powerset for Brutes, Scrappers and Tankers, and Pain Domination, a buff/debuff powerset available to Corruptors and Masterminds. The Shields set is being made primarily in response to hero player requests to fulfill a character theme, while Pain Domination is being made in response to villain player requests for a villainous version of the Empathy powerset.
Additionally, the powers team has continued working on existing powers and powersets to help provide a more balanced play experience for a variety of characters. Some of the major changes here include a large re-engineering of the Kheldian Peacebringer and Warshade archetype characters, additions and modifications to the Invulnerability and Energy Aura powersets, as well as a major change to the way defensive Toggle powers are handled in general.
Q: What other little goodies are you packing into Issue 13 that maybe you have not talked about yet?
Matt: Weve done a lot of quality of life features, like revamping the Badge UI, or tweaking the locations of some NPCs. A good chunk of time was spent setting up this years Halloween event, and that is taking place on the Live servers right now! This years Holiday event features some new ski runs for players to try out in Pocket D.
Q: How have you seen the community change and grow over the course of the game, and how much input does it have on how the game is modified?
Matt: Weve seen the community mature into a knowledgeable, outspoken, community who really will let us know where we stand. If we do something they like, they let us know. If we do something they dont like, they will let us know that as well, and usually in a constructive way. We like working out issues with the community, and listening to their solutions. A lot of the ideas on powers and PvP we implemented in Issue 13 came directly from player feedback.
Q: CoH/V will be facing some competition in the coming months from other titles that will be attempting to hone in on the community and MMO genre. With most MMOs that means a drop in the community for a bit, as players go to check out the other games, then some come back in. Does this concern you and are you planning to evolve the game along new lines to counter this? Or would you prefer to not talk about that as this juncture?
Matt: We view competition as a great thing. Its nice for us and the players that we have almost five years of constant updates and new systems, and most new games will have a challenge competing with that amount of content out the gate.
But most importantly, having competition pushes us to look at our own game and see how we can improve City of Heroes and stay competitive. Youre going to see a lot more features that we thought wed never be able implement over the next year or so. NCsoft has given us a tremendous amount of support and we think that these features (and others) are critical to keep our leadership position in the MMO market. In this way, the upcoming competition only makes us better as a team and as a product.
Q: In the years since you first hit the streets, what do you think has been the biggest change to take place in Paragon City in terms of game development? And how has the perspective of the dev team changed because of it?
Matt: Weve added so much to the game since our original launch, saying that it has evolved is a huge understatement. I think one of the biggest additions was the Invention System. It really changed the way that the game was played, for the better, in my opinion. As developers it has been a priority to make sure that we continually support the Invention System in multiple ways, with new recipes, and new ways to use the core crafting system (like the new Reward Merits).
Q: After all these years in release, what is your favorite class to play?
Matt: I love my Dominator, but the Blaster and Mastermind will always be close to my heart, because those are the Archetypes I leveled during the betas of CoH and CoV.
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Et c'est clairement sous entendus qu'il ne sera pas possible de faire avec le futur créateur de missions des missions coop Héro/Vilains, hors des zones Coop sous peine de dissolution du groupe (à moins que d'ici la sortie Joe modifie le code)
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Et pour voler avant le lvl 14 (en ayant choisi le bon pool auxiliaire) il y a la mission Protection de la banque de Atlas park (qui débloque un "jetpack" temporaire) que l'on peu obtenir après avoir fait 3 missions radio police a Kings Row (accessible par le métro) à partir du lvl 5.
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Un interview, un peu plus instructif que le question/réponse, de Bruce Harlick sur la conception des nouvelles missions de l'épisode 13.
Attention English inside.
One of the things our players are most interested in is how we go about the process of designing the missions and story arcs they play through so much. Its not just an easy process of throwing together some pre-created maps, plopping down some enemies to get rid of, and setting up the appropriate rewards. We carefully consider the plot of the missions or story arcs and their flow in the gameplay sense, what resources we can (or cant) use to achieve our goals, carefully balance difficulty with rewards, and how to creatively get the best out of what we are typically able to use to make the entire encounter much more interesting. You can best get a sense of how we do this, from the bottom up, with the new Cimerora and Midnight Squad story arcs.
The Cimerora arcs came about as a way to help me learn the mission writing tools shortly after I started working on City of Heroes/City of Villains. Joe Morrissey, the Lead Mission Writer, provided the core of the idea for the first hero and villain arcs and asked me to run with it, to step me through the development process. I was given the mandate of no new assets or code for these arcs. We spent some time kicking the idea around. The idea of using Daedalus as a new hero contact came pretty naturally; hes a neat character and would be the kind of guy whod ask a hero to help him get out of a tough situation. Joe mentioned that Jay Doherty had done up a version of Ghost Widow as a Sibyl, and that was the genesis for a new villain contact, the Ghost Sibyl.
The villain story arc was intended to be a mirror of the hero story arc. Since I was playing with time travel, it was fairly easy to justify either side of the story winning. But as I began to create the Ghost Sibyl contact and write the villain missions, I began to wonder at her motivations for these actions. Was she just mad at Daedalus? Or did she have some deeper motivations? I had discussions with Joe, Matt Miller, and other lore keepers as I went to flesh out her back story, which led me to the connection between this outcast Sibyl and Ghost Widow. Thus was Sister Airlia born. (Airlia comes from the Greek and means ethereal, which I thought was appropriate for her character.)
Creating these two story arcs in our mission tool taught me a lot about the system and went very quickly. I completely overlooked the fact that both of the arcs sent the teams out of Cimerora, which would have bad repercussions on any co-op teams on these arcs. Teams traveling to the Rikti War Zone (the initial destination of the second mission of the arcs) would break when they left Cimerora and have to reform upon arriving in RWZ. So these missions became faction-limited, even though they were given out in a co-op zone. That, of course, required some technical magic from programmer Vince DAmelio. So much for the no new assets or code thing.
Once the missions became hero- or villain-only missions, there was no real need to send the characters to a place as far away as the RWZ. So I relocated them to zones a little more appropriate for characters on the lower end of the allowed level range. As a side note, writing missions for a large level spread, such as the 35 to 50 range of these two, is fairly challenging. You have to make sure you are using groups and bosses that will scale properly over that range, and you also have to make sure that the zone content is challenging but do-able for a wide level range. And, in the end, you err on the side of making sure that the bottom of the range can complete all of the mission tasks, even if it makes it a bit easier for the characters at the top end of the range.
I finished the first draft of these arcs before we had our kick-off meeting to discuss implementing them, so I went to work on doing another arc with Sister Airlia, to dig a little deeper into her story. I also wanted to do something else with Daedalus. I discussed the ideas with Joe and Matt, made some modifications and wrote them up. This time, I wanted to get a little more ambitious in what I was attempting to do. I also wanted to get a couple of outdoor mission maps for Cimerora. Ken, our art director, had encouraged me to ask if I wanted to try to get new art assets and I took him at his word, requesting two IOMs (Instanced Outdoor Maps) pulled from areas we were using in the Imperious Task Force. Ken was awesome and got the requests on the schedule and I had a larger playing field to use in Cimerora.
The second Sister Airlia arc went a little more into her background and had her using the players to help her set up a political power base in Cimerora, to try to circumvent her mysterious curse. The first mission has the player bringing someone back from the future and helping that NPC to infiltrate the Sibyls. During the kickoff meeting, Vince and I discussed how to get the character from the future to change into Cimeroran-appropriate garb, and he came up with the concept of the Sibyl hut. It took a little code wizardry and a lot of me banging my head on AI behavior, but we ended up with I think is a pretty neat sequence there. The third mission let me use Darren Wade; its always fun to visit established characters and write stuff for them. You need to get your head into their character voice and attitude, and Wades just a fun guy to write. I wanted to get some kind of visual effect for the last part of the last mission in the arc, but since this was really supposed to be a tutorial for me to learn the system, we didnt have the art or code bandwidth to do it. In the end I think the mission still works without it.
Since Daedalus is the Cimeroran version of Positron and the greatest craftsman of his age, I wanted his second arc to feature some sort of crafting or item creation. So the first act has the hero investigating a threat, the second act sends the hero to create a device to help protect Cimerora from the threat, and the final act lets the hero protect Cimerora while Daedalus employs the device to prevent the threat from reoccurring. In the second mission, the crafting mission, I delved deeper into our dialog tree system and had a lot of fun writing the Crey Energy Fabricator Mk I. Although it is only a machine, I could hear its voice and get a sense for its personality as I wrote its dialog. I think the sequence there works better than a get the salvage and go to an invention table type of crafting mission.
All four of the arcs went through changes and got tighter during the team Playtest and the closed beta test period. I think they became much more focused and better as a result of all of the feedback. It was a pleasure to be able to contribute to the rich background of City of Heroes/City of Villains and Im looking forward exploring the connection between Ghost Widow and Sister Airlia in future story arcs. Until then, I hope you all enjoy the new Cimerora content.
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En fait la sauvegarde du fichier en .costume est du même type que ce que l'on trouve dans les fichiers .cohdemo
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Et voilà certains l'on demandé, les Devs l'ont fait.
La possibilité d'enregistrer son costume. Dans le créateur de costume deux nouveaux boutons apparaissent "Sauvegarder" et "Charger". Le costume est ensuite enregistré en local dans le dossier du jeu.
Apparement toujours pas la possibilité de faire le costume en mode offline comme dans l'ex créateur de costume standalone Coréen.
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2008 Halloween Event Has Begun!
As a special thank you to all City of Heroes and City of Villains players we've begun this year's Halloween Event early! We've had such a great weekend at Hero-Con with the players that came out to our event and wanted to give something back to everyone else playing online! Now through November 2nd, enjoy the 2008 Halloween Event!
This year's event has a new twist with a group of unwanted guests looking to spoil the trick or treating, Zombies!
Zombies
These homely fellows seem to be literally rising from the ground beneath us and attacking heroes, villains and citizens without discrimination. Their taste in fashion is despicable, not to mention the flies and the smell! Be sure to have the zone event channel added to one of your chat tabs in-game to see the event notifications and take part in all the fun!
Badges, Temporary Costumes and Other Rewards
But know this! With new challenges come new rewards! All of last year's trick or treating goodies are back this year. Heroes and Villains can collect Classical Costumes (and wear them) for Trick or Treating throughout the city. Badges will be available for those who collect the most Classical Costumes. It's almost enough to make heroes and villains set their differences aside. Almost.
Old Enemies Return
Ravenwing Cabal's Annah will be in Croatoa to explain more about some of the activities, as will Granny Beldam in Nerva Archipelago.
The fun begins today, October 18th, and continues through Sunday, November 2nd at 11:59pm EST.
Lien en anglais sur le contenu (Insignes, Elements de costume, etc.) de l'évenement Halloween 2008 -
Parce que personne ne le prend jamais.
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Bye Midoh
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On se verra peut-être sur City of Pedestrians quand il sortira !
Oups !
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c'est quoi ça
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La fonction recherche est ton amie ^^ -
Bye Midoh/Erinan, best luck à toi sur les terres des farfadets rieurs.
si tu es sur Dublin, je peu te recommander quelques bons endroit où les gens parlent avec des mots bizarres entre deux pintes de stout.
Et aussi un petit pub à Doolin où les soirs d'automne de vrais musiciens Irish viennent te mettre du baume au coeur dans une ambiance qu'on ne trouve que là. -
En ce qui concerne l'apparition de niveau supplémentaires, voilà ce qu'en dit Castle :
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Is there any chance this game is going to raise the level cap to 60 or what not?
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Castle
A chance? Certainly. Not what I would call a good bet, though.
1) It would be a tremendous amount of work (10 levels of content is a LOT of work.)
2) It would extend the leveling period only slightly, while alienating a large number of players who are level 50 who consider their characters build "finished."
3) You would not gain any power slots or power selections, which is what I think most people who ask for the level cap to increase would want.
So, yes, while there is a very small chance it could happen, it isn't really a great idea.
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Pour faire simple: non parce que trop de travail pour faire du contenu pour 10 niveaux supplémentaires, période de montée de niveaux trop courte, pas intéréssant pour des joueurs qui considérent la construiction de leurs personnage niveaux 50 "terminée", et enfin pas de gain d'emplacement d'amélioration supplémentaires, ni de nouveaux pouvoirs.
Même si le non, n'est pas franc et massif, l'ironie est bien là, et il ne faut pas compter dessus (tant mieux d'ailleurs).
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Un peu de lecture en Ricains pour améliorer les chances de réussite d'un Raid Hamidon.
Hamidon for dummie's -
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- 1 Team HEAL : (empath/ciné/dark/therm..)
- 2 Team DD : (blast/rava/kheldien)
- 1 Team Contro : (Illu/Terre/Plante/Gravité)
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Doit on en déduire que si on a pas de personnage qui rentre dans ces spécifications, on est pas les bienvenus ? -
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Des promesses on nous en a deja tellement faites , je croirai a tous cela quand ce sera annoncé officiellement , en attendant ce ne sont que des rumeurs sans dates ni confirmations....
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Même officiellement, plutôt quand ça sera en jeu et pour de bon ( pas comme la cathédrale )...
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Ce n'est même pas des rumeurs, c'est une enquête faite auprès de joueurs par une boite de statistiques et de sondages.
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Chez moi ça tourne toujours sur la même machine depuis février 2005.
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En même temps c'est les vacances.
Sinon, il existe un outil de recherche pour grouper ou se faire grouper, après un petit message privé, car la plupart du temps, les invitations dites "sauvages" n'aboutissent pas.
Bien sur la population de CoH, n'est pas comparable aux jeux que tu cite, mais la qualité de jeu est bien supérieur sur CoH. -
2ieme jour de test pour l'evenement d'Halloween chez les ricains et nous nada, comme ça si ça déconne le jour du passage en Live, on aura encore 2 jours de retard.
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On ne peut meme plus aller chez le tailleur (à partir du lvl 20 je crois) pour voir à quoi ca ressemble...
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Dès le niveau 1 il est possible d'aller chez le tailleur, celui de Steel Canyon, Independence Port ou encore Founder's Fall, le tout c'est d'y arriver vivant et d'avoir de l'Influence (là encore limitée à cause du compte d'essais) pour changer son costume de base.
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Version simple : je termine mes 14 jours de test daubique et je mets tout ca à la poubelle !
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Pourquoi attendre la fin des 14 jours, tu n'en verra pas plus.
Sinon, je suis assez d'accord sur le fait que les limitations apportées au comptes d'essais, sont carrément à c h i e r, et que l'excuse des Goldsellers est un peu trop facile.
D'ailleurs je ne propose même plus à mes amis de venir jouer avec moi, vu qu'il ne pourront rien faire, ni voir les cotés conviviaux du jeu. -
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"Un système de récompense/progression lorsque votre personnage n'est pas connecté"
Non non je n'en dirai pas plus
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C'est pas déjà les récompenses de vétéran ça ---->[]