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  1. Mission Architect


    Exploring the Architect #1: Whack a Mole!







    Hello fellow Architects! Let me introduce myself, my name is Bubbawheat and I've contributed a few random things in the past for the City Scoop. Now I've finally signed on to be part of the City Scoop Staff working on articles for the Mission Architect. For now, I will be writing a series of articles telling about my experiences making missions through the Mission Creator. Each article will start with a mission challenge, and I will write about how I use the Mission Creator to make that challenge happen, or fail miserably. And if you're curious about how the mission ultimately turns out, then go out and play it for yourself! However, it will only be available until my next article comes out when it will be edited into my next mission challenge.


    As this is the first challenge, I decided to go for something fairly fun and simple: Whack-a-Mole! You might remember going to your local arcade or game room at the bowling alley and seeing a game with little spring loaded moles that pop up and you get to hit them with a mallet. Senseless violence against cute little rodents, sounds like a fun evening to me!


    The first thing to do is to break the general concept down into more concrete in-game mechanics. The game is basically moles popping up in random places and you have to hit them before they go back down again. The moles should be bosses to defeat, so you can hit them, preferably with a mace/ or /mace character but your methods may vary. The bosses should pop up in different places, and it should be a small map so you don't have to spend all your time searching for them.


    Now that we have the concept broken down into rough game mechanics, it's time to open the Mission Architect interface. The first screen is the Story Details. Since I'm trying to approximate a Whack-a-Mole game, I'm looking for a Contact that looks closest to a mole. I go with the Winter Horde for the frosty mole feel. The next window is Mission Settings. I have to choose an Enemy Group. I would like to have the mission only spawn the mole bosses that are needed to whack, but you can't currently do that, so I choose Winter Horde, the quickest way to a snowy mole. Map comes next, so I go through and try to find a Small Map. I pick a Tiny Warehouse, it allows 5 spawns of any type.


    The next section in the Mission Settings is Mission Text. I want to try and approximate the feel of a whack-a-mole game, so I write the Mission Text like a carnival barker, promising the allure of Tickets. This works great because it matches both games, a real whack-a-mole game usually gives prize tickets, and my whack-a-mole mission will earn characters Architect Tickets.


    Once I'm done with Page 1 I move on to Page 2: Mission Goals. In my opinion, my moles should be Boss Goals. I could choose one Boss Goal and set it to spawn 5, but that's not how I want to do it. So I create 5 Boss Goals and leave them all required for completion. I start with the first one, name it "Mole", again pick the Winter Horde Boss, I place it in the back, and only the boss is needed to complete, so you can ignore the extra minions if you want to and focus on whacking just the moles.





    On to the Boss Text! In the Description, I explain that even though it looks like a snowman, it's really a mole to cover my bases. For Navigation Text (Plural) I put "moles to whack", my understanding is that if I put this in all the bosses descriptions, it will count down the moles in the Navigation Text, from "5 moles to whack" on down. For Boss Defeated Text, "Score: 1" to add to my arcade game motif. For the second through fifth bosses, I do the same thing with two exceptions: For placement, I pick "Any" so they hopefully spawn in random places, for a different game every time, and under Boss Settings, I set "This mission goal is created when..." to the first "Boss: Mole is defeated". The third creates when the second mole is defeated, etc. With these settings, my hope is that it will start with only the first boss in the back of the map, then when you "whack" that mole, the second mole pops up, and so on.



    Now it's time to Test. I load up the mission, and hit my first problem. Even though there are no Error Messages in the corner, when I try to Test, it gives me errors about my bosses being all the same name. So I go through and slightly change all the names, using the capital "I" trick for one, and finding that I can put an extra space at the end of the name brings me up to 4, and the last I add a period to the end. Trying to load again, and this time it works, the contact pops up, I go into the mission and look for the first mole at the back of the map. Although it's not as empty as I had hoped, there are only a few random enemies in the map on the way to the first mole. I finish off the first mole and look for the second, and everything works the way I had hoped. Perfect, right?


    Well, I'm not one to rest on my laurels, so I decide to go through and take a second pass at it. This time I create a Custom Group with a custom mole character. I make it the only one in the group in the hopes that it won't spawn bosses when you play solo. I also add a 5 minute timer to the mission, since real whack-a-mole games have a time limit to them. I also didn't like the Tiny Warehouse map, it felt too big with too many hallways, so I search through the maps a little more and try one of the smallest Bank Maps, one that also has 5 allowed spawns. Time for testing round three. So far so good, no other spawns on the map. I get to the vault and find: a group of 3 moles, all bosses. Back to the drawing board. This time I make a Custom Group with only one minion in it. Testing round four: So far so good, no enemies until the vault in the back where it's just the mole and one minion, I can live with that. But now I notice another problem: instead of saying "5 moles to whack" in the Navigation Text, it says "Whack the last one", my Singular Navigation Text for the first boss, and unfortunately, as of this writing, it still has that Bug in it. I had to work around it where it just says "Whack a mole!" instead.



    So, there's how it went with my first mission. Ran into a few problems along the way, but in the end, I'm pretty happy with the results. It's a fast and fun mission with a little classic arcade flavor to it. And if you want to see the results for yourself, check out arc # 2711 Exploring the Architect #1: Whack a Mole!
















  2. The City Scoop



    Because I Have To Look At You...








    My nearest and dearest and of course the rest of you,


    I am so very, very sorry that I have been a very naughty Fabulous of late and not been able to dispense upon you my baubles of glory for you to dance around and enjoy. Please accept my humblest apologies, for I have been very busy with work in my studios in St. Martial. I feel utterly awful about this..,



    Oh, who am I kidding? Punctuality is a virtue for the mediocre and we all know it.


    AAAaaanyway, as such, I am writing my entire month of articles in advance to ensure that you all have plenty of me to enjoy! I know, it's gracious of me, but I must try to be humble.


    Still, in my last article I mentioned a ninja friend who had written me seeking advice, at least, I assume he was a ninja. Here is his letter and a lovely picture, well not so lovely, but you'll enjoy what I've done with him!


    Vol. 2, Issue 41



    April 10, 2009




    This Issue:



    Architect


    Community


    Fashion


    Arts


    Comic


    Masthead





    One last bit of notice, from now on, if I can find it feasible, I will also be posting the specs for these outfits, so you too can make them if you so desire to tweak them, as well as those who have written for them.. having a picture reference is one thing, but the actual tailored suit, SO MUCH BETTER!


    And here we go, LETTERS!
    .
    .




    Dear Arbiter Fabulous,



    I am a stalker who can't find anything to wear! Icon has worked with me, they think I'm a hero (I'm really a villain) and they told me they don't know what to do. I am of magical origin and I also stalk my enemies and hide before killing them. I can't seem to find an outfit to fit this. Please help me Fabulous!



    This is all I could find to wear. I am in desperate need for something to surprise my enemies with when they are looking up at me during their last dying breath.



    -An Illusion
    Before







    As you can see from his picture, Filthy, Filthy Serge has gone with an old busted stereotype, leaving this poor man out in the cold looking like the kind of man who's about to get his rear handed to him after a 80's action flick training montage.



    Deplorable, I know, absolutely deplorable. Serge, if you are reading this, if you CAN read this I mean. You need to stop hurting your clientele, Trina the Seamstress is busy enough fixing your mistakes on the downlow and I can't be bothered to help EVERYONE, you know.



    Still I find myself aching to help this young man, and so I have asked a few of my filthy assistants to rummage about for me and we've come up with a VERY nice look for you. What do you think?


    As you can tell I have decided to go with subdued grey, which actually help maintain a cloak of shadow than bare black does, seriously, ask any military official. Black stands out more blatantly, and so by subduing it, you have a better chance of going unnoticed. Since you seemed to want to be an image of death, yet anonymous, I went with a full skull mask for you, and added a jaw accessory to act as a voice modulator and neck stabilizer. Little bit of body armor here and there, and you are good to go without it being too bulky!
    .
    .



    Hi. Okay, so now that you're open for business here, I'd like to know what you think.



    You see, I'm an arrow-flinging, sonic blasting heroine. I've been running around and busting villainous plots for nearly five years now, and this little yellow dress has served me without fail! It used to be a Cosplay uniform for my own fanfiction character! Heh.




    I was seriously going for 'new age, new generation' hero when I made this. But those post-Rikti War years are slowly passing, and we find ourselves approaching the new decade. When 2010 hits, I may find myself needing an update to my 2004 look.


    Help?


    Luv. - Belle Barium

    Before




    You got it poodle, but remember, retro is always good, if done right. And frankly, I'm seeing a lot of 1950's in that look, but still a nice tough female forward image to work with. By your name alone, I assume you work with radiation, if not, I highly recommend working closely with Positron, try to startle him a bunch actually. It'll help you fit your new costume if you don't work like Chernobyl.



    As you can see, I wanted to have nice clean lines, with a bit more coverage. I noticed you used only a hint of black to offset the yellow, but honey, those two pair SO well, I had to just go all out with it. I thought you could also use a hint of leather for your costume, as the tights can snag and don't offer as much protection. Frankly, I think of this as a much better look for you, and if you were to fully update it, I think we would all support it.


    NEXT!

    .
    .



    As promised I hereby give my representation of what the now famous Captain Dynamic should look like.

    Before





    I mean look at him, the shame on his face, as well as that of the poor sap who must be seen near him wearing that awful thing that looks like a candy cane made from PVC. Seriously, Serge, where DO you get your inspiration from? I need to know which source materials to burn to save the rest of humanity from possibly encountering it and turning into another you!


    Without Further Ado, here is the aftermath of my redesign...


    I have darkened the red a bit to a nice vivid crimson, and incorporated the lightning bolts INTO the design, noth without it being too blatant on his chest. I tweaked a few things here and there and made the final decision on if those goggles are supposed to be over the eyes or just an accessory FOR him. Since he never stated the origins of his powers, I assumed he got them from what you are all calling an "awesome button". So to help him in his tasks, I have implemented that button on his chest, for him to use whenever he feels like it.



    Well, that was EXHAUSTING, but still I am so glad to be back, once more. Remember you can always send me letters to EQUATION on the forums with the headline of "Dear Arbiter Fabulous."


    About the author: Arbiter Reginald Fabulous lives in St. Martial where he plots the demise of his rival, Serge every day a thousand times over, he enjoys croquet, painting and crushing the dreams of those who cross him, mostly Serge. He is in negotiations with a certain seamstress to get the beloved tails for his Fortunata costumes, while still holding Kheldian sashes ransom from ICON. He holds true to the story that he's merely doing that because, as he says "Filthy Serge was going to turn a beautiful belt accessory into, and I quote 'Legwarmers for heads.'"
  • Release Notes - 18.20090324.13T2

    Friday April 10, 2009



    Combined
    Architect Custom Critters
    <ul type="square">[*]Players can no longer place Cimeroran “Immunes Surgeon” Minions in custom missions. Any missions that specifically include these critters will now be invalid, and will have to be edited. Do NOT “Unpublish” your mission, or you will lose your Arc ID and ratings. [*]Players can no longer place Council “Transformation Capsule” Bosses in custom missions. Any missions that specifically include these critters will now be invalid and will have to be edited. Do NOT “Unpublish” your mission, or you will lose your Arc ID and ratings.[/list]Mission Architect Server
    <ul type="square">[*]Improved Mission Architect stability.[/list]Bases:
    <ul type="square">[*]Corrected an issue where all Supergroups (Heroes and Villains) that logged in after Issue 14 launched would receive all Supergroup Badges. All affected Supergroups had their badges removed. The first Supergroup member to log in an affected base will have their SG badges re-granted based upon their Supergroups previous achievements and exploration.[/list]City of Heroes
    <ul type="square">[*]None[/list]City of Villains
    <ul type="square">[*]None[/list]
  • Mission Architect Video and Guide!

    The Issue 14 goodness just keeps on coming…

    We’re proud to present the Official Mission Architect Video for your viewing pleasure!

    Now it’s your turn! Don’t let the specifics of this amazing story/mission creation system elude you…teach yourself everything there is to know about Mission Architect and more by reading the New MA Guide!

    So what are you waiting for? Start creating NOW!



    Please use this thread to discuss the announcement.
  • Mission Architect Video and Guide!

    The Issue 14 goodness just keeps on coming…

    We’re proud to present the Official Mission Architect Video for your viewing pleasure!

    Now it’s your turn! Don’t let the specifics of this amazing story/mission creation system elude you…teach yourself everything there is to know about Mission Architect and more by reading the New MA Guide!

    So what are you waiting for? Start creating NOW!

    Please join us HERE for the discussion.
  • Another note that was missed:

    [ QUOTE ]
    Merit Rewards

    The Trial and Taskforce random recipe rolls have been combined into a single recipe roll that costs 20 merits. The recipes awarded from these rewards have been weighted by usefulness. This means that recipes that can slot into a larger amount of powers and are slotted by a larger number of players will have a greater chance of dropping. Example: A Devastation recipe would have a greater chance of dropping than Trap of the Hunter as Devastation A) Can be slotted into a larger number of powers and B) Is slotted more frequently than Trap of the Hunter.

    [/ QUOTE ]
  • [ QUOTE ]
    And lastly Warblade does FireBrandi

    Love the flame effects on her hands

    [/ QUOTE ]

    I absolutely love this one!
  • This note was left out of the Bases section.

    This is how it reads above:
    [ QUOTE ]
    If the wrong person does get promoted, there are 2 options: The current super-leader can promote the correct person using the Super Group Screen and they will then be moved back to leader rank. Otherwise, petition a GM. They can review the case and take appropriate actions to resolve and possibly put the correct player in the position.

    [/ QUOTE ]


    This is how it should read.
    [ QUOTE ]


    If the wrong person does get promoted, there are 2 options: The current super-leader can promote the correct person using the Super Group Screen and they will then be moved back to leader rank. Otherwise, petition a GM. They can review the case and take appropriate actions to resolve and possibly put the correct player in the position.</p>



    We are encouraging you as the player base to work to resolve any conflicts over leadership within your group first, before resulting to Customer Support. </p>



    If you do find that you need to contact Customer Support, be aware that they are only going to be reviewing cases where possible violations may be occurring. Customer Support will not intervene to settle issues in which supergroup members disagree with the current leadership.</p>

    [/ QUOTE ]
  • Hey All,

    Just a quick note to clear up any possible confusion. When attempting to transfer stories created through Mission Architect on the Test Server, if your story contains any unlocked content you will not be able to test or publish the story until you have earned the unlocked content on the Live servers.

    If you do wish to republish the stories before unlocking the content, you should be able to edit the stories to remove the unlocked content thus making your mission valid and able to be tested and/or published.

    Thanks!
  • You’ve learned the specifics about it and you’ve read the glowing press articles. You’ve watched the Rooster Teeth videos and you may have even jumped into Open Beta and tried it out for yourself! But now the wait is over…

    Issue 14: Architect is officially available on the live servers! Now is your opportunity to try first-hand the much anticipated Mission Architect system and enjoy some additions to the PvP system as well -- including brand new PvP Origin Enhancement sets that will add more flavor to your combats!

    Whether you like to play or create –a whole world of user-generated content awaits! So go play Issue 14: Architect and let the fun begin!

    Get ‘in the know’ by reading the Issue 14 Release Notes.

    For information on how to transfer your Open Beta stories/missions over to the live servers, read [url=http://boards.cityofheroes.com/showflat.php?Cat=0&Number=13200472]this! Please Note: The action of transferring over will assign your mission a new I.D. number!!!

    Here are some important changes you need to be aware of:

    NCsoft will be granting a @Global Chat Handle rename token with the Issue 14 launch. To change your global chat handle, type /change_handle “Player Name” in the chat line or click on “Chat Handle (X)” from the drop down “Menu” option.

    NCsoft will be granting a (1) free respec to each active character, to enable your freespec please type /respec on the build you wish to change.

    Super Leader is now active. Please follow the instructions below to change leadership.

    Steps to Transfer Super Leader:

    1. The Super Leader selects the appropriate Leader in the Super Group window.
    2. The targeted Leader must be online
    3. Click Promote
    4. A message box pops up, asking if you want to promote this character to Super Leader
    5. Click Yes
    6. The new character becomes Super leader, and the old Super Leader becomes a normal Leader

    Want information on how to gain recognition and rewards through Mission Architect by getting awarded Dev’s Choice and/or Hall of Fame status? Read all about it in this news announcement and this great guide entitled Dev’s Choice: Becoming the Chosen One!

    For your reading pleasure, here’s a handy list of all the new badges being released in Issue 14.

    With the release of Issue 14, please join in on the conversations being conducted in our new sections of the Official Message Board:

    Mission Architect: Stories & Lore

    Mission Architect: Resources, Discussion, & Questions

    Want to share your Mission Architect creations with the community? Go to our Message Board and post in the available Announce Your Latest Creation Here thread.

    Perhaps you have uber knowledge on how to use Mission Architect. Please feel free to share it with others via the Mission Architect: Player Guides thread!

    And finally, go here if you would like to join in the discussion about Issue14: Architect.
  • You’ve learned the specifics about it and you’ve read the glowing press articles. You’ve watched the Rooster Teeth videos and you may have even jumped into Open Beta and tried it out for yourself! But now the wait is over…

    Issue 14: Architect is officially available on the live servers! Now is your opportunity to try first-hand the much anticipated Mission Architect system and enjoy some additions to the PvP system as well -- including brand new PvP Origin Enhancement sets that will add more flavor to your combats!

    Whether you like to play or create –a whole world of user-generated content awaits! So go play Issue 14: Architect and let the fun begin!

    Get ‘in the know’ by reading the Issue 14 Release Notes.

    For information on how to transfer your Open Beta stories/missions over to the live servers, read [url=http://boards.cityofheroes.com/showflat.php?Cat=0&amp;Number=13200472]this! Please Note: The action of transferring over will assign your mission a new I.D. number!!!

    Here are some important changes you need to be aware of:

    NCsoft will be granting a @Global Chat Handle rename token with the Issue 14 launch. To change your global chat handle, type /change_handle “Player Name” in the chat line or click on “Chat Handle (X)” from the drop down “Menu” option.

    NCsoft will be granting a (1) free respec to each active character, to enable your freespec please type /respec on the build you wish to change.

    Super Leader is now active. Please follow the instructions below to change leadership.

    Steps to Transfer Super Leader:

    1. The Super Leader selects the appropriate Leader in the Super Group window.
    2. The targeted Leader must be online
    3. Click Promote
    4. A message box pops up, asking if you want to promote this character to Super Leader
    5. Click Yes
    6. The new character becomes Super leader, and the old Super Leader becomes a normal Leader

    Want information on how to gain recognition and rewards through Mission Architect by getting awarded Dev’s Choice and/or Hall of Fame status? Read all about it in this news announcement and this great guide entitled Dev’s Choice: Becoming the Chosen One!

    For your reading pleasure, here’s a handy list of all the new badges being released in Issue 14.

    With the release of Issue 14, please join in on the conversations being conducted in our new sections of the Official Message Board:

    Mission Architect: Stories &amp; Lore

    Mission Architect: Resources, Discussion, &amp; Questions

    Want to share your Mission Architect creations with the community? Go to our Message Board and post in the available Announce Your Latest Creation Here thread.

    Perhaps you have uber knowledge on how to use Mission Architect. Please feel free to share it with others via the Mission Architect: Player Guides thread!


  • Additional PVP IO Notes:</p><ul>[*]Gladiator's Armor: +Defense and Teleport Resist now has a 20% chance to grant immunity to teleportation for 10 seconds instead of always on total immunity.
    [*]Shield Wall: +Resistance and Teleport Resist now has a 20% chance to grant immunity to teleportation for 10 seconds instead of always on total immunity.
    [*]Panacea: Chance for Heal/Endurance: This enhancement will function normally in PvE zones, however in PvP zones this power will grant a regeneration bonus much like Numina's Convalescence: +Regen/Recovery. This was done to prevent healing suppression from being triggered by this effect.[/list]
    Tasks</p><ul>[*]Fixed the case where in the final fight in the second mission of Lady Grey's Task Force (Four Horsemen), the Famine rider spawns stuck in the geometry.[/list]
    Tailor</p><ul>[*]Added Waist Capes for Female Arachnos Widow costumes. [*]Many gloves now have an offset value associated with them to allow shields to fit better with them and have fewer clipping issues. [*]With the "City of Heroes Mac Special Edition" version or the "City of Heroes Mac Special Edition In-Game Item Pack" purchased - Valkyrie Swords will now be available to Archetypes with the Dual Blades powerset.[/list]


    Trial Account Restrictions:
    </p>
    Players using Trial Accounts may not access Mission Architect terminals. Trial Account users can be invited to teams that are using the Mission Architect Missions, but cannot create, rate or start any published Mission Architect Missions until they "upgrade" their account with either:
    <ul>
    [*]an online serial code purchased from the online NCsoft store,
    [*]an NCsoft Game Card (purchased from a participating retailer) or
    [*]a serial code from a City of Heroes / Villains boxed retail product. [/list]


    CITY of HEROES
    </p>



    Powers</p>




    Blasters

    <ul> [*]Psychic Blast/Telekinetic Blast: Corrected a bug that would cause this power's damage to ignore resistance in PvP.
    [*]Electrical Mastery/EM Pulse: Fixed a bug that would display that this power could be slotted with Hold IO sets[/list]</p>


    Controllers
    <ul> [*]llusion Control - Superior Invisibility no longer detoggles when player is held.
    [*]Sonic Resonance - Sonic Dispersion no longer detoggles when player is held.
    [*]Fixed a minor issue with Illusion Control Phantasm which could cause it to spend time toggling on a power which has no effect.[/list]</p>



    Defenders

    <ul> [*]Cold Domination / Arctic Fog : Volume of looping sound effect will now fade.
    [*]Dark Mastery/Soul Drain: Increased this power's recharge from 120 to 240 seconds.[/list]</p>


    Tankers
    <ul> [*]Pyre Mastery / Char: Damage Vs NPCs increased slightly, and damage in PVP decreased slightly. This is a bug fix rather than a deliberate rebalancing of the power (part of the damage that was supposed to be applied in PVE only was being applied in PVP).[/list]</p>



    Warshades

    <ul> [*]Umbral Aura / Orbiting Death does not detoggle when mezzed.[/list]</p>


    Rewards
    <ul> [*]"The Break Up the Clockwork and the Skulls" mission had its rewards reduced from 4 to 2 merits. [/list]</p>




    CITY of VILLAINS
    </p>


    Powers</p>


    Arachnos Soldiers
    <ul> [*]Wolf Spider / Single Shot - This power's short help will now state that it has a -Defense component.[/list]</p>

    Dominators
    <ul> [*]Soul Mastery/Soul Drain: Increased this power's recharge from 120 to 240 seconds.[/list]</p>Mastermind
    <ul> [*]Mastermind/Thugs/Call Bruiser àThe Bruiser's Hand Clap power was using the wrong table for Knockdown, so it was still doing Knockback. This has been corrected, and he should always do Knock 'DOWN'.
    [*]Ninjas / Call of Jonin - Jonin henchmen, when fully upgraded, are now always in Hide, except for immediately after attacking. [*]Mercenaries / Spec-Ops - Spec-Ops henchmen, when fully upgraded, are now always stealthed, except for immediately after attacking.[/list]Stalkers
    <ul> [*]Stalker/Dual Blades/Thousand Cuts: Increased this power's range from 7 to 10.[/list]Widows
    <ul> [*]Widow Training - Strike incorrectly had a X2 damage multiplier on its stealth critical in both PvP and PvE. Now fixed.[/list]PVP
    <ul> [*]Brute Practiced Brawler now correctly grants status resistance instead of status protection in PvP. [/list]Badges
    <ul> [*]Fixed a bug that allowed villains to get a progress bar for the Spellbinding badge [/list]



  • Bases
    </p>


    In an effort to bring more supergroup management powers to players, we have recently developed a new Super Group Rank #6, named 'Super Leader'.</p>

    Here is a list of what Super Leader can do:</p><ul>[*]Super Leader has all permissions available to leaders.
    [*]Super Leader can modify permissions of leaders, and can demote or promote any rank.
    [*]Super Leader can promote another leader to their position, and self demote themselves back to Leader rank.
    [*]Super Leader position can be named to be in line with SG/VG tastes and motif.
    [*]Super Leader position will always be filled by an active user and Rank 5 leaders will no longer be demoted unless the SL designates.
    [*]Super Leader will be auto-demoted if inactivity period set by permissions is reached.
    [*]The highest ranking member with the most recent log-in time will be auto-promoted once Super Leader position is vacated.
    [*]Super Leader can pass leadership to a Rank 5 Leader at any time as long they are online, this transfer of leadership occurs in the SG/VG screen.
    [*]There is a confirmation screen before this transaction occurs to eliminate errors.
    [*]Customer Service can promote any on-line player to the Super Leader position, if the petition warrants such action
    [*]There is only one Super Leader.[/list]

    We understand there may be some general concern over this new rank, how leaders will be selected, and how and what our Customer Supports role is within the SG/VG setting. Due to these concerns we are announcing this feature now and will be giving some advanced notice to the community on the launch date for Issue 14: Architect.</p>


    Just like any shared leader position, the SG/VG as a group can determine how this position should be used and what rules apply, outside of permissions. That way if the current player in the position violates those rules, they can voluntarily give the rank to someone else, or the case can be made to CS to resolve as needed.</p>


    The position is affected by auto demotion, and it is the only rank now affected by this design. When that occurs, it will pass to the next highest rank member that has logged in most recently. Any player that has been logged out for longer then the auto demotion time is not eligible to be promoted, regardless of rank. </p>


    Also note, there has been a change to the auto-promotion process:</p><ul>
    [*]The Last leader to log out will be promoted when I14 goes live.
    [*]There is a 24 hour tie-breaker, if multiple leaders log out at the same time.
    [*]If multiple leaders log out within 24 hours of each other, the leader with the earliest join date will be promoted.[/list]
    This allows players to better choose which leader will get promoted. We will give advance notice of the approximate live date for I14, in order for SG members to determine which leader should log in before that time.</p>


    If the wrong person does get promoted, there are 2 options: The current super-leader can promote the correct person using the Super Group Screen and they will then be moved back to leader rank. Otherwise, petition a GM. They can review the case and take appropriate actions to resolve and possibly put the correct player in the position.</p>


    Black Market / Wentworth's Consignment House
    </p><ul>[*]Characters (on active accounts) who have inventories, bids or items for sale in the Black Market or in Wentworth's Consignment House will no longer have to log into the game within 60 days to avoid item or influence/infamy expiration.
    [*]In-game Black Market and Wentworth employees will still give their friendly reminder, however if your account is "active", they won't take your "stuff".[/list]
    Day Jobs</p><ul>[*]The Architect and Experienced Architect Day Job powers should be granting additional time by logging out in an Architect Entertainment building. [/list]

    Gameplay
    </p><ul>[*]Added new Loading Screen Tips [/list]Help Command
    <ul> [*]The /help command will now bring up the in-game Help Menu System. This essentially replicates choosing "Help" from the drop down Menu option. We found that many players did not know that we had an in-game Help system.
    [*]Players wishing to chat on the server wide "Help Channel" will now have to type in /hc [/list]
    Invention</p>
    Please refer to the "PVP Origin Enhancements" section below for a list and description of the new PVP Origin Enhancements introduced with Issue 14. Enhancement: Touch of the Nictus: Chance for Negative Energy Damage - Fixed a bug where this enhancement would cause damage to the player and his allies.
    Fixed a bug that would cause the Achilles Heel proc to show the resist buff continuing effects instead of the resistance debuff continuing effects. Recharge Intensive Pet Invention Origin sets will now correctly boost the damage of Tornado and Phantom Army.



    Macintosh Version
    </p><ul>[*][Architect Missions - Known Issue] Mac players may not being able to see their Architect missions immediately after publishing them. While looking for a permanent solution, we have added a 'Refresh' button to the mission search window. Using it will cause your missions to appear without having to log out and back in. [/list]
    Merit Vendor</p><ul>[*]Random Large Inspirations are purchasable from levels 5 to 50.[/list]

    Powers
    </p><ul>[*]Flight: Made adjustments to Hover and Flight powers. The minimum speed for these powers is now higher. This includes Kheldian Flight powers.
    [*]Plant Control / Carrion Creepers - Now properly affected by enhancements.
    [*]Pet Powers Change:
    [*]Recharge times on pet attack powers will no longer be affected by any outside source. This includes buffs and debuffs. What this means is that pets can no longer have the recharge time on their powers increased by player buffs (like Speed Boost) or their recharge time decreased by player or NPC debuffs. This change was made to allow pets to correctly cycle through their attacks instead of getting locked on using the same attack over and over and neglecting to use other available powers.[/list]


    PVP Changes
    </p><ul>[*][u]PVP Phase Changes[u]: -Any player in a phased state, including Phase shifted or Dimension shifted, can be attacked by other phased players. Hibernate and Cage effects are still impenetrable, since they do not phase the player. [/list]

    Powers that can be used to attack other phased players include:</p><ul>[*]Phase Shift
    [*]Dimension Shift
    [*]Quantum Flight
    [*]Nebulous Form
    [*]Black Hole
    [*]Manifold Resonator
    [*]Hyper Phase
    [*]Phase flight
    [*]Ethereal Shift
    [*]Players under the Ghost effects of Spirit Potions can only attack other players under the effects of Spirit Potions. [/list]<ul> [*][u]PVP Elusivity bonus[u]: The elusivity bonus on Melee Defense Armors and Personal Force field has been reduced slightly. We are adjusting this carefully since the elusivity bonus is intended to keep Aim, Build-up, or To-hit bonus from negating defense armors. Overall, Defense armors are performing well when compared to Resist based armors, and the intention is to keep them a strong contender in PVP.[*][u]Melee AT Ranged Attacks[u]: Melee archetypes (Tankers, Brutes, Scrappers and Stalkers) had their ranged attacks in their primary, secondary and Epic (Hero Ancillary/Villain Patron power) pools reduced slightly. Since Melee archetypes use ranged attacks that are set on the melee damage table, they do much more damage then they should with ranged attacks. We're reducing this slightly, but overall we're comfortable with the range attacks being very useful. [/list]

    Additional PvP Changes</p><ul>[*]Teleportation Resistance was being affected by Diminishing Returns in PVP. This was an oversight and has been corrected.
    [*]Fixed Nectar Temp power in PVP, now only has a 2 second duration.
    [*]Adding a forced respawn to players in pvp zones after two minutes have passed from when they died.
    [*]Arachnos Widows and Arachnos Soldiers PVP damage on all powers slightly reduced to correct for it using an incorrect high modifier.
    [*]Tanker, Brute, and Scrapper versions of taunt now display a message when the taunt portion of the power misses in PVP. Stalker taunt is unchanged. [/list]
  • <big>Architect Overview</big>




    Issue 14 takes City of Heroes® another giant step, allowing players to design their own missions and story arcs to share with the entire City of Heroes community across all of our live servers. </p>


    Using an intuitive interface, players can browse through other player created missions and create their own missions from the ground up. Players will determine details ranging from environments, mission objectives, and enemies, to written fiction and character dialogue; giving their stories nearly infinite depth and personalization.</p>


    Creators can pick from hundreds of maps and thousands of characters. They can use existing characters or create their own custom enemies. They can get even more detailed and create full enemy groups, giving each enemy unique costumes and powers.</p>


    Players can write all of the dialog for their story as well as decide on level of difficulty and enemy placement. Players have the ability to trigger one mission goal off of another, creating a chain of events within a single mission. Each story can have up to five chapters or missions and each mission can hold up to a maximum of 25 achievable goals. As people play content, they'll be able to rate that content from one to five stars. Creators will actually get in game benefits for making content that gets highly rated. We even offer a Dev Choice and Hall of Fame standing for the best of the best. </p>


    [u]
    Create Stories[u] - Present your story to other players in the game through the story title, description, and character dialogue. Stories can be as short as a single mission and as long as five.</p>


    [u]Create Characters[u] - Use existing characters from City of Heroes lore or create your own characters from scratch using the costume creator and a robust powers selection interface. Create individual characters which can be used as enemies, allies and contacts or create whole enemy groups to fill your missions.</p>


    [u]Write Dialogue[u] - Every character that you place into a story or mission has its own dialogue. Whether it's the contact that directs characters to their mission, the hostages that you rescue, or the enemies that you must defeat, they all speak through text bubbles at various points during your encounters.</p>


    [u]Define Objectives[u] - Defend, collect, defeat, destroy, rescue, and more. Mission architects can string objectives together making missions as simple or complex as desired, using up to a current maximum of 25 objectives per mission.</p>


    [u]Use Advanced Options[u] - For characters and missions select alignment, placement, difficulty, animations, behaviour and more. Every mission objective has multiple advanced options, allowing you to truly customize how you want your story to play out.</p>


    [u]Test and Iterate Before Publishing[u] - Take as much time as you want to create your content and test it by yourself or with others. Once your masterpiece is complete, you can Publish it for other players to enjoy and rate.</p>


    Find / Browse Other Stories</p>


    For people who just want to play the user created content, players have access to the mission browser that shows all the generated content. Players can sort these stories by name, highest rated, length and recently added. Players can also filter content to show only those with specific ratings, arcs they have or haven't played as well as the alignment of the story.</p>


    [u]Sort Stories and Search for Key Criteria[u] - Players can use the Mission Browser to sort published stories by rating, date, and length, or search for content using key words like the character who created them or the subject matter within the stories.</p>


    [u]Hall of Fame[u] - Stories that have achieved a critical combination of high player ratings and number of views will be elevated into Hall of Fame status and will be listed under the Hall of Fame section.</p>


    [u]Developer's Choice[u] - Stories that are hand-picked by the developer will be deemed Developer's Choice and listed within the Developer's Choice section.</p>


    Players create content in-game through a computer terminal within one of the Architect Entertainment buildings. Architect Entertainment is the name of the company that's developed this type of 'simulated experience' for heroes and villains of Paragon City and the Rogue Isles.</p>
    <ul>
    [*]Architect Entertainment Buildings are located at Atlas Park, Galaxy City, King's Row, Steel Canyon, Skyway City, Faultline, Talos Island, Independence Port, Founder's Falls, Brickstown, Peregrine Island, the Rikti War Zone, Mercy Island, Port Oakes, Cap Au Diable, Sharkhead Isle, Nerva Archipelago, and St. Martial. All Architect Entertainment buildings have "AE" map icons.
    [*]The Ticket award system: Each type of enemy has a chance to drop a small, medium and large number of tickets. Harder enemies will grant more tickets than weaker enemies. Also, enemies that you defeat that are higher level than you will drop more tickets than enemies that are lower level than you. (Example: Bosses drop more tickets than minions).
    [*]Characters with pets will get credit for their pets' kills in architect missions.
    [*]Player created Mission Architect missions are listed by a player's @Global Chat Handle as the "author".
    [*]NCsoft will be granting a @Global Chat Handle rename token with the Issue 14 launch. To change your global chat handle, type /change_handle "Player Name" in the chat line or click on "Chat Handle (X)" from the drop down "Menu" option.
    [*]Profanity filter works on all aspects of the Mission Architect. Please make use of the "report" function if you spot anything reprehensible. [/list] Mission Architect Notes<ul>[*]NCsoft reserves the right to ban or remove any mission at any time for any reason.
    [*]The Mission Architect System is a "Global" System that links all servers in North America and Europe.
    [*]The Mission Architect System may be brought offline for maintenance during server "up" time. During this time, "Unclaimed" tickets, Published missions and Unlocked Items may be inaccessible.
    [*]If a player is online when the Mission Architect Server is brought back into service, the player may need to log out and log back in to see any "unlocked" content from the Ticket Reward system. [/list]Code of Conduct Reminders:<ul> [*]NCsoft has the right to ban any mission that violates the Rules of Conduct or User Agreement.
    [*]Please click on the aforementioned links for full details.
    [*]Parodies and derivative works are not allowed.
    [*]NCsoft has the right to ban any mission that contains words that attempt to bypass the Profanity filter. Repeated violations by an "author" may result in account closure.
    [*]NCsoft has the right to ban any mission and author that use the Mission Architect system for solicitation of business or advertisement of commercial services or activities.
    [*]NCsoft reserves the right to ban any missions that contain any exploits that provide unintended statistical advantages. Players and/or "authors" that advertise exploitable missions through our forums, in-game chat system or through the Mission Architect system may be banned from the Mission Architect System or may have their game account closed.
    [*]NCsoft reserves the right to remove or modify any item, NPC, Mission Map or any other element related to the Mission Architect system for any reason.
    [*]Mission Architect changes may invalidate "Published" mission, in which case the author should "edit" their Published mission to preserve its rating. "Unpublishing" an invalid mission will result in loss of any earned ratings. [/list]

    Architect Reward System</p>



    Among other rewards, architects who create extraordinary content will garner acclaim and reputation. Community feedback will be paramount and some missions will elevate in status, unlocking new rewards and benefits for their creators.</p>
    <ul>[*]Account wide architect rewards have been implemented. You can buy tokens in the store which will unlock architect options for every character on your account.
    [*]If the mission server is not running, you will not be able to access this content (you can tell the mission server is down if you cannot search for published missions or publish new missions).
    [*]Random recipe drop rewards have been implemented and can be purchased from the Architect Ticket Vendors with Architect Tickets. These random rolls come in 3 categories:
    <ul> [*]Bronze Reward Roll: This random reward will award both uncommon and rare recipes that are normally dropped from defeating enemies. The likelihood of receiving an uncommon recipe is 8 times greater than that of a rare recipe. This is consistent with rewards granted from defeating enemies. This reward table does not include purple reward drops, nor does it include temporary powers or respec recipes. The Bronze Reward Roll is the least expensive of the three random reward categories.
    [*]Silver Reward Roll: This random reward will award both rare recipes that are normally dropped from defeating enemies and recipes earned upon completing missions. The likelihood of receiving a rare recipe is 50% greater than that of a mission complete recipe. This reward table does not include temporary powers or respec recipes. The Silver Reward Roll is the second most expensive of the three random reward categories.
    [*] [*]Gold Reward Roll: This random reward will award recipes that were previously dropped by completing taskforces/trials, very rare boss drops, and recipes that are purchasable with merits. The Gold Reward Roll is the most expensive of the random reward categories as the rewards granted are very powerful. [/list][*]Note that ticket prices for awards from the ticket vendor are subject to change. These random reward tables are "weighted" differently than tables from defeating enemies and completing missions. Recipes that can be slotted into more powers and/or are slotted more often by players will have a greater chance of dropping. (Example: the Devastation ranged damage IO recipe set would be more likely to drop than the Trap of the Hunter immobilize IO recipe set. This is because Devastation can be slotted into a greater percentage of existing powers and is more often slotted by players than Trap of the Hunter.)
    [*]Unlockable costume pieces and items are now available through ticket redemption at Architect Entertainment Vendors. Please Note that Unlocked content from the Architect Entertainment Vendors is solely for use within the Mission Architect system, and NOT for a Player's character's use.
    [*]A pop up window should appear upon earning your first ticket. This window will explain what tickets are for.
    [/list]

    Architect Custom Critter Creation
    </p><ul>[*]Custom Critters' Toggle powers should suppress when Held, Stunned, or Slept, exactly the same as player powers.
    [*]Defense/Resist and other aspects of powers suppress. Status protection aspects of powers do not.
    [*]Mastermind pets to mastermind sets: When an Mastermind NPC that has access to Mastermind pets is attacked, their Mastermind pets are immediately summoned.
    [*]Minion Masterminds Summon 1 minion at -1 level, LT masterminds summon 2 minions at -1, and a LT at -1. Boss Masterminds and above summon all henchmen as normal.
    [*]Controllers summon pets when attacked. [/list]
    Arena</p>


    New Arena Features</p><ul> [*][u]Swiss Draw[u]: An 8 to 64 player tournament that will have players duking it out 1 vs 1 until the top 8 combatants are chosen. After this point there will be three rounds of single elimination to determine the winner of the tournament.
    [*][u]Pre-Match Buffing Period[u]: Upon entering an arena map a "Waiting for Players" period will begin. It will wait until all players are on the map or until 1 minute has passed, whatever happens first. After this there is a brief "Buff Players" phase which allows players to turn on their toggles and buff themselves and their teammates. During this phase all players can only affect and be affected by their allies.
    [*][u]Improved Respawn[u]: Arena matches now have a 15 second global respawn timer. When that timer is up, all defeated players respawn at the same time. After respawning players will be phased out and can only affect and be affected by friendly players, just like during the Buff Players period. In addition to this all teams have a static spawn location. This means that each time a team member is defeated they will respawn at the same location. [/list]

    Improved Victory Conditions
    : Two new types of victory conditions have been added:</p> <ul>[*][u]Individual Kills[u]: Each player has a number of times they must defeat another player. The first player to reach this set number of kills is declared the winner.
    [*][u]Individual Lives[u]: Each individual entering this type of Arena Match will be assigned a specified number of "Lives". The match ends when all but one player or team has had their lives depleted. The player or team with the most kills is declared the winner.[/list]
    New Arena Matches
    : <ul> [*][u]Villain Pentad[u]: This match is much like the Hero Pentad; however it instead allows two teams of villains consisting of 1 member from each core archetype (Brute, Corruptor, Dominator, Mastermind and Stalker.)
    [*][u]Villain Septad[u]: The Villain Septad match is just like the Villain Pentad except that it requires each team to have 7 members. One of each archetype villain side including members of the Villain Epic Archetypes (Arachnos Soldiers and Widows).
    [u][*]Hero Septad[u]: This match is similar to the Hero Pentad except that it now requires each team to have 7 members. One of each archetype hero side including members of the Epic Archetypes (Warshades and Peacebringers).
    [u][*]Versus Pentad/Septad[u]: These matches will have 2 teams: the first consisting of 1 member of each hero archetype the second consisting of 1 member of each villain archetype. The Versus Pentad match will have 5 members on each side, 1 member for each core archetype. The Septad match will have 7 members on each side, 1 member for each archetype including epic archetypes.
    [u][*]Scheduled Matches[u]: These matches have had their start requirements clarified. These matches require a minimum of 8 players to start. Mousing over the number of players for each match will display the number of players needed to begin the match. Once the minimum number of players has been met all players will be moved into a waiting room for two minutes while it waits for more players to join the match. [/list]
    In addition to these features there have been a number of Arena bug fixes as well:</p><ul>[*]Fixed the bug where players weren't always being dropped from their Arena teams when leaving an Arena match.
    [*]Fixed the bug where players weren't always being dropped from their normal teams when entering an Arena match.
    [*]Improved the Arena teaming code to group players on the same side into the fewest teams possible, maximizing the size of any team before starting a new team.
    [*]Fixed the bug where arena matches that lasted 30 minutes didn't display their timers in the nav window.
    [*]Altered the arena list User Interface to default to displaying "Best Fit" matches instead of "Eligible" matches.
    [*]Added more stat tracking under the hood to keep track of unrated wins, losses, and draws. Later issues will take advantage of this data.[/list]
    Badges</p><ul>[*]Badges earned through Mission Architect that are granted to all characters on the same account will state this in their badge description.
    [*]Number of required kills for the final badge in the Virtual Victor line of badges while in test mode: 50000.
    [*]Number of story arcs a player must play in order to earn the Gamer line of badges: 1, 10, 25, 50 and 100.
    [*]Number of tickets a player must earn to obtain the Ticket Taker line of badges: 100, 500, 1,000, 5,000 and 25000.
    [*]Number of times a player must play an author's content in order to earn the Author line of badges: 10, 25, 50, 100 and 250.
    [*]Number of clickable mission objectives a player must interact with to earn the Poor Impulse Control badge: 10, 25, 50, 100 and 250.
    [*]Number of overflow tickets a player must earn to obtain the Virtual Ticket Taker line of badges: 10, 50, 100, 250 and 1000.
    [*]Number of non-required mission objectives required to earn the Workaholic line of badges: 5, 10, 25, 50 and 100.
    [*]Number of rescue/kidnappings required for the Extractor/Kidnapper line of badges: 1, 5, 10, 25 and 50.
    [*]Number of destructible objects required for the Destructive line of badges: 1, 5, 10, 25 and 50.
    [*]Number of custom enemy defeats required for the Eliminator line of badges: 50, 100, 500, 1000 and 5000.
    [*]The Energized badge now requires 500 inspirations.[/list]
  • Please note: Arc ID's will effectively change when a player transfers their arc to the live servers. Please note these changes.

    Thread has been stickied and marked to not purge.
  • Niviene

    Rikti Rescued

    oooOOooo That looks really cool. Not lost at all
  • Vol. 2, Issue 40
    April 6th, 2009

    The City Scoop a publication for Supers by Supers!

    Read the latest publication and then join in on the community discussion!

    If you have concerns regarding the content of the Scoop please direct your comments via PM to Ex Libris.

    If you would like to do a feature article, or join "The City Scoop" team please PM Snow_Globe.

    If you would like to place a classified ad or have an event covered, contact Cende, EnnVee, or Lemur Lad.

    If you need some "Advice" contact Lady_Athyna, would like to "Ask The X" contact LiquidX, or need help with fashion, "Ask Arbiter Fabulous."

    If you have a base you would like featured, please contact EnnVee.

    Finally if you have a Recipe you would like included please contact Barron_.
  • Vol. 2, Issue 40
    April 6th, 2009

    The City Scoop a publication for Supers by Supers!

    Read the latest publication and then join in on the community discussion!

    If you have concerns regarding the content of the Scoop please direct your comments via PM to Ex Libris.

    If you would like to do a feature article, or join "The City Scoop" team please PM Snow_Globe.

    If you would like to place a classified ad or have an event covered, contact Cende, EnnVee, or Lemur Lad.

    If you need some "Advice" contact Lady_Athyna, would like to "Ask The X" contact LiquidX, or need help with fashion, "Ask Arbiter Fabulous."

    If you have a base you would like featured, please contact EnnVee.

    Finally if you have a Recipe you would like included please contact Barron_.










  • The Hecktic Life











































































































































































    The City Scoop Staff




























































































































































  • Bases



    Pandimensional Defense League


    (AKA: Pandimensional Defense Force)



    Interview with: Rhynwa



    Note from EnnVee: This week's base has a very unique theme to it. I found this
    base in the base construction forums and had to seek out the designer for an
    interview. This was the result! My suggestion to everyone is to contact this
    designer for a personal tour; I assure you it is well worth your time!



    Q) What is the name of your group and what made you choose it?



    A) Pandimensional Defense Force. We originally were one big group
    (Pandimensional Defense League), but the group hit the size limit. This second
    group was started for MORE alts. After a "break up," half the group moved their
    toons into this one, and we broke all ties. We can't wait for the Super Group
    name change option (hint, hint Posi...).




    Q) What is your base designer(s) name?




    A)@Rhynwa


    Q) What server is your base on?





    A) Triumph


    Q) What is the approximate value of your base?




    A) Oooof! Well... every prestige earner is still in the group. If I total it
    up... Hmmmm... minus remaining prestige... Wow. About 3.5 million is in the
    base.



    Q) How much time have you/your designer(s) invested in your base since you
    started building?






    A) An even harder question. I spent a lot of time building the old-fashioned
    stacking way. Then I13 happened. Since about a month after I13 dropped, I have
    been building on and off. I finished it (put in foosball and ping-pong) on
    March 7... so however long that is.



    Q) What is your/your designer(s) favorite thing about base editing? Least
    favorite?





    A) I learned a LOT as I went; subtle things like rotational anchor points,
    object alignment, and how the objects WANT to move. The best advice I have is
    to have a plan - but expect that it will change. If you have a rigid image in
    your mind, you will be frustrated and give up. If you are willing to "go with
    the flow" you may get something even better than you originally envisioned.



    Some of these rooms or ideas you will have seen before, but this is my version.
    As always, it looks better in person, so just send a tell or a PM to @Rhynwa to
    get a tour.









    Welcome
    to Overbrook Mall[/color]

    Welcome to the newly rebuilt
    Overbrook Mall
    ! Shop, eat, and play in a safe and protected place, care
    of the Pandimensional Defense Force – heroes who give more.




    Entry
    (decorative/entry)[/color]













    Our
    secure
    ,
    underground

    garage


    entryway
    will keep you and your
    vehicles
    safe.













    Flying heroes
    and
    flying


    machines
    have a safe
    heliport
    entry.













    Flying

    machines
    can be

    parked
    , and heroes can
    clean up and change
    before coming into the mall as well.


    Atrium
    (main teleport)[/color]













    Once in the
    atrium
    you can see the

    info

    kiosks
    for the mall. Don’t get lost! Most of our stores can be
    reached
    from this central location.













  • Arts




    In The Scoop





    "Why do Mondays always seem to arrive so much quicker than Fridays?" I
    mumble to myself. On the bright side, I have completed putting my new squishy
    chair together. So buh-bye donut! This new chair is a plush, black,
    Tuatha-hide, high back that has a super cushiony build and cashmere soft feel.
    Very squishy, like some archetypes I know. I put the tools away, set my full
    cup o’ joe on my desk and then I sit my tushy on my comfy chair. Oh, yes. This
    chair and I will get along just great!



    I checked the mail when I first walked into my office with nothing but junk mail
    to toss out. So I turn to the City threads and begin my surfing of the posts
    and pictures. So many artists in these threads. Oh! What’s this? I sat straight
    up in my comfy chair. I sift deeper into the thread where I see fabulous
    pictures done by one of our own! I express with delight, "I most definitely
    need to get the scoop on this artist! "




    And so, I write out a letter to this talented artist called Imagesbyalex and
    send it off with the hopes for a quick reply. I continue to drift through the
    threads, admiring with amazement at the talent shared with all of us. I find
    myself drawn back to the pieces done by Imagesbyalex. I think to myself, "I
    cannot wait to receive a reply back from this artist. Hopefully tomorrow I will
    get one."
    With that thought, I pack up my belongings and head for the
    ferry. Tomorrow is another day.



    'Tiz Tuesday early morning and I couldn’t wait to get to the office in the hopes
    that I would have a reply back from Imagesbyalex. As I wait for the mail drop,
    I visit the artists and boardsters in the threads. Everyone seems to be in a
    good mood with lots of silliness going on. I sit here giggling to myself,
    grateful that I don’t share my office with anyone. I’m sure if I did, they’d
    all think I was a total loon!



    As I stand up to look out my window with a view of Lord Recluse Plaza, I hear
    the mail delivery drop into the box. I quickly grab it from the box like a kid
    with her hand in a candy jar - and lo and behold, I’ve got mail from
    Imagesbyalex! I set the rest of the mail aside as I sit down in my comfy chair
    and open the big envelope with my official Mako letter opener, a gift from Mako
    himself. I remove the contents, which contained several images and a nice,
    handwritten letter that reads:



    "Well hello VexXxa!




    I am flattered that you would want to write about me. I do believe I was
    featured a while back, but if you wish to write about me again, I don’t mind. I
    have several pieces that you may be interested to include with your article,
    which are enclosed with this letter. I can meet with you at Pocket D tonight
    after work. I will see you there.




    Thank you.


    Alex"



    As I look through some of the images on http://www.imagesbyalex.com/,
    I am totally awe struck by what Alex has sent to me! These pieces are
    beautifully done! I am so looking forward to meeting with Alex tonight to pick
    his brain for more detailed information about his talent and inspiration.




    After a few more hours of noting other potential artists to feature from the
    boards, I pack myself up and head out to the ferry. Time to meet with Alex at
    Pocket D for the interview. I am so excited! As I sit on the ferry looking out
    the window at the dark choppy water, I start to think about the artists that I
    have featured thus far. And it just donned on me that I have not featured a
    Villain artist yet. Do we not have Villain artists out there? I am sure we do!
    I’ll have to dig deeper into the threads and try to find me a Villain artist to
    feature.



    I arrive at the ferry landing and hustle my little self to Pocket D. When I
    arrive, I see a huge crowd of toons waiting to get inside the club. Some are
    dressed quite nicely, but others, well, really need help! I’m not sure if even
    our most fashion savvy toons would be able to help them. I check the crowd for
    Alex the best that I could, but being as short as I am, I mostly see backs and
    arm pits. So I walk up to Bubba, whom I call Babbaloo because he is this really
    huge brute with a sweet tender heart. "G’evening, Babbaloo. How are you?"
    He replies in that deep scruffy masculine voice that so matches his looks, "Hello
    there, Miss Vex! Good to see you tonight! I’m doing good. You want your usual
    table?"
    I smile and say, "Yes I would. The past few times I came to
    the club, you weren’t here so I ended up just nabbing a table on my own. Hey,
    Babbaloo, I am meeting an artist here to interview. If you come across him, can
    you please send him to my table?"
    Babbaloo gives me that look of
    curiosity and asks with a big smile and a wink "What’s his name, Miss Vex?"

    I grin at Babbaloo and tell him, "It’s not like that, Babbaloo! His name is
    Alex and he’s an artist from the boards that I will be interviewing tonight."

    Babbaloo chuckles and says, "Don’t worry, Miss Vex. I’ll handle it." I
    slip into the club and saunter upstairs to where the quiet booth is located.








    As I settle in, the waitress comes over and takes my order for a Mako Special,
    which is a very smooth blue colored drink. I have no idea what is in it, only
    that it is yummy! As I look up, I see Alex walking my way. I smile and wave to
    him and he smiles back and quickly walks over to the table. "Welcome Alex.
    Please have a seat. Thank you for meeting me here."
    Alex replies with
    a smile as he sits down, "Thank you for inviting me and featuring me in
    your article."
    The waitress brings me my drink and takes
    Alex's order and promptly returns with it. "I appreciate you for giving me this
    opportunity to feature you in my article,
    Alex
    . So, how many months have you been living in Paragon?"
    Alex
    thinks for a moment and replies, "I've spent the most time on Liberty with
    the Envisionaries, the artist/collector SG, but I actually started out in
    Virtue and have been known to hang out at Justice. I've lived in Paragon for 33
    months and just received my Nemesis Staff. I can't wait to get out there and
    use it."
    We both laugh.



    "So, tell me Alex, around what age were you when you began to show your artistic
    abilities?"
    I ask him. Alex thinks for a moment as he takes a drink
    and then says, "I have memories of drawing on the kitchen floor as a little
    kid, not sure if I had any artistic abilities then, but I've been scribbling
    and drawing ever since, and I'm sure they will show up one day. I have a vivid
    memory of a puppet I made, in either preschool or kindergarten; it was crayon
    on paper bag. We were drawing animals that were on Old McDonald's farm, and I
    drew an Ultraman. I'm pretty sure Old McDonald never raised any Ultramen on his
    farm, but it seemed totally plausible at the time."



    I ask Alex, "Do you have a favorite piece that you have created?" Alex
    replies with a huge smile, "I think my favorite piece has to be the big
    group pic of
    CoH Forum regulars
    . That was a labor of love and took me several months
    to complete; I could probably do one quicker now..."
    I
    remember seeing that piece as one of the enclosures Alex sent to me. "That is
    an awesome piece, Alex! I really liked it! Do you have any early pieces that
    you'd like to share with us?"
    Alex immediately replies, "This
    was my first sketch and first forum post
    . My friend at work played City
    of Heroes and when I built my first PC I got the game and sketched this for
    him."
    Alex shows me the image from his portfolio he had
    brought with him. "Very impressive Alex! Do you have any pictures in the
    works?"
    I ask with curiosity. Alex smiles and says, "Here is an
    exclusive sneak peak at my next piece, it's not up anywhere else. It's going to
    be a
    versus piece
    , but that's all I'm saying at the moment."


    That is going to be a really cool piece when done, and I try to get more
    details out of Alex, but he won't budge. So I move on and ask Alex "Where do
    you get your creative inspiration from?"
    Alex ponders my question for
    a moment and then replies, "I try to draw inspiration from wherever I can
    find it. Video games, comics, paintings, sculptures, music, anything can
    inspire me, and I try to look for new and interesting things to help make my
    art better."



    "Do you have a place where people can go to view your work and do you take
    commissions?"
    I inquire. Alex replies, "I have a Deviant account:
    http://imagesbyalex.deviantart.com/
    my website is:
    http://www.imagesbyalex.com. I have been known to take a commission or
    two. I'm currently focusing on raising our new son, Jaden Alexander, so I don't
    take as many commissions, but feel free to contact me if you have a cool idea
    for a piece, either through Deviant or alex@imagesbyalex.com"



    "Alex, I understand that your wife is an accomplished artist by her own right.
    May I place a link for her website for our readers to check?"
    I ask.
    Alex replies with a proud smile, "Please do. I know that will make
    my wife
    happy."
    With that said, and our glasses
    empty, I say with a smile, "Thank you so very much Alex for taking the time to
    come and chat with me. Our readers really do enjoy your work and I am sure that
    they will enjoy reading about you as well."
    Alex stands up and smiles,

    "My wife and son are waiting for me, so I do need to go. Thank you for
    including me in your article, VexXxa. And it was a pleasure to meet you in
    person."
    I write down one last note as Alex slips out of
    the bar.


    "Bring me your visions" - VexXxa













  • Fiction



    Fan Fiction Spotlight




    The
    Lone and Level Sands


    By: Dylan Kennet and
    Genia Lukin




    Chapter
    I



    In Which A Letter Is Received And A Plant Is Rescued


    I am entirely uncertain as to how one should characterize this sort of
    occurrence. I would not presume to draw far-reaching conclusions, even now,
    holding all the pieces in my hands and looking back post-factum. I am,
    furthermore, disinclined to make accusations that cannot stand the test of
    verifiability, or would be otherwise fallacious. It is always my inclination, I
    believe, to see my own responsibility in the manner in which events evolve, and
    I do not see why, for this instance, I should change from my habitual view. So,
    let it be thus. And let me, therefore, begin at the beginning. At least - as I
    am the one telling this part of the tale - let it begin at my beginning.


    Everything, the good as well as the bad, happened because I absolutely hate
    being sidelined.


    It is a matter of human nature. No one enjoys being left behind, having to sit
    at the window, spin wool and sigh at the sunset. As it happens, the entire
    chain of events might have occurred quite differently - I dare hope, even more
    badly than it did - if some particular details of my everyday life at the time
    were just slightly different. To wit, everything would have been different had
    my husband, Alexander, stayed at home, and had my friend, Lorenzo, bothered to make his note to me a single well-placed phone call.


    So life will stand and fall; on the whim of a single phone call.




    Although it has two authors, Genia is publishing this series to the forums;
    hence, the linking to her account so accolades may be dispensed.



    I say accolades, and not criticisms, because, frankly, I have trouble finding
    fault with this story. It's well written, clever, and delightfully witty. It's
    a surprisingly subdued work for a genre where over-the-top action and dialogue
    is the paramount. Usually in these cases, where the author turns away from
    action, they turn instead to emotional narratives in an attempt to help flesh
    out the characters to explain their intensely violent reactions in other
    situations.


    Such is not the case here. Instead, the characters are beyond feeling the need
    to justify themselves. In fact, they're beyond feeling the need for comic-book
    activity and we, the readers, are presented with rare concept in fan fiction:
    actual mystery.


    It's a very calm and civil approach to the "noir" genre. The characters have
    lived long lives and seen many terrible things. They take their time with
    living as much as they do investigating the murder(s) and the circumstances
    surrounding it (them). It makes for a decidedly strange approach to what is
    usually an intensely moody genre, if not dark themed (noir usually takes the
    location and dehumanizes it as much as possible; this story, despite a jab at
    the stereotype of Paris, still presents the world as somewhere one can live
    happily, despite crime, conspiracy theories, and other scary concepts). This is
    particularly unusual when the grisly details of what the characters are
    investigating come to light, and lends them even more credit as it attests to
    their experiences in life. They still react with shock and emotion, as people
    would, but there is none of the "We must punch bad guys in the face" mentality
    you normally find in similar stories. The characters want to get to the truth
    of the matter, and violence isn't even considered a goal (it's even
    considered somewhat contrary to the goal).


    It's refreshing and satisfying. Genia and her co-author, Dylan, definitely know
    what they're doing when it comes to writing, and I hope they rapidly bring us
    the rest of this story. It is an excellent read, and I hope all of you
    appreciate it as well.











  • Pinnacle Player Auction



    Event Reporting




    On Saturday, March 14, the Super Group "Explicit Content" and the Villain Group
    "Parental Advisory" from the Pinnacle server held a player auction.



    The rules were simple to understand for anyone wanting to participate in the
    auction. The bidding started at 10k influence/infamy. For being the auctionee,
    you had to give up 4 hours, but the upside was you received 60% of the winning
    bid amount.




    After it was all said and done, I was able to sit down to talk with both EnnVee
    and Barron, leaders of the said SG/VG, and ask them a few questions about the
    event and what inspired them to hold it.



    Hawkeyed: First off, on behalf of Pinnacle, thanks for holding
    such an awesome event! First, why do this event?



    EnnVee/Barron: We had attended a Player Auction in the past and
    found it to be an entertaining and fun way to raise money. Also, in game events
    add content to the game that can’t be coded in.



    Hawkeyed: It's always nice to see people hold events on
    Pinnacle. Do you think your event went off ok? Any problems?




    EnnVee/Barron: Aye!
    We were surprised at the amount of players that showed up for the auction, so
    we think it went very well. We don’t think we had any problems that came up
    luckily. However, always expect that something "can" go wrong so it's best to
    be prepared it something does go wrong. Having a plan B is a good thing to
    have, just in case.



    Hawkeyed: Since your auction went very well, do you guys have
    any tips for someone out there planning to do an auction? Tips? Suggestions?



    EnnVee/Barron: A few tips actually! Patience is the key factor,
    unless you want to go crazy. Also, it takes a lot of planning; a month would do
    it justice. With a month, you get enough interest for who may want to be
    auctioned off, allowing people to earn money for those they wish to bid on, as
    well as getting people to show up just to see who is being auctioned!




    Hawkeyed: I see that the person up for auction got 60% of the
    winning bid. One would wonder that other 40% goes towards?



    EnnVee/Barron: It’ll be used for upcoming events! For example,
    the Spring Fling Event that we have coming up!



    Hawkeyed: Again, thanks for taking the time to answer a few
    questions about the auction!



    EnnVee/Barron: Thanks for coming out to the auction, as well as
    taking the time to interview us! We enjoyed holding this event and look forward
    to holding many more in the future.




    Overall, the auction went smooth from this perspective. I hope to see more
    events from these two down the road.

































  • Community



    Behind the Walls



    9. Takes All Kinds




    There have always been many reasons why anyone would want to play City of
    Heroes. With every update, every Issue, those reasons change, in the event of
    new features and changes to the old ones.



    Issue 14’s of course high on a lot of people’s minds right now, but the above
    notion’s been on my mind for longer. I’m going to try to explain why I think
    they’re related, and more importantly, why it’s important for players to be
    aware of what’s likely to happen.



    First, a confession. I’m not what anyone would call an optimist by nature, and
    I’ve been unsure about the Mission Architect feature, insofar as how players
    would react to it and to each other as a result of it. Now that beta’s open,
    however, I’m pleased to say that players have created missions that are
    genuinely fun and in some cases, imaginative. That this is true before the
    feature is “live” is remarkable, and I’m looking forward to what happens next.



    It’s worth noting that not every player, current or otherwise, is going to react
    to the Mission Architect in the same way. No player has, to any feature, ever
    implemented, in any MMO, ever made.



    There’s nothing wrong with that except in the way it can cause divisions based
    on misunderstandings among players who don’t normally associate, because
    they’re not all doing the same things.



    Most players play missions; not all are playing them near-constantly, calling
    around for pickup groups when friends aren’t to be found.



    Many players use the auction houses; not all are in Wentworth’s or Black Market
    every day.



    Many players enjoy earning Badges; most are not focused on acquiring every
    single one available for both Hero and Villain characters.



    I say all that without judgment, because I honestly don’t believe any of the
    above is “wrong” in regards to how City of Heroes is to be played. But
    necessarily, because not everyone plays the same way, it’s hard for everyone to
    understand what their fellow players value, or even regard each other as
    fellows.



    It’s a problem that has no easy solution. The prevailing coping strategy seems
    to be “live and let live,” which seems to work out no matter how considerate or
    inconsiderate individual players are. From a support standpoint, so long as
    rules aren’t being violated, we’ll do our best to cater to any player’s play
    behaviors.



    And we’re already doing the same for testers right now in the Training Room,
    where it’s already apparent just how significant the change Mission Architect
    will bring to the landscape – and I’m not just talking about having Heroes and
    Villains congregating in the Architect Entertainment buildings to stand around
    in front of virtual computer screens.




    What I’ve enjoyed watching is players discover the emergent challenges presented
    by the system in place, and how players are figuring out how to use their old
    tools in new ways. Tools like these forums, and their networks of friends.
    Questions about how to get other people together to play the mission you just
    made, or how to get it noticed amongst the many other player-made missions are
    already being asked and answered.



    Already, players are making up their minds about what level of participation
    they want for their characters. And it’s not even officially released, yet.



    I don’t want to make too many judgment calls about what I’m seeing so far, other
    than it all seems natural. But that’s my perspective. Not every player is going
    to react or adapt the same way. Inevitably, there will be some who take to it
    much better than most, and stand out as a result.



    That’s how divisions get started.



    In the short term, there will be a lot of awkward moments. In the long term,
    it’ll be resolved, but not in a predictable way.



    It takes all kinds of players to make City of Heroes work. We might be seeing at
    least one more kind emerge in our near future, and probably more than one.



    Please, try to be nice to each other while it’s all getting sorted out. You’ll
    be glad you did.



    More from Behind the Walls:

    1.
    Four Points


    2.
    Terms


    3.
    Truths


    4.
    Disciplinary Measures


    5.
    Keeping In Touch


    6.
    Advice and Feedback


    7.
    We Wish You Wouldn’t


    8.
    Smack Talkin'

















  • The City Scoop



    Five Tips for:


    Making it through Opening Weekend at Architect Entertainment


    By
    Lemur Lad




    If
    the Open Testing was any indication, Issue 14: Architect is going to be big.
    Just like any new issue though, things might be a little shaky the first few
    days. There are some good steps you can take to minimize potential frustration,
    though.




    1. You will be given a Contact for the tutorial that can only be run in Atlas
    Park or Mercy Island. If you just want to play missions other people have
    created, you don't really need to go there. Head to one of the many other zones
    with an Architect Entertainment building (marked with AE on your map). If you
    want to work on your own missions and have already been on the Training Room
    server, then it may also be a good idea to avoid the packed zones. There will
    be hundreds of arcs to enjoy right away, because all the missions people made
    on Test Server can easily be ported over to Live.



    2. The browser is your friend. You will soon see the same missions each time you
    open the terminal. I've learned to use the Browse button in the second row, to
    seek out the things I'm looking for at the time. Enter the Ratings, Mission
    Length, etc., that you want, and hit search. If you're having trouble finding
    something, remember to hit the Clear button before you change settings, or it
    will add everything together and that may mean you're searching for missions
    that don't exist.



    3. If you have trouble with people firing off powers, look for a door marked
    Studio B (left side of the Data Stream). This room is a "no Powers lounge" for
    making missions quietly. If people crowding you at the terminals bother you,
    type: /macro MA architect. This will create a little button on your toolbar and
    allow you to access the browser/editor from anywhere in the building. Once you
    earn the Mission Engineer Accolade, you will have this ability anywhere in
    game, even inside your missions.



    4. If your home server is so busy you cannot login or stay connected to edit a
    mission arc, go to a less populated server, create an alt with your main
    character's name, and work or publish there. The MA is cross server, and
    feedback is sent by Global Tell, so you don't need to be on your home server
    for making a mission.



    5. Please remember to rate what you play. You don't have to leave comments,
    you're not obligated to be super nice, but be fair. Remember that people are
    just learning the new system. The feedback window will pop up at the end of an
    arc, but if you have to stop early, you can access it from the Architect
    Options button in your Nav Window. Feedback may not be important to everyone,
    but a lot of people worked hard and want to make their missions better. If you
    liked it, say why. If you had a hard time, give info so they can maybe adjust
    the arc.



    Above all, have fun with it. Even if you aren't a huge fan of the idea, give it
    a shot. It has made playing the game more interesting and exciting for me
    personally, and I think for many people. There's something fun about not
    knowing what to expect.






    This Issue:



    Community






    Fiction




    Arts




    Base Showcase





    Comic



    Masthead





    Upcoming Events:



    April 6th





    April 11th




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