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  1. [ QUOTE ]

    Whats the point? If City Vault can't be done...just say so...but I don't know what the point of Facebook and Myspace pages are for a major MMO. Perhaps I've missed something. This just seems pointless.

    [/ QUOTE ]

    It's using external social networking mechanisms to keep customers tied to CoH/V.

    As an example: someone might drop their CoH/V sub, but probably won't delete their CoH/V fan connection and might drop by now and again when on Facebook to check what the updates are.

    Also, it's a low hurdle for marketing that works to CoH/V's international audience.
  2. <QR>

    Added as a fan.

    Someone should probably should look to link in the non-official CoH/V pages on Facebook.
  3. [ QUOTE ]
    Yeah, it's not going to change my gameplay that I can't get this, but it's annoying. I'm another Aussie and it's fairly clear that if you don't live in the States or mainland Europe then NCSoft doesn't consider you worth attention.

    It's not like we pay the same amount for our gametime - oh wait, we do!

    [/ QUOTE ]

    As an Australian, just let me say to all those who go to the events and get the passes: enjoy them. Have fun at the events!
  4. [ QUOTE ]
    [ QUOTE ]
    Up, Up and Decay - The Secret History of Superadine. As shown in PagaonWiki, there are a lot of secrets about dyne that aren't in the lore. Apparently whatever was discovered in the original dyne lab in Boomtown was so explosive Statesman and BABs swore it to secrecy. The cat could come out of the bag and fill in a lot of info about who really created superadine and for what purpose.


    [/ QUOTE ]

    SPOILER





    Can't recall where I got this from, but a) they were using the brains of the Dyne addicts to explore other dimentions. The guy who founded Portal Corp was one of the clean-up crew that was sworn to secrecy, who use that info as the basis for Portal tech.

    b) The Family was also given Dyne supplies. Don't know if they were given it mysteriously or not. But they have a 'cleaner' variety then what your corner gang dealer is selling.

    EDIT: Linkies: CoH: Other Worlds Discovered
    CoH: Family

    [/ QUOTE ]

    I'm aware that Superadine experiments unlocked the discovery of interdimensional exploration, but I don't believe the 'who' behind Superadine has ever been explained, nor what the originators of the drug were doing with this discovery.
  5. <QR>

    Some CoH/V lore I'd love to see fleshed out:

    Up, Up and Decay - The Secret History of Superadine. As shown in PagaonWiki, there are a lot of secrets about dyne that aren't in the lore. Apparently whatever was discovered in the original dyne lab in Boomtown was so explosive Statesman and BABs swore it to secrecy. The cat could come out of the bag and fill in a lot of info about who really created superadine and for what purpose.

    Double Negative - The Destruction of the Rikti Homeworld. Nemesis sent through automaton versions of the Freedom Phalanx to provide an interdimensional war. Problem is that stopping this act would leave the Earth completely defenceless against the Coming Storm, so it has to happen. However, heroes can see the Rikti world before it was plunged into war while helping minimise the casualties, but villains get free reign to destroy all the Rikti they can target.

    On the Flip Side - The Praetorian Empire. A distress message has been recovered from a world under Praetorian control begging for assistance. Characters who answer the call get to see the Praetorian version of some very well known characters such as The Vahzilok King (a powerful psychic who's body was ruined by an 'interrogation' beating by the Praetorian Blue Steel named Copper Shield who now uses his powers to animate the dead and fight against his oppressors), the outlaws in the Crey Resistance and the inhabitants of the Rogue Islands.
  6. [ QUOTE ]
    how about this for 29.95 you get to purchase the full set of IO,like for example posi blast at lvl 50, why spend lots of hours working for a set when a click of the mouse and a CC you can have every one of your char maxed out and really UBER?, or special powersets only obtainable witha 19.95 CC purchase

    [/ QUOTE ]

    I agree with this idea.

    As a side effect, it would also drive RMT spam out of the game.
  7. I went to talk to my Moral Outrage about this change to CoH/V. He went, "You've got a stack of respecs already available to you and freespecs come out frequently. I'm trying really hard here, but ... meh."

    It's an option if you really need it. If you don't, you don't need to spend the cash.

    Also:

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    You know what I would love paying for, though?

    Character Reset. The ability to bring a character to level 1, re-select powersets, and keep all badges, perhaps even change AT. Admittedly, badges would be the reason to do that, to begin with. There are many onetime only badges I will never get again in some toons I don't truly enjoy, that I would love to have. Like my Stone/Ice tanker, that I would love to reroll as a Elec/Elec tanker once the option becomes available, but wont because I don't want to loose badges.

    But since now they are adding ways to pay for earnable in game things, how about to give us a task force that will reward us with payable things like server transfers or renames?

    A Portal Corps TF that would allow you to go to another server!!!!

    or a simple Identity Crisis that allows you to rename yourself at the end!

    [/ QUOTE ]

    Genius!

    /QFT, all of it.

    [/ QUOTE ]

    /signed

    [/ QUOTE ]

    As soon as Dual Pistols comes out for Blasters, OMGYES. I'm happy to pay to recreate my character in the way I've always wanted. Let me keep the name, the levels and the badges and change everything else. Here's $50. Thank you.
  8. One page there looks doubled up.

    EDIT: Page 2 and Page 3. I might be wrong though.
  9. [ QUOTE ]
    [ QUOTE ]
    Having more people on the team is kind of a double-edged sword. We've found ourselves setting out to do things that we would have never considered before because we simply didn't have the people to do it. Now that we do, we're really reaching for some pretty high hanging fruit. Player created missions is only one of the things you guys have heard about...but there are some other big things also being worked on as well. Things that haven't been announced yet.

    [/ QUOTE ]

    You heard it here first guys, power customization is in the works!!!

    [/ QUOTE ]

    I'd go:

    Power Customisation
    EATs that either side can play
    More physics-effected objects
    Battalion
    SG missions (possibly tied to player created missions)
    Raids e.g. the CoP
    Revisions to SG base design systems
    A ton more IO recipes
    More costume pieces

    In all reality, I can understand I13 being the last issue for this year. NC^2 have to plan for its competitor launches, which will mean more focus on content for early next year and beyond.
  10. [ QUOTE ]
    [ QUOTE ]
    Chew on that for a while. We've announced player created missions. What do you think we might be working on that we didn't feel comfortable announcing yet?


    [/ QUOTE ]

    *gasp* Player-created players! Finally!!! I've been wanting a friend for so long...

    [/ QUOTE ]

    The player I created outlevelled me, refuses to exemplar down so I can play through content at my own pace and just farms Behemoths for the drops.

    I created a jerk!
  11. [ QUOTE ]

    I'm not sure if literal side-switching is coming soon, but a related possibility I can see is cross-zoning. The devs could make hero-side missions that take place in the Rogue Isles, and vice-versa, and heroes and villains would in effect be playing in the same zones, not entirely different from running opposite-side missions in Sirens or Warburg. It would in effect double the amount of game area that each player could roam in, without diluting the playerbase any further into a larger number of actual zones.

    There is an obvious story conceit available to implement this from a story-perspective. For every contact that currently exists hero-side and villain side, the devs could script in its anti-contact. Villains get to run the version where the villain triumphs, and heroes get to run the alternate version where the heroes stop them (philosophical question: is the anti-Phipps arc one where the hero prevents a lot of nastiness from happening, or is the anti-Phipps arc the one where the hero tries but ultimately fails to stop a lot of nastiness from happening?)

    [/ QUOTE ]

    The reason I think side-switching is more likely than cross-zoning is that side-switching means the dev time has to be spent retooling things so that a character can hop from blueside to redside (say) but then play the content as normal. Cross-zoning requires a lot more fiddly work - creating the anti-contact, making sure they fit within the lore, creating new missions, etc. Side-switching would require a lot of work, but once it would be (generally) all up front - cross-zoning would require a lot more attention to detail.

    As for market merging: if you can side-switch, characters can visit the market they prefer to visit. But at the same time, it probably removes a reason to not merge the markets given that the side barrier would be reduced. IF side-switching came in, I think merging the markets is a good idea, but it would suddenly become less necessary. IF side-switching ISN'T available, my objections to market merging remains (i.e. long-term, villain players would get screwed) without other systems going into place (e.g. price caps on salvage / recipes).

    Also: with Positron's "announcement" of Patron Power respecs, it makes sense if side-switching was allowed and villains were able to get access to the APPs (also: heroes able to get the PPPs).

    I'm going to be very surprised if side-switching isn't on the cards for I13. It's one of those long-requested things that would make most of the playerbase happy and allow for new types of content development. Such as, I don't know, ATs that aren't linked to a particular side (c'mon Blood of the Black Stream!).
  12. <QR>

    My views on the merger: it makes sense. It removes the artificial barrier between CoH and CoV in terms of player purchases and makes it a lot easier to sell CoH/V moving forward - you have only to buy one box /code.

    Now: why?

    First off, mission creation. The mission creation system should allow you to create missions for either side - it's the same toolset, just a different destination. This sees dedicated hero / villain players able to create content for the other side and then be able to test it.

    Secondly, it opens the doors for side switching. This suddenly extends the life of any lvl 50 character - they flip sides, experience the game from a different angle - and would bring a huge boost to CoV as all the lvl 50 heroes suddenly go bad. Ouroboros will get absolutely pounded during this period too.

    Thirdly, it becomes easier to develop for CoH/V moving forward since they are now the same game. Yes, the Rogue Isles needs more dedicated zones, but the player base (especially with side switching) now warrants spending that time on it.

    ... of course, one alternative could be side switching AND ATs no longer being linked to sides, but it depends on when you can flip to the other side. A lvl 2 flipping point could possibly work, a lvl 10 flipping point would be less popular, a 'start a MM in Atlas Park' would probably be most popular but require the most work.

    Fourthly, a market merge isn't needed if you can (easily)switch sides.

    Finally, it is very likely this combination of CoH and CoV sees coop missions become a lot more common. Plus a new box expansion at I13 to put CoH/V out on the shelf before some of its competitors get there.
  13. [ QUOTE ]
    RSS takes out all the hard work by delivering only the information that you are interested in.


    [/ QUOTE ]

    I'm only interested in what JLove is wearing today. Will it tell me that?
  14. <QR>

    Nice, if unsurprising.

    For the next wave of Veteran Reward powers, could a choice between passive defences be an option? A choice between an always-on Lethal / Smash DR or an always on Fire / Ice / Energy DR power would be a nice option.
  15. Thanks - I had no idea that page existed.
  16. Good point :-)

    I wrote it in Notepad and didn't think about that.

    EDIT2 - decided to do it now :-)
  17. So, my aim was to create a guide that would let trial account players see the 'best side' of CoH/V, but not drown them in information.. If people have suggestions about how to improve the above guide, please post it here.

    If you disagree with my suggestions above too, that's fine - I'd like to know why so I can update the guide accordingly (if I agree with you :-)
  18. INTRODUCTION
    ------------

    This guide has been developed to assist players who are taking a free trial of City of Heroes / Villains (CoH/V) get the most out of the experience. It shouldn't be considered an absolute 'must do' list or something to follow absolutely, but to let trial players know about some things they might otherwise miss.


    CoH/V FREE TRIAL
    ----------------

    You can access a free trial to CoH/V a number of different ways. MMORPG.com tends to have the CoH/V free trial up regularly, you can receive a 'buddy key' from a friend playing CoH/V to test it out and occasionally it will pop up elsewhere (please don't send me any requests for buddy keys; I'm all out). They're around.

    Having got one, you should have already downloaded the game (following the instructions in the email) and be ready to start playing. This guide picks up from this point.


    TRIAL RESTRICTIONS
    ------------------

    As of June 2008, trial accounts operate under the following restrictions:

    - Trial Accounts cannot email other players
    - Trial Accounts may not level past 13
    - Trial Accounts can only have 50 000 influence
    - Trial Accounts can only speak in /local, /help or /team
    - Trial Accounts cannot invite players to team
    - Trial Accounts may join teams, but not invite other players
    - Trial Accounts may not join SuperGroups.

    These restrictions were put in place to stop real money transaction (RMT) spam being sent from external suppliers, who commonly used trial accounts. RMT spam - encouraging players to go to an external website and use real money to buy CoH/V in-game currency - is against the CoH/V terms of service, was having a negative impact on the playing experience of the player base and was against the terms of service (TOS) that CoH/V players are meant to abide by.

    Despite these restrictions, you can still experience a lot within CoH/V and determine if you wish to subscribe (cost: $15 per month).


    CHARACTER CREATION
    ------------------

    CoH/V is recognised across the massively multiplayer online genre as having the most customisable character creation system. Given the huge variety in options available, this guide will only provide a broad view of this system.

    First off, you have to choose to create a new character and whether that character is going to be a Hero or a Villain. Heroes operate in Paragon City (on the 'blue side') and CoH tends to have a larger number of people playing it. Villains operate in the Rogue Isles (on the 'red side') and CoV has a smaller player base, but arguably a better structured play experience. If you can, try out both sides and see what you think during your trial.

    Once you've picked a side, you will have to pick an archetype (AT) and an origin. The origin will have only a minor impact on play - you get a minor inherent power that varies by origin - but your AT determines what powers your character can select. Each side has five different ATs you can try out and they tend to play very differently, especially depending on the power sets you pick. As a rough guide, from most offensive power to least offensive power between levels 1 to 13, the ATs are:

    <font class="small">Code:[/color]<hr /><pre>
    HEROES VILLAINS

    MOST OFFENSE / DAMAGE Blasters Stalkers
    Scrappers Brutes
    Defenders Masterminds
    Controllers Corruptors
    LEAST OFFENSE / DAMAGE Tankers Dominators
    (BUT WITH OTHER
    ABILITIES)

    </pre><hr />
    Please note that the above list shouldn't be perceived to say that Hero ATs offer equivalents to Villain ATs - the reality is that each side plays very differently. Villains are a lot more offensively powered than Heroes and are better at soloing. However, Heroes have more buffing / healing powers available to them and function better in teams. Defence can also come from a number of sources - Tankers can take a beating, while Dominators can lock down enemies and prevent them from attacking. What works for your play style might only come from a bit of trial and error in creating a few characters. There are a lot of AT guides in the Player Guides section of the CoH/V forums, so take a look there if you feel you need some more information about building a new character.

    Also, please read the descriptions on the origins and the ATs to assist in your decisions. The "easiest" ATs to get a feel for how CoH/V plays are probably the Scrapper heroside and Brutes villainside - both are melee ATs with reasonable levels of defence - but it is up to you to determine how you'd like to play.

    Having chosen an AT, you will next be asked to choose a primary and secondary power set. Again, please read over your options and feel free to go backwards to change your powersets / AT at any time.

    Next is choosing your powersets. You'll be asked to choose a primary powerset and a secondary powerset. Hovering the mouse on the powers (aka mouse over) will give you some information about what each of the powers do. Once you select the powersets you want, you'll have a choice in selecting your first primary power set power but no choice in selecting your first secondary power set power.

    Now you are given the option to customise your character's body. Use the sliders to make him or her shorter or taller and / or wider or thinner. Some default options (e.g. Athletic) exist to give you an idea of what combined effects look like.

    Once you've chosen a body, you then get to pick out a costume. CoH/V has a huge number of options available for character customisation and if you go through every option just to take a look you can spend literally an hour (or more). If you don't want to be that patient, you can hit the Random button down the bottom of the screen and keep pressing it until you come across a costume you like.

    One tip for making costume creation easier: turn off the "Copy Colors Across Costume" option by clicking on the green button when you are tweaking the costume - this will let you have greater control over the colours you manually assign to individual costume elements.

    Once you're happy with your costume, the final step is to choose a name for your character. This may take a couple of goes to find a name that is available. You will be invited to go through the tutorial or skip it - if this is the first time playing CoH/V, you should take the tutorial (which won't take long to complete). If you choose to skip the tutorial heroside, it is recommended that you choose Galaxy City (GC) to start playing. This is because Atlas Park (AP) is often very crowded, so going to GC will give you a bit more breathing space initially to find your feet. Villainside you don't have a choice - if you skip the tutorial, you start out in Mercy Isle, but can select from two different contacts to start with.


    PLAYING THE GAME
    ----------------

    Below is some recommended steps to get the best experience out of playing CoH/V. Getting from lvl 1 to 13 will probably only take you a few hours at most (approximately 6 at most, depending on if you team up and which AT / powerset combination you have chosen) so it shouldn't take too long to play through the following areas.

    Level 1:

    This is mostly likely the tutorial zone (if you've skipped it, read on from the next level range below). This is Breakout villainside and Outbreak heroside. Follow the instructions to run through the tutorial and learn the basics of playing CoH/V.

    Starting off, you can customise the CoH/V user interface quite a bit if you want, so feel free to drag the windows around until you are comfortable.

    At the top of the chat box is a tab marked "Team". Click on it. It will open up a box that shows your team search status and a teaming comment. Set your team search status to "Looking for any" and your teaming comment to "Trial player - please send invite; I won't be able to reply to outside of /local, /team or /help". This will let other players know you are a trial player and to just send team invites straight to you. If you don't want to team, set the team search status to "Not looking for any team", which will block any invites sent to you.

    The help channel can be very useful. By typing "/h, &lt;question&gt;" you can ask other players a &lt;question&gt; if you get stuck.

    - For heroes, if you arrest 100 Contaminated you get the Isolator badge. If you can get on a group of heroes doing this, arresting 100 Contaminated won't take that long.

    - For villains, if you run up the stairs to the left of where you start up to the top of them and explore cell #15, you will receive the Jail Bird badge.

    Badges that you find can be used as a title by clicking on the Badges tab on the Nav box at the top of the screen, then finding the badge you've received and clicking on it. In the later game, certain combinations of badges will give your character bonuses, but you won't be able to obtain these during the trial.

    Finishing the tutorial gives heroes the choice of starting off in Atlas Park or Galaxy City - Galaxy City is recommended to the trialist because it is quieter so the unexperienced CoH/V trialist can have a bit more time to learn the game. For villains, you will be sent to Mercy Isle and given a choice of two contacts to select your initial contact. In both cases, you will end up near a Trainer. Click on the trainer and select the level up option to reach level 2 and get access to a new power.


    Level 2 - 3:

    You'll be direct to a contact who will give you missions - you can press the M key to bring up a map and your mission target should be marked on there. Click on that target to set it which will make heading towards it easier. Running a few missions for your contact will likely see you reach the next level fairly quickly. After a few missions you will be able to call your contact (so you don't have to run back to them to complete one mission or get another) which you can see by pressing the C key and showing the contacts you currently have. Once you have gained enough 'trust' with that contact, a 'Call' button will appear next to their name.

    You might get invited onto a team while you are doing this. When / if you accept the invite, you will be able to talk to other members of your team in the /team channel. Teaming in CoH/V can be great fun and pretty much any combination of ATs / powersets will worth together. The major bit of advice regarding teaming is to listen to them and to wait for them - no-one likes players who ignore what the team wants or runs ahead and creates problems for the rest of the team (who might be injured, or resting). In general people are pretty friendly and if you say you are on a trial, they should (hopefully) be able to help you get the best out of the experience. It should be noted that the pick-up group (PUG) is a pretty transient thing and teams can split up very quickly. This isn't a bad thing - if a team breaks up, or you are unhappy with the team you are on, another team is usually only minutes away.

    Don't forget to slot some enhancements into your powers. They aren't going to make a lot of difference right now, but it's a good habit to get into. You can buy enhancements from shops - for the early maps, these shops will be near the trainer in the zone, so just check the map.

    - Heroside you can do your contact's missions in GC in order to get some idea of how your character plays solo, then go to AP.

    - Villainside you should do your contact's missions in Mercy Isle to gain an understanding of how your character plays. Once you're satisfied with your solo play, look to join a team. As the missions progress within Mercy Isle, you'll be directed to go to Oakes Port.


    Level 3 - 5:

    You probably won't spend too much time in this level range, especially if you are on an effective and active team.

    - Heroside, you should be in AP. Look for a sewer team invite, or head down to the sewer entrance (in the south of the map) and use /local to ask for an invite onto a sewer team. Once on a sewer team, you'll see the levels fly by as you take on the large groups of enemies in the sewers. Don't worry about leveling up at a trainer for each level gained - you can 'store' levels and level up several times at a trainer.

    - You'll either be in Mercy Isle or Port Oakes. Depending on how you do your missions, by the time you are directed to Port Oakes, you will be near or past level 5.


    Level 5:

    At this level you will be able to get access to either Police Band (Heroside) or Newspaper (Villainside) missions.

    - Heroside, head to Kings Row and you'll see a Detective added to your Detective tab under Contacts. Go visit them and they will give you a Police Band Radio, which appears at the top of your Contact list. Click on that radio to get a choice of three missions within the zone. These missions are one-off, but once you have done enough of them for your level range (3 in this case) you'll be told to visit your Detective (check under the Detective tab in your Contacts menu to find them). Talking to them will give you access to a Safeguard mission, where you are tasked with stopping a bank robbery.

    The easiest way to do a Safeguard mission is to head straight to the bank and defeat all the opponents you find there, including a strong named opponent. Once you've defeated them all (either before or after they manage to rob the bank - if they rob the bank they will try to escape with the cash, and you have to defeat them before they reach their getaway vehicle) you'll get a Mission Complete message, but you can explore the Safeguard mission zone to discover side missions that will reward you with extra time and with elements that can unlock other badges.

    - Villainside, when you hit level 5 in Port Oakes you'll be able to find a Broker under the tab under Contacts. Go visit them and they will give you a Newspaper, which appears at the top of your Contact list. Click on that newspaper to get a choice of three missions within the zone. These missions are one-off, but once you have done enough of them for your level range (3 in this case) you'll be told to visit a (check under the Broker tab in your Contacts menu to find them). Talking to them will give you access to a Mayhem mission, where you are tasked with pulling off bank robbery and causing general chaos.

    The easiest way to do a Mayhem mission is to head slowly to the bank, destroying the targetable items, opponents and ambushes that are on your way. When you start a Mayhem mission, you'll see you've been given 15 minutes to pull it off. Defeating / destroying things on your way will give you the reward of more time to pull off the robbery. When you enter the bank, you will have to fight through the guards to get to the vault, destroy the vault door, grab the cash and then fight your way out past a strong named opponent. Pulling this off will give you a Mission Complete message, but you can explore the rest of the Mayhem zone to discover side missions that will reward you with extra time and with elements that can unlock other badges.

    For both heroes and villains, successfully completing the Safeguard / Mayhem mission will unlock a temporary power called Raptor Pack that gives you a jetpack (you can see the icon for this power appear in your powers menu). This power, when active, allows you to fly around and provides a taste of what the Flight travel power is like.


    Level 6 - 10:

    At this level range you should be either running solo missions or be part of a team. You can complete the Safeguard / Mayhem mission again if you complete the correct number of Police Band / Newspaper missions, but you won't get any extra temporary powers as a reward from it.


    Level 10 - 13:

    You're close to the level restrictions imposed by the trial at this point. However, there are still a few different things to take a look at.

    After level 10 when you are defeated (i.e. reach zero health) you'll be given experience debt as a penalty. This debt will take 50% of your experience earned from that point until it is paid off. In reality, it isn't such a big deal - it can be usually worked off quickly if you keep the pace of the mission(s) up.

    - Heroside, head to Steel Canyon which is where a University is located. Provided you have a mission slot free, you'll be able to go on a quick tutorial within the University that shows you how crafting works within CoH. A contact by the name of Admissions Officer Lenk will appear in your Contacts list - go and talk to him to start the tutorial.

    You'll also have access to a new Detective and, after completing 3 Police Band missions, a new Safeguard mission (you won't be able to do the previous one any more). On completing this Safeguard mission, you'll receive the temporary power named Zero-G Pack, which when active gives you the Super Jump travel power. As before, clear the bank first to have a chance of being successful.

    - Villainside, head to Cap Au Diable which is where a University is located. Provided you have a mission slot free, you'll be able to go on a quick tutorial within the University that shows you how crafting works within CoV. A contact by the name of Admissions Officer Lenk will appear in your Contacts list - go and talk to him to start the tutorial.

    You'll also have access to a new Broker and, after completing 3 Newspaper missions, a new Mayhem mission (you won't be able to do the previous one any more). On completing this Mayhem mission, you'll receive the temporary power named Zero-G Pack, which when active gives you the Super Jump travel power. As before, go slowly towards the bank, causing mayhem as you go in order to build up your available time.


    AFTER LEVEL 13
    --------------

    Once you hit level 13, you'll be unable to do anything else with that character. Depending on how much time you have left in your trial, it could be an idea to try another character, or if you have only played heroside to try out things villainside (or vice versa).

    If you have had fun during the trial, it is worth buying CoH/V to continue that experience. You can buy it online from the official PlayNC store - buying the Good vs Evil pack provides the best value, since you get both sides of the game for US $29.99. Another option is looking at prices of the boxed copies of CoH, CoV or CoH/V at your local video game store or at online retailers - there have been reports of boxed copies being available for less than the $15 a month subscription fee.

    If you do decide to buy the full version, when you log into your PlayNC account you need to UPGRADE your trial account - this will let you continue playing on with the characters you developed during the trial.


    SOURCES OF INFORMATION
    ----------------------

    There is another guide for trial players that was set up by _Tog_ at Tog's Hero U - you can see it on the board as well as the types of other information available on his site.

    One of the best known sources of information on story arcs and other aspects of CoH/V is Red Tomax's Guide to City of Heroes / Villains.

    The Paragon Wiki is a pretty up-to-date wiki that contains a lot of in-game and external information (like patch notes) related to CoH/V.

    The Titan Network offers a range of services, from badge tracking, online character build planner, in-game info and more.

    For maps of the zones, Vidiot Maps offers a full range of maps for both sides of CoH/V and for Mayhem / Safeguard missions. Also provided are lots of badge-related information.

    There are lots of other sources of information out there - the CoH/V official forums can be very helpful, especially the Player Guides forum if you want to read up on how certain powerset combinations / builds play in the later game.


    THE END
    -------

    Good luck and have a good trial!
  19. &lt;QR&gt;

    As some completely unsolicited advice about what to do re: YouTube vs Machinima.com: keep things going up on YouTube because that is where the larger audience is, but see what you can work out with Machinima.com because you are more likely to get spotlighted to the important people. It probably means more work for you (you might have to give something more to Machinima.com in order to help build that relationship) but it would be best if you can use both channels.
  20. &lt;QR&gt;

    Good work Chase and Cinder - now, if only you didn't wait so long between releasing issues ;-)
  21. I think the Reichsman draws such attention because he was the first 'dark mirror' character to Statesman. Tyrant came along later and became a more active version of the same thing, but the Reichsman got everyone's attention first.

    Ultimately, the Reichsman should rise again as the Fifth Column tries to reinvigorate itself... and that particular arc should end in a Tyrant vs Reichsman vs Statesman battle royale. :-)
  22. [ QUOTE ]
    How much of a bribe would it take to get ahold of that story bible for a day or so?

    [/ QUOTE ]

    We'll pass the hat around. Name your price.
  23. &lt;QR&gt;

    What a great feature to have introduced. Any expected timings for launch?

    Based off previous experience, Signature Characters probably won't be availalble to include in missions. Other things that violate canon too much will probably be tweaked or those missions removed.

    But it's a fantastic step forward for CoH/V. Provided the missions are easily accessible and low quality / questionable ones get canned relatively quickly (I'm guess peer ratings with official reviews at periods), then things should flow smoothly.

    I would very much like to be able to place the enemies in any maps I use, or at least have the option. Also, any chance of making the original Pocket D map available for use in this feature?
  24. &lt;QR&gt;

    Both Cryptic and NC^2 are going to be at PAX. I wonder if it will lead to any scenes like the following:

    *Emmert and Miller accidently run into each other in the food hall*

    Emmert: ... err, hi.

    Miller: Hi. ...

    how are things? You look well.

    Emmert: It's good, good. I've been going to the gym. And you?

    Miller: Fine. It's all good. New offices are great and hiring has been going well.

    Emmert: I saw the info on I12. It looks good.

    Miller: Yes, yes it does. Some of the things in Champions Online sound ... good ... too.

    Emmert: We're excited about it.

    *awkward pause*

    Emmert: How's Jay going?

    Miller: The usual.

    Emmert: That bad?

    Miller: Yeah.

    *both laugh, then fade to an awkward silence*

    Miller: You said some pretty rough things about CoH/V.

    Emmert: It didn't mean to come out like that. Some of those articles were a bit distorted too.

    Miller: I know. But it was still rough.

    *awkward pause*

    Emmert: We had some good times, didn't we?

    Miller: Yeah, we did. We'll always have Croatoa.

    Emmert: True.

    *more silence*

    Miller: I'll see you round then.

    Emmert: Yeah, yeah. Take care.

    *the two men depart, time moves on*