Discussion: Matt Miller on Gamezone.com
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Weve done a lot of quality of life features, like revamping the Badge UI, or tweaking the locations of some NPCs.
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Sweet!
That article kinda stunk.
EDIT: 2nd after a redname! cha-ching!
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That article kinda stunk.
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If you don't mind me asking, what about it did you find to be smelly?
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all this talk about 113 bring it live (err open beta that is )
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But most importantly, having competition pushes us to look at our own game and see how we can improve City of Heroes and stay competitive. Youre going to see a lot more features that we thought wed never be able implement over the next year or so
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Power customization?
And yay for the new badge UI !
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The only part that gave off an odor was
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Q: What other little goodies are you packing into Issue 13 that maybe you have not talked about yet?
Matt: Weve done a lot of quality of life features, like revamping the Badge UI, or tweaking the locations of some NPCs. A good chunk of time was spent setting up this years Halloween event, and that is taking place on the Live servers right now! This years Holiday event features some new ski runs for players to try out in Pocket D.
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To me, that is a long drawn out answer that says...nothing. We did other stuff like the holiday events so there isn't really anyhting else to mention about Issue 13.
Discounts at WW?
If its broke, don't fix it... I like the chaos!
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That article kinda stunk.
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If you don't mind me asking, what about it did you find to be smelly?
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First quote from a redname! OMG, OMG I'm gonna faint!
Anway, I rolled my eyes after reading this:
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Matt: Thats a great question for our senior designer, Floyd Grubb. Floyd, take it away!
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FAKE enthusiasm.
And day jobs are just weak (in my opinion of course). And so are the PVP changes. Now if we had the city vault or shared recipe, infamy, influence, IO, etc storage I'd get a bit more excited.
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A lot of the ideas on powers and PvP we implemented in Issue 13 came directly from player feedback.
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I guess this all depends on who you ask, but it's not being honest based the current sentiment and feedback regarding these changes. Some of it constructive, yes indeedy.
Lastly there's really not much new here. It just doesn't seem to be announcement worthy. The QOL changes fall way short from the tremendous job done in i12 (again my opinion).
But at least we're getting some more ski runs for the Winter event.
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Lastly there's really not much new here. It just doesn't seem to be announcement worthy.
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QFT. The only things that are new in this article is the badge UI changes and the NPC placement. Until we get an example of such a change for the NPCs, who knows if it'll be good or not. As for the badge UI changes, probably could have been done in just a paragraph by Posi here on the boards:
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Hey, folks, Positron here. Look, we know we've had some complaints about the badge user interface, so we've decided to do some changes. We hope you'll enjoy them. First, we're going to add more badge bars than ever before, such as badge bars to gladiator badges, or bars indicating how many more plaques you need to get a history badge. On top of that, instead of just a blue bar, we're going to give you actual real number percentages so you can tell EXACTLY how far you are on some of those badges.
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Something like that. This article just seemed to be a rehash of stuff that was already known.
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Nice to hear the news...curious to see what the badge UI and contact stuff is as well. Day Jobs look to be adding a bit more depth to gameplay.
The discounts at WW is a great idea; leaving more influence/infamy to spend on coveted items if it minimizes the listing costs and so on.
Lots of QOL stuff, good to see!
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
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(QR)
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On patrol is the default Day Job for players who dont log out from one of the specific Day Job locations. We wanted to make sure everyone got some type of reward, even if they didnt have the time to get to a specific location before logging out.
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Glad to see that this will work as originally announced, though now that On Patrol's reward is known I'm sure others won't be.
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(QR)
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On patrol is the default Day Job for players who dont log out from one of the specific Day Job locations. We wanted to make sure everyone got some type of reward, even if they didnt have the time to get to a specific location before logging out.
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Glad to see that this will work as originally announced, though now that On Patrol's reward is known I'm sure others won't be.
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When I saw that I mentally threw confetti into the air. I outlevel stuff enough as it is. Thanks, devs!
"Home is where, when you have to go there, they have to let you in."
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I guess this all depends on who you ask, but it's not being honest based the current sentiment and feedback regarding these changes. Some of it constructive, yes indeedy.
Lastly there's really not much new here. It just doesn't seem to be announcement worthy. The QOL changes fall way short from the tremendous job done in i12 (again my opinion).
But at least we're getting some more ski runs for the Winter event.
[/ QUOTE ]So more the content than anything else. Given it's an interview about Issue 13 specifically and not for anything beyond that, I'm not surprised. It's mostly public relation stuff, or news for the uninitiated.
But gads, don't get me started on the City Vault. I've looked everywhere for that thing and still can't figure out where the devs could have lost it
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Revamped badge UI. That's all I needed to know.
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Yep.
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Something like that. This article just seemed to be a rehash of stuff that was already known.
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Hi. Maybe you weren't aware, but this info isn't exactly published for us, it's published in an attempt to entice past and future players to the game. It's a given that we, who play the game and read the forums, would know about it. That's like an astronaut saying that space is boring. It's a POV thing.
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(QR)
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On patrol is the default Day Job for players who dont log out from one of the specific Day Job locations. We wanted to make sure everyone got some type of reward, even if they didnt have the time to get to a specific location before logging out.
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Glad to see that this will work as originally announced, though now that On Patrol's reward is known I'm sure others won't be.
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When I saw that I mentally threw confetti into the air. I outlevel stuff enough as it is. Thanks, devs!
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Nerf xp!
Seriously though, we have the Ouroborus system in place to go back and play content we missed. How is this an issue?
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Seriously though, we have the Ouroborus system in place to go back and play content we missed. How is this an issue?
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Because Oroborous doesn't offer all potential missed content for play? Because the wonky set up of the system does not loan itself well to ease of play like normally accessed content does?
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Seriously though, we have the Ouroborus system in place to go back and play content we missed. How is this an issue?
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Because Oroborous doesn't offer all potential missed content for play? Because the wonky set up of the system does not loan itself well to ease of play like normally accessed content does?
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True, Oro doesn't give everything, but takes a large chunk out of that issue. The ability to exemp helps a lot too. I know there's no all-encompassing way to repeat 100% or missed content, I'm just not seeing how increased xp rewards is REALLY worthy of complaints. Maybe that's just me, but it seems like a silly complaint.
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Lastly there's really not much new here. It just doesn't seem to be announcement worthy.
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QFT. The only things that are new in this article is the badge UI changes and the NPC placement. Until we get an example of such a change for the NPCs, who knows if it'll be good or not. As for the badge UI changes, probably could have been done in just a paragraph by Posi here on the boards:
[ QUOTE ]
Hey, folks, Positron here. Look, we know we've had some complaints about the badge user interface, so we've decided to do some changes. We hope you'll enjoy them. First, we're going to add more badge bars than ever before, such as badge bars to gladiator badges, or bars indicating how many more plaques you need to get a history badge. On top of that, instead of just a blue bar, we're going to give you actual real number percentages so you can tell EXACTLY how far you are on some of those badges.
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Something like that. This article just seemed to be a rehash of stuff that was already known.
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Keep in mind the audience.
The article starts by explaining what CoH IS. It's directed to the curious outsider more than the hardcore newshound.
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Matt: Thats a great question for our senior designer, Floyd Grubb. Floyd, take it away!
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FAKE enthusiasm.
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...or maybe they had a big box of donuts for the Interview and were just riding a Sugar-High
>.>
OTH, in fairness to the Devs, a LOT of the changes for i13 all came directly from player feedback all the same. Infact I could point to 3 major changes in the PvP system alone that may have come directly from my own suggestions as well as a bunch of other things that came from similar sources...
And yeah... we get it that you Base enthusiasts are Really butthurt right now but that's no excuse to write-off all the changes that the rest of the players in other parts of the community were championing
(...for better or worse o/c: LoL, Good riddance PvP Hero-ladder...I won't miss you!)
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Lastly there's really not much new here. It just doesn't seem to be announcement worthy.
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QFT. The only things that are new in this article is the badge UI changes and the NPC placement. Until we get an example of such a change for the NPCs, who knows if it'll be good or not. As for the badge UI changes, probably could have been done in just a paragraph by Posi here on the boards:
[ QUOTE ]
Hey, folks, Positron here. Look, we know we've had some complaints about the badge user interface, so we've decided to do some changes. We hope you'll enjoy them. First, we're going to add more badge bars than ever before, such as badge bars to gladiator badges, or bars indicating how many more plaques you need to get a history badge. On top of that, instead of just a blue bar, we're going to give you actual real number percentages so you can tell EXACTLY how far you are on some of those badges.
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Something like that. This article just seemed to be a rehash of stuff that was already known.
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I hope it's that nice of an improvement. I figure it'll just be more tabs, like the contact list FINALLY got recently. A progress bar for history badges and an actual % on others would be fantastic.
1. Confirmation that patrol XP is optional
2. Claiming that Shields and Pain Dom are 'for everyone'
3. Mentioning dominators right at the end to no meaningful addition
4. 'Rebalancing'.
Yeah, I think I'm within my rights to be very damn worried.
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Seriously though, we have the Ouroborus system in place to go back and play content we missed. How is this an issue?
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Because Oroborous doesn't offer all potential missed content for play? Because the wonky set up of the system does not loan itself well to ease of play like normally accessed content does?
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True, Oro doesn't give everything, but takes a large chunk out of that issue. The ability to exemp helps a lot too. I know there's no all-encompassing way to repeat 100% or missed content, I'm just not seeing how increased xp rewards is REALLY worthy of complaints. Maybe that's just me, but it seems like a silly complaint.
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I think that it's the posters way of saying he would like an option to turn xp-off. I certainly know there are times until about level 20 Red Side and 30 Blue Side where I would love to have been able to turn off my xp gain.
Travel to location X, kill 10 mobs. Travel to location Y, kill 15 mobs. Travel to location Z, click three glowies, etc. Eh, pretty much the same ole, same ole stuff.
I want new varieties of tasks in Issues, not yet more kill baddie TF's. I'd gladly trade five new killing baddie story arcs for one fresh, new type of task or new type of object interaction.
Please use this thread to discuss the below announcement
In a recent article, City of Heroes Lead Designer Matt "Positron" Miller, along with Senior Designer Floyd Grubb, talk with Gamezone.com about features of the coming free expansion, Issue 13: Power and Responsibility. Here's an excerpt:
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What other little goodies are you packing into Issue 13 that maybe you have not talked about yet?
Weve done a lot of quality of life features, like revamping the Badge UI, or tweaking the locations of some NPCs. A good chunk of time was spent setting up this years Halloween event, and that is taking place on the Live servers right now! This years Holiday event features some new ski runs for players to try out in Pocket D.
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Click here to read the full article on Gamezone.com.
Lighthouse
Community Relations Manager
If you have a specific in game, account, tech or billing problem please contact our Customer Support team via The Knowledge Base "Ask A Question" page.