Am I the only one...?
[ QUOTE ]
...That's *not* stoked about Going Rogue? For me, I see less pros and more cons. Like, if defenders make their way to villains, corruptors will most likely be ignored. People will prefer Tankers to Brutes. Am I just being overly-negative?
[/ QUOTE ]
Yes. I disagree on both points. Redside has hybrid ATs as opposed to blue's niche ATs. Personally, I find the hybrids both more interesting and easier to play as they are more verstile. Brutes can tank AND dps, not as good as a tanker and scrapper, but the fact is they can fill both roles. Corruptors can be dpsers as well as support. Not as well as blasters and defenders, respectively, but they're still a 2 for 1 deal.
Personally having played on both sides, I have to say I like the villain archetypes MUCH MUCH better for gameplay purposes, especially solo or small teams (soloing as a defender SUCKS)
[ QUOTE ]
[ QUOTE ]
...That's *not* stoked about Going Rogue? For me, I see less pros and more cons. Like, if defenders make their way to villains, corruptors will most likely be ignored. People will prefer Tankers to Brutes. Am I just being overly-negative?
[/ QUOTE ]
I'm not stoked until I know more. If side switching involves sacrificing badges/levels/whatever then I won't care for it. Also we have no idea what content beyond side switching this will hold. So waiting and seeing.
[/ QUOTE ]
Am I the only one who remembers the marketing release from August of last year where they went into some pretty deep detail about the Going Rogue system?
I personally think, by the way it was all worded in the release, that "switch-over" toons will not actually exist in the blue side or the red side zones. I think they will exist in the alternate reality zones. Which will make the "having to team with someone from the opposite faction" argument a not factor. Hero's won't have to side with villains and vice versa. I think once you switch sides you'll be "transported" to the alternate dimension.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
...That's *not* stoked about Going Rogue? For me, I see less pros and more cons. Like, if defenders make their way to villains, corruptors will most likely be ignored. People will prefer Tankers to Brutes. Am I just being overly-negative?
[/ QUOTE ]
I'm not stoked until I know more. If side switching involves sacrificing badges/levels/whatever then I won't care for it. Also we have no idea what content beyond side switching this will hold. So waiting and seeing.
[/ QUOTE ]
Am I the only one who remembers the marketing release from August of last year where they went into some pretty deep detail about the Going Rogue system?
[/ QUOTE ]
While it's been removed from the official forums, it's still cached around the net if you look. Here's some of what marketing posted last summer right here on the forums:
City of Heroes and City of Villains let players create unique characters and set forth as virtuous Heroes or evil Villains in a MMO comic book inspired universe. This expansion to the City of Heroes/Villains universe blurs the line between good and evil, between hero and villain. The Going Rogue system is a new game dynamic for City of Heroes and City of Villains that allows players to alter the morality of their characters, eventually opening up the opportunity to turn their Hero into a Villain or vice versa.
By visiting different contacts in the game, players can start the process of "moving their moral compass" towards being a hero or a villain. Making this choice dramatically alters the gameplay for the player, as they will now be able to bring an Archetype (class) that was previously only available to players of City of Heroes into City of Villains, and vice versa. Once a character has switched sides, they can continue down the path they have chosen, or use the opportunity to subvert their new allies through a series of espionage-style missions.
In addition to this new game altering dynamic, new neutral starting zones allow new players to select their Archetype (class) first, and then let their actions determine their hero, villain or rogue identities. At the high levels, rewards for these moral choices will be found in new PVP, PVE and Co-op zones. Accomplishments will lead to rewards that will significantly distinguish level 50 characters from one another.One such reward is the Universal Enhancement Slots. Ten Universal Enhancement Slots are available to be earned in the expansion, and each one has the potential of adding significant power to the character, essentially bringing them to a hypothetical "Level 60" once they have earned all ten slots.
For existing City of Heroes and City of Villains players who have previously reached the level cap of 50, the Expansion will take them into outer space where they can now find challenges that test their powers and skills to the max. On an alien space station that mysteriously appears over Earth, Heroes and Villains will race to unlock the secrets of the place and be the first to reap the rewards that are only available to the best of the best.
A brand new Spy Archetype (class), power sets and player costume options will lead to a massive amount of new character and gameplay options. And a significantly enhanced character creator system will now allow characters to customize the effects (looks and colors) of their super powered attacks and defenses.
-----------------------------------------------------------
Here is some other things that were mentioned in the survey...
-----------------------------------------------------------
1.) New high level Space Station Zones (PVE, PVP, & Co-op)
2.) Characters that do not wish to change sides are rewarded by becoming exemplary heroes or villains, and earning rewards not available any other way
3.) Heroes and villains who go to the other side can also act as Double-Agents
4.) Character Creator 2.0 includes Powers Customization, allowing players to customize not only the character, but also the actual look of its powers
5.) Players undertake missions that define their character's morality and steer them in a more heroic or villainous direction
6.) By switching sides (going from good to bad or bad to good), players can access content "on the other side" (heroes can experience villain zones and content, and villains can experience hero zones and content)
7.) Completely new low-level player experience/zones for new characters in which new characters do not begin a hero or villain, rather become one or the other through early gameplay
8.) New Spy Archetype, Power Sets & Costumes
9.) Universal Enhancement Slots - at level 50, these enhance powers to the character, essentially bringing them to a hypothetical "Level 60" once they have earned all ten slots
-----------------------------------------------------------
Here are some of the suggested names you had to choose from for the new content...
-----------------------------------------------------------
Rogues or Vigilantes
Rogues or Spies
Spies or Vigilantes
Moral Compass or Morality Meter
Shades of Gray or Crossing Over
Allegiance or Alliance
-----------------------------------------------------------
Now this part of the survey offered information about the new Player Based Mission Content....
-----------------------------------------------------------
This is a new module for City of Heroes, fictionally presented as a training exercise for Heroes and Villains, that allows players to build their own Missions and Story Arcs and share them with others in the game. Using an intuitive interface similar to the game's detailed Character Creator, players can create missions by selecting options like size and type of map/environment, mission objectives and encounter types, and difficulty level of each encounter. Additionally, players can write all mission story fiction and character dialogue.
Players can create their own missions and they can play missions that have been created by other players. Once you have finalized and "published" your missions, they are accessible by all players across all servers. All players can rate player created missions and a Mission Browser lets players find available missions and story arcs through a variety of tabs, sorts and filters in an auction house type environment.
As missions are played and more people positively rate them, the creator gains rewards and access to unlockable content for his/her missions. Rewards will also be given to players of the missions. Players will gain rewards such as badges and even XP for playing user created missions and StoryArcs.
-----------------------------------------------------------
Here is a list of the feature from the player based mission creator...
-----------------------------------------------------------
1.) Write your own dialog for all aspects of the mission.
2.) Build Missions and Story Arcs using a Character Creator-like interface
3.) Players can build powers for some NPCs by selecting from a group of primary and secondary power pools and attaching them to the NPCs
4.)Players can build a boss (and other NPCs) to place within their mission by creating its looks in the Character Creator and assigning it the powers of an existing NPC (non playable character)
5.) Select a variety of components for the overall mission including Level Range, Map, Length, Villain Group, Pacing, Time to Complete, Goals/type of mission, etc.
6.) Customize Encounters to your preference (Place in End Room, Select Villain Group, Name Boss, Select Critter Type, Select Hostage NPC Critter, etc.)
7.) Using an in-game auction house type interface, other players can find user created StoryArcs across all shards
8.) Creators can include their own character as a contact within the mission(s)
9.) Creators don't have access to high level content (environments, NPCs, etc.) until their own characters have encountered/defeated them in the main game.
10.) Using an out-of-game web interface, other players can find user created StoryArcs across all shards
11.) Rewarding creators of the most popular content with exclusive unlockable content such as signature heroes and villains or unique maps
12.) A rating system that allows players to rate missions or flag them for inappropriate content, allowing the developer to remove bad content and potentially ban players
13.) Players can enter the mission maps to adjust placement of the NPC spawns from their pre-selected positions
DOOOOOOOOOM!!!!!!!!
[ QUOTE ]
[ QUOTE ]
...That's *not* stoked about Going Rogue? For me, I see less pros and more cons. Like, if defenders make their way to villains, corruptors will most likely be ignored. People will prefer Tankers to Brutes. Am I just being overly-negative?
[/ QUOTE ]
So long as they don't turn the regular game into City of MishMash and keep the mixed game in the Praetorian world then i'm not particularly worried about it.
That being said and even if its only in the Praetorian world, I hope they only allow 1 rogue character per account per server per direction and disallow them from epics/patron pools if they switch.
[/ QUOTE ]
This is exactly what I was wondering - will the switching be limited to Praetoria? I don't particularly care either way, but that possibility is intriguing.
Either way, I'm liking the idea of having a new sandbox to play in with a few new dynamics (not that I am at all tired with the old one).
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
I want a heroic stalker.
[ QUOTE ]
I saw a post just earlier today claiming that all Defenders will be replaced by Corruptors and all Tankers by Brutes. Now you're saying the opposite.
[/ QUOTE ]
They're all on the way out. I have it on good authority that there will be a new AT called Tankmage......
What?
Paragon City Search And Rescue
The Mentor Project
[ QUOTE ]
[ QUOTE ]
I saw a post just earlier today claiming that all Defenders will be replaced by Corruptors and all Tankers by Brutes. Now you're saying the opposite.
[/ QUOTE ]
They're all on the way out. I have it on good authority that there will be a new AT called Tankmage......
What?
[/ QUOTE ]
Nobody will play Tankmages if they can make Magetanks!
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
|
[ QUOTE ]
...That's *not* stoked about Going Rogue? For me, I see less pros and more cons. Like, if defenders make their way to villains, corruptors will most likely be ignored. People will prefer Tankers to Brutes. Am I just being overly-negative?
[/ QUOTE ]
I love my tankers.. and I love my brutes.
I want my tankers to have brutes Fury, and I want my brutes to have tankers survivability.
I'd totally play a brute blue side for the SMASH addiction. But I doubt I'd try tanking for a full team of 8 on DL5 (Difficutly Level 5)
I also enjoy the Defenders I've got, but I also enjoy the damage the Corruptors deal. I believe that it will come down to a matte of tastes. Some people will want to be defenders for stronger primaries. Corruptor's secondaries are, for the most part, defender primaries, and as such, are a tad less effective. But, the damage they deal with their primaries will out perform a Defenders damage. So I think it will be very much a matter of tastes.
Personally, I've been wanting to level a MM from 1-50 blue side since the release of Villains.
"The one thing that can stop a full team of MasterMinds dead in its tracks... a doorway!" --Frogfather
[ QUOTE ]
My issue is the what happens to those that dont chose to change what is there "special" for staying one side. also badges if you do switch what happens
[/ QUOTE ]
We don't know for sure, but based on info from the survey which has been largely correct so far, there will be special advantages to *not* crossing over:
[ QUOTE ]
2.) Characters that do not wish to change sides are rewarded by becoming exemplary heroes or villains, and earning rewards not available any other way
[/ QUOTE ]
One of the underlying themes is "choice". You will get to *choose* the path your character walks to a greater degree than ever before, and ultimately reap the rewards of the seeds you have sown.
[ QUOTE ]
Then there is the down right discust of the though of heroic MMs or stalkers or VEATS or villainous scrappers or blasters or worse kelds.
[/ QUOTE ]
You're entitled to your opinion, of course, but the above puzzles me. For example, what is it about being a mechanical and programming genius who has designed and built a variety of robots that is fundamentally evil? In the real world, a significant fraction of the development work done on advanced robotics is for rescue work, which most people would consider "good"; and the other large category is as weapons, which like any other weapon have no inherent moral value but are tools of the wielder. "Disgust" implies a pretty strong emotional reaction, and I genuinely don't understand why.
Miuramir, Windchime, Sariel the Golden, Scarlet Antinomist...
Casino Extortion #4031: Neutral, Council+Custom [SFMA/MLMA/SLMA/FHMA/CFMA]
Bad Candy #87938: Neutral, Custom [SFMA/MLMA/SLMA/FHMA/HFMA]
CoH Helper * HijackThis
I really wouldn't start worrying about things we know nothing about yet.
I would wait until more details are out before making any decisions on what the content will be like.
Shhh. My common sense is tingling. ~ Deadpool
[ QUOTE ]
[ QUOTE ]
Am I just being overly-negative?
[/ QUOTE ]
Honestly? Probably. The devs have a history of working towards balance in the game. I'm pretty sure they won't screw anything up very badly, and for 90% of the population the expansion will rock. (9.9% probably won't care one way or the other.)
Of course, I'll go on the record to say that there will be a contingent of people who will insist that this will destroy the game. They'll be very vocal about it, there will be a lot of bickering in threads about it, Mod 08 will have bloody fingers and chunks of skin on the mouse and keyboard the week it's released for locking threads.
[/ QUOTE ]
???
I'm try to figure out what the issue is. Seeing as how we've had co-op from lvls 35-50 for how many issues now?
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
[ QUOTE ]
[ QUOTE ]
...That's *not* stoked about Going Rogue? For me, I see less pros and more cons. Like, if defenders make their way to villains, corruptors will most likely be ignored. People will prefer Tankers to Brutes. Am I just being overly-negative?
[/ QUOTE ]
So long as they don't turn the regular game into City of MishMash and keep the mixed game in the Praetorian world then i'm not particularly worried about it.
That being said and even if its only in the Praetorian world, I hope they only allow 1 rogue character per account per server per direction and disallow them from epics/patron pools if they switch.
[/ QUOTE ]
You haven't read the press release have you?
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
...That's *not* stoked about Going Rogue? For me, I see less pros and more cons. Like, if defenders make their way to villains, corruptors will most likely be ignored. People will prefer Tankers to Brutes. Am I just being overly-negative?
[/ QUOTE ]
So long as they don't turn the regular game into City of MishMash and keep the mixed game in the Praetorian world then i'm not particularly worried about it.
That being said and even if its only in the Praetorian world, I hope they only allow 1 rogue character per account per server per direction and disallow them from epics/patron pools if they switch.
[/ QUOTE ]
You haven't read the press release have you?
[/ QUOTE ]
I have read everything that is easy to find and none of it is clear whether the rogue players stay in Praetoria or if they come back to the regular world or other.
[ QUOTE ]
[ QUOTE ]
My issue is the what happens to those that dont chose to change what is there "special" for staying one side. also badges if you do switch what happens
[/ QUOTE ]
We don't know for sure, but based on info from the survey which has been largely correct so far, there will be special advantages to *not* crossing over:
[/ QUOTE ]
yes there will be but will it include badges, and will one badge then lock
out switching, or if you switched will it lock out other badges (like the one
for not crossing over, its issue on this scale why im not looking forward to it
[ QUOTE ]
[ QUOTE ]
2.) Characters that do not wish to change sides are rewarded by becoming exemplary heroes or villains, and earning rewards not available any other way
[/ QUOTE ]
One of the underlying themes is "choice". You will get to *choose* the path your character walks to a greater degree than ever before, and ultimately reap the rewards of the seeds you have sown.
[/ QUOTE ]
Yes its a choice, but will that one choice lock my out of badges that my other
toon on the same side can get it? Will it makes it so badge hunters out there
will maxed out in badges differently if they did different things?
like way 1 is XXXX total
if you switched then its YYYY
if you were were a villan that switched your stuck with QQQQ and so on.
Being stuck with so many choices that lead to very different ends and totals
is an issue for me. I like to have my main be my "do all" toon. It sounds like
in Going Rogue they are effectively doing away with the ability to have a toon
thats done it all, and that I will be very unhappy to see go (and its probably
the biggest issue I have with this i16)
[ QUOTE ]
[ QUOTE ]
Then there is the down right discust of the though of heroic MMs or stalkers or VEATS or villainous scrappers or blasters or worse kelds.
[/ QUOTE ]
You're entitled to your opinion, of course, but the above puzzles me. For example, what is it about being a mechanical and programming genius who has designed and built a variety of robots that is fundamentally evil? In the real world, a significant fraction of the development work done on advanced robotics is for rescue work, which most people would consider "good"; and the other large category is as weapons, which like any other weapon have no inherent moral value but are tools of the wielder. "Disgust" implies a pretty strong emotional reaction, and I genuinely don't understand why.
[/ QUOTE ]
First and fore most my objection to heroic MMs and the like has nothing to do
with the "if" robots/mercs/street thugs/zombies can be "good" more that I have
always been against seeing the compleat mix of archtypes. That and I do like
to limit my exposure to my most hated class, normaly I do this by playing villians,
as there are no scrapper players villian side (yet). But once this becomes live
I'll be stuck and quite frankly will miss my previously scrapper free villain side.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
...That's *not* stoked about Going Rogue? For me, I see less pros and more cons. Like, if defenders make their way to villains, corruptors will most likely be ignored. People will prefer Tankers to Brutes. Am I just being overly-negative?
[/ QUOTE ]
It really is just you man...
More seriously, what I've heard other people complaining about is that *Tanks* will be ignored in favor of higher damage Brutes and *Defenders* will be forgotten in place of higher damage and nearly as buff-capable Corruptors.
[/ QUOTE ]
...sooooo what will be the "PERFECT" makeup for team play:
Defender
Defender
Defender
Defender
Defender
[/ QUOTE ]
fixt
Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.
My immediate concern has nothing to do with mixing AT's. A fair amount of recent content has involved co-op, and it hasn't lessened the roles of AT's. Honestly, at level 50, a full team of most any combinations can accomplish most anything in the game.
My issue is that switching sides does absolutely nothing to fix the glaring disparities in the sides of the game. When CoV was released many* blue side players were unwilling to make a permanent switch from the toons/groups they had cultivated over the first 2 years of the game. CoV is also a far inferior game in terms of content and space. There simply isn't that much to do other than level. Sure, you could take your tanker over to redside if you wish there was a worse market, fewer people (already) to team with, and less to do.
Previously in order for the long time hero players to access the AT's in CoV they had to play redside. As the game gets older and more balanced even that is less enticing. When CoV released most of the AT's were direct ports from the boards.
Anybody remember when blasters wanted to be deleted because their secondary sets were so horrible? They wanted buffs ala defenders? Enter the corrupter! Nowadays though, blasters aren't that terrible, and they've certainly got a place in high damage groups.
Remember when pets got the nerf? Controllers wanted to be proper pet classes? There's your MM >shrug< in the meantime trollers have quietly become overly awesome.
They seem to be dismantling the desire to play redside at all. I certainly can't see an exodus from CoH over to CoV. I can, however, see many CoV toons making the switch over to CoH. Blue side is simply a better developed and obviously more complete game, hence the disparity in population. I understand the lack of CoV specific development and still disagree with it.
QR
Personally, I can't WAIT to get my hero ATs into the Isles, just for the bees!
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
My issue is the what happens to those that dont chose to change what is there "special" for staying one side. also badges if you do switch what happens
[/ QUOTE ]
We don't know for sure, but based on info from the survey which has been largely correct so far, there will be special advantages to *not* crossing over:
[/ QUOTE ]
yes there will be but will it include badges, and will one badge then lock
out switching, or if you switched will it lock out other badges (like the one
for not crossing over, its issue on this scale why im not looking forward to it
[ QUOTE ]
[ QUOTE ]
2.) Characters that do not wish to change sides are rewarded by becoming exemplary heroes or villains, and earning rewards not available any other way
[/ QUOTE ]
One of the underlying themes is "choice". You will get to *choose* the path your character walks to a greater degree than ever before, and ultimately reap the rewards of the seeds you have sown.
[/ QUOTE ]
Yes its a choice, but will that one choice lock my out of badges that my other
toon on the same side can get it? Will it makes it so badge hunters out there
will maxed out in badges differently if they did different things?
like way 1 is XXXX total
if you switched then its YYYY
if you were were a villan that switched your stuck with QQQQ and so on.
Being stuck with so many choices that lead to very different ends and totals
is an issue for me. I like to have my main be my "do all" toon. It sounds like
in Going Rogue they are effectively doing away with the ability to have a toon
thats done it all, and that I will be very unhappy to see go (and its probably
the biggest issue I have with this i16)
[ QUOTE ]
[ QUOTE ]
Then there is the down right discust of the though of heroic MMs or stalkers or VEATS or villainous scrappers or blasters or worse kelds.
[/ QUOTE ]
You're entitled to your opinion, of course, but the above puzzles me. For example, what is it about being a mechanical and programming genius who has designed and built a variety of robots that is fundamentally evil? In the real world, a significant fraction of the development work done on advanced robotics is for rescue work, which most people would consider "good"; and the other large category is as weapons, which like any other weapon have no inherent moral value but are tools of the wielder. "Disgust" implies a pretty strong emotional reaction, and I genuinely don't understand why.
[/ QUOTE ]
First and fore most my objection to heroic MMs and the like has nothing to do
with the "if" robots/mercs/street thugs/zombies can be "good" more that I have
always been against seeing the compleat mix of archtypes. That and I do like
to limit my exposure to my most hated class, normaly I do this by playing villians,
as there are no scrapper players villian side (yet). But once this becomes live
I'll be stuck and quite frankly will miss my previously scrapper free villain side.
[/ QUOTE ]
So judging from your previous post, you hate scrappers.
That is fine, you don't have to play with them, but to hate an entire expansion due to the possibility is irrational.
If I don't like something I just don't do it, or go around it, I don't hate it, you'll be able to avoid scrappers just fine.
On that earlier post of yours, why can't my stalker, who was a former US Soldier who got captured, finally get her vengeance and in the wake of her goal being accomplished want to return to a simple life only to be drafted?
Masterminds can be heroes, what do you call the commanders of longbow, or vanguard, they're masterminds with pets, AI controlled pets but pets none the less.
Why would someone hate an AT so much as to avoid one half (or more) of the game?
"...freedom isn't a commodity to compromise." -- Captain America, New Avengers #21
Guide to Base Teleporters
Going Rogue will remove all game content and allow only PvP. There will be only one zone, called Meathead Isle, and the level cap will be reduced to 10. All other characters in the regular CoH game will be deleted and made fun of.
That's how I read it.
What?
Thank you for posting this info. Second..... geeze some of you are SO negative. You assume the worst! I bet you do that in your life as well.... but thats YOUR problem. lol
READ this before freaking out! Geeze, dont just skip over it like a noob. yeah thats right....I said noob...
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
...That's *not* stoked about Going Rogue? For me, I see less pros and more cons. Like, if defenders make their way to villains, corruptors will most likely be ignored. People will prefer Tankers to Brutes. Am I just being overly-negative?
[/ QUOTE ]
I'm not stoked until I know more. If side switching involves sacrificing badges/levels/whatever then I won't care for it. Also we have no idea what content beyond side switching this will hold. So waiting and seeing.
[/ QUOTE ]
Am I the only one who remembers the marketing release from August of last year where they went into some pretty deep detail about the Going Rogue system?
[/ QUOTE ]
While it's been removed from the official forums, it's still cached around the net if you look. Here's some of what marketing posted last summer right here on the forums:
City of Heroes and City of Villains let players create unique characters and set forth as virtuous Heroes or evil Villains in a MMO comic book inspired universe. This expansion to the City of Heroes/Villains universe blurs the line between good and evil, between hero and villain. The Going Rogue system is a new game dynamic for City of Heroes and City of Villains that allows players to alter the morality of their characters, eventually opening up the opportunity to turn their Hero into a Villain or vice versa.
By visiting different contacts in the game, players can start the process of "moving their moral compass" towards being a hero or a villain. Making this choice dramatically alters the gameplay for the player, as they will now be able to bring an Archetype (class) that was previously only available to players of City of Heroes into City of Villains, and vice versa. Once a character has switched sides, they can continue down the path they have chosen, or use the opportunity to subvert their new allies through a series of espionage-style missions.
In addition to this new game altering dynamic, new neutral starting zones allow new players to select their Archetype (class) first, and then let their actions determine their hero, villain or rogue identities. At the high levels, rewards for these moral choices will be found in new PVP, PVE and Co-op zones. Accomplishments will lead to rewards that will significantly distinguish level 50 characters from one another.One such reward is the Universal Enhancement Slots. Ten Universal Enhancement Slots are available to be earned in the expansion, and each one has the potential of adding significant power to the character, essentially bringing them to a hypothetical "Level 60" once they have earned all ten slots.
For existing City of Heroes and City of Villains players who have previously reached the level cap of 50, the Expansion will take them into outer space where they can now find challenges that test their powers and skills to the max. On an alien space station that mysteriously appears over Earth, Heroes and Villains will race to unlock the secrets of the place and be the first to reap the rewards that are only available to the best of the best.
A brand new Spy Archetype (class), power sets and player costume options will lead to a massive amount of new character and gameplay options. And a significantly enhanced character creator system will now allow characters to customize the effects (looks and colors) of their super powered attacks and defenses.
-----------------------------------------------------------
Here is some other things that were mentioned in the survey...
-----------------------------------------------------------
1.) New high level Space Station Zones (PVE, PVP, & Co-op)
2.) Characters that do not wish to change sides are rewarded by becoming exemplary heroes or villains, and earning rewards not available any other way
3.) Heroes and villains who go to the other side can also act as Double-Agents
4.) Character Creator 2.0 includes Powers Customization, allowing players to customize not only the character, but also the actual look of its powers
5.) Players undertake missions that define their character's morality and steer them in a more heroic or villainous direction
6.) By switching sides (going from good to bad or bad to good), players can access content "on the other side" (heroes can experience villain zones and content, and villains can experience hero zones and content)
7.) Completely new low-level player experience/zones for new characters in which new characters do not begin a hero or villain, rather become one or the other through early gameplay
8.) New Spy Archetype, Power Sets & Costumes
9.) Universal Enhancement Slots - at level 50, these enhance powers to the character, essentially bringing them to a hypothetical "Level 60" once they have earned all ten slots
-----------------------------------------------------------
Here are some of the suggested names you had to choose from for the new content...
-----------------------------------------------------------
Rogues or Vigilantes
Rogues or Spies
Spies or Vigilantes
Moral Compass or Morality Meter
Shades of Gray or Crossing Over
Allegiance or Alliance
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Now this part of the survey offered information about the new Player Based Mission Content....
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This is a new module for City of Heroes, fictionally presented as a training exercise for Heroes and Villains, that allows players to build their own Missions and Story Arcs and share them with others in the game. Using an intuitive interface similar to the game's detailed Character Creator, players can create missions by selecting options like size and type of map/environment, mission objectives and encounter types, and difficulty level of each encounter. Additionally, players can write all mission story fiction and character dialogue.
Players can create their own missions and they can play missions that have been created by other players. Once you have finalized and "published" your missions, they are accessible by all players across all servers. All players can rate player created missions and a Mission Browser lets players find available missions and story arcs through a variety of tabs, sorts and filters in an auction house type environment.
As missions are played and more people positively rate them, the creator gains rewards and access to unlockable content for his/her missions. Rewards will also be given to players of the missions. Players will gain rewards such as badges and even XP for playing user created missions and StoryArcs.
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Here is a list of the feature from the player based mission creator...
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1.) Write your own dialog for all aspects of the mission.
2.) Build Missions and Story Arcs using a Character Creator-like interface
3.) Players can build powers for some NPCs by selecting from a group of primary and secondary power pools and attaching them to the NPCs
4.)Players can build a boss (and other NPCs) to place within their mission by creating its looks in the Character Creator and assigning it the powers of an existing NPC (non playable character)
5.) Select a variety of components for the overall mission including Level Range, Map, Length, Villain Group, Pacing, Time to Complete, Goals/type of mission, etc.
6.) Customize Encounters to your preference (Place in End Room, Select Villain Group, Name Boss, Select Critter Type, Select Hostage NPC Critter, etc.)
7.) Using an in-game auction house type interface, other players can find user created StoryArcs across all shards
8.) Creators can include their own character as a contact within the mission(s)
9.) Creators don't have access to high level content (environments, NPCs, etc.) until their own characters have encountered/defeated them in the main game.
10.) Using an out-of-game web interface, other players can find user created StoryArcs across all shards
11.) Rewarding creators of the most popular content with exclusive unlockable content such as signature heroes and villains or unique maps
12.) A rating system that allows players to rate missions or flag them for inappropriate content, allowing the developer to remove bad content and potentially ban players
13.) Players can enter the mission maps to adjust placement of the NPC spawns from their pre-selected positions
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Like many others, I'm going to express guarded optimism. I mean the concept is cool but the path between there and how the idea is applied is a long and rocky one.
I forsee LOTS of people who like the villain ATs but dislike low pop servers moving villains to blueside. I mean there are no heroic equivalents to MMs so I look for those to proliferate fastest.
Tanks more popular than Brutes? On what planet?
I have an AR/Devices Corr who is just a blast to play. When they give me an AR/Dev Defender then I'll worry about the powersets being too close. Before Pain Dom I could see Empaths being da bomb redside but now not so much.
But now a rampaging Brute all buffed up and crazy blueside? I shudder to think what will happen to the Scrapper population. Oh, another advantage...a lot of Scrapper players can run Stalkers blueside which is secretly what they wanted anyhow.
If it's implemented well it could be a way cool addition to an already cool game.
"Comics, you're not a Mastermind...you're an Overlord!"
I dunno. On the one hand, the Hero AT's tend to be very rigid roles, whereas the villain AT's are more fluid.
I happen to think that flexibility is a GOOD thing, and that this will be one more step away from the DPS/healer/Meatshield Holy Trinity that's so bloody sacred in Other Games...
...shoot, I worked hard to turn my stalker into a scrapper with "Surprise!" built in... there's probably a few scrappers with the Concealment Pool accomplishing the same thing, too.
About the only AT that will be hard to wrap one's head around is the MM, and yes, I can see a heroic MM, in a way. My Robotics/Traps MM can and does fit as an Artillery and Demolitions detachment in the RWZ - so what if she's considered 'evil' when breaking down someone's door but "effective" when taking on the Rikti Menace?
"City of Heroes. April 27, 2004 - August 31, 2012. Obliterated not with a weapon of mass destruction, not by an all-powerful supervillain... but by a cold-hearted and cowardly corporate suck-up."