Discussion: Matt "Positron" Miller on GameSpy


Alasdair

 

Posted

Check out the latest news item by GameSpy with City of Heroes® Lead Designer, Matt "Positron" Miller.

In this two-page interview, you will learn some more about Going Rogue and some of its protagonists as well as the reason why as a five-year-old game, City of Heroes doesn't need to be concerned about the future.
Last but not least, dive into our latest free Expansion and discover Power Customization and other nifty features that will soon be available through Issue 16!

*Please note that Issue 16 is currently in Open Beta.


Support Centre for our English European players
Support Centre for our North American players
Plateforme d'assistance pour les francophones
Support-Center f�r deutschsprachige Spieler

 

Posted

Not too much new, but nice info regarding GR, which hasn't been getting much attention because of i16. Nice article =)

edit: first after announcement.



Celtech Main Site
My DA Profile

 

Posted

Meh, nothing we didn't really already know.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

I like the first comment. He didn't like CoV because of the "the steep penalties for dying on a mission." Steep? What game was this guy playin? There are barely any penalties for dying, none in the first 10 levels except for having to run back to the mission from the hospital. Even back in the first days of the game, with full debt from the beginning, it was nothing to get rid of it.


Justice Blues, Tech/Tank, Inv/SS
----------------------
Fighting The Future Trilogy
----------------------

 

Posted

I remember when CoV first came out one of the brokers was located in part of Port Oakes that was extremely hazardous to get to simply so you could get the paper contact. The twisty turny streets of Mercy Island, full of dead ends, was a pain to navigate. It was so very much not like CoH Atlas/Galaxy/King's Row that it really did feel like a different game.


Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components

Tempus unum hominem manet

 

Posted

Quote:
Originally Posted by Justice Blues View Post
I like the first comment. He didn't like CoV because of the "the steep penalties for dying on a mission." Steep? What game was this guy playin? There are barely any penalties for dying, none in the first 10 levels except for having to run back to the mission from the hospital. Even back in the first days of the game, with full debt from the beginning, it was nothing to get rid of it.
He might be referring to the fact that villain zones are huge and getting back to the mission after dying pre-travel power is a pain. If you die in one of the missions inside the Mercy fortress at level 6, you have to walk all the way from Kalinda to continue.


www.SaveCOH.com: Calls to Action and Events Calendar
This is what 3700 heroes in a single zone looks like.
Thanks to @EnsonsDeath for the GVE code that made me VIP again!

 

Posted

The only thing new in there for me was that the whole team will be sk'd. That sounds kinda nice.


 

Posted

Quote:
Originally Posted by macskull View Post
Meh, nothing we didn't really already know.
The fact that we'll apparently run into Desdemona/Maelstrom repeatedly in-mission is new. I rather suspected they'd just be static contacts somewhere.


Arc #40529 : The Furies of the Earth

 

Posted

No new info here at all. Kinda pointless to read but there ya go. Nice to see the game get some press.

The first 'post' made a good point when he noted missions are generic and repetitive (and not villainous). I have to agree. The missions on both sides are pretty much the same in appearance. It's rather sad and a cheap way to add more 'content'. The article notes CoX has 5 years worth of content...well...as the ag old saying goes: it's quality, not quantity. Sadly, I will have to wash my hands of this game if ROGUE adds more of the same old same old.


 

Posted

Quote:
Originally Posted by TheJazMan View Post
No new info here at all. Kinda pointless to read but there ya go. Nice to see the game get some press.

The first 'post' made a good point when he noted missions are generic and repetitive (and not villainous). I have to agree. The missions on both sides are pretty much the same in appearance. It's rather sad and a cheap way to add more 'content'. The article notes CoX has 5 years worth of content...well...as the ag old saying goes: it's quality, not quantity. Sadly, I will have to wash my hands of this game if ROGUE adds more of the same old same old.
On the point of redside missions. I agree that there are too many of them that force your character into a 'mercenary/do odd-jobs for some cash' role. That's not to say that the missions themselves are bad...but when you do a redside mission, if someone was standing over your shoulder and watching the actual mission...they would be hard pressed to tell if it was blue or red. There aren't any villain game mechanics in redside content with the exception of mayhem missions.

There are not missions/story arcs that even give the illusion of being proactive as a force of chaos/evil. You just do what you're told. One of the things that villains needed badly was some kind of metric to measure their villainy that translated into the game. Whether that was some kind of map overlay that showed your evil grip on a zone growing as you do your dirty deeds and eventually lead to you establishing some kind of personal stronghold(NOT a VG base). Or even if contacts grew increasingly afraid of you as you gained levels and power and allowed you to make choices as to how you deal with the situations they presented(do you truly work to help them or help yourself at their expense?).

Those types of things(off the top of my head), are what would make villains stand apart from heroes. I hope GR will address some of that.

My biggest concern now is that with GR being a huge heap of content, we are unlikely to see new story content added to the game in any great quantity until its launch...which will certainly make me unhappy if its launch is a significant period of time away still.


 

Posted

Quote:
Originally Posted by Justice Blues View Post
I like the first comment. He didn't like CoV because of the "the steep penalties for dying on a mission." Steep? What game was this guy playin? There are barely any penalties for dying, none in the first 10 levels except for having to run back to the mission from the hospital. Even back in the first days of the game, with full debt from the beginning, it was nothing to get rid of it.
I almost wanted to sign up for gamespy just to set this guy straight about how he didnt know what the hell he was talking about. There hasnt been any "real" penalty for dying since like issue 4 or Ithink might even be before then.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Was hoping for more. New starting zone is the only thing I'm looking forward to.


 

Posted

"Going Rogue should make for an excellent starting point for those who want to try City of Heroes out for the first time, as it'll include a new starting experience for new and existing players in the parallel universe of Praetoria."

I'm looking forward to this myself. If this means we can start out in Praetoria instead of Atlas/Galaxy that will be very cool.


 

Posted

Quote:
Originally Posted by Justice Blues View Post
I like the first comment. He didn't like CoV because of the "the steep penalties for dying on a mission." Steep? What game was this guy playin? There are barely any penalties for dying, none in the first 10 levels except for having to run back to the mission from the hospital. Even back in the first days of the game, with full debt from the beginning, it was nothing to get rid of it.
I don't know what he was thinking, either, but this is the one comment I hear from every single person I've spoken with who tried CoH/V and didn't like it- "The penalties for dying are way too high, and leveling is way too slow." When one of them compared the penalties for dying unfavorably with World of Warcraft, I asked him was so bad about dying in CoX. He said that debt was too harsh a penalty; having to replace equipment and run to your corpse was "much lighter."

I didn't really have a response to that.


"Bombarding the CoH/V fora with verbosity since January, 2006"

Djinniman, level 50 inv/fire tanker, on Victory
-and 40 others on various servers

A CoH Comic: Kid Eros in "One Light"

 

Posted

Quote:
Going Rogue should make for an excellent starting point for those who want to try City of Heroes out for the first time, as it'll include a new starting experience for new and existing players in the parallel universe of Praetoria.
Could it be? That there's finally a zone other than Mercy Isle to start out with? It took long enough, hopefully it'll be more than just a new starting zone. From the limited amount of details we've gotten, it seems it'll be a whole new city to completely level in.


 

Posted

Quote:
Originally Posted by Slashman View Post
My biggest concern now is that with GR being a huge heap of content, we are unlikely to see new story content added to the game in any great quantity until its launch...which will certainly make me unhappy if its launch is a significant period of time away still.
I think we've already seen a huge gap in content creation. I would expect it to continue right up to GR, but I expect GR to arrive in the next few months (2-6 mo.), and likely sooner rather than later.

Also, I'm not sure GR will provide us with "a huge heap of content." I hope it does, but I suspect otherwise.

We know we'll have the "going rogue" content that is specific for changing sides. I expect this to be about an arc long, one arc for each side, basically somewhat similar to the Midnighter arc. You complete the arc and it gives you a Rogue badge that enables access to both red and blue side.

After that, I guess we'll have some cooperative zone Praetorian stuff. I foresee content along the lines of the Faultline / RWZ, with Fusionette and Jim Temblor being replaced by the two new rogues, and the Praetorian factions replacing the Rikti. There should be at least one new zone for all the action, but I'm thinking the zones may be closer to Cimerora or Ouroboros in size as opposed to IP or Nerva.

So ... just change a few paragraphs of text, pop in the new NPCs, place a few sewer doors and office doors on a new zone map, and voila!

There will also be the two new power sets, plus some new rogue/Praetorian costume items.


 

Posted

Thank you konshu for busting my happy bubble!


 

Posted

Quote:
Originally Posted by konshu View Post
I think we've already seen a huge gap in content creation. I would expect it to continue right up to GR, but I expect GR to arrive in the next few months (2-6 mo.), and likely sooner rather than later.

Also, I'm not sure GR will provide us with "a huge heap of content." I hope it does, but I suspect otherwise.

We know we'll have the "going rogue" content that is specific for changing sides. I expect this to be about an arc long, one arc for each side, basically somewhat similar to the Midnighter arc. You complete the arc and it gives you a Rogue badge that enables access to both red and blue side.

After that, I guess we'll have some cooperative zone Praetorian stuff. I foresee content along the lines of the Faultline / RWZ, with Fusionette and Jim Temblor being replaced by the two new rogues, and the Praetorian factions replacing the Rikti. There should be at least one new zone for all the action, but I'm thinking the zones may be closer to Cimerora or Ouroboros in size as opposed to IP or Nerva.

So ... just change a few paragraphs of text, pop in the new NPCs, place a few sewer doors and office doors on a new zone map, and voila!

There will also be the two new power sets, plus some new rogue/Praetorian costume items.
I am hoping that this is not all we will see. The shineys of I16 really need to be followed up by HEAVY content of GR. And I really think it will. I am hoping for new mish types, new mish maps, as well as new mish options in AE. Stuff that makes me go "Wow, that was different". Well, I believe enough to keep paying anyway. That and I should have my 60 month badge when it comes out (GR) so I hope to be in the early beta. (crosses fingers!) Plus, there is the fact that it is a Pay for expansion. So I am expecting AT LEAST as many new Zones as CoV brought to the table.


Le Blanc 50 Dark/Dark Scrap
High Huntress 50 Archery/NRG Blast
And a goatload of others. On a goatload of servers.
Official Rickroller of Hero Con 1

 

Posted

Quote:
Originally Posted by konshu View Post
I think we've already seen a huge gap in content creation. I would expect it to continue right up to GR, but I expect GR to arrive in the next few months (2-6 mo.), and likely sooner rather than later.

Also, I'm not sure GR will provide us with "a huge heap of content." I hope it does, but I suspect otherwise.

We know we'll have the "going rogue" content that is specific for changing sides. I expect this to be about an arc long, one arc for each side, basically somewhat similar to the Midnighter arc. You complete the arc and it gives you a Rogue badge that enables access to both red and blue side.

After that, I guess we'll have some cooperative zone Praetorian stuff. I foresee content along the lines of the Faultline / RWZ, with Fusionette and Jim Temblor being replaced by the two new rogues, and the Praetorian factions replacing the Rikti. There should be at least one new zone for all the action, but I'm thinking the zones may be closer to Cimerora or Ouroboros in size as opposed to IP or Nerva.

So ... just change a few paragraphs of text, pop in the new NPCs, place a few sewer doors and office doors on a new zone map, and voila!

There will also be the two new power sets, plus some new rogue/Praetorian costume items.
What you've described as your vision of new content is just about what they have included in in issue updates. If they are producing a paid expansion, I trust them to make it more than an issues worth of content. If they were to charge us for the amount of content of an issue, I think there would be hell to pay from the customer base.

I believe this is going to be a release that's at least the size of Villains.


You don't hit smiling monsters - Sister Flame

 

Posted

Quote:
Originally Posted by konshu View Post
I think we've already seen a huge gap in content creation. I would expect it to continue right up to GR, but I expect GR to arrive in the next few months (2-6 mo.), and likely sooner rather than later.

Also, I'm not sure GR will provide us with "a huge heap of content." I hope it does, but I suspect otherwise.

We know we'll have the "going rogue" content that is specific for changing sides. I expect this to be about an arc long, one arc for each side, basically somewhat similar to the Midnighter arc. You complete the arc and it gives you a Rogue badge that enables access to both red and blue side.

After that, I guess we'll have some cooperative zone Praetorian stuff. I foresee content along the lines of the Faultline / RWZ, with Fusionette and Jim Temblor being replaced by the two new rogues, and the Praetorian factions replacing the Rikti. There should be at least one new zone for all the action, but I'm thinking the zones may be closer to Cimerora or Ouroboros in size as opposed to IP or Nerva.

So ... just change a few paragraphs of text, pop in the new NPCs, place a few sewer doors and office doors on a new zone map, and voila!

There will also be the two new power sets, plus some new rogue/Praetorian costume items.
given that gr is a paid boxed expansion, i would find this highly unlikely.


 

Posted

Yeah it's a new box so I am expecting a lot


 

Posted

Quote:
Originally Posted by konshu View Post
We know we'll have the "going rogue" content that is specific for changing sides. I expect this to be about an arc long, one arc for each side, basically somewhat similar to the Midnighter arc. You complete the arc and it gives you a Rogue badge that enables access to both red and blue side.
As cool as that would be, and maybe I'm wrong here, but I'd be surprised if this is the case. I'd suspect during your rogue/vigilante transition period you'll still be limited to the zones of your original faction and Praetoria. Once the transition is complete you will then have access to the zones of your new faction, losing access to the zones of your original faction.


Quote:
Originally Posted by konshu View Post
After that, I guess we'll have some cooperative zone Praetorian stuff. I foresee content along the lines of the Faultline / RWZ, with Fusionette and Jim Temblor being replaced by the two new rogues, and the Praetorian factions replacing the Rikti. There should be at least one new zone for all the action, but I'm thinking the zones may be closer to Cimerora or Ouroboros in size as opposed to IP or Nerva.
For a paid expansion, I'm also expecting alot more than a single Praetorian zone. I would expect to see several zones that encompass all level ranges. Maybe it's wishful thinking, but every article I read about it always says "First expansion since City of Villains". So the bar has been set. If you are going to continually make the comparison to CoV, I'm going to expect something on the same level.

Based on the information we have so far, all any of us can do is speculate. I'm certain all these questions and more will be answered soon enough.


 

Posted

Quote:
Originally Posted by Slashman View Post
On the point of redside missions. I agree that there are too many of them that force your character into a 'mercenary/do odd-jobs for some cash' role. That's not to say that the missions themselves are bad...but when you do a redside mission, if someone was standing over your shoulder and watching the actual mission...they would be hard pressed to tell if it was blue or red. There aren't any villain game mechanics in redside content with the exception of mayhem missions.

There are not missions/story arcs that even give the illusion of being proactive as a force of chaos/evil. You just do what you're told. One of the things that villains needed badly was some kind of metric to measure their villainy that translated into the game. Whether that was some kind of map overlay that showed your evil grip on a zone growing as you do your dirty deeds and eventually lead to you establishing some kind of personal stronghold(NOT a VG base). Or even if contacts grew increasingly afraid of you as you gained levels and power and allowed you to make choices as to how you deal with the situations they presented(do you truly work to help them or help yourself at their expense?).

Those types of things(off the top of my head), are what would make villains stand apart from heroes. I hope GR will address some of that.

My biggest concern now is that with GR being a huge heap of content, we are unlikely to see new story content added to the game in any great quantity until its launch...which will certainly make me unhappy if its launch is a significant period of time away still.
This sounds good...but may also be asking a lot.

From what I've seen "different" between the two sides is most often immediately judged to be either "better" or "worse". The players just do that by nature. Seems like the Devs eventually have to throw up their hands and "generic" things. Patron powers can't be changed? Outrage...must be changed to be like the hero version. Villains can get jetpacks at lvl 1? Well now heroes will be able to do that too. Villains get newspaper mishes...you know heroes had to get radios.

I see what you are saying, but the Devs really get put into impossible situations. Those ideas you had are good ones....but heroes would have to get a version of it too or there would be much teeth gnashing.


 

Posted

This was a waste of 2 minutes reading...None of the information was new and why are they still promoting AE?

I wonder how many missions will require a side change from the sound of it you might be in for the long hall? If they are planning to parody Desdemona's confusion and Malestrom's descent then it wont be a quick partaking?!

I personally wont side switch, Ill stay a villain and maybe just explore the shade of grey that is praetoria.


http://s305.photobucket.com/albums/n...stumes%202011/

 

Posted

I just hope they dont use this expansion as an excuse to never update CoV. CoV has had the equivalent of CoH issue 1 level of content since release. I dont count the RWZ or Cimera because you are just playing sidekick to the heroes. And the 2 little arcs that villains get in Cimera hardly counts as new content. Villains still need something equal to the Hollows, Striga, and Croatoa. Correct me if I am wrong arent there still unused islands on the Rogue isles map? I think for going rogue to be a success there are going to have to equal out the content on both sides otherwise the majority of redside will just go to blueside and the blueside people will have no reasons to become villains especially since like 99% of all the villain content really isnt that all villainous (Westin Phipps is the exception to this). All I can see doing is making villains to change to heroes and use the hero content to IO them out the bring them back to redside.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!