City Of Heroes Freedom Friday: 2/10/12 - Did You Know That CoH Is A Clone? Neither Did I!


Agent White

 

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Originally Posted by LegionAlpha View Post
Yep I feel the same way. You know what is weird, their competition is more open on projects to their players than the ones on this game.
They can afford to be. A lot of the things that the Distinguished Competition and the Competition that Once-owned-this-game want to do is get themselves up to the functionality found in this game.

If you follow the leader, you can be fairly transparent about that fact. You can even telegraph when you are going to take a new route, because you are fairly sure the leader will be unable to change course to match you (Don't be surprised if the leader makes a course correction or two when he doesn't see you in his rear view mirror anymore, I have no doubt that the CtO-o-t-g started cursing up a storm when CoH went Freedom, since their going free was their only chance catch up, and now they are in the dust again). If you are the leader, you need to play things a little closer to the vest to keep the guys following you guessing.


New story arcs coming soon (ARC IDs will be aded when I finish the arc):
So, you want to join the Hellions? (level 1-14 Villainous arc)
Sparks & Steel (level 5-20 Heroic arc)
and
So you want to join the Skulls? (level 1-14 Villainous arc)

 

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Originally Posted by Lightfoot View Post
They can afford to be. A lot of the things that the Distinguished Competition and the Competition that Once-owned-this-game want to do is get themselves up to the functionality found in this game.

If you follow the leader, you can be fairly transparent about that fact. You can even telegraph when you are going to take a new route, because you are fairly sure the leader will be unable to change course to match you (Don't be surprised if the leader makes a course correction or two when he doesn't see you in his rear view mirror anymore, I have no doubt that the CtO-o-t-g started cursing up a storm when CoH went Freedom, since their going free was their only chance catch up, and now they are in the dust again). If you are the leader, you need to play things a little closer to the vest to keep the guys following you guessing.


Fair enough. Still does not diminish the frustration of being in the dark all the time.


 

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Originally Posted by Golden Girl View Post
We're not in the dark
Oh, god, no, we're not. And it boggles me that anyone can even begin to think we are...




Virtue Server
Avatar art by Daggerpoint

 

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Originally Posted by Tyger42 View Post
Oh, god, no, we're not. And it boggles me that anyone can even begin to think we are...
Technically, we've gotten to see 4 new darkness-themed powersets upcoming in the next Issue on the Beta Server, so that's kind of like being in the dark.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

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Originally Posted by DarkGob View Post
Technically, we've gotten to see 4 new darkness-themed powersets upcoming in the next Issue on the Beta Server, so that's kind of like being in the dark.
/em gibbsmack




Virtue Server
Avatar art by Daggerpoint

 

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Originally Posted by Aggelakis View Post
You should fire them and get someone who knows what they're doing.
There's a difference between "not knowing what they're doing" and "not doing what you think they should be doing." Your response smacks more of the latter, and isn't really useful beyond "I don't like it because I don't like it."


Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.

 

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Originally Posted by Zwillinger View Post
We also record and archive each episode, so as long as you don't mind sitting through a bit of tangenting, there's usually some decent information to glean from them on a weekly basis.
I have gotten VERY used to the idea that every wednesday when I come home from work, I'm going to spend an hour with UStream watching that day's recording. I've just gotten far too much info, insight into the underpinnings of the game, and the personalities behind the Red Names and the challenges they face to *NOT* "do my part" and tune in every week to watch the recordings.

My favorite guests to have on the broadcast (in no particular order) are:
Dr. Aeon
Synapse
Tunnel Rat


It's the end. But the moment has been prepared for ...

 

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Originally Posted by White Hot Flash View Post
There's a difference between "not knowing what they're doing" and "not doing what you think they should be doing." Your response smacks more of the latter, and isn't really useful beyond "I don't like it because I don't like it."
No, my response smacks of, "They have terrible ideas about what "usability" means. Also: history? Why would you want a history of something you spent money on?" Quite frankly, if you look around the forums or ask around in-game, you'll find pretty much everyone agrees with me.


Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
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Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

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Originally Posted by Goliath Bird Eater View Post
The other obvious answer: Most of the weekly Ustreams are recorded and are available for viewing at your leisure fairly soon after they're finished.
Kinda hard to ASK questions to a recorded Ustream... Like I said...I work Mon-Fri 8A-5P. I already watch the Ustream or read the notes form it every week.


Quote:
Originally Posted by Paladiamors View Post
I love you, I Burnt the Toast!

 

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Originally Posted by LegionAlpha View Post
Fair enough. Still does not diminish the frustration of being in the dark all the time.
Maybe you should just open your eyes.


@True Metal
Co-leader of Callous Crew SG. Based on Union server.

 

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Originally Posted by Angelxman81 View Post
Thanks for posting!
About the answers... Well, Im dissapointed as always.
Nothing new and a lot of "we heard players may want this" same old crap.
/Agreed

I tried a few times to get in on this but missed it due to work. I finally got to ask some questions a week ago. I can't believe I went to lunch late just for that.

It's a good idea, but questions rarely get answered.

I'd suggest they just have more regular updates. I'm sure they have development meetings, maybe filter the notes through marketing and update us every two weeks.

Edit:\

Thank you Zwill for answering some questions. It wa smuch more time effective to take 2 minutes to read your post than the hour it takes to read through the run around on Freedom Fridays.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

Arc Name: Tsoo In Love
Arc ID: 413575

 

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Originally Posted by Zwillinger View Post
Well, to be fair, I was a Drama major in college.
...few people end up working within their major, but here you are- not just a community manager, but a for a *gaming* community. You don't get much more drama than that.


 

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Originally Posted by Zwillinger View Post
We add to SG bases as time allows. over the last 2 Issues we've made some decent QOL improvements (More easily manipulation of objects in the designer and increased nodes on the telepads) and we'll most likely do more as we're able to.

When it comes to bases we tread very lightly. It's a legacy system which takes a significant amount of time to reverse engineer any time we want to do *anything* to it. Because player bases are tied to it, and subsequenty a significant investment of your time, anything we do is going to be done in a methodical and cautious manner.
Any more methodical and cautious and rigor mortis would set in. Truth be told, I thought base improvements were pretty much dead until these last two QoL items happened. Any way to maintain the recent momentum?


One man's terrorist is another man's freedom (or freem?) fighter; just as one man's exploit is another man's feature.

 

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Originally Posted by TrueMetal View Post
Maybe you should just open your eyes.

Mine Would be if you kindly please take your hands off my eyes now. Because I hope there is more than a cake when you lift them.


 

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Originally Posted by Fire_Away View Post
Any more methodical and cautious and rigor mortis would set in. Truth be told, I thought base improvements were pretty much dead until these last two QoL items happened. Any way to maintain that momentum?
What kind of base improvements would you be looking for? I'd wager that "adding new items" to bases (and adding new tilesets) would possibly be the easier changes, since it should be just adding data to existing datasets, but anything else probably would get really wonky really fast.

Take, for example, trying to make base raids feasible again. Even if all the code issues were addressed, you'd have the issue that, since that idea was conceived, we've allowed base item placement in ways that would be easily exploitable in raids-- to the point that you'd need to either create a validator that would flag a base as "raid-compatible" or not (or invalidate so many of the creative base designs that we have out there.

So... maybe make bases more of a "social space?" with more interactions with objects (like click-to-sit-on-chairs, etc).... you know... make them something that will get USED more often... well, that runs into one of the other issues with bases- according to Positron, they consume more resources than other instanced maps... and from what I can see via my end, he's right- for many of these bases with staggering numbers of items, it consumes a LOT more resources.

That's not necessarily bad, but additional resources means additional costs.... and in a FreetoPlay system, you try to stress the opposite- encourage play that takes less resources.

When you realize the resources that are just used to instantiate an extremely-decorated base just so a character can rez in the base and run out the nearest teleporter, it really does seem to be a ridiculous waste (and I AM one of those people that loves to tinker with ridiculous base settings). I'd half expect them to offer new base enhancements that'll let you use the base teleporters, storage, & medbay without ever entering the base, just to eliminate this drain. Whether that would be seen as a "base improvement" by the people that use bases, though, remains to be seen.


 

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Originally Posted by Redlynne View Post
I have gotten VERY used to the idea that every wednesday when I come home from work, I'm going to spend an hour with UStream watching that day's recording. I've just gotten far too much info, insight into the underpinnings of the game, and the personalities behind the Red Names and the challenges they face to *NOT* "do my part" and tune in every week to watch the recordings.

My favorite guests to have on the broadcast (in no particular order) are:
Dr. Aeon
Synapse
Tunnel Rat
I agree with this. My favorite guests tend to be Synapse and Second Measure.

I am glad the FX team knows that we hate the Hasten FX, and that we want pool customization. Now if they would only do something about it. I REALLY wish the producers would allow them to move forward on this, even if it has to be purchased in the market to get it done.


Types of Swords
My Portfolio

 

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Maybe adding new room shapes would be safe-ish? Like add a round, oval, trinagle and hexagon shapes.
Or add hallways that were tubes, and rooms that were spheres - that could be done without changing the basic shape of the existing rooms and hallways, as the tubes and spheres would fit inside them.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Golden Girl View Post
Maybe adding new room shapes would be safe-ish? Like add a round, oval, trinagle and hexagon shapes.
Or add hallways that were tubes, and rooms that were spheres - that could be done without changing the basic shape of the existing rooms and hallways, as the tubes and spheres would fit inside them.
Hmm.... well, you'd have to consider how the wall styles would fit on the new room structures. will they stretch or contract poorly on the curved/angled surfaces? If so, and you have to add code to address when these shapes appear, you're probably stumbling toward legacy code that's best classified as "for GOD's SAKE, MAN, DO NOT TOUCH THIS!"

Then again, if you just added large angular and curved pieces to the "floor/ceiling trim" you could get close to a rounded-corner or even octogonal look. You're just adding more data options to the existing data sets (if they haven't run out of identifiers)...


 

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Originally Posted by Chase_Arcanum View Post
What kind of base improvements would you be looking for? I'd wager that "adding new items" to bases (and adding new tilesets) would possibly be the easier changes, since it should be just adding data to existing datasets, but anything else probably would get really wonky really fast.

Take, for example, trying to make base raids feasible again. Even if all the code issues were addressed, you'd have the issue that, since that idea was conceived, we've allowed base item placement in ways that would be easily exploitable in raids-- to the point that you'd need to either create a validator that would flag a base as "raid-compatible" or not (or invalidate so many of the creative base designs that we have out there.

So... maybe make bases more of a "social space?" with more interactions with objects (like click-to-sit-on-chairs, etc).... you know... make them something that will get USED more often... well, that runs into one of the other issues with bases- according to Positron, they consume more resources than other instanced maps... and from what I can see via my end, he's right- for many of these bases with staggering numbers of items, it consumes a LOT more resources.

That's not necessarily bad, but additional resources means additional costs.... and in a FreetoPlay system, you try to stress the opposite- encourage play that takes less resources.

When you realize the resources that are just used to instantiate an extremely-decorated base just so a character can rez in the base and run out the nearest teleporter, it really does seem to be a ridiculous waste (and I AM one of those people that loves to tinker with ridiculous base settings). I'd half expect them to offer new base enhancements that'll let you use the base teleporters, storage, & medbay without ever entering the base, just to eliminate this drain. Whether that would be seen as a "base improvement" by the people that use bases, though, remains to be seen.
Good post with several valid points. Since you asked me specifically, I'll respond one last time (this subject is near and dear to my heart but I don't want to threadjack this too much... we can take this to the base construction forum if you wish).

First off, there are lots of bad consequences from a "systems" perspective with continuing with the status quo. With mounds of prestige piling up with absolutely nothing to spend it on but decorating, nobody should be surprised that mansions of glory have spung up everywhere consuming considerable server resources. Next, add in limited storage capacity and next to nothing in terms of supergroup activities and rewards and people (especially the devs) should expect major growth in solo bases. And, I'm sorry but, it will take more than banning offine sg invites to stem this tide which is another "bad thing" according to the devs. The "do nothing" alternative is not really as attractive as it might first appear.

I'm going to forego the temptation to list bullets (again) to answer the question of what I'm looking for. Suffice to say that has been done many times over... mostly to no avail (although many of the included ideas are quite good; see base construction forum stickies). Ultimately, what I'm really looking for is a change in mindset. I'm looking for a dev that won't do "the pained eye roll" every time you mention bases face to face. I'm looking for a dev that can look beyond liability and see opportunity. I'm looking for a dev that sees that supergroups tie in very nicely to the lore of comics in general and can tie in nicely to the lore of this game. There once was such a "vision". But it's been warped by players after being largely abandoned by the devs. I'm looking for it to come back. Will it? I dunno.

And with that, I'm out.


One man's terrorist is another man's freedom (or freem?) fighter; just as one man's exploit is another man's feature.

 

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Originally Posted by Kheldarn View Post
Joe Curreri: On another note, I remember a comment about whips being too hard to do because of the requirement to hang the whip somewhere on the body.
The comment referenced above had to be a joke when it was originally made, right? Whips are too hard to do because there's nowhere to hang them on the body? What?

I have characters who run around with swords, sledgehammers, axes, and assault rifles all apparently strapped to their backs in some sort of invisible sheaths, but we can't have whips because there is nowhere to hang them on the body?

Again I say... what???


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

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Actually, the comment was about the way whips hang in combat when not being used between attacks, and when the user moves during combat.


@Golden Girl

City of Heroes comics and artwork

 

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Will the old starting contacts that are now just hanging out at City Hall ever be given new mission content?

City of Heroes: Maybe!
My guess is that they'll have a role in the Coming Storm, also known as The Battalion. As the Lost took the same mutation as Hero 1 did from the Rikti. Azuria's wand.


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