Freedom Reborn Archive

City of Heroes/Villains Forums => CoH/CoV General Discussion => Topic started by: MJB on October 02, 2007, 12:38:15 PM

Title: Issue 11: A Stitch in Time
Post by: MJB on October 02, 2007, 12:38:15 PM
Found this link in the Blaster forums on the official boards...

http://uk.cityofheroes.com/game-guide/feature-updates/issue_11_a_stitch_in_time/ (http://uk.cityofheroes.com/game-guide/feature-updates/issue_11_a_stitch_in_time/)

-MJB
Title: Re: Issue 11: A Stitch in Time?
Post by: captainspud on October 02, 2007, 12:46:35 PM
Better than we'd expected, but still not enough to keep me.
Title: Re: Issue 11: A Stitch in Time?
Post by: MJB on October 02, 2007, 01:07:29 PM
I11 is bringing the flashback system, weapon customization, 2 new power sets, new IO's and time travel.  :shock2:

There is a lot of new content, new time travel stuff + flashback = lots.

LOL! What more do you want?

-MJB
Title: Re: Issue 11: A Stitch in Time?
Post by: captainspud on October 02, 2007, 01:11:18 PM
New archetype, new powersets that are fundamentally different than what we have, or even just expanding current powersets to allow better combos (Ice and Fire blast for Defenders, Dark Miasma for trollers, Illusion for Doms, what have you). Something to really make running through the same damn content feel different.
Title: Re: Issue 11: A Stitch in Time?
Post by: Adamence on October 02, 2007, 01:32:17 PM
The flashback system sounds like it might be cool to do some of that new content.  Helping LR out seems like it should be rather fun. 

The dual blades should be much better with weapon customization, so maybe we'll get those cool energy blades afterall. 

There's just one thing I don't think I'll like...

QuoteIssue 11 brings with it new invention sets including "Very Rare" Purple sets, as well as brand new invention sets for Taunt, Buff and Debuff powers, among others.

While new sets for Taunts, Buffs and Debuffs should be pretty good, I don't like the extra layer of rarity they're adding to the set.  It just means in a future issue they'll probably end up including "Super Ultra Mega Rare" Diamond sets.  But I guess it'll depend on how it's implemented.  If it's just another row on the probability table, that would suck, but if it's "very rare" in that the only way to do it is to pull it out of a pool for completing something like time travel missions, it might not suck so much. 
Title: Re: Issue 11: A Stitch in Time?
Post by: Marmeille on October 02, 2007, 02:16:02 PM
That's some cool stuff, the Flashback System and Weapon Customization specifically (please let there be some nice "normal" animal looking claws in there).

:marm: *meow!*

I don't like the new IO stuff, but then I never liked the whole IO idea at all.

I don't like the new powersets much either, Willpower is cool I guess, Scrapper getting another secondary option is really nice. I really don't see the point of Dual Blades though we have enough lethal dmg set already, although if they are really available to tanks and brutes too that's nice.

But, like Spud said, I would rather see the devs give all the available logical sets to all the ATs it fit, give all (or most) melee sets to scrapper, tankers, stalkers and brutes, give all (or most) range attack sets to blasters, defenders and corruptors, give the freaking Plant Control to controllers already and stuff...
Title: Re: Issue 11: A Stitch in Time?
Post by: Midnight on October 02, 2007, 02:52:09 PM
Neato.

My rocket launcher won't look like a supersoaker anymore.
Title: Re: Issue 11: A Stitch in Time?
Post by: GhostMachine on October 02, 2007, 03:28:06 PM
If Munitions Mastery doesn't get the weapons customization, I'm gonna be severely ticked, considering it uses the Assault Rifle. I hate busting out that ugly as sin supersoaker on an Electric\Devices Blaster, and it wouldn't be as bad if I could at least recolor the rifle black.

I'm surprised that Mace is listed, but Axe isn't......not that I'd want to change the color of Blazing D's axe, but I'd like to change the design of the axe head if possible.

Title: Re: Issue 11: A Stitch in Time?
Post by: MJB on October 02, 2007, 05:11:01 PM
Axe customization isn't mentioned on the UK website but the devs have confirmed it on the boards.

-MJB
Title: Re: Issue 11: A Stitch in Time
Post by: Tortuga on October 02, 2007, 06:27:41 PM
I'd kill for a hatchet-type axe.  Or a sledgehammer instead of mace...or something.
Title: Re: Issue 11: A Stitch in Time
Post by: Marmeille on October 02, 2007, 07:22:00 PM
I read sledgehammer, warhammer and pipe wrench would be in War Mace and sais in Dual Blades, tommy gun for AR.

MM Thugs pistol are getting a color-tinteable laser sights.

Rikti sword is gonna be in Battle Axe and Broadsword, that's kinda cool and other faction type weapon should be available.

There's gonna be Vanguard weapon option to unlock with Merits too.
 
The bad thing is no crossbows for bows... oh well... (different animation would be needed)

...but, we also get the Red Cap dagger and a shovel  :blink: if I read a dev post correctly (hehe).

[edit] I wish they would just go ahead and give us a complete list of them weapons  :P [/edit]
Title: Re: Issue 11: A Stitch in Time
Post by: MJB on October 02, 2007, 07:29:31 PM
The way I understand it some of the alternate weapons may have to be earned.

-MJB
Title: Re: Issue 11: A Stitch in Time
Post by: RTTingle on October 02, 2007, 08:00:31 PM
Quote from: captainspud on October 02, 2007, 12:46:35 PM
Better than we'd expected, but still not enough to keep me.

I'd be eager to try the free weekend.

I wouldn't cringe at the thought of playing a month to see how things are.

But keep me longer than that?  Not likely.

The power customization is a lovely surprise indeed though... and with the options were rumored to be getting with the powersets.  Wow.  I may not stay more than month... but what a fun month it will be indeed.

A little concerned with the rare purple invention sets, but... it depends on what they are... and just what makes them super rare, etc.

RTT
Title: Re: Issue 11: A Stitch in Time
Post by: RTTingle on October 02, 2007, 08:29:08 PM
Courtesy of Zombie Man's hard work on the CoX forums... as much as is known about power customization so far.

QuoteWhat we know about Weapons Customization so far:


MELEE

Sword Melee Sets
Broadsword (Scrapper)
Katana (Scrapper)
Ninja Blade (Stalker)
Dual Blade (All) {each hand can have it's own type of sword, they don't have to match}


Sword/Blade options
Dragon Dagger (pictured, same as Positron's "sais"?)

Broadsword

Katana

Ninja Blade

Faer Dagger

Red Cap Dagger

Rikti type of broadsword (as per BaB)

Carnie Rapier

Question to the Devs: Will all the blades be available to all the bladed powersets?


Bludgeoning Melee Sets
War Mace (Tanker)
War Mace

Shovel

warhammer

pipe wrench

sledge hammer





Chopping Melee Sets
Battle Axe (Tanker)
Battle Axe

Rikti type of axe (as per BaB)




Slashing Melee Sets
Claws (Scrapper/Stalker)
Hero Claws

Villain Claws

Vanguard Talsorian blades




FYI: Melee Sets Not in the Mix
Spines (Scrapper/Stalker) {A definite "no"}
Stone [Mallet] (Tanker/Brute)
Ice [Sword] (Tanker)
Dark (Scrapper/Brute/Stalker)
Fiery Melee [Sword] (Tanker/Brute)
Energy Melee (Tanker/Stalker/Brute)
Electric Melee (Brute)

"Sorry, we tried, but we really can't have those [Spines] be customizable." -_Castle_



RANGED

Assault Rifle (Blaster/Corrupter)
Assault Rifle

Sniper Rifle

Tommy Gun

Redding Rail Rifle (Assault Rifle, Vanguard)

Pulse Rifle


Question to the Devs: Will we be able to customize the rifle from the epic powerset?



Bow: Archery (Defender/Blaster)
Bow

Compound Bow





BUFF

Bow: Trick Arrow (Controller/Defender/Mastermind)
Bow

Compound Bow







SUMMON

Robotics/Pulse Rifle
Mercenary/Assault Rifle

Assault Rifle

Sniper Rifle

Tommy Gun

Pulse Rifle

Redding Rail Rifle (Assault Rifle, Vanguard)



Thugs/Dual Pistols
Pistols

Revolvers

Semi-autos

Flintlocks



Ninja/Bow
Bow

Compound Bow



"Should point out that a Trick Arrow/Archery Defender or Ninja/Trick Arrow Mastermind will have one bow to customize, and that bow will be for both sets. A Thugs/Mercenaries/Robotics Mastermind paired with Trick Arrow will have both the primary weapon customizable and the bow." -BaB in PM

"I like the Faer Dagger primary, and the Red Cap dagger in offhand myself. And, of course, using a Tommy Gun for my AR Blaster is going to be too dang cool. Oh, and I know at least one player who is going to kill me for saying this, but...uh...well, Shovel's are available." -_Castle_





RUMOR SQUASHERS:


Does this mean dual shovels or dual axes?

No. Only the 'blade' weapons (slash-stab) will be available for the dual blade powerset. Conversely, the Axe and Mace sets will not get blades, but only Axe-y (chop chop) and Mace-y (smash smash) weapon choices. "The dual BLADES set is just that, blades. There are no smash-style weapons for choice in that set. However, War Mace has a bunch of options. Personally I like the warhammer, the pipe wrench, and the sledge hammer options that War Mace got." -Positron




So I can costumize Archery with Shovels?

NO! Each powerset with customizable weapons will have a short list of selectable weapons. Not all selectable weapons will be available to each and every powerset that can have selectable weapons. Shovels will only be available to the Mace Melee Powerset.




Does color customization on weapons mean I can have a purple sai?

"A lot of the weapons cannot be color tinted, they're pulled straight from existing weapon FX geos. However, some of them have been retrofitted so that they can be tinted. Most of the time this means Blade color and Guard/Hilt color as primary/secondary colors. Sais are one of the ones that can be color tinted, and the blade color is the primary tint color." -BaB in PM



What about auras for weapons?

"However, there's no reason why we couldn't do weapons and FX, we just don't have a lot of them in atm. But flaming swords, glowing axes, electric hammers...that's all in the realm of possibilities for future weapons." -BaB

"FX on weapons is definitely something I want to do. We'll have it on a few weapons at launch. but unfortunately we have to make a duplicate of any weapon for every effect. So if we wanted to do flaming swords, we'd have to duplicate all of the swords, slap a flaming effect on them...so it's unlikely we'll ever do a global option for every single weapon. More likely we'd pick a couple of representatives to make firey, icey, sparkly, glowy, electricy, darky type, or whatever kinds of FX for. On the plus side, those effects could be color tintable just like auras are." -BaB in PM



Does this mean color customization for all powers?

No. Not for all *powers* but for certain *weapons*. Colorizing the texture on the hilt of a sword is very different from colorizing the thousands of particles in a power. When Back Alley Brawler described how difficult it would be to code customization into powers, his examples revolved around the powers with particle effects, not weapons with polygons. If customization is coming for powers (if!), it's still a ways off.



How do you select these options, are they all available immediately?

Go to Icon and choose your weapon from among those currently available. Some (maybe all?) of the extra options will come as inventable drops (like wing recipes). When you first 'roll' your character, the initial set of weapon choices will be available (excluding the ones not unlocked for your character or account).

"The thing about those [Red Cap daggers]...Red Caps don't just give those things away. You might have to take 'em away from the Red Caps to use them." -_Castle_


Quote:
--------------------------------------------------------------------------------


Quote:
--------------------------------------------------------------------------------


Quote:
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Quote:
--------------------------------------------------------------------------------

We have a lot of faction weapons in as un-lockable options. -BaB


--------------------------------------------------------------------------------



Unlockable? by story arc, badge or are they recipes?


--------------------------------------------------------------------------------



I'm gonna go with badges. IE, kill 50 Family Lt's and get their Tommys.


--------------------------------------------------------------------------------



"Good guess.

Vanguard Talsorian blades (claws) and the Redding Rail Rifle (Assault Rifle) are purchased with Vanguard Merits, if you are of the correct AT and powerset." -Positron


--------------------------------------------------------------------------------





So can you choose a different weapon for different costume slots and change weapons by changing costumes?

"Yes" -BaB



Will MM minions have customizable weapons?

No. Just the player's weapons (if the MM even takes any of the weapon attack powers in the first place!). "Mastermind weapon customization is only for the player weapon, not minion weapons. We have as much ability to allow players to customize their minion weapons as we do to allow players to customize their minion's costumes...zero." -BaB in PM



Was weapon customization the thing Positron was talking about when he said we're getting something in I11 that we've been asking for for a long time?

Nope, he was referring to Flashback. "Actually Weapon Customization made the feature list AFTER I made the original "something you've been asking for" post, where I was referring to Flashback. (We had players in the CoH beta test asking for a way to go back and do the story arcs of the Contacts they skipped). " -Positron

RTT

Title: Re: Issue 11: A Stitch in Time
Post by: Midnight on October 02, 2007, 10:53:07 PM
Quote from: RTTingle on October 02, 2007, 08:29:08 PM
QuoteWhat we know about Weapons Customization so far:

Shovel

I'm there.
Title: Re: Issue 11: A Stitch in Time
Post by: BlueBard on October 02, 2007, 11:33:25 PM
Okay, based on the sketchy detail I think I can buy what they're trying to do with Issue 11, especially if Ouroboros will be available to characters of all levels.  The time travel factor makes it not suck from a storytelling viewpoint. 

One question would concern the autoexemp for the Flashback... if it works like a normal exemplar where you can't really gain xp, just retire debt or gain influence, it may not be all that useful.  But if you could use it to gain xp... it might help overcome some of the upper-level grind people were complaining about in another thread.  You might not get a lot of xp, but every little bit helps.  Even if it just retires debt in the normal way I imagine that would help as you'd potentially have access to a LOT more missions to help you do that.

The weapons customization is a surprise and a welcome one.  Has anyone else considered that it helps pave the way to customizable shields down the road???

I'm still pretty meh on Dual Blades, but the combo moves statement has me intrigued.  Even if it means nothing more than varying the animations for a given attack, that still doesn't suck.  Visually, at least, it would help.  If combo moves also had secondary effects, then that raises the bar quite a lot.

And I'm hoping Willpower is an antidote to the high End drain of Super Reflexes.  I've got at least one Martial Artist I'd be interested in rerolling.
Title: Re: Issue 11: A Stitch in Time
Post by: Uncle Yuan on October 03, 2007, 05:44:59 AM
Quote from: BlueBard on October 02, 2007, 11:33:25 PM
The weapons customization is a surprise and a welcome one.  Has anyone else considered that it helps pave the way to customizable shields down the road???

I also wonder if customizable effects (or at least colors) will be available for blaster and other powers soon.  Green Streak really needs to have green lightning . . .

Although it sounds like the options available for War Mace might just spark som interest in that over looked set.
Title: Re: Issue 11: A Stitch in Time
Post by: Verfall on October 03, 2007, 06:06:19 AM
Quote from: Uncle Yuan on October 03, 2007, 05:44:59 AM
Quote from: BlueBard on October 02, 2007, 11:33:25 PM
The weapons customization is a surprise and a welcome one.  Has anyone else considered that it helps pave the way to customizable shields down the road???

I also wonder if customizable effects (or at least colors) will be available for blaster and other powers soon.  Green Streak really needs to have green lightning . . .

Although it sounds like the options available for War Mace might just spark som interest in that over looked set.

This thread basically explains why we'll probably never see actual power customization: http://boards.cityofvillains.com/showflat.php?Cat=0&Number=9090159&page=0&fpart=1&vc=1 (http://boards.cityofvillains.com/showflat.php?Cat=0&Number=9090159&page=0&fpart=1&vc=1)
Title: Re: Issue 11: A Stitch in Time
Post by: El Condor on October 03, 2007, 08:25:57 AM
I like the idea that we'll see lots of toons running around with weapons that look different from each others, as opposed to every BS scrapper wielding the same sword and every AR blaster with the same super-soaker.  Just the thought of the collective variety makes me all happy inside. (yeah, I know - it doesn't take much  :lol:)

EC
Title: Re: Issue 11: A Stitch in Time
Post by: ThePrelate on October 03, 2007, 12:58:26 PM
I got caught up, or I would have posted this sooner

http://www.mmolecule.com/news/news.mmo?id=94b8625c-9565-41e1-a952-f329802f5c36

but it looks like it's not news to you guys ;)
Title: Re: Issue 11: A Stitch in Time
Post by: Tortuga on October 03, 2007, 01:33:32 PM
Weapon Customization alone makes this issue worthwhile.  Especially when you think that they will most likely add more and more as time goes on.

Plus, it's something I posted on the CoH boards two years ago...so I like to think about it as my idea :)

Now I really want to make a new tank...shovel/willpower?  sledgehammer/willpower?!  warhammer/willpower?!  too many choices!!
Title: Re: Issue 11: A Stitch in Time
Post by: Viking on October 03, 2007, 01:54:36 PM
Don't forget the possibility of pipe wrench/willpower - nobody escapes the wrath of Super Mario!
Title: Re: Issue 11: A Stitch in Time
Post by: Uncle Yuan on October 03, 2007, 02:04:57 PM
Actually, that wrench has me really wishing there was a plumber's crack costume option - prehaps something under belts?
Title: Re: Issue 11: A Stitch in Time
Post by: Tortuga on October 03, 2007, 02:07:05 PM
Or below the belt.
Title: Re: Issue 11: A Stitch in Time
Post by: Ephemeris on October 03, 2007, 03:05:27 PM
I think the problem is no belt.
Title: Re: Issue 11: A Stitch in Time
Post by: RTTingle on October 03, 2007, 07:39:04 PM
Interesting yet... the options are tied with costume selection... and most likely costume slots.

Which means, for each costume... I can have a different style weapon.

Of course, this is another argument for more costume slots.

RTT
Title: Re: Issue 11: A Stitch in Time
Post by: Durothill on October 04, 2007, 03:04:16 AM
Wow gotta hand it to the Devs on this one, weapon customization, flashback and at least some new content missions, 2 new power sets one of which is trying out something a bit different. that's pretty good going, i'd just deactivated my account but based on this i suppose i could spring for another month or so.
If i had one suggestion for the dev's though it'd be to spend the next issue working on either reworking or adding new missions to all levels, some new maps and possibly some new victory conditions. But hey i'll take whatever they throw out :P
Title: Re: Issue 11: A Stitch in Time
Post by: BlueBard on October 04, 2007, 06:21:30 AM
Quote from: Tortuga on October 03, 2007, 01:33:32 PM
Weapon Customization alone makes this issue worthwhile.  Especially when you think that they will most likely add more and more as time goes on.

Plus, it's something I posted on the CoH boards two years ago...so I like to think about it as my idea :)

Now I really want to make a new tank...shovel/willpower?  sledgehammer/willpower?!  warhammer/willpower?!  too many choices!!

It's too bad Scrappers don't have a bludgeoning set.  I'd love shovel/dark just for the novelty factor.

But I'll settle for stone/shovel, I guess...  I got dibs on the name Underminer.  ;)
Title: Re: Issue 11: A Stitch in Time
Post by: RTTingle on October 04, 2007, 06:48:16 AM
Not sure you guys noticed this specifically...

QuoteThrough the mysterious Menders of Ouroboros, players gain the ability to "Flashback", that is to travel through time and relive major events from the history of Paragon City™ and the Rogue Isles™. Heroes who travel back in time will embark on missions such as preventing the Circle of Thorns from unleashing a devastating demon on a defenseless world, a story originally presented in the City of Heroes comic book. Villains who journey through time will get the chance to assist Lord Recluse™ in his initial campaign to conquer the Rogue Isles, and much more.

It seems as if the Flashback is not just for doing old missions over again and that they are going to toss in some fresh new missions as well based on events in CoX lore.

As if that isn't really cool enough, the devs have finally decided to take the best story from the last comics run and actually put it in game. 

Troy Hicman sez...
QuoteYes, I know everything about it, for reasons that will eventually become clear, but for now, mum's the word. I think folks will be happy with it, though. And some of the character designs rule with an iron fist in a velvet glove.

BAB had something to say about it too, but the boards are down for maintenance.

RTT
Title: Re: Issue 11: A Stitch in Time
Post by: Flying_Infant on October 04, 2007, 07:17:56 AM
"Players will even get to set mission parameters for these missions to earn special badges."

Like...for "kill # of enemy" badges??
Title: Re: Issue 11: A Stitch in Time
Post by: MJB on October 04, 2007, 10:58:13 AM
Quote from: BlueBard on October 04, 2007, 06:21:30 AM
It's too bad Scrappers don't have a bludgeoning set.  I'd love shovel/dark just for the novelty factor.

Brawler mentioned that the shovel can be both a bludgeon and blade.

Quote from: BackAlleyBrawlerInterestingly enough, a shovel makes a great axe and a great mace...if you just rotate it 90 degrees :P

Perhaps this means they will be available for Katana Scrappers as well?

Quote from: Flying_Infant on October 04, 2007, 07:17:56 AM
"Players will even get to set mission parameters for these missions to earn special badges."

Like...for "kill # of enemy" badges??

More like you can make things more difficult by turning powers off and on etc... Here's a post from the CoH boards where Positron mentions some of the details...

Quote from: PositronTime Limits, Lives, No Inspirations, No Temp Powers, self-nerf, (as well as others) are all parameters you can turn on or off to customize your missions and show off just how bad-[censored] you are.

-MJB
Title: Re: Issue 11: A Stitch in Time
Post by: Midnight on October 04, 2007, 02:08:34 PM
Ah, so it's like challenge mode.
Title: Re: Issue 11: A Stitch in Time
Post by: Uncle Yuan on October 04, 2007, 03:07:01 PM
Shovels can be remarkably effective weapons! (http://www.girlgeniusonline.com/comic.php?date=20070907)
Title: Re: Issue 11: A Stitch in Time
Post by: ow_tiobe_sb on October 04, 2007, 03:52:08 PM
*sigh* Still no cane option for the swordsman.  *pout* :P

I must say, I am looking forward to this next issue. :)

ow_tiobe_sb
Phantom Bunburyist and The Prat in the Hat
Title: Re: Issue 11: A Stitch in Time
Post by: Uncle Yuan on October 04, 2007, 03:55:45 PM
Quote from: ow_tiobe_sb on October 04, 2007, 03:52:08 PM
*sigh* Still no cane option for the swordsman.  *pout* :P

I must say, I am looking forward to this next issue. :)

ow_tiobe_sb
Phantom Bunburyist and The Prat in the Hat

:blink: Do you still play?  Did you sneak in with a different global that I don't have?  I can't remember the last time I saw you on.
Title: Re: Issue 11: A Stitch in Time
Post by: RTTingle on October 04, 2007, 08:44:10 PM
Wow... lotsa more answers to some questions the folks have been having and Lighthouse was cool enough to put it all into one nice, neat, little package.

QuoteThe recent announcement of the feature list of Issue 11: "A Stitch In Time" has sparked a veritable furor of discussion and speculation, fueled by the excitement of the feature list. We are really happy to see so much positive feedback about Issue 11 and are just as excited to be bringing it to you!

The Development Team has been answering questions as they come up on the forums, but we thought we would collect some of the frequently asked questions into one place to help distill the available information. Of course, you can stay on top of who's saying what via the Developer's Corner Digest threads:

Dev Digest

Community Digest

If you are not familiar with these tools, they collect posts by the various Development Team "red named" posters on our forums every 15 minutes or so.

Ok, on with the Questions and Answers!

Question: Will we be getting a free respec and free costume token with the update?

Answer: Yes.

Ouroboros "Flashback" System:

Question: Is Flashback going to allow a character to do all the missions from a contact or just the story arcs?

Positron Says: Initially, the system will include Story Arcs and Badge Missions. If there are other missions that simply "must" be flashback-able, then let us know and we'll see about including them in future game updates.


Question: Ouroboros? Are they going to be our version of the Time Police? Someone messed up time, we need someone good/evil enough to go back and do what needs to be done to correct it.

Positron Says: You can learn all about their motives and methods by playing through the content in Issue 11.


Question: Is the flashback feature just going back and doing old missions or is there more? Based on how it was worded, and the news articles it seems like there is more to this than meets the eye.

Positron Says: While the primary use of the Flashback System is to experience missed content, there are also special missions Ouroboros will ask you to go on where you travel back in time to various points of Paragon City's/The Rogue Isle's history.


Question: I have a couple questions about the Flashback system, if a kindly dev would deign to respond. Can it be used multiple times on the same contact? Like, if I really enjoy beating the crap out of Mynx and tearing off her skin just as a pasttime, can I do Crimson Revenant over and over?

Positron Says: You simply select the story arc from the Ouroboros device. That will put you into "Task Force" mode, and you can complete the story arc from the appropriate contact. Once completed, you will drop out of Task Force mode. If you want, you could then go back and do it all again.

Question: One further clarification please, will it be enough possible missions to fill out contact bars? One of my biggest OCD things is seeing a half-completed bar. It makes things seem 'undone'. Maybe make it so that the Flashback'd missions give more contact-experience (for lack of a better word) towards completion of the bar?

Positron Says: The actual method of going back and doing the missions is independent of the Contacts themselves, so much so that progress on a Flashback Story Arc does not affect that Contact's XP bar.


Question: Does this include Safeguards?

Positron Says: Not currently, but it may in the future.


Question: Does Flashback include the Tutorials so heros can go back for isolator and villains for jailbird?

Positron Cryptically Replies: The tutorials are not Story Arcs, nor badge missions. That's not to say that the Paragon Times articles published have no bearing on Issue 11.


Question: How about the Patron arcs? Can we Flashback and do those?

Positron Says: Unfortunately, Patron Arcs are not flashbackable. We are still working on a solution to this problem.


Question: So we can go back to the 5th column and Council fighting it out on the streets right????

Positron Cryptically Replies: Ouroboros has you participating in a lot of historical events. Wait for it to go live and find out!


Question: Do 'story arcs' mentioned in the announcement include Faultline, Striga, and Croatoa specific arcs?

Positron Says: Yes.



----------------------------------------------------------------------

New Inventions:

Question: I don't suppose I could get one of you nice devs to explain how the very rare enhancements work? How do you get them? What is special about them (like values we can get, set bonuses, ect).

Positron Says: They have better than normal bonuses (think in the range of 125% of what they "should be" – but this is all pending continued balance testing). They only come at level 50, and you need to be level 50 to slot them. However, they "work" all the way down to level 1, so exemplar to any level and you will still get your Set Bonuses from them. Also they are ALL "unique" so you can only ever have 1 of any of them slotted (so only one "Armageddon" set, even though you might have several powers that can take it).

Question: Are there Endurance Mod IO's or Reduce Knockback IO's included in Issue 11?

_Castle_ Says: Endurance Mod IO, yes. Reduce Knockback IO's, no; they aren't really possible to do without some serious work.

----------------------------------------------------------------------


Everything and the Kitchen Sink:

Question: Why isn't <insert quality of life issue> being worked on in Issue 11?

Lighthouse Says: With the announcement of any coming changes to the game, there are invariably questions to the effect of, "But why are you doing that and not doing this?" The list of such questions includes such things as: Epic Archetypes for Villains, the Cathedral of Pain, Issues with bases, Supergroup character limitations and desired changes to the in-game mail system. There are more I could list, but I think you get the idea.

When the Development Team sits down to plan out the next Issue, all these things are all considered. However, we weigh in each feature not only on the scale of "can we do this in the timeframe that we want to" but also "what's the scheduling impact versus the end result?" Everything has an opportunity cost – if we do this, then we can't do that. One excellent example of this are Epic Archetypes for Villains. To do these right, it's as much work (or more) to bring out new powersets. Now, the new powersets are something everyone can use, Hero or Villain. So, while we'd like to have brought out Epic Archetypes for Villains in Issue 11, we chose instead to bring everyone Dual Blades and Willpower.

We try to pack each Issue with as much as we can, but at the end of the day, no game's Development Team can do everything. Everyone has to pick and choose. As we look back over the year and what we've accomplished we think we've done pretty well. Of course, that in no way means we are resting on our laurels. Far from it, we have a ton of great ideas to add into the game and that list of stuff I mentioned above to work on.

So, all that is to say, we hear you and thank you for your feedback.



----------------------------------------------------------------------

Weapon Customization System:

Question: What is the weapons list that we can choose from?

Lighthouse Says: Keep in mind that Issue 11 is still in internal testing and has Closed Beta and Open Beta to go through before release. All features are bound to be tweaked, polished and changed as we go through that testing process. So, the actual specific list of weapons available is likely to be a changing one.

Also, we can't spoil everything for you right away! We have a Development Diary that will be coming out soon specifically about Weapon Customization that should answer this and other questions.


Question: Anyone know if you'll be able to change the actual look of the weapons, (i.e. the shape of the sword/hilt) or just the color?

Positron Says: You can only change the actual full model (and not just a portion of it, like a hilt). Additionally there are color options that can be set.

Question: Does this mean that the weapon sets names themselves will be changed to reflect their new multifaceted nature?

Positron Says: No current plans; it would just be too radical a departure for powersets to simply be called something new because there were some new weapon models added to it.


Question: Can my brute with the stone hammer/elec armor make it look like a staff/walking stick by any chance?

Positron Says: Sorry, the "weapons" that are single powers in other powersets are not customizable at this time. Possibly in the future, however.


Question: If I am a Mastermind can I customize my henchmen's weapons?

Positron Says: You can not customize your Henchmen. The Mastermind Primaries were called out because they have the weapons in them that the Mastermind themselves will be able to choose.


Question: Will the weapon customization effect ninja katanas or bows?

Positron Says: If you mean the Henchmen, then no. If you mean the Mastermind powers then BAB had this to say:

Response by Back Alley Brawler: http://boards.cityofheroes.com/showflat.php?Cat=0&Board=newsdiscuss&Number=9306080
"Yes, and this was actually a tricky combination to figure out. A Thugs/Trick Arrow Mastermind for example will be able to customize both their left and right hand pistol as well as their bow. "


Question: Please let there be meat cleavers like the Morts have for dual wielding. I would love to make a brute with dual meat cleavers!

Positron Says: Unfortunately, no. It's a good idea, but in practice the Cleavers, along with a few other weapons, just don't work very well with a lot of the Dual Blades animations.

Question: I really want more info on this combo system is it just for dual blades or is it for ever melee power set or is it for all power sets?

Positron Says: It is the "secondary effect" for Dual Blades; it is just for that powerset. Other powersets have secondary effects already.

Question: Does the Weapon Customization include the ability to change the color of some of the non-weapon effects, or is this purely for the scrapper/tanker/AR folks out there?

Positron Says: No, that level of Power Customization still suffers from the same "It's a near impossible schedule hit" problem it always has.


Question: One question about weapon customization, will they all be available to a level one weapon user or will more unlock through level up or do they have to be unlocked through mishs etc.?

Positron Says: Most choices are available to a level 1 character. Stuff "stolen" from specific villain groups (Red Cap daggers, Family tommy guns) will be unlocked by earning the appropriate badge. Additionally, the Vanguard Redding Rail Rifle and Talsorian Blades are purchased with Merits from Vanguard.

In the future, we hope to introduce recipe drops as well, but for initial implementation we are not doing so. Also, remember, this is just the start of this feature! If a weapon you want doesn't make it into Issue 11, give us your feedback and we can try to work them into Issue 12 or 13.


Question: Is the Battle Axe on the list?

Positron Says: Yes. Sorry, we missed it in the initial press release.


Question: Will one of the weapon graphic options be the Arachnos Mace (either version)?

Positron Says: The Arachnos Mace is not currently included, but it very possible for a future addition after Issue 11.


Question: Hopefully Baseball Bat will be an option for Mace Tankers.

Positron Says: It will be included in Issue 11.


Question: Shovel? Why a shovel? Am I missing something? All because of a stupid Ben Stiller movie?

Back Alley Brawler Says: No, we just went through our vast library of weapons and props and pulled things that we thought would make good weapons. A shovel is not the only tool that will be available.

Interestingly enough, a shovel makes a great axe and a great mace...if you just rotate it 90 degrees!



----------------------------------------------------------------------


New Powersets – Willpower and Dual Blades:

Question: Any chance we can see more information as to what specific powers are in the Dual Blades and Willpower sets?

Positron Says: Not until Open Beta (as Closed Beta may radically change things)

In closing, keep in mind that Closed Beta is not that far off followed by the Open Beta right behind it. In Open Beta, Issue 11 will be available to anyone who wants to connect to the Training Room Test Server and check it out.

RTT
Title: Re: Issue 11: A Stitch in Time
Post by: MJB on October 05, 2007, 12:03:16 AM
Quote from: RTTingle on October 04, 2007, 08:44:10 PMIn closing, keep in mind that Closed Beta is not that far off followed by the Open Beta right behind it. In Open Beta, Issue 11 will be available to anyone who wants to connect to the Training Room Test Server and check it out.

Personal guess is that Issue 11 will hit Closed Beta the last half of October (while the Halloween event is happening).

-MJB
Title: Re: Issue 11: A Stitch in Time
Post by: Midnight on October 05, 2007, 07:05:31 AM
Ehehehe! I'm gonna make David Ortiz!  :P
Title: Re: Issue 11: A Stitch in Time
Post by: Alaric on October 05, 2007, 07:35:41 AM
For some reason, this looks a lot more exciting to me than I10 did. Even the "flashback" system, which I thought wouldn't interest me that much, looks really good, from the devs' comments (I especially like the idea of customizing the missions to make them more challenging), and the weapon customization and new power sets (especially Willpower) are things I've been looking forward to as long as I've been playing. Even the new IOs look more apealing to me than I would have thought- I know I'm in the minority on this, but I'd like IOs a lot more if they only existed to allow 50s to continue to increase their abilities. The only downsides I can see, for me, are the limited number of character slots I currently have, especially on Freedom, where I have no empty slots, and no characters I want to move to another server, and the fact that I would have used Willpower for both of my two highest-level characters, had it been available when I created them, which is a little annoying (anyone else interested in reserving a server to eventually recreate some of our old characters on? Eventually, between new power sets, names being freed up, the possibiity that hereos and villains may someday be able to switch sides, and miscilaneous other changes, it might be possible some day to make versions of some of our characters that are clsoer to the way we had originally pictured them... it might be nice at that point to recreate our characters and SGs on another server and start over, doing them right this time... Of course, this would still be a long way off...).

All together, this probably won't be enough to get me playing as much as I used to, but it certainly helps revitalize my interest in the game. If I12 ends up looking as interesting as I11, I'll probably be hooked again, at least for a while...

Anyway, I'll be away again for a couple of weeks or so, but I'm definitely looking forward to this.
Title: Re: Issue 11: A Stitch in Time
Post by: Viking on October 05, 2007, 11:15:53 AM
This will probably suck me back into a somewhat more active involvement.  (I've been lavishing more game time on my PS2 as of late.)

There's one possible side-benefit that I rather look forward to.  If our characters can travel back in time to do missions against early content, then that gives a handy means of collecting lower level Salvage and Recipes.  Beat on Hellions for Magical Salvage!  Yay!
Title: Re: Issue 11: A Stitch in Time
Post by: B A D on October 06, 2007, 02:13:57 PM
Did I read somewhere that the Badge Missions are NOT part of the flashback parameters?
Title: Re: Issue 11: A Stitch in Time
Post by: Adamence on October 06, 2007, 06:19:19 PM
Quote from: RTTingle on October 04, 2007, 08:44:10 PM
QuoteQuestion: Is Flashback going to allow a character to do all the missions from a contact or just the story arcs?

Positron Says: Initially, the system will include Story Arcs and Badge Missions. If there are other missions that simply "must" be flashback-able, then let us know and we'll see about including them in future game updates.

It would appear that badge missions are selectable.  No more worrying about getting Spelunker in anymore.
Title: Re: Issue 11: A Stitch in Time
Post by: Midnight on October 07, 2007, 09:37:39 AM
Heh, and suddenly the highwaymen who sell their Spelunker mission spots are out of business. :P
Title: Re: Issue 11: A Stitch in Time
Post by: RTTingle on October 07, 2007, 10:19:44 AM
Quote from: Adamence on October 06, 2007, 06:19:19 PM
Quote from: RTTingle on October 04, 2007, 08:44:10 PM
QuoteQuestion: Is Flashback going to allow a character to do all the missions from a contact or just the story arcs?

Positron Says: Initially, the system will include Story Arcs and Badge Missions. If there are other missions that simply "must" be flashback-able, then let us know and we'll see about including them in future game updates.

It would appear that badge missions are selectable.  No more worrying about getting Spelunker in anymore.

You know... I gotta' give Spuds a huge thank you in regards to that.  When Emerald Cloak was 'tween 45-50 I started going back and doing things to complete badges that I never had a chance to do, complete, or finish.  The Spelunker missions where a story line I never got a chance to do.  Spuds was awesome and logged in with an alt and we ran the mission, I got the badge and my accolade.  :)

RTT
Title: Re: Issue 11: A Stitch in Time
Post by: Alaric on October 23, 2007, 03:25:57 PM
Now available for pre-download!!!
Title: Re: Issue 11: A Stitch in Time
Post by: Reepicheep on October 23, 2007, 03:42:37 PM
He's not wrong. Does this mean its on test center?
Title: Re: Issue 11: A Stitch in Time
Post by: El Condor on October 23, 2007, 04:06:49 PM
It's on test, Reep, but test is still closed.  &lt;_&lt;

EC
Title: Re: Issue 11: A Stitch in Time
Post by: Alaric on October 23, 2007, 05:43:17 PM
Quote from: Reepicheep on October 23, 2007, 03:42:37 PM
He's not wrong. Does this mean its on test center?

They always do a pre-download for every issue, to allow people with slower conenctions to get all the new graphics and stuff downloaded before the issue goes live. It can be weeks before the issue goes live, though. In the past, they often started the pre-download at the same time they put the issue up on Test, but now that they're doing closed beta testing of issues, I imagine things work a little differently.
Title: Re: Issue 11: A Stitch in Time
Post by: Reepicheep on October 24, 2007, 05:15:47 AM
aha.

Its just that the pre-download said something on the lines of "Until release on live servers, issue 11 content will be avaliable to play on the test center". I took the assumption.
Title: Re: Issue 11: A Stitch in Time
Post by: BlueBard on October 24, 2007, 06:38:18 AM
I'd think it would be odd to put the new issue up on Test when the Halloween event is playing... You'd want folks participating in the event, not playtesting.

I don't play on Test anyway.  Not that I have no interest in the improvement of the game, but when I have so little playing time and so many alts I gotta put the time in where it counts...
Title: Re: Issue 11: A Stitch in Time
Post by: MJB on October 24, 2007, 02:33:44 PM
I agree with BB. I seriously doubt they will hold open beta while the Halloween event is going.

-MJB
Title: Some new vids...
Post by: RTTingle on October 24, 2007, 04:42:59 PM
Hey folks...

Some new videos featuring the new powers. 

http://www.cityofheroes.com/gallery/movies.html (http://www.cityofheroes.com/gallery/movies.html)

RTT
Title: Re: Issue 11: A Stitch in Time
Post by: Reepicheep on October 24, 2007, 06:05:58 PM
man, I'm loving the look of that combo system  :wub:
Title: Re: Issue 11: A Stitch in Time
Post by: Midnight on October 26, 2007, 04:10:59 PM
Quote from: MJB on October 04, 2007, 10:58:13 AM
Quote from: BlueBard on October 04, 2007, 06:21:30 AM
It's too bad Scrappers don't have a bludgeoning set.  I'd love shovel/dark just for the novelty factor.

Brawler mentioned that the shovel can be both a bludgeon and blade.

Quote from: BackAlleyBrawlerInterestingly enough, a shovel makes a great axe and a great mace...if you just rotate it 90 degrees :P

Perhaps this means they will be available for Katana Scrappers as well?
[/quote]

DOH; wish I'd seen this before. Currently the shovel is NOT available as part of the Katana set. It is part of the Axe set though.
Title: Re: Issue 11: A Stitch in Time
Post by: Alaric on October 29, 2007, 12:27:43 PM
Open Beta! (http://boards.cityofheroes.com/showflat.php?Cat=&Board=info&Number=9500755&bodyprev=#Post9500755)

I was actually expecting this sometime this week, for some reason. The post makes it sound like it may just be a temporary short-term thing or something, though... Hopefully, more information will be coming.
Title: Re: Issue 11: A Stitch in Time
Post by: MJB on October 29, 2007, 02:38:30 PM
If anyone logs in to try out the Open Beta today, send me a tell so I can add you to my global on Test.

@Emjaybee

-MJB
Title: Re: Issue 11: A Stitch in Time
Post by: El Condor on October 30, 2007, 03:28:12 AM
Is there already a Freedom Reborn channel on test? I joined one called "fr", but now I'm thinking that I joined the French language channel.  :huh:

EC
Title: Re: Issue 11: A Stitch in Time
Post by: Midnight on October 30, 2007, 06:26:39 AM
Quote from: El Condor on October 30, 2007, 03:28:12 AM
Is there already a Freedom Reborn channel on test? I joined one called "fr", but now I'm thinking that I joined the French language channel.  :huh:

EC

I do believe there's one called FR and NRF.
Title: Re: Issue 11: A Stitch in Time
Post by: Tortuga on October 30, 2007, 01:21:36 PM
Many times with big updates, the Test room channels need to be restarted.  So if "FR and NRF" doesn't exist, create the channel and make sure you leave it open.
Title: Re: Issue 11: A Stitch in Time
Post by: El Condor on October 30, 2007, 02:36:06 PM
Quote from: Tortuga on October 30, 2007, 01:21:36 PM
So if "FR and NRF" doesn't exist, create the channel and make sure you leave it open.

It's up and it's open. Jump in, y'all!

EC
Title: Re: Issue 11: A Stitch in Time
Post by: MJB on October 30, 2007, 02:48:23 PM
I joined the channel a while back. So far I've only seen Condor actually in the channel. Heh.

-MJB
Title: Re: Issue 11: A Stitch in Time
Post by: CF Kane on November 05, 2007, 01:35:50 AM
So, when is the issue being released? I've been drooling over the open beta for days now.
Title: Re: Issue 11: A Stitch in Time
Post by: Verfall on November 05, 2007, 05:17:43 AM
Quote from: CF Kane on November 05, 2007, 01:35:50 AM
So, when is the issue being released? I've been drooling over the open beta for days now.

I'll say between the third week of November and the second week of December. It'll depend on bugs and such. The latest they'll want to drop is the first part of the week before xmas. They usually try to have a decent sized staff on hand for the first 2 weeks it goes live, so they'll want to have it out around the 10th of December at the latest so they don't have to fix things while the staff wants to take holidays.

If something really screws up, than we won't see it till mid January, but that's worst case scenario.
Title: Re: Issue 11: A Stitch in Time
Post by: MJB on November 05, 2007, 02:27:53 PM
The current "known bugs" list is getting smaller and smaller. CLICK HERE TO READ IT. (http://boards.cityofheroes.com/showflat.php?Cat=0&Number=9500988&an=0&page=0#Post9500988)

I believe that I11 will drop sometime this month.

-MJB
Title: Re: Issue 11: A Stitch in Time
Post by: Alaric on November 07, 2007, 09:26:14 AM
Quote from: MJB on November 05, 2007, 02:27:53 PM
The current "known bugs" list is getting smaller and smaller. CLICK HERE TO READ IT. (http://boards.cityofheroes.com/showflat.php?Cat=0&Number=9500988&an=0&page=0#Post9500988)

I believe that I11 will drop sometime this month.

-MJB

Wouldn't surprise me if they're aiming for sometime next week, in fact.
Title: Re: Issue 11: A Stitch in Time
Post by: Uncle Yuan on November 07, 2007, 11:37:19 AM
I want to look at the pretties again - where was that link to the new weapon skins?  I can't find it . . .