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pixel_monster

PostPosted: Tue Oct 16, 2007 6:03 pm
Oh, I knew it was up on Test. But with all the new stuff coming, I figure it would have been mentioned and possibly discussed a little.

Whats everyone's most anticipated new feature for I11?  
PostPosted: Wed Oct 17, 2007 6:04 am
Weapon customization and Dual Blades.
And the ability to go back in time to do old missions...  

Superior Jazz
Crew


Takrin
Crew

PostPosted: Tue Nov 20, 2007 6:18 pm
Issure 11 should be coming out soon. Which means dual blades, will power and weapon customization. As well as a prestige give away. 20k per member in the SG/VG to celebrate the selling of Cryptic Studios (I think might be wrong tell me if I am please).  
PostPosted: Sat Dec 01, 2007 11:45 am
Issue 11 is now live!!
Major updates
Two new power Sets
Duel Blades and Will Power
These are aviable for scrapper, tanks, brutes, and stalkers.

Wepon Customization
This is for duel wielding and single blades and mastermind wepons(I think)

New Invention Orgins
Ultra rare Purple recipes will drop from level 50s only


For more details visit the UPDATES PAGE at cityofheroes.com  

Takrin
Crew


Superior Jazz
Crew

PostPosted: Tue Dec 11, 2007 11:02 am
Takrin
Issure 11 should be coming out soon. Which means dual blades, will power and weapon customization. As well as a prestige give away. 20k per member in the SG/VG to celebrate the selling of Cryptic Studios (I think might be wrong tell me if I am please).

I believe it's only 10k, and it was yesterday.  
PostPosted: Thu Jan 10, 2008 5:53 pm
I know this is a little late but I havn't been able to get on long enough to do this but anyways

The christmas event was released. You could help save Baby New Years from SnapTooth of the Red Caps. You could get 5 badges from this which were also avialbe from last years Christmas event. The only new badges that I heard of came from the ski slope challange. There were 3 of them and to get the hardest 1 I needed super jump or internal reduction form a kin. There were presents like previouse years and the occasional Winter Lord spawn for the badge. And something new with the presents were if you opened one anfd got a nice a candy cane salvage would be recieved which you could trade in at the contact at the ski chalet for costume pieces and temp powers which could have been optained from the previous year just by doing the mission.


And I apoligze for the latness of this. cry  

Takrin
Crew


Takrin
Crew

PostPosted: Wed Feb 06, 2008 6:04 pm
wahmbulance wahmbulance This weeked is DOUBLE EXPERIENCE WEEKEND 9-10th. Be sure to play any characters who are in a rut or need some leveling. You will also earn double prestige and influenceduring this time also.
So be to get on as much as you can to not miss this opportunity! wahmbulance wahmbulance
 
PostPosted: Sat Mar 29, 2008 11:02 am
Quote:
Heres all on issue 12 as of today. March 12th


The Midnight Squad
JOIN THE MIDNIGHT SQUAD (LEVELS 10 - 20)
The clandestine organization of mystics, scholars and mages, known only as the Midnight Squad, seeks to rebuild its numbers since the devastating assault of the Rikti Invasion. The Midnighters hold a secret that could bring the alien assault to an end, but without the help of the Heroes of Paragon City™ it will remain Lost forever.

NEW ROMAN-STYLE ZONE MAPS (LEVELS 35 - 50)
The Midnighters hold many secrets within their walls, including a highly coveted Ouroboros crystal, enabling them to travel to the far reaches of time. There is a familiar threat in an ancient land and the Midnighters need the help of both Heroes and Villains to stop it. Players step foot upon the ancient land of the Roman Cimeroran Peninsula, where they battle deadly creatures, defend an ancient city and ultimately come face to face with the enemy of time itself. Throughout this journey players uncover the mysteries of power and the origins that guide them today.

UNLOCK ROMAN-STYLE ARMOR COSTUMES
Through their accomplishments, players unlock the new Roman themed armor costume set.

Villain Epic Archetypes
Infiltrate the Arachnos organization from within! Upon reaching level 50, Villains unlock two new Epic Archetypes; Wolf Spiders and Blood Widows. They have their own unique storyline and missions, power combinations and costume sets. Branching powersets allow the Wolf Spider to specialize as either a Bane Spider or Crab Spider and the Blood Widow chooses from the Fortunata and Night Widow branches. Each brings with it unique costumes for your Arachnos duties, as well as your newfound role as a Destined One.

Powerset Proliferation
Using his newly built Resonance Manipulator, the Villain scientist known as Dr. Brainstorm™ has discovered a way to alter the energy strands which connect every Hero and Villain to their powers. This discovery has not only opened the door to new powers for his fellow Villains in the Rogue Isles™, but has also done the same for the Heroes of Paragon City ™! Specifically, new characters of almost every Hero and Villain archetype gain access to an additional primary and secondary powerset that they didn’t have access to previously. Details to come!

Hollows Zone "Gameplay Makeover"
Significant changes have been made to the Hollows zone to make it more fun! NPC encounters have been rebalanced, including new spawns, new villain groups, mission door improvements, and a mobile hospital has been added to the entrance of the zone. Additionally, Meg Mason, a new contact, has been added to give out repeatable missions.

Major Gameplay Improvements
Eight configurable new power trays let players customize their User Interface by placing them anywhere on the screen.
Contact display redesign: Contacts are now listed separately as Active and Inactive, and players can sort contacts by a range of criteria including Name, Zone, and Level Range.
Inspiration Conversion: Right click an inspiration to convert three of that kind into any one inspiration of another kind.
Level Up Boost: Upon reaching enough XP to level up (at all levels), one of each type of large inspiration is immediately cast upon your character, and health and endurance bars are immediately filled.
Chat improvements: Right click on character names in chat window to ignore, add to friends list, invite to team, etc. Drag any item (enhancement, inspiration, salvage, etc.) into the chat window so that you and others can click a hotlink to view the complete info box.
More Real Numbers: Players can now display stats on powers before they choose them enabling more informed power selection and new temporary powers allow players to display enemy stats.

Matt Miller, Senior Lead Designer for City of Heroes at NCsoft NorCal, discusses what’s happened since NCsoft fully acquired the franchise, and looks ahead to Issue 12: Midnight Hour and beyond.
It’s been a very busy last four months or so for us since NCsoft acquired the City of Heroes franchise and we formed the NorCal studio in Mountain View, California. We offered everyone who was working on the game at Cryptic a position within our new studio and were thrilled when they all accepted employment. This meant that we could all work on the game we have loved and labored over in a brand new studio, which is fantastic.

NCsoft NorCal has a great start-up feel, but the fact remains that most of us have worked together on this same project, for years beforehand. It’s a very unique situation, and a lot like forming a brand new company with a collection of people that you have worked well with in the past. There is a very social and fun atmosphere here in the studio that suits our close-knit family of designers, artists, engineers, and producers extremely well. Great ideas are bouncing off the walls here, and all the new hires we have added in the past couple months are very excited to be working for such a vibrant team.

Things have not been standing still in City of Heroes. In February, we were able to host a very special event on Valentine’s Day: a live, in-game wedding between two of our major characters, Manticore and Sister Psyche, controlled by Sean and Jennifer Dornan-Fish respectively. I controlled Positron and other developers took over other signature characters. We executed nearly ten run-throughs of the wedding throughout the day, and about a thousand players were able to witness the event. It was very exciting, and we feel like the hard work really paid off for our community.

We also held a Double XP weekend in February during which we saw some of the highest server concurrencies ever in the history of the product. This was possible in large part due to the hardware upgrades we made in the beginning of 2008. We were able to get more players playing, rather than lagging out, during the exciting weekend.

As Lead Designer on the project, I have had a lot of control over what happens in the City of Heroes game, but in the past I still had hurdles to get some great ideas actualized. With the new studio, a lot of ideas that couldn’t take hold under the old management are being implemented into the game with outstanding results.

For instance, in February we launched a “between Issue” patch that added a lot of quality of life features to the game. For the first time you can see the real numbers behind your characters and their powers, what they mean, and how City of Heroes uses them. You can now see the exact details on how your character stacks up against another by simply looking at the numbers behind how your powers work. Another quality of life feature is the smoothing of the leveling rate in the game. We have done extensive datamining showing us where the problem levels were, and how long players would tend to be “stuck” there. With this, we were able to alter the defeat rewards of the enemies in the game so that these areas were less of an issue. In general, we increased the overall speed of leveling by around 25% so players can expect faster results in a typical play session.

Of course that’s not entirely where our development efforts have been going; we have a lot of long-term goals and we have been diligently working toward them. We are excited about the possibilities that a single owner brings to the table. Being “under one roof” is affording us more flexibility than ever before and it’s fun having direct contact with all of the different departments here at NCsoft working hard to continue the game’s success. And with our new studio we can confidently plan for Issue 13, 14, and beyond, and hire the people that will make those Issues and goals happen.

For the immediate future, however, I am pleased to announce “Issue 12: Midnight Hour” for City of Heroes, which will be going into closed beta testing soon. “Midnight Hour” brings with it a slew of exciting new features including the long anticipated Villain Epic Archetypes, which will be available to anyone who achieves level 50 in City of Villains. The current Hero and Villain Archetypes will benefit from Powerset Proliferation, where we took over twenty existing powersets and gave them to Archetypes that didn’t have access to them before. If you ever wanted to play a Controller with the powerset of Plant Control, now is your chance! Psychic Blasters are now a reality, as well as Axe and Mace wielding Brutes. With Powerset Proliferation players now have even more character combinations to choose from.

We’ve overhauled the difficulty of the Hollows, one of the first additional zones that was ever published for City of Heroes. Gone are the days of players skipping the zone because it was simply too hard for them to get around in, as they will find the enemies are much more manageable while soloing or in small groups. We have even added a bunch of repeatable missions for characters to play in this newly configured zone.

Additionally, there is the Midnight Squad. This organization has always been in the lore of City of Heroes, but never realized in the game itself. The Midnight Squad takes the limelight in Issue 12 with missions that explore the origins of superpowers, as well as using Ouroboros (the time-travel organization introduced last Issue) to pop back to the Cimeroran peninsula of the ancient Romans. There players will uncover a mystery that has been festering for over two millennia, as well as unlock the awesome Roman Armor costume set for their characters.

Finally, I should note that Issue 12 also includes a number of quality of life and gameplay additions for our players. We built upon the recently added “Real Numbers” feature by adding in the ability to see the numbers behind your powers. We’ve also improved the User Interface by adding new power trays that can be placed anywhere on the screen. There are several more of these cool additions that you can read about on our Issue 12: Midnight Hour Game Update page.

Issue 12 is shaping up to be a great issue but that’s just the start of things to come. Issue 13 and beyond are going to be huge additions to City of Heroes, introducing new systems as well as a ton of new content for all levels of play. We couldn’t be more excited about the journey ahead for City of Heroes and I look forward to giving you more details this year!

Matt Miller, Senior Lead Designer for City of Heroes



From Ms Liberty (I had to repost it. Hers was in the wrong place)  

Takrin
Crew


Takrin
Crew

PostPosted: Fri May 23, 2008 10:21 pm
Issue 12 has been released to live servers.
 
PostPosted: Sat Jul 12, 2008 10:48 pm
heart wahmbulance dramallama That’s right folks, starting on Friday July 18th, 2008 City of Heroes and City of Villains will be giving away double the experience, prestige, influence, & infamy through Sunday July 20th. dramallama wahmbulance heart

I coppied the text from the CoH website by the way, Please don't hurt me sweatdrop
 

Takrin
Crew


LadyMasquerade

PostPosted: Fri Aug 29, 2008 2:17 am
ISSUE 13! MISSION CREATOR! ...can you tell I'm excited? I've got several plotlines to try out, so I really can't wait. It'll also be nice to have more contacts in Cimerora, because I'd like to do more there.  
PostPosted: Tue Oct 07, 2008 9:40 am
Quote:
Good morning! When we announced Issue 13: Architect a couple weeks back, we were overwhelmed by the positive response. Much of the feedback was centered around the Mission Architect system which allows players to create their own missions and story arcs. We have been actively following forum threads and private messages about the feature, and have even discussed it with players in person at the Penny Arcade Expo in Seattle.

It became apparent that you guys really want this feature, but in order to fully realize your dreams of writing your own missions you need creative control in one more key area: The ability to create "customized" characters to fight with or against in your missions. Adding custom characters has always been on our Mission Architect feature list, but we had considered it a "stretch goal." That is, we could launch the system without this feature because our confidence was high that the rest of the system was incredibly robust.

But after listening to you guys, we realize that this feature simply must be in at launch. You have convinced us that it is an integral part of the Mission Architect, and we have reworked schedules and timelines to accomplish this. Rather than push the launch of Issue 13 out completely for one (albeit really cool and very complex) feature, the Mission Architect is going to see a slight delay. What is not going to be delayed is the rest of Issue 13. To that end, the previously announced feature set for Issue 13, together with new features that we are announcing today, will become Issue 13 and Issue 14.

Issue 14 will take on the name "Architect" and contain the Mission Architect feature along with other features we'll announce at a later date. We are planning Issue 14: Architect to be released in the first quarter of 2009. Issue 13 is now called "Issue 13: Power and Responsibility" and be launched in the Fall of 2008.

Issue 13: Power and Responsibility
Issue 13: Power and Responsibility will contain the bulk of features we've announced previously, including:

Shield and Pain Domination powersets
Merit Reward system
Day Jobs (that include a suite of new costume pieces)
Additional Cimerora and Midnight Squad mission arcs
In addition, we have some other new exciting features to reveal that will be included in Issue 13: Power and Responsibility. These include:

Leveling Pact
Multi-Builds
PvE & PvP Powers rebalancing
Villain Patron Power Respec
Supergroup Base Repricing
Over the coming weeks we'll be providing more details about the above points, but let me give you an overview of some of them now.



The Leveling Pact: A new innovation to MMOs, this groundbreaking system allows you and a buddy to create new characters and have your XP be permanently in sync, whether both characters are online or not. You will always be the same level, even if your buddy plays ten times more often than you do! It's sort of like "Extreme Sidekicking."

Multi-Builds: Another innovation to City of Heroes, we are delivering the ability to have two different build-outs of each character, including which powers are selected and which Enhancements are slotted. This will now be possible for characters who want to take advantage of it. By visiting any Trainer you can switch the entire build of your character to an alternate one. You can use this separate build for whatever you like. If you wish to use different power selections for soloing and groups, you can do that. This even makes it possible to have different IO sets slotted for PVP and PVE. It's up to you.

PvE and PvP Powers Rebalancing: Floyd "Castle" Grubb and the powers designers have been hard at work in finding ways to strike a better balance between the many powers in the game. The scope of what they are doing is too broad to go into details here, but we're very excited and we'll share more information soon. Suffice it to say that we know that you don't want your PvE powers adjusted because of how they play in PvP, so we're taking a new tact in power balancing with Issue 13.

Summary
Issue 13 was so big we had to turn it into two releases, Issue 13: Power and Responsibility and Issue 14: Architect. Issue 13 will be going into beta soon and launching this Fall. It will include most of the previously announced features of Issue 13, and then some. Issue 14: Architect will include the full-featured Mission Architect and is scheduled to launch to the live servers in Q1, 2009. I am really looking forward to getting Issue 13 into your hands as soon as possible, and starting off a kick-a** 2009 with the release of Mission Architect.


So everything but the Architect stuff will be coming out this time. That is now Issue 14 D=

Now you have to wait until 2009 to build your own missions and your own bosses. Sorry all!  

Upcoming_Swell
Captain


Takrin
Crew

PostPosted: Wed Dec 03, 2008 6:51 pm
ISSUE 13


Is now live to all servers. So theres now Shields and Pain Domination for new powersets. New missions in Croatoa and other places... And new costume pieces. And refer to the Offical site for better information. I don't have a copy/paste handy at the moment sorry xp
 
PostPosted: Thu Dec 04, 2008 6:45 pm
Also forgot to mention that old accounts have also been temporarely reactivated.  

Takrin
Crew


Upcoming_Swell
Captain

PostPosted: Thu Dec 04, 2008 7:00 pm
I do ^^
Quote:

Issue 13 Overview

Day Jobs (Offline Character Progression)

Scholar? Caregiver? City Official? Now when players log out of City of Heroes / Villains they're just getting started! A character's day job is determined by the actual in-game location from which he or she logs out. If players log out from a University their day job is considered to be a Scholar. If they log out from City Hall they're a City Official. The benefits are thematically appropriate to the location. For example, a City Official earns extra Influence, a Scholar is granted Salvage, a Caregiver is granted Health Regeneration Buffs, etc.

Once characters have accumulated the required amount of time for each Day Job, they are rewarded with the appropriate Day Job Badge and Title, increasing their "earnings" for that job. Multiple Badges can be combined to unlock Accolades and the ability to accumulate additional new rewards. Almost every location within Paragon City and the Rogue Isles has an associated Day Job, resulting in a wide selection of jobs and rewards!

Click here for more information.

Multiple Builds
Another character customization option and City of Heroes innovation, Issue 13 delivers the ability to have two different build-outs for each character, including which powers are selected and which Enhancements are slotted. With this feature it will now be possible for all characters to diversify their game experience by visiting any Trainer and switching the entire build of their character to an alternate one. You can use this separate build for whatever you like. If you wish to use different power selections for soloing and groups, you can do that. This even makes it possible to have different IO sets slotted for PVP and PVE. This new system gives characters the added depth and flexibility to tackle any challenge!

New Powersets
Shields - Heft a Shield for Heroic or Villainous Ends! This new powerset brings a classic power to City of Heroes: Shields! Now, you can arm Tankers, Scrappers and Brutes with a powerful shield to protect themselves and their allies.
Pain Domination - Villains can now bend the power of pain to serve their own ends! Those playing a Corruptor or Mastermind have access to this new powerset. The antithesis of the Hero healing powerset "Empathy," Pain Domination brings parity between Heroes and Villains with a distinctively evil flair.
Click here to view the New Powersets video.

Leveling Pact
A new innovation to MMOs, this system allows you and a friend to create new characters and have your XP be permanently in sync, whether both characters are online or not. You will always be the same level, even if your friend plays ten times more often than you do! It's sort of like "Extreme Sidekicking."

The Merit Rewards System
A new game system that allows players to earn tokens by completing Trials, Task Forces, Strike Forces, Raids, etc. The most challenging and time consuming tasks grant the most reward tokens, which can be redeemed throughout Hero and Villain zones for recipes, enhancements, salvage, costume pieces, badges, inspirations and other game items.

Villain Patron Power Respec
Villains level 40 and above can respec (re-select) their Patron Powers, offering the same flexibility that heroes are afforded with Ancillary Powers.

Supergroup Base Repricing
Base Salvage is being replaced with Invention Salvage and all Base room and item prices are being adjusted to more accessible levels. Remaining base salvage can be traded in for invention salvage, or can continue to be stored in base and personal storage.

PvE and PvP Powers Rebalancing
There are a wide selection of PvE (Player vs. Environment) and PvP (Player vs. Player) related power changes in Issue 13. These changes focus on either Quality of Life issues or on powers which were not quite in balance with others.

New Cimerora Missions
New Hero and Villain story arcs expand upon the history and lore, and delve into the players and politics of Cimerora.

Click here for more information.

Other features
New Invention Origin Sets, new Costume Sets, Zone Refinements, and more!

Pain Domination
http://www.cityofheroes.com/game_updates/images/Iss13_01.jpg
http://www.cityofheroes.com/game_updates/images/Iss13_02.jpg
http://www.cityofheroes.com/game_updates/images/Iss13_03.jpg
http://www.cityofheroes.com/game_updates/images/Iss13_04.jpg

Shields
http://www.cityofheroes.com/game_updates/images/Iss13_05.jpg
http://www.cityofheroes.com/game_updates/images/Iss13_06.jpg
http://www.cityofheroes.com/game_updates/images/Iss13_07.jpg
http://www.cityofheroes.com/game_updates/images/Iss13_08.jpg

New Missions
http://www.cityofheroes.com/images/issue13/46_39_full.jpg
http://www.cityofheroes.com/images/issue13/46_38_full.jpg
http://www.cityofheroes.com/images/issue13/46_37_full.jpg
http://www.cityofheroes.com/images/issue13/46_36_full.jpg

Day Jobs
http://www.cityofheroes.com/images/issue13/46_27_full.jpg
http://www.cityofheroes.com/images/issue13/46_24_full.jpg
http://www.cityofheroes.com/images/issue13/46_23_full.jpg
http://www.cityofheroes.com/images/issue13/46_22_full.jpg

Merit System
http://www.cityofheroes.com/images/issue13/merit1_full.jpg
http://www.cityofheroes.com/images/issue13/merit2_full.jpg
http://www.cityofheroes.com/images/issue13/merit3_full.jpg
http://www.cityofheroes.com/images/issue13/merit4_full.jpg
 
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