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| City of Heroes/Villains Discussion forum for the various CoH and/or CoV supergroups. |
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| | #1 (permalink) | |
| 8.16.06 COMBINED NOTES Powers
Badges
Powers
City of Villains City Zones
Combined Notes General
Powers
Badges
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| | #2 (permalink) | |
| Here's something that was added to the patch notes after I had posted them on the 16th. Kinda weird really, since they couldn't keep something as outrageous as this a secret... City Zones
You see, there is a big hurrah going on over at the CoH/CoV boards right now about the ability to dismiss pets. Apparently, there was a way you could 'farm' the pillbox badges. Have a hero defeat all the turrets, take control of the pillbox, then immediately release all the 'pets' (pillbox gave you four turrets as the pets). Then you could have a villain take control and immediately dismiss the pets. A hero and villain working in tandem could trade this pillbox back and forth approximately every 20 seconds or so. Wouldn't have been a big issue but some folks got sick and tired of the "Heroes capture a pillbox" and "Villains capture a pillbox" flashing across everyone's screen three times a minute. Oh, hardly anyone ever goes there anymore to try and defeat the signature heroes/villains that show up as you need quite a few to take them down. The zone hardly has any players in it anymore and the only ones complaining are the die-hard PvPers who like Recluse's Victory simply because you are not auto-exempted down to a certain lvl like the other zones (you keep all your powers). So, instead of making a fix that works for everyone, they take an already poorly designed badge and reinforce it just so they don't have to admit they screwed it up in the first place. Here is what was wrong with the badge to begin with... The credit towards the pillbox badge could only be earned by activating the pillbox once all four turrets were defeated. It did not matter who defeated the turrents but just simply that they were all defeated. This means that you (and/or your team) could spend time defeating all four turrets and someone not on your team could simply drop down and activate the turret before you had time to do so, thus defeating the whole 'risk vs. reward' standard that this game is designed around. Also, another poor design flaw was that there was no team credit for activating the pillbox. You had to compete with your own teammates to activate the pillbox just to get credit. This could have been quite easily fixed if they had just changed the requirement for the badge from taking control of a pillbox to defeating a turret. The current requirement for the pillbox badges are 10, 100, and 1,000 pillboxes. They could have easily changed that to 40, 400, and 4,000 turrents (four turrets to every pillbox). They've just simply set it up for a different type of farm. Now, all they have to do is to get one hero and one villain together, have hero defeat pillbox Alpha while villain defeats pillbox Bravo. Once that is done, have the hero go defeat pillbox Bravo while villain defeats pillbox Alpha, and so forth. An unclaimed pillbox spawns four lvl 54 boss lvl turrets. Once a turret is claimed, the turrets are now a lvl 50 boss. Makes it a lot easier, in my own opinion. So, it looks like it is going to be a while for me to get my third pillbox badge. I typically tend to pop into the game once I get home from work in the morning and usually take over about five every morning. Let's see...at the rate of about 25 per week, it is going to take me the next 40 weeks or so to earn that badge. Well, that's a lot better than the final healing badge. At my current rate, it is going to take me about the next 28 months of non-stop healing in the arena to earn the final badge. Yeah, it's stupid, I know. However, that is how Positron set up the badge as they want to work off the philosophy that one one toon should ever have all the badges. A wrong philosophy, if you ask me. Customers want to be able to earn all the badges and I'd give the customer what they want. If a person was to not farm for the sixth healing badge, at a kick-ass rate of 100,000 healing points earned every day (and I do mean it has to be a great day for that to happen), a person would have to play every single day for the next 27 years or so. | ||
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| | #3 (permalink) | |
| 9.20.06 COMBINED NOTES Mission Dropping Feature
Powers
Powers
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| | #4 (permalink) | |
| 11.28.06 Issue 8: To Protect and Serve Headlines Veteran Rewards: Now players will receive rewards for the time spent playing the game. New costume pieces, badges, powers, pets and more! Something new every 3 months! Police Band and Safeguard Missions: Calling all Heroes! Bank Robberies, Sewer Bombings, Jail Breakouts and more villainous attacks are in progress! Monitor the police scanner and come to the rescue to thwart these diabolical schemes! Fautlline: Rebuilding of ruined sections of Paragon City has been a long time goal for the city. The old Overbrook area, known today as Faultline, has made significant restoration progress. However, crime and crisis plague the area, requiring the vigilance of the cities’ Heroes. COMBINED NOTES Veteran Rewards New powers are available across Paragon City and the Rogue Isles: Veteran Rewards! Now, as your account accrues time, in 3 month intervals, your characters will gain access to all new badges, abilities, costume pieces and more! For complete details please visit the Official City of Heroes or City of Villains web site: City of Heroes Community Site Additionally, you can now visit PlayNC.com’s Account Management Page https://secure.plaync.com/cgi-bin/plaync_manage.pl to view details of your account and a listing of which Veteran Rewards are available to it! Updater
Powers
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| | #5 (permalink) | |
| 11-28-06 Patch Notes (cont): List of new or updated emotes: Emote Invent Emote Dance1 Emote Dance2 Emote Dance3 Emote Dance4 Emote Dance5 Emote Dance6 Emote EatDonut Emote Donut Emote EatFood Emote Eat Emote Food Emote ListenPoliceBand (Heroes only) Emote SitChair1 Emote SitChair2 Emote SitChair3 Emote SitBench1 Emote SitBench2 Emote SitBench3 Emote SitBench4 Emote SitExecutiveChair Emote SitStool Emote SitTable1 Emote SitTable2 Emote Teabag Changes specific to CITY OF HEROES: Faultline Redux Faultline officials recently provided funding for reconstruction and work was underway in the first neighborhood, when major disaster struck. Due to strange seismic activity on the moon, tidal anomalies caused the Overbrook Dam to rupture flooding the zone. Additional crews have been called in to assess the Dam and shore up the rest of the zone, however, they are continually thwarted by the recent arrival of new villain groups to the area and one group, in particular, that no one expected: Arachnos. It appears Arachnos has been poking around supergroup base wreckage in Faultline for some time, searching for technology that will further Lord Recluse’s nefarious plans. Paragon Officials have called in small detachments of the Paragon Police Department and Freedom Corps, but are also asking heroes to come forward and protect the new city. Features of the “new” Faultline:
Paragon Police Department contacts have been added to all City Zones except for Atlas Park and Galaxy City. They will be added to a Hero’s contact list as soon as they enter a zone. These contacts will direct characters to missions aiding the PPD in fighting crime in Paragon City.
Safeguard Missions Safeguard missions allow the Hero player to enter a large outdoor mission map and defend the city from invading villains. The goal is to defeat the Villain behind the attack, preventing a bank robbery, but there are lots of other things going on, too. Safeguard missions are set up for single players and teams.
Giant Monster Spawns Increased
City Zones
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| | #6 (permalink) | |
| 12.7.06 COMBINED NOTES Powers
Tasks
Chat
Powers Blaster Improvements: These changes are all aimed towards addressing sets based on feedback from players. These changes also affect Defender and Corruptor versions of these powers where applicable.
Controller Ancilliary Powers: The damage of these powers was made artificially high originally, to make them desirable. In general, the damage was set to be roughly equivalanet to that of a Blaster. When Containment was added later, this was not taken into account. As such, these powers all do roughly twice the desired damage under Containment conditions. This series of changes is aimed at bringing these powers closer to balance.
Powers
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| | #7 (permalink) | |
| 12.14.06 COMBINED NOTES Game
COMBINED NOTES Game
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| | #8 (permalink) | |
| 1.25.07 Version 13.20070110.3T HEADLINES
Base Rent Overhaul (WooHoo!!!!!!!) Base Rent is now calculated solely on your plot size. The larger the plot, the larger the rent. Secure plots also pay more rent, due to the number of defenses they are allowed to have. When they are re-introduced, Items of Power will reduce the amount of Rent due. Existing supergroups will see this change take place immediately, but it is not retroactive. No supergroups will be receiving refunds for rent already paid. Plot Name Plot Size Rent Tiny Hidden Spot 8x8 0 Small Hidden Spot 8x12 20000 Hidden Spot 12x12 43000 Small Secret Location 12x16 65000 Secret Location 16x16 105000 Large Secret Location 16x20 145000 Small Hidden Complex 20x20 200000 Hidden Complex 20x24 280000 Large Hidden Complex 24x24 350000 Massive Hidden Complex 24x28 610000 Small Secure Location 12x16 200000 Secure Location 16x16 420000 Large Secure Location 16x20 750000 Small Secure Complex 20x20 1300000 Secure Complex 20x24 2100000 Large Secure Complex 24x24 3200000 Massive Secure Complex 24x28 5000000 POWERS: Taunt: All Taunt power animations have been slightly adjusted. They will now root the player for the same amount of time and take the same amount of time to 'hit' a target. The timing was normalized around Dark Melee's taunt, which was the quickest activating version, so this equates to a minor buff for most versions of taunt and provoke. Gauntlet: Gauntlet and related power effects should now work properly on all ranks of targets. Underlings, Minions, Lieutenants, Bosses and Elite Bosses should have Gauntlet effects work normally. For Archvillains, Heroes and Giant Monsters, Gauntlet effects require a harder to hit check in order to effect the target. Animation changes: All toggle activation animations have been normalized to fit the following rules:
Note: Click Powers We plan to adjust "Click" powers in the future to make them conform to rules of when a power "roots" your character similar to the ones applied to Toggle buffs in this update. "Click" powers are those that you click once and do not stay running like a Toggle. Buffs like Radiation Emission's Accelerate Metabolism is an example of a "Click" power. Some "Click" powers were changed in this update that may be revisited in the future. Other Power Changes:
Key Reward Choices that you do not qualify for will not be selectable, and will tell you why you can not select them. For example, if you complete a Respec Trial and have already earned the maximum amount of respecs possible for a character of your level, the respec reward choice will be unselectable, and tell you that you have already earned the maximum amount of respecs for your level. Game
Powers
Powers
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