Posted: April 1st, 2008, 13:30
Pffft. Not played long enough to have experienced previous Issue releases, so wasn't sure if they work to Valve time or not.
The sounds thing looks interesting, but I imagine it'll get boring.Dog Pants wrote:Meh, nothing in those links interested me. I don't really like the look of the Batman-esque 'kapow!'s, I'm too lazy to care about the numbers behind my powers, and I'd only need to be able to auto-generate a costume like that if I'd had a complete removal of my imagination. Expect to see more clones along the lines of the Enforcer influx of recent months.
Fix'd, but I agree - increased homogeneousisation of characters will not be a good thing.Dr. kitteny berk wrote:
The sounds thing looks interesting, but I imagine it'll get boring.
the creation screen is pretty worthless really, it'll just make everyone with no imagination look the same, it'd be much better to redo the random button to be more pink.
“I know it sounds crazy,” said Brian Clayton, the Executive Producer and head of the NC NorCal office, “but our research shows that a lot of people are building their own computers nowadays, and sometimes you forget to purchase speakers or headphones. Our market is those gamers who want a full gaming experience without having to listen to the game.” Visual Sounds will be included in the upcoming Issue 12, which is being re-christened “Issue 12: Pow, Biff, Boom, Bam!” in honor of this new system.
I think we need to remember what day it isKen Morse, the Lead Artist on the title was excited. “It’s going to be a lot more work for our department, but I think the end results are totally worth it.” He said. Players can optionally disable the Visual Sounds in the options menu, but are encouraged to keep them on, as all the sounds in the game are being removed to make room on the players’ hard drives for the new Visual Sound graphics.
Bastard, spoiling my fun.Sheriff Fatman wrote:I think we need to remember what day it is
Sheriff Fatman wrote: I think we need to remember what day it is
Starting next week we will be entering the closed beta testing for Issue 12: Midnight Hour. We want to give you this advance notice, because the Training Room Test Servers will become unavailable for the duration of the closed beta. We anticipate that the closed beta phase will last for several weeks. We know that many are excited to participate in the beta testing of Issue 12; however the initial pool of closed testers is considerably smaller than previous closed betas. We are starting the beta with NCNC Friends & Family and NCsoft Employees and we will be adding additional testers as the beta test progresses and as the needs of development dictate.
The purpose of the closed beta is to provide focused playtesting and datamining along with feedback to assist the Development Team in polishing Issue 12’s feature set. While we’ve had a very productive internal alpha test cycle, at this point in development we feel that a small, controlled player group is more manageable and generally productive to the alternative of opening up the beta to anyone. Rest assured that we will open up the beta to everyone who is interested later in the development cycle.
One point of note regarding the Training Room Test Server, as we mentioned in the article on Issue 12’s Improved Character Creator, anyone who is interested will still be able to access the beta’s character select and creation screens. So, you’ll be able to check out those new improvements without actually being in the beta. If you haven’t configured your game client to connect to the Training Room previously and you want to set that up now, visit this forum thread for instructions: How To Get On the Test Server.
To discuss this thread, join us on the Training Room forums here.
Edit: Actual number display of powers at the character select screen will be disabled for closed beta as new powers are still being refined. Look for them to return in open beta.
In celebration of Issue 12: Midnight Hour going live, we have reactivated your game account through the end of this weekend. Simply log on to City of Heroes®/City of Villains® between now and Sunday, May 25, 2008 at 8:59 PST/11:59 EST and your account will be active* and playable!
Our 12th free expansion has a wealth of great content for everyone! The Midnight Squad storylines let players embark on a host of new missions and unlocks a set of Roman and Greek inspired zone environments unlike anything you’ve seen in Paragon City™ or the Rogue Isles™. On the evil side we introduce Villain Epic Archetypes. Powerset Proliferation brings two new powersets to each Hero and Villain archetype, and the list of overall gameplay improvements is by far the biggest and best that we’ve ever introduced.
Sheriff Fatman wrote:In celebration of Issue 12: Midnight Hour going live, we have reactivated your game account through the end of this weekend. Simply log on to City of Heroes®/City of Villains® between now and Sunday, May 25, 2008 at 8:59 PST/11:59 EST and your account will be active* and playable!
Our 12th free expansion has a wealth of great content for everyone! The Midnight Squad storylines let players embark on a host of new missions and unlocks a set of Roman and Greek inspired zone environments unlike anything you’ve seen in Paragon City™ or the Rogue Isles™. On the evil side we introduce Villain Epic Archetypes. Powerset Proliferation brings two new powersets to each Hero and Villain archetype, and the list of overall gameplay improvements is by far the biggest and best that we’ve ever introduced.
Roman Totale wrote:Hmm, only had a brief play around with the new stuff, but this 'Power Proliferation' thing seems a bit pants.
There are no new powers, just ones that have moved over from different archetypes. For instance, you can now make a Fiery Scrapper - it sounds good until you look at the actual powers. They're pretty much a straight port from Fiery Tanker set. All in all it just doesn't seem to work.