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Ultra Mode, new powersets, and new issue coming to City of Heroes

Filed under: Super-hero, City of Heroes, City of Villains, Expansions, Patches, News items

Dr. Aeon is as good as his word and better yet. We're not just getting Ultra Mode prior to the launch of City of Heroes: Going Rogue, we're getting a whole cavalcade of new things. City of Heroes players who have been holding off on pre-ordering the expansion are being given good reason not to dawdle, as pre-order customers will get access to the powersets in March and April. While an exact date of release has not been given, we are now being told that Going Rogue is expected to release in July, meaning we have a pretty clear idea of when we can start switching sides.

But hold on to your hats, because there's still a lot more. Issue 17 is also going to bring the biggest change to Epic Archetypes since they were introduced: they will now unlock at level 20. That's a thirty-level drop and makes playing one as your main more fesable than ever. Oh, and we're promised new UI improvements, Mission Architect improvements, and more missions and badges. And that's not even touching on the promise of Going Rogue's collector's edition... suffice it to say that there's a lot to look forward to for City of Heroes players, and there looks to be quite a bit to talk about in the near future.

Will improved City of Heroes graphics come before Going Rogue?

Filed under: Super-hero, City of Heroes, City of Villains, Expansions, Rumors

Apparently not content with his most recent contest, Sean "Dr. Aeon" McCann decided that he would use the official City of Heroes forums to declare a war upon television. Really, it's not that unusual for the game's forums, which tend to be on the friendly and silly side; what is a bit more unusual is the carrot being offered. His promise is that if readers join him in his war against television (which, to be fair, is a fine war), the game's "Ultra Mode" will be released to all players prior to Going Rogue.

Silly? Of course it is, McCann isn't even on the same team in charge of the graphical upgrade. Except that there has been a persistent rumor that the upgrade, revealed at Hero-Con along with the groundswell of Going Rogue information, will be going live before the expansion's launch anyway. Of course, McCann himself points out that he couldn't possibly follow up on his promise... which could mean that he knows something will happen. Or it could be the resident mad scientist of City of Heroes being his usual impish self. Either way, this rumor has a bit more meat on its bones, so players might want to go ahead and keep an eye on that thread.

[ Thanks to Informant D for the tip! ]

New City of Heroes Mission Architect contest leaves everyone powerless

Filed under: Super-hero, City of Heroes, City of Villains, Contests, Game mechanics, News items

If there's one storyline that comic book writers love coming back to, and there certainly is, it's the idea of the main characters losing their abilities. Seeing whether or not heroes can overcome challenges without their gifts, or if villains are as dangerous when merely mortal, gives a lot of definition to normally superhuman antics. It's time for creators in City of Heroes to take on that trope, because the latest Mission Architect contest is all about taking the power away from the best-known champions of the city or the isles.

The contest, running until February 24th, requires an arc centered around a known figure losing their powers, be they hero or villain. If that's not enough to capture the feel, though, the arc is meant for the lowest possible level band of 5-10. There's also a brief reminder that part of the goal is to stretch one's legs, and that the best arcs will likely incorporate features not generally found in low-level content. As with the prior contest, the prize is a permanent title and a potential Developer's Choice pick for the arc, so City of Heroes players should start thinking about what would be a fun way to be unempowered.

A Mild-Mannered Reporter: Death to the warehouse map!

Filed under: Super-hero, City of Heroes, City of Villains, Culture, Game mechanics, Endgame, Opinion, A Mild-Mannered Reporter

If you've played City of Heroes from levels 1 to anything, you already know the map I'm talking about. The more levels you've been through, the more you've seen it. Heck, you probably knew exactly what map I was talking about just from the subject line, because... well, it's the warehouse map.

As I was thinking about this week's column, I was trying to figure out why it is that City of Heroes gets criticized as often as it does for being "repetitive." I'd gladly concede the point, but the follow-up question becomes, well, what's so inherently different between the gameplay here as opposed to World of Warcraft, or EverQuest II, or Lord of the Rings Online, or even Dungeons and Dragons Online? How is killing X of critter Y for questgiver Z in any way less repetitive than punching the Fifth Column around for the hundredth time?

But with the recent addition of Melissa "War Witch" Bianco as lead designer, with her promises of "more content," I formed at least part of an idea of why that pointless accusation will not go away. And I believe the blame can be laid squarely at the feet of that stupid warehouse map.

The Spring Fling is on in City of Heroes

Filed under: Super-hero, City of Heroes, City of Villains, Culture, Events, in-game, News items

It's time for heroes and villains to put aside their differences once again in the name of love. Or the name of temporary powers and costume pieces, if you're the cynical sort. City of Heroes is going to host its Spring Fling once again, running from February 9th until March 2nd, and as usual it focuses on bringing opposites together under one roof. Because at the end of the day, aren't villains and heroes really two sides of the same coin? She fights crime, he robs banks, she defends the innocent, he sets fire to orphanages?

Well, all right, but whether you like it or not the event requires differences to be set aside in order to make the most of the holiday. Both villains and heroes get their own mission arcs, but each arc requires at least one person of the opposite faction to complete the chain. In addition, the temporary buff power Dimension Drops only provides its full benefit when used upon someone of the opposite faction, further encouraging everyone to work together. The official event preview page gives plenty of details on rewards and storylines, so head on over for an overview, and start thinking about which of your mortal enemies in City of Heroes is the most palatable partner.

Free transfers in City of Heroes extending another month

Filed under: Super-hero, City of Heroes, News items

Back in December, City of Heroes announced that players would be allowed to transfer characters between servers for free until the end of January. Aside from the small but vocal part of the population that was certain this was a prelude to server merges, it was met with praise and good will by the playerbase. Paragon Studios has apparently decided that what's fun the first time is even better the second, as they've decided to extend the free transfers until February 28th for all players.

Of course, there are certain slight catches -- as before, you can only transfer six characters from one server to another within a week, as well as not being allowed between American and European servers. You also lose your Supergroup affiliation, any accumulated Prestige, and possibly even your name depending on the server you choose. The full support page details all of the possible wrinkles, as well as warning against trying to transfer characters with names shorter than three letters (unless you don't mind losing the name). Having more chances to play with friends on other servers is always welcome, so kudos to the City of Heroes team for extending the free transfer period!

Interview sheds more light on latest City of Heroes guest authors

Filed under: Super-hero, City of Heroes, City of Villains, Culture, Events, in-game, Interviews, Opinion

With the recent introduction of three new arcs in the guest author series, City of Heroes gets to enjoy a bit more time in the limelight thanks to the Mission Architect system. The arcs are currently available on the live servers, and while they won't provide weeks of enjoyment, they'll certainly pass a fair bit of time and be a fun ride in the process. Gamepro recently had the opportunity to talk to the newest guest authors about their experience working on the arcs and playing the game.

If there's one unifying strand to all of the author comments, it's that working on Mission Architect doesn't just help create content, it forces creators to train themselves to write better. With limitations on how much speech can appear and when, all three authors mention that it forces the story down to its essentials. But it's not a limiting factor in making things weaker -- rather, it forces you to craft something that's entertaining even without a lot of flowery dialogue.

The full interview also covers each author's experiences in balancing the arcs, as well as Ms. Lackey's discussion of her history as a player. Whether you've already experienced the new City of Heroes arcs or have yet to take them for a spin, it's clear that a great deal of thought and effort went into them.

A Mild-Mannered Reporter: Community guide to City of Heroes

Filed under: Super-hero, City of Heroes, City of Villains, Guides, Opinion, A Mild-Mannered Reporter

Welcome to A Mild-Mannered Reporter, Massively's new weekly column all about City of Heroes! We were originally going to spin you a dynamic yarn about how I had watched my parents die, then spent years training in secret to strike fear into the hearts of criminals by writing about video games, but that was eliminated during the concept stage due to copyright infringement. Instead, we're just going with a column.

For our first installment, we're highlighting a number of sites that are useful in one way or another to the City of Heroes playerbase. While the game has enjoyed quite a lifespan, the web presence on it has been a bit more limited than some other games, probably due in no small part to the fact that it's much easier to simply pick up and play. That doesn't mean there's nothing here, though -- the community has developed a number of excellent tools and community gathering points to improve everyone's experience in Paragon City or the Rogue Isles. Take a look at what we've looked at and see as the highlights.

City of Heroes announces next guest authors

Filed under: Super-hero, City of Heroes, City of Villains, Game mechanics, Quests, News items

Back in October, City of Heroes players got a treat in the form of three arcs created by high-profile creative minds. The Guest Author program used the Mission Architect system and gave players the enjoyment of working through missions scripted by authors known outside of the realm of Paragon City. We haven't heard much about the program since then, and so it might have seemed as if the feature had been forgotten, but it turns out it was simply in brief hibernation, as the official site has announced the next group of writers.

Mercedes Lackey (known for her series of fantasy novels set in Valdemar), Troy Hickman (known for the meta-superhero series Common Grounds), and Austin Grossman (longtime writer of video games and author of Soon I Will Be Invincible) make up the next batch of guest writers crafting their own arcs in City of Heroes. Two of the arcs should be live today (assuming you're reading this on January 26th), according to a small supplementary piece which includes a few words from Sean McCann. It's good to see the game continuing to emphasize and enhance the experience of user-created content, and players should look forward to some high-profile names continuing to take their swing at it.

City of Heroes unveils new lead designer

Filed under: Super-hero, City of Heroes, City of Villains, Expansions, Interviews, News items

It's been a quiet week on Lake Salamanca... well, actually, all across City of Heroes, when you get right down to it. For those of us not on the inside, it looked as if nothing of interest was happening with the game. But that's apparently quite far from the truth, since it appears there have been quite a few internal shakeups over the holiday season and most of the month.

Matt Miller, longtime lead designer of City of Heroes, has passed the mantle on to Melissa Bianco. Miller is continuing to work on the game, but will be involved in rather vaguely-described endgame systems as well as some undisclosed projects. Bianco (also known as "War Witch" in keeping with the developer nicknaming scheme) has already given an interview on her plans and the state of CoH, with promises of new content before and after Going Rogue goes live.

And speaking of Going Rogue, we're promised more frequent pieces of information on the expansion, which has seen very little revealed since its announcement. There's also an opportunity to take part in a community Q&A with Bianco. The quiet week seems to be over... which is really for the best, when you get right down to it.

The community of architects in City of Heroes

Filed under: Super-hero, City of Heroes, City of Villains, Culture, Game mechanics, Opinion

If there's one thing that City of Heroes has become known for, it's the Mission Architect system. The player-generated content spans a huge number of adventures, ranging from the silly to the sublime. It's also robust enough in its search function that it's essentially added another venue of content into the game. The official site recently highlighted a feature in The Escapist, interviewing a number of community members and acclaimed users of the system about its ups, downs, and the overall experience.

The system has faced a few problems -- abuse of it early on led to bans and some content removal, since it's easy when creating content to be too generous with the rewards and too light with the difficulty. There's also the issue of inappropriate content, and of course the possibility that a large portion of what's available just isn't all that good. The full piece highlights some of the better arcs available (including more than a few Developer's Choice missions, which were selected as being good enough to qualify as official content), as well as the efforts and reasoning behind the more popular creators and what they've built. Matt Miller was quoted as saying that players did in one day with the system what it took the developers five years to accomplish. Quite an argument in favor of player-created content, that.

City of Heroes offers a reminder on account security

Filed under: Super-hero, City of Heroes, Culture, Exploits, Rumors

NCsoft hasn't been having an easy start to the year, at least not in the eyes of security-minded players. The entire Guild Wars security question recently came to a head with suspicions and accusations that the flaw was something wrong with NCsoft's account management, a black eye if ever there was one. Of course, that raises questions about not just Guild Wars, but any game under the company's aegis, which includes City of Heroes. So it should come as little surprise that a reminder about account security has recently been posted on the official site.

The reminder itself is fairly standard boilerplate, reminding everyone to avoid giving out their account information to any other players, only log in from secure locations, and so forth. It also addresses the issue at hand in a roundabout fashion, mentioning that they found no malicious workarounds after investigating "current claims." However, the very next line mentions that they have added more robust logging and security procedures, which can lead to the obvious conspiracy theories. With fewer items to be traded than many other games, City of Heroes has a smidge more built-in security -- but a little extra reminder and caution never hurts.

Why You Should Be Playing City of Heroes: Content on demand

Filed under: Super-hero, City of Heroes, City of Villains, Game mechanics, Opinion, Why You Should Be Playing


With all the talk about the Skirmish system in Lord of the Rings Online and the World of Warcraft dungeon finder, it's hard to argue that people don't really like having the option to simply pick up and start playing something. Both of these systems thrive on the strength of their pick-up-and-play nature -- you don't have to wait to find a group, you just jump right into content without any slowdown. The obvious question, then, becomes "why didn't someone notice that people like to just jumping in and playing the darn game?"

Of course,the full answer is a bit less obvious but no less true: someone did. Several someones, in fact. Paragon Studios and Cryptic before them both realized how much people like to just pick up and go. That's why City of Heroes currently sports three different systems to allow you or a full team access to content quickly, ranging from reliving your character's greatest triumphs to fighting Nazi vampires on the moon.

Making the most of the free trial period

Filed under: Previews, Tips and tricks, Opinion, Academic


The whole point of a free trial is to get you to buy the game. This is a fact of the genre, and we all know it. Correspondingly, we don't usually sign up for the free trial unless we're relatively certain we'd like to try the game in the first place. But all too often, we try the game for one session, and then we miss the rest of the free trial period and never really form a cohesive opinion about the game. So the company doesn't get your money, you don't get to try the game, and your characters languish forever in the waiting room.

Needless to say, this isn't ideal for anyone. You want to make the absolute most out of your free time in the game, whether you signed up for a free 12-hour trial or you've got a game with an endless free trial a la Warhammer Online. Doing so is something that takes a little extra work, before and after playing, but the upshot is that you get to more completely enjoy the game you're playing and decide if you really want to spend money on it every month. Read on for how to keep yourself in the game, engaged, and aware of whether or not the game deserves your subscription.

City of Heroes offers some Hero-Con highlights

Filed under: Super-hero, Podcasts, City of Heroes, City of Villains, Events, real-world, Expansions, Previews


If you were one of the many City of Heroes fans who wasn't quite able to make it to Hero-Con, we offer our condolences. Even though you know that the information revealed there gets disseminated as fast as possible, there's still a sense of missing out on something big. And even though that event was a couple months ago, the sting probably hasn't quite worn off yet. But fret not, as Paragon Studios has given you loyal but not-necessarily-traveling fans a little present. There are now several podcasts available on the official site with recordings from the celebrated event.

The available podcasts include the opening ceremonies along with the Going Rogue preview, discussions of power and archetype balancing, and the panel regarding the ongoing storyline of the game among others. Audio quality isn't perfect, but for a recording of a live event there's little to complain about. If you'd prefer to listen on the site, there's a built-in player, or if you'd rather have them on your iPod (or other mobile player) they can be downloaded on the same page in MP3 format. It's not quite the same as being there, but it certainly beats missing the experience entirely if you're a longtime fan of City of Heroes.

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