Lighthouse_NA

Legend
  • Posts

    1226
  • Joined

  1. Vol. 2, Issue 18
    October 10, 2008

    The City Scoop a publication for Supers by Supers!


    Read the latest publication and then join in on the community discussion!
      [*] If you have concerns regarding the content of the Scoop please direct your comments via PM to Lighthouse or Ex Libris.
      [*] If you would like to do a feature article, have an event covered, or join "The City Scoop" team please PM Snow_Globe
      [*] If you need some “Advice” contact Lady_Athyna or would like to “Ask The X” contact LiquidX
      [*] Finally if you have a Classified Ad or Recipe you would like included please contact: MistressNoire[/list]













































































































  2. The City Scoop Staff









































































































  3. Classifieds





































    ARTIST WANTED


    Published author seeks superhero artist for politically
    progressive comic book project. Speculative: no money up front, any profits to
    be split 50/50. Character designs to start; full script pages will follow.
    Interested parties should PM DoctorJ through the forums or @DoctorJ on the
    game.



    Better Base and Fortress


    Otto is seeking volunteers for upcoming episodes of Better Base and Fortress. Do you think your base has what it takes to get 5 out of 5 Otto's from Otto Plair? Contact Mindscythe in game @Mindscythe to arrange a base tour and discuss the details of becoming an upcoming episode



    NOW HIRING


    Paragon Underground Radio is now hiring bouncers and bartenders. Please send an in-game e-mail to DJ Durango on the Virtue server for more information or an application.



    WANTED


    Fan Artist to draw my character. I cannot offer much
    compensation other than any of the wares I would otherwise sell on the Auction
    House. If you are interested, please contact Hakuro de Killer on the Virtue
    Server.


    Want your character to be interviewed by Scoop Man? Send
    a PM to HumanMiracle!
    Want your character to be interviewed by Patty-Sue
    Ivanova? Send a PM to Emperorsteele!

    Want to be part of the VEAT Army? Yes we are an offshoot
    branch of the FUSION empire in the Protector dimension loyal only to Ghost
    Widow. We are destined for greatness.


    Ghost Widow has ordered my organization to form a new
    sect in support of special operations. I will recruit within our ranks as well
    as go outside of our known coalition. These chosen members will go to an
    academy for training as various Arachnos soldiers. While I do not like to be
    told how to run FUSION, Widow assures me that I will be rewarded for forming
    this group.


    My first order of business is to choose villains among
    my organization that display some of the following qualities: Mind control,
    knowledge of poisons, stealth, acrobatics, weapons fighting, and most
    importantly do not display fear and that would die if I ordered them to do
    such. I have at least 20 in mind from my 150 Villain organization that fit this
    criteria. Over the next few weeks I will begin listing them in preparation for
    training.


    This training will consist of a series of trials and
    strike forces ordered by Ghost Widow. More to follow soon.


    Want to know more?
    Please come to the Veat Army Project.



    Need to sell something? Post it in The City Scoop
    Classifieds. Send a PM to a scoop staff member.



    DO YOU LOVE MUSIC?



    Well, so do we! KJSR.net, the Voice of Jello Shooters, is a relatively new internet radio station, and we're looking for new DJs! So if you love all kinds of music, and want to "share the love" so to speak, contact either @Kyo-chan or @Steampunk Charlie right away!


    And for our devoted listeners, we've got MORE shows, and MORE prizes coming up, so tune in!



    Introducing Two-for-Tuesday at El Super Mexicano! All
    regular quesadillas just 2 for $5 all day Tuesday!



    Lost


    One Oscillator Overthruster. Needed to destroy world, those heroes will never know what hit them!
    - Dr. Aeon.
    Ok, now send this...



    Lost



    Paradigm Shift Device. Contact Demented Cynic at Portal Corp. by Friday. Remember to bring Hawaiian shirt.




    HELP WANTED



    Writers for The City Scoop. Please contact Snow_Globe or Marcian_Tobay for
    submission details.



    Do you have an event coming up? Are you going to attend
    an upcoming event? Do you want to see or even write an article for The City
    Scoop? Drop a line to an Editor-in-Chief a week in advance, and you too could
    be a guest writer for The City Scoop.













  4. Food & Recipes



    Hey again folks,



    Hope you enjoyed the things I came up with last week.


    This week I have more to share!


    My next one comes from Ex Libris, Ex sure loves Chicken with creamy or cheesy
    sauces on it, and Peanut butter as well as lemons and grapefruit.... Let's see
    what I can whip up on this one.





    Chicken Broccoli Alfredo





    Sauce


    1/2 cup butter


    1 (8 ounce) package cream cheese


    2 teaspoons garlic powder


    2 cups milk


    6 ounces grated Parmesan cheese


    1/8 teaspoon ground black pepper



    Melt the butter in a medium, non-stick saucepan over medium heat. Add cream
    cheese and garlic powder, stirring with wire whisk until smooth. Add milk, a
    little at a time, whisking to smooth out lumps. Stir in Parmesan and pepper.
    Remove from heat when sauce reaches desired consistency. Sauce will thicken
    rapidly, thin with milk if cooked too long.


    Chicken
    2-3 good size boneless chicken breasts

    Lemon Pepper seasoning (if you have it)

    If you don't have the seasoning you can take

    3 1-2inch thick slices of Lemon


    pepper





    Pre-heat oven to 350 degrees. Rinse off chicken breasts and place them face down
    in a pam sprayed baking dish. Add enough water to cover the chicken 3/4. Place
    lemon slices or sprinkle the seasoning over top. Whichever you choose. Bake for
    45-60mins or until no longer pink. Pull out and let cool enough so you can cube
    it up. Toss in with the sauce.


    Broccoli


    Frozen or Fresh whatever you choose, cook in a pot with boiling water and a
    teaspoon of salt until cooked to your liking, add the floret parts to sauce,
    stir.


    Pasta



    Your choice, cook to the back of the pasta package. Drain. Add Pasta sauce with
    Chicken and Broccoli and stir.





    A great side to go with this, my personal fav is Caesar Salad. Personally I been
    staying away from Croutons all the carbs and stuff, I usually take a few slices
    of apple and slice it up on top skin and all, quite refreshing!


    Now for dessert!

    Yes, has to be ....... COOKIES!





    Peanut Butter Cup Cookies




    1 3/4 cups all-purpose flour


    1/2 teaspoon salt


    1 teaspoon baking soda


    1/2 cup butter, softened


    1/2 cup white sugar


    1/2 cup peanut butter


    1/2 cup packed brown sugar


    1 egg, beaten


    1 teaspoon vanilla extract


    2 tablespoons milk


    40 miniature chocolate covered peanut butter cups, unwrapped



    Preheat oven to 375 degrees F (190 degrees C).




    Sift together the flour, salt and baking soda; set aside. Cream together the
    butter, sugar, peanut butter and brown sugar until fluffy. Beat in the egg,
    vanilla and milk. Add the flour mixture; mix well. Shape into 40 balls and
    place each into an ungreased mini muffin pan. Bake at 375 degrees for about 8
    minutes. Remove from oven and immediately press a mini peanut butter cup into
    each ball. Cool and carefully remove from pan.





    Hope that helps!

    Stay tuned next week!

    Until then keep those recipes coming or those kitchen meals you need help with!

    Thanks!


    Mistress Noire


    [/color]











  5. The People On...



    Time Travel





    Well I think it's about time we here talked about something scientific-y. You
    guessed it, time travel. If you didn't guess time travel you need to lower your
    standards of me. I'm not THAT well informed, and frankly the reason I chose
    time travel is because it is the one topic I can comprehend to some degree.
    Granted I know as much as a chimp and all the experience I've had has been from
    comic books and movies, but come on. I'm a middle class journalist with a
    degree from community college. AND LOOK AT ME NOW! Ha! They said I couldn't
    make anything of myself, and they were WRONG! Back to time travel. Here in
    Paragon we've been host to some spooky phenomena, ghost ships and such to prove
    a point. But time travel is quite possibly the most fascinating thing to happen
    to this place since the Rikti came back, at least in my opinion. I tried to get
    my own first-hand experience and travel back in time, but to no avail.
    Apparently I need to be either a Midnight Club member, or have a hero license.
    Since I am neither a hero nor a Midnighter, I settled on hunting down a hero
    who would tolerate me enough to talk. Luckily I ran into a familiar face,
    Avengening Speceter. Now I know, I know, it's not spelled right. But there are
    apparently 18 Avenging Specter-type names in Paragon so he had to settle for
    this one. Rest assured however, he is well informed…


    Scoop Man: Ah! Avengeing Speceter isn't it?


    Avengening Speceter: Indeed.


    SM: Thanks for taking the time to talk with me.


    AS: My pleasure.


    SM: As you can see, I've been standing outside this place for
    some time now. I'm not a Midnight Club member, but I wanted to see what this
    whole deal was with the time travel in there. Unfortunately I can't. Can you
    shed some light on the whole issue for the rest of us who aren't privileged to
    experience this wondrous thing? What's it like?


    AS: I personally puke every time I go there but other than that
    it is quite pleasant.


    SM: O-oh…Well let me ask you this. Does the whole idea that you
    are able to fix things that happened in the past seem a little godly?


    AS: Yes, and no. No because when you think about it, everything
    we do everyday might be considered godly.


    SM: Ah I see. Isn't it dangerous to play with the fabric of
    time though?


    AS: Yes it is. Fortunately there are certain safeguards in
    effect to minimize the danger should something go wrong.


    SM: Like what?


    AS: Well I don't trust them at all, but supposedly the
    organization known as the "Ouroboros" recruits heroes to fix these mistakes.
    But even then things can go screwy. I've got a PhD in advanced physics and it's
    tough to translate the dimensional research to time travel.




    SM: Why don't you trust them? They seem to be recruiting the
    people who are the most capable at handling the situation. Heroes have shown
    threat they can handle a lot. Why not this?


    AS: Well the phrase "Who watches the watchmen" comes to mind.
    And remember, it only takes one rogue cape to change it all and I heard they
    may even have black masks working for them now. Ask yourself, are you
    comfortable having villains screw with time?


    SM: Villains are there too? It seems that there isn't anything
    they can't get into. Have they proven a threat so far in the plans?


    AS: Well as I said before, there are plenty of heroes to keep
    them in check most of the time…


    SM: Let's rewind a bit here and go to the Midnight Club again.
    I hear that there is a portal in there that leads to Roman times?


    AS: Indeed a nice place to visit but I wouldn't want to live
    there. *he rubs a bruise on his left side*


    SM: Rough kind of place?


    AS: Yeah. I got into a scrap with some locals after a
    "visiting" villain convinced them I was some sort of demon sent by Hades.


    SM: Why is there a portal to that place and that place alone in
    there?


    AS: Well one of the head Midnighters managed to "borrow" a
    portal from the Ouroboros I guess. Apparently he feels the same way I feel
    about them. At least that's what I think.


    SM: Gotcha. I guess we'll really never know then huh?


    AS: You know those magic users and their secrets.


    SM: Totally. Thank you for your time AS.


    AS: Thank you. And those that would do evil to others should
    remember my name…



    Well that sure is a lot more than I knew before. As for this "Ouroboros"
    organization, I'm not sure how I feel about it. It sounds a little too
    omnipotent for my tastes. An organization that has the power to travel in time
    and change history, that employs villains and heroes to do IT'S work sounds way
    too sketch. And what is the point of this organization in the first place? Sure
    fixing time is all well and good, but why have they felt that NOW was the best
    time to talk to us? So many questions and not enough answers for my taste. My
    kind of scoop. Now I'm going to see if I can find more answers for you all.
    Like I always do, I find someone from the less reputable side of the law to
    give me their side of the issue, and I plan to deliver…













  6. Base Showcase




    Spring Knights





    Who is your base designer and who are your supergroup leaders?





    I (Redlynne) have done most (but by no means all!) of the work of designing the
    Spring Knights base, and actually implementing those designs in the base
    editor. If anyone is "held captive" by wanting to spend hours and hours just
    "playing with the editor" that would be me. That doesn't mean that this is a
    one-horn-band sort of effort though. I routinely solicit the ideas and advice
    of my friends and SG-mates as to what they think should happen next (base-wise)
    and whether things are "working" or not as far as appearance and usability go.
    This means that there have been more than a few offhand comments tossed around
    that inspired something that has actually been done. The Control Room for
    instance, complete with Loft Library and "Treehouse Effect" ... I blame
    entirely on Nostromo for giving me the idea to do in the first place.



    And yes, before you ask, what you see in there now is in fact the result of an
    off-hand comment that the room "looks a little sparse" as a big empty with
    almost nothing in it beyond the absolute essentials.





    Right now, in just the last month, we've added a new 5x5 Meeting Room to the
    base, which actually represents more than half of the usable area of the entire
    base plot. It's intended to be used as a "sandbox" for base design by the SG
    members, not just myself or other "senior" members of the SG. This means that
    the biggest room in the base is essentially reserved for people to try out
    their skills at base design and working with the editor should they be so
    inclined. The intent is that "every now-and-then" when we get tired of looking
    at the big room, and we agree that it's time for a makeover, the right to
    delete everything out of the big room and start from scratch will be awarded to
    whomever shows the most interest in undertaking such a project ... and we all
    get to participate in the creative process by offering feedback as the
    rebuilding progresses.



    As far as SG Leadership goes, right now Spring Knights is small enough in
    membership that there's no real need for a hierarchy of leadership. Although my
    main, Redlynne, holds the only Rank 5 (Liege) position, all of the other
    members in the SG hold Rank 4 (Champion) ... so it's not as if there are
    "leaders and followers" in the SG. Nostromo and I are the most active players
    though.



    What server is your base on?



    Virtue server.



    And although Spring Knights isn't in a coalition with Hero Dawn, the most
    prestigious SG on the Virtue server, that's mainly been a function of the fact
    that Hero Dawn's coalition list is basically full.



    That said, all of the players with membership in Spring Knights have a long (and
    in my case, going all the way back to Issue 2 (or was it 3?)) history with Hero
    Dawn, which continues through to this day.





    When was your supergroup established?



    20 June 2007.


    Oldest member: Ms Givings (SG Founder)



    Unfortunately, a friend of mine discovered Tabula Rasa in the fall of last year
    and "infected" me with interest in playing that (which was a bit of "Revenge!"
    since I'd gotten my friend into CoH back in Issue 3), so we wound up playing
    Beta through Launch together and on into Deployment 8 of TR until around
    April/May this year. Then I decided I missed playing City of Heroes, because
    you couldn't customize stuff in TR like you can in CoX ... and besides, I'd had
    all these (outrageous) ideas for (what I thought was) a really nifty 3D base
    design for over a year by this point. Those plans would never see the light of
    day if I kept playing Tabula Rasa all the time.



    So I came back to Paragon City and started building up my SG's prestige account
    ... enough to start actually *doing things* beyond having an Oversight Room.
    Once I actually had enough prestige to start "being cool" and 3D in my
    designing, it kind of snowballed from there in a sort of virtuous cycle, where
    I was motivated to play just so I could add the next bit of amazingly nifty
    piece of architecture and functionality to my SG's base.





    As of this writing, Spring Knights has no coalition partners ... although my
    partner in defeating crime, Nostromo, did briefly toy around with the idea of
    creating a coalition SG for Spring Knights. The motto for Awesome Incorporated
    was, "Why be merely 'Good' when you can be AWESOME!"



    How many players are in your supergroup?



    Five players, two of whom are heavily active (myself and Nostromo), who combined
    contribute a grand total of sixteen alts to the roster. Three of those players
    have only a single alt in the SG, so the membership is mainly Nostromo's and my
    alts. At present, the SG very much a laid back and casual thing for me and my
    friends, with no real obligations in terms of demands or duties. We're just
    doing this to have fun.



    What is the approximate value of your base?





    At last check, it was just a few thousand over 1.6 million prestige. It's still
    not "complete" yet though, so as prestige rolls in more workshop services are
    getting added. I fully expect the Spring Knights base to tip the scales
    somewhere around 2 million prestige when it gets "completed" though, when we've
    got all the workshop services we'd "need" for a PvE SG base (and they
    subsequently get Lifted Into The Sky, just to make it more interesting because
    2D is boring).



    I'm guessing that of that ~2 million prestige approximately 30% of it will have
    been spent on decorative items by the time we're done. That's a not
    inconsiderable chunk of change when talking about a (mere) 8x8 plot of space
    holding only six rooms. Good thing rent is cheap at this size!



    How much time do you spend working on your base? How much time have you
    invested so far?




    Depends on how much prestige is available! ^_-





    Personally, I tend to prefer to just "zone out" and have fun messing around with
    the editor. There have been times when I've basically spent an entire week
    doing the prep work for laying out a room and then spent all day implementing
    that plan. That's ultimately what happened with the Control Room. I literally
    spent about a week building and re-building and re-re-re-re-building the
    uppermost level of the control room in, of all things ... Notepad. The reason
    for using Notepad was because it evenly spaces all characters equally, so it
    was perfect for keeping track of spacing and doing layouts on "scratch paper"
    before moving into the editor. This also meant that I could be doing layouts
    for my base while I was at my day job (with no one the wiser!), so that when I
    got home I'd actually have time to play ... rather than work on my base (prep).



    So far, the Control Room has been the most intensely planned part of the entire
    base, and it took the most time out of all of the rooms to actually implement.
    I actually spent pretty much the entire double XP weekend for Positron's
    birthday implementing the Control Room you see in these screenshots in the
    editor. Just getting the uppermost Loft Library and the landing on which the
    Magic Axis is located finished took approximately 18 hours that weekend on
    Sunday ... and that was how I spent my double XP weekend, building a Control
    Room.





    Typically, I like to do base editing in long stretches when I can get away with
    it ... like 4+ hours at a stretch when possible. By now, what with all the
    building and re-building and re-re-re-building that I've done as I've gained
    expertise (through making mistakes, and lots of them!) and coming up with
    better ideas after finishing a revision and so on ... I'd estimate that I've
    spent at least 2 man-weeks just editing the Spring Knights base since May when
    I came back to playing CoX.



    What is your favorite base item? Least favorite?



    Favorite Base Item (currently): MAGIC DESKS


    Specifically: Rustic Flattop Desk



    Without the Rustic Flattop Desk, I quite literally couldn't do even half of what
    you can see in my base. It's borderline impractical to do right now ... but
    because the Rustic Flattop Desk can be stacked pure vertical, it's merely
    tedious rather than excessively onerous to lift things off the ground.



    I'm also quite fond of Bookshelves, Shoji Lamps and Trees. I make extensive use
    of these three elements in my base designs for everything from suspended floors
    (Bookshelves *and* Shoji Wall Lamps), to controlled lighting (Shoji Lamps), to
    carefully placed visual blocks so as to keep the starkness of the stairs and
    open spaces in my layouts from being so deplorably bleak/obvious. The trees
    especially allow me to hide/camouflage some of the more egregious compromises
    you simply have to make when placing stairs above the ground. Plus, when you're
    building in 3D, the inclusion of trees can give you a very definite "Treehouse
    Effect" depending on how you design your layout (in 3D, naturally!).



    That said, if Positron (and friends) ever develop an editing tool which allows
    you to rotate *and* translate through X, Y, Z in 1 foot increments selected
    items *freely* ... let's just say that as a layout artist I'd never touch the
    Rustic Flattop Desk ever again.





    Least Favorite Base Item: RAID PATHING



    To be honest, a lot of the limitations that Raid Pathing puts on you can make
    you want to scream at the monitor and give it a good shake sometimes (or in my
    case, all the time). Raid pathing is the one thing that can turn a perfectly
    good room layout that works on paper into something that can't possibly work
    inside the editor. As far as I'm concerned, Raid Pathing is "2D stupid" as far
    as algorithms go ... although I can understand why, from a programming
    perspective, it works the way it does. I just wish that Raid Pathing was a
    "feature" of PvP enabled bases only, since for PvE bases all it does is get in
    your way and prevent you from doing everything you might otherwise be able to
    do.



    What is your favorite thing about base editing? Least favorite?





    The sheer creative scope of what you can do is simply awesome. Even something as
    simple as atmospherics and the "mood" of a room can be controlled to an
    astonishingly exacting degree.



    In the Spring Knights base, I wanted to create a sense of "vastness" in space
    ... even though I'm only working on an 8x8 plot with a bunch of 2x2 rooms. I
    was able to achieve this through a carefully considered combination of heights,
    styling and (most importantly) lighting. By carefully controlling the lighting
    (global lighting completely "off" and only local light sources illuminating
    things) I was able to achieve a sort of "islands of warmth and comfort" type of
    effect, while at the same time de-emphasizing the walls that bound up the
    various spaces into their (little) boxes. That's why even though the Spring
    Knights base is *objectively* small (a mere 8x8 plot), it actually *feels like*
    it's far larger than that. This is because your attention is drawn away from
    the walls bounding the space of the rooms ... resulting in far more value being
    given to "walkable area" rather than just the raw square footage given to each
    room.



    Needless to say, I'd never have been able to do the sort of stairway access you
    see everywhere if I hadn't figured out a way of using the arcane Stone Plinths
    you see in the base to be able to have my stairways "reach" all the way down to
    0' height through a "bridging" floor object which can lift you up within range
    of walking naturally onto the lowest (elevated) stair (at 3 feet high). This
    then allowed me to have minimum height floors and maximum height ceilings
    throughout the base, thus yielding the most "spacious" of possible bases (given
    my limited plot size).





    My least favorite thing about the editor is the way that it sometimes seems to
    have been purposely programmed to drive me bat[CENSORED] insane! Hotspots to
    "grab" things (such as floor and ceiling heights) are in THE MOST bizarre
    locations ... and since there's no visual indicator that the (wrong!) hotspot
    is THERE it can be extremely frustrating to find the right camera angle to
    avoid grabbing hold of something you don't want snag.



    And Magic Desks can be absurdly finicky about both cursor AND camera position
    when you're trying to stack them. It seems like you can't keep them from
    stacking when you DON'T want them to stack, and like they'll absolutely REFUSE
    to stack unless you put the cursor on *EXACTLY* pixel X,Y (margin of error,
    zero) on your screen.



    Oh and the fact that there's no Undo/Redo feature in the editor is a sticky sore
    point for me.



    What is the highest thing on your wish-list for new base items?



    Water


    Fountains


    Windows (to the outside world)


    Telescope/Observatory


    NPC Staff


    A Pipe Organ (cue Toccata and Fugue in D minor...)


    Emplaceable sound effects


    A Mission Computer that does more than consume power and control



    If you could give just one piece of advice to a new base editor, what would
    it be?






    Don't be afraid to DREAM!



    It sounds simple, but it's really a lot harder than that. It's actually somewhat
    easy to get discouraged, when it comes to base editing. Sometimes it feels like
    you're never going to get finished ... and even if you do, almost no one is
    ever going to appreciate (fully) what you've built. You think about all the
    hours and hours of your free time that you're sinking into this endeavor, until
    eventually you start thinking about what you could have accomplished (and
    earned) in that amount of time if you'd been playing the Game instead of
    messing around with the Editor like this.



    The thing is ... all of that blood, sweat and tears (and yes, rage) that you
    spend playing the "mini-game" that is base editing will in fact pay off if
    you're willing to invest yourself in it. I've been giving base tours to friends
    of mine that I know, who aren't SG members, and just watching their reactions
    as they wander through the place in stunned amazement is worth every minute
    I've spent wrestling with getting everything "just so" in the editor.



    As I like to tell visitors, especially first time visitors, to my base ...



    Your pleasure is my reward.$$em fancybow



    Ultimately, if your base is going to be about anything beyond being a
    transportation and/or storage hub, it's going to have to be something ... a
    space ... that "moves" people on the emotional/artistic level. It's going to be
    about mood and atmosphere and (yes, dare I say it) ... dramatic staging.



    And you can't pull off that sort of an effect on people if you aren't willing to
    "dream a little" yourself.





    The flipside to this of course is to not be afraid of (and also, not beat
    yourself up over) mistakes. Everybody makes mistakes. The trick is that not
    every mistake is a complete waste of time. I know that I've spent hours and
    hours trying to get a particular feature to work "just so" only to find out
    that it doesn't "fit" with some other element or there's a Raid Pathing issue
    that prevents it from working out the way I'd like it to or SOMETHING that
    makes stuff not work out right. The trick is to learn from those mistakes in
    ways that actually add to your repertoire of skills, rather than getting upset
    with yourself over how much time you've (now) wasted.



    Because I'll tell you this much.


    Sometimes, you need to make a really spectacular mistake in order to make a
    discovery that will open up whole new possibilities and give you new ideas for
    all the cool things that you can (now) do.



    Anything is easy so long as you know how.


    It might be *tedious* ... but that's a whole different problem.



    Half the burden with having (big) dreams is knowing how to make them a "reality"
    for other people to enjoy. But with inspiration and motivation ... everyone can
    share their dreams, even despite the setbacks you'll inevitably encounter along
    the way.



    So my advice is ... don't be afraid to dream ... because you may be surprised to
    see where your dreams can lead you, and the sort of impact they can have on
    other people that you share them with. After all, it's the dreams that inspire
    more than ourselves that make this all worthwhile ... even beyond our own
    wildest dreams ...










  7. Congratulations






    The Model Citizens (Triumph) would like to congratulate and show or sincere
    appreciation and love for our very own Syndralina. This amazing hero has just
    reached the monumental achievement of earning 3 million prestige for our SG!!


    Syn joined our little family about two and a half years ago and has been a
    constant source of fun, friendship, support and the more than occasional
    wisecrack ever since. Making this achievement even more spectacular is the fact
    that the majority of her earnings were accumulated well before both prestige
    and influence were given while in SG mode. Her willingness to sacrifice her own
    pocket book in favor of supporting her Super Group is a fine testament to her
    unselfish attitude and her generosity toward others. You can always count on
    Syn to be there when you need help, listen when you need to talk and make you
    laugh when you need cheering. She will even stand by your side and suffer
    through an entire days worth of endless and brutal Carnie missions to get you
    to your goal. All the while keeping you alive and full of juice. Now that痴 a
    hero!


    We consider ourselves extremely fortunate to have such a fine hero in our ranks.
    Syndralina has, in our opinion, indeed set the bar on what a hero should be.


    Thank you for joining us Syn! Thank you for all you do and for allowing us the
    privilege of calling you our friend and fellow SG mate!


    WE LOVE YOU SYN!!!



    Pinnacle
    Event














  8. Community



    Fan Fiction Spotlight








    The Last Prince of Mars





    Gashanatantra strode into the sensing room like he owned the place; because,
    basically, he did, and everyone in it as well. Robots scurried to and fro,
    carrying data readouts between stations that were manned by
    increasingly-alarmed technician-slaves. Ras Thavas sat at his wide viewer
    consol, hunched over the readouts, his frame visibly shaking. He turned as the
    Prince entered, almost shouting for his attention and haste.


    "What is this now?" the Prince demanded, "I am almost ready to launch against
    the Kashavok. Even now, my ship Ajax has my personal Tripod loaded and r-"


    "My lord, please." To interrupt a Martian Prince in this way could mean a Whim
    Death for the slave so arrogant as to speak over his lord. But there was that
    tone in Ras’ voice. The Prince stayed his hand. "The readings my sensors are
    showing.. cannot be possible. But, I am seeing the same readings from our
    secret splices in the sensor arrays of three other families."


    With a trained eye, Gashanatantra shouldered in beside his servant, glancing
    across scrolling lines of text from a number of different antennae across the
    world, all showing more or less the same odd things. Alarming things,
    impossible things.


    "This cannot be correct," gruffed the Prince, "Perhaps the Kashavok are feeding
    false readings to disrupt our plans."


    "No, my lord! I have run remote systems checks on all feeds. These readings are
    showing true! The data is not corrupted nor simulated!" The small-bodied
    scientist was so agitated his was wringing his slim, delicate hands together
    most roughly, a gesture that would, for Martians, be tantamount to cutting
    oneself in grief. No Martian slave was ever allowed to wear hand covering to
    protect this delicate feature. Threat of harm to the hands allowed their owners
    to keep such slaves in line, death at the whim of a superior notwithstanding,
    of course.


    For a few seconds more, the two stood in silence as the data unfurled before
    them. What it was saying was beyond apocalyptic. But the Prince needed to hear
    confirmation. "Tell me your conclusions."


    The scientist-slave barely could be heard now. "I believe that the gravity-wave
    device the Kashavok have been working on has malfunctioned in an irreversible
    and fatal way. Just as I said it would if our spies were correct!" The Prince
    grimaced at the pitiable display of emotional weakness the scientist was
    jabbering through. "An uncontrolled reaction that is self-generating. I told
    you they could not control such a gravitic reaction if they ever initiated it!"
    He swiveled in his seat to face his lord and look him squarely in the eyes, a
    gesture of defiance that would surely be worthy of his immediate death, if only
    under other circumstances "They have destroyed the world! According to our
    devices, they are turning the crust of the planet inside out!" His voice was a
    shriek.


    To the Prince’s trained eye, this assessment appeared to be correct. Even now,
    from it’s initiation point on the other side of the planet, some disastrous
    runaway effect was uplifting the entire crust of Mars, and rolling it over upon
    itself. Material from miles under the surface was being flipped over, while the
    surface was being immediately inverted or subducted. The wave was spreading in
    a ring, expanding outward from the center of Kashavok territory, flowing around
    the world in an inexorable calamity.


    "There is no escape from this," the Prince whispered, even as he pondered quite
    selfishly, that his brilliant preparations for war had been rendered pointless.



    I don't have much to say as far as a review for this other than the fact that it
    gives me a chuckle. This story is chock full of classic "Martian" clichés, and
    they're done well. Everything from Mars being a lush Eden to the main character
    being the ubiquitous "Little Green Man" is downright Victorian (and amusing),
    and Dark Harrier does a pretty decent job at making it his own and a part of
    the CoH/CoV world.


    Now, this isn't to say there aren't some serious moments. There are some pretty
    good descriptive sections detailing how Gashatantra's hands work or how Mars
    was turned inside out, but they play well with the overall tone of the story,
    which is largely "Fish out of Water... But that Fish is Jaws... With Ray Guns."



    It's definitely fun to read. I hope Dark harrier keeps writing it.





    The Redeemers





    Olive felt like she was in a dream. It was just like when she was trapped inside
    the body of one of the Devoured. People didn’t understand what that was like…
    Not unless you were a former victim who survived, and there were scant few of
    those. In the support group she was a part of she knew five others, just
    humans, and they all had such a terrible fear of plants of all kinds that she
    had to wear makeup to conceal just how altered she really was.


    Her misery at being unable to truly connect or help those people or herself was
    going to have to be pushed aside. She knew what had led to this moment, and she
    had to figure out how to get out of it. One twitch of her wrist and she would
    be able to-


    She felt herself get hefted into the air and something was digging into her arm.
    Somebody was shouting harshly, and suddenly there was light everywhere. When
    her vision cleared, she saw the Freakshow all lying all the ground, pushing
    themselves up, and there was fire everywhere. She cringed away, until she felt
    a reassuring hand on her shoulder.


    "Relax. It’s mine and can’t hurt you. The floor’s yours for now," her team
    leader, Mider Caid, murmured, "Better hurry, that good feeling you’ve got
    doesn’t last much longer than a minute…"


    "It’ll be a good minute," she replied before she flexed her forearms and a
    number of special seeds were deposited into her hands.


    She hurled the seeds into the midst of the Freaks. One leveled a shotgun on her
    but his blast went wide when a burning vine shot out of the ground and batted
    his arms aside. He looked up in terror at the fiery, sinewy thing and screamed
    as it wrapped around his waist, lifted him into the air and, in the same
    motion, slammed his head to the floor. Other burning vines did the same to the
    other Freaks with varying results.


    One turned his shotgun on the vine facing him and blasted it apart. No sooner
    did he do this than Danny Strik leaped over the machinery, his katana drawn in
    an aggressive manner, and deftly slashed through the gun. The ninja followed up
    his attack with a handle strike to the nose and a knee to the gut that put the
    thug down. Another Freak, this one armed with a submachine gun, started firing
    short bursts at Danny, and he twirled his sword about to deflect the rounds.


    "No way!" the man screamed as he swatted the weapon, "Come on you piece of-!"


    His sentence was interrupted by the glowing fist of Tommy Strik, who happened to
    have been a follower of the Green Ink training. He wailed on the gunner for a
    few more rounds before finally leaping up, whirling in the air, and dropping
    his fist right down on the goon’s head. The Freak bobbed his head up and down a
    little before falling over in a heap.


    A couple of the Freaks tried to escape, and they ran into their old friend,
    Johnny Slag. He was flicking his claws in and out of his wrists
    absent-mindedly, but when one ran by him, he kicked his foot out, tripping the
    man, and slashed out the Excelsior feed tube at the same time. He glared at the
    Smasher and looked over his one cybernetic arm.


    "One-on-one, punk," he growled, "You don’t stand a chance."


    The smasher rushed at him, his big hammer arm in the air, ready to strike.
    However, this was just what Johnny wanted as he sidestepped and let his
    opponent crush a nearby crate. He then smashed his claws through the wrist and
    severed the heavy weight from the arm. The smasher stumbled backwards and fell
    on his rump, looking up at the extended claws Slag kept pointed at his eyes.


    "Why’d I become a hero, you ask?" he growled, "I like the upgrades."


    The front doors to the factory smashed in, signaling that Martin’s crew had
    arrived. In a blur, the Freakshow goons were defeated and piled up in a neat
    pile next to the machinery Mider Caid and his crew had previously been taking
    shelter behind. Thinking it was over; they started to attend to their injured
    and wounded.


    "You did really well there," Mider said to Olive, "Are you okay?"


    "I don’t ever want to be knocked out like that again," she muttered back.


    "We’ll work on making sure of that," the wizard favored her with a rare smile;
    "Any chance you can get any of these guys back on their feet?"


    He gestured to the remaining unconscious. Crag and Cinder remained on the floor.
    Unfortunately, Olive shook her head.


    "I have spores that can heal, but none yet to help revive friends."


    "Does anybody have any Lazareen?" Martin asked.


    "Yeah!" a voice shouted from the machinery as cyborg bodies started tumbling off
    the pile, "I got your Lazareen! Right here!"


    The heroes watched in mild concern as Blender pushed his massive bulk out of the
    wreckage of his goons. There was something different about him, though. Steam
    hissed out of his appendages and they looked "fragile" for lack of a better
    word. Suddenly, his arms popped open and an array of blades were spinning from
    the points where his forearms should have begun.


    "Something I’ve always wondered about heroes," he growled sadistically as the
    blades sped up, "Will they blend?"


    He was like a walking buzzsaw. Worse, he was his namesake. They were tough, even
    Garm had earlier demonstrated that Trolls could stand up to Freaks when he took
    a Swiper’s hooked blade to the chest and promptly broke the man’s cybernetic
    arm off at the shoulder and started beating him with it. However, this was
    worse than anything anyone ever faced before. This would be like taking a
    Nemesis Mole Machine’s drill to the face. Worse, there would be no way to stop
    him before he seriously hurt somebody.


    "Ideas, anyone?" Martin asked as he took a stance.



    Somber pulled the scrapper back and knelt next to Crag and Cinder. As Blender
    started to approach, the former Skull started muttering. If Sanders didn’t know
    any better, he would have sworn it sounded like a prayer. [/color][/color]







  9. Advice from the X





    Greetings boys, girls, and beings of indeterminate gender! It's your favorite
    advice givin', woman lovin' man about town, LiquidX ! Now, I know what you may
    thinking... " LiquidX , you handsome studly liquid based sentient lifeform, how
    come you never call or write anymore? I miss you and your super manly advice!".
    Well, that's a very good question! Y'see, being the super stud that I am, I've
    been quite busy kicking butt, taking names, loving women, and getting the
    T-Shirts. And it certainly has nothing to do with the fact that Snow Globe
    threatened to sue over things like "Breach of Contracts", "Deadlines", and that
    Noodle Incident from last month. Anyways, with that out of the way, let's get
    this advice giving show on the road!


    "Dear LiquidX ,


    I've been wondering... I spend a lot of time working with various superheroes,
    and constantly hear the word "Retcon" being used. What's it mean?



    -Sincerely,

    Detective Junkers"



    Dear Detective Junkers,


    So glad you asked, Detective! You see, "Retcon" is slang for "Retroactive
    Continuity", a side effect that's commonly found due to time travel.
    Essentially, Retroactive Continuity is the phenomenon of present or future
    events being changed because of changes to the past. For example, if someone
    was to go back in time and change it so that all the plaques in Paragon City
    started referencing "That other villain group" instead of "The 5th Column",
    then that would be a Retcon. Retcon's can be both small changes (Such as a
    person's name changing from being spelled with a K instead of a C), and large
    changes (that involve infinate crises on infinate earths with the occasional
    Civil Wars and a Secret Invasion or two).



    Of course, there are also quite a few members of the Mystic community that
    believe Retcon's are actually the result of a mythical pantheon of "creators",
    who introduce Retcon's as a way to change parts of history that they no longer
    like or have an interest in. (Though if you ask me, that would be rather lazy
    of these so called "creators". And really, what's up with that? I mean, anytime
    you ask one of these so called "Mystics" about these so called "Creators", they
    get all Cryptic and start babbling things about "Champions", "Arctic Suns", and
    some nonsense about a Backwards Bishop always trapped in a box. It's quite
    stupid, if you ask me.)


    ...Anyways, lazy gods aside, the phrase "Retroactive Continuity" was originally
    used in reference to comic books, of which most Super's and Scientist types are
    typically fans of. The very first Retcon took place in "Stupendous Comics"
    issue 255, when it was revealed by the evil Babysitter Girl that Stupendous Man
    was actually the son of supervillainess Mom Lady. However, this was in direct
    contradiction to issue 35, where it was revealed that Stupendous Man was the
    only survivor of his planet when it exploded. This would remain in continuity
    for awhile, until issue 656, where it was revealed that Stupendous Man was also
    half brother to the hardboiled gumshoe Tracer Bullet from their very own
    "Detective Noir Comics" line of books.


    "Dear LiquidX ,


    What's the secret to eternal life and happiness?


    -Sincerely,

    Captain Napalm"



    Dear Captain Napalm,




    So very glad you asked! It just so happens I know the secret. And it's so easy
    that you won't believe it... All you need to do is




    The Top Ten


    Reasons you should attend Hero Con





    Hero Con is Next week, maybe? I think? I dunno I've been gone a long time. Not
    really, but no one reads what I type here anyway. Seriously. I could say, if
    you contact me and tell me what the 79th word I used in my article was I'll
    give you a free crate of Turtle Wax, no one would respond. But that deters me
    not, be cause this is the internet and your facts hold no power over me here.


    Anyway here you have it, the Top Ten reason YOU should attend Hero-Con.


    Number 10 - The Statesman Dunk Tank.

    Number 9 - Carnie Costume! Hello? Price of admission, covered!

    Number 8 - You've mocked your fellow players costumes, builds, and play style,
    now, you can finally go full Simon Cowell and mock their singing!

    Number 7 - Banquet Dinner = Best chance of your life to recreate the food fight
    scene from Animal House.

    Number 6 - Sushi and Sake Bar. I rest my case.

    Number 5 - Put *insert Dev name of choice here* on the spot when you *insert
    action of your choice* about *insert topic of choice* Yeah, I just went Mad
    Libs on you.

    Number 4 - Keep the camera rolling cause you never know when that 1 billion hit
    youtube clip is going to happen, and odds are, it will.

    Number 3 - FREEM!

    Number 2 - Because I'm going to be there, and you can walk up to me in person
    and quip about how unfunny I am. And I in return shall throw a biscuit or
    perhaps a corn muffin at your head as you walk away. And who Doesn't wanna be
    the guy or gal who Rasta hit with a Corn Muffin? Or for that matter the
    innocent bystander who I inadvertently hit. Maybe It will be Posi!

    And the NUMBER ONE Reason you should be attending Hero-Con is... It's your
    chance to finally meet some of the wonderful folks, and the brilliant game
    staff who have made this your favorite game for the last 4 years! Ok maybe it's
    just me, but I doubt I'm the only person who feels this way.















  10. The City Scoop



    Behind the PvP Mask


    MaXimum





    Can you tell us a little about yourself? Age, occupation and your natural
    habitat?




    Well a few things about me. I am 37 years old and live just south of Madison
    Wisconsin. I worked for General Motors for 9 years until 2 and half years ago I
    took a buyout and went back to school to be a computer/network technician. I
    now work for TDS Telecom as a technical support advisor. I sit in front of a
    computer all day. I have been happily married for 10 years and am a proud
    father of 3 little girls ages 8, 6, and 4.



    Have a favorite movie?



    My favorite movies have to be the Star Wars and Matrix movies hands down.



    How about musical tastes?



    I don't listen to much music but when I do it's the groups from my time
    Metallica, The Beastie Boys, Run DMC.



    When did you first discover PvP in City of Heroes?



    I have been PvP in City of Heroes since it hit test server. My first toons I
    PvPed with where my Perma Elude Martial arts scrapper and an Illusion Storm
    controller.



    Any PvP experience outside this game?



    I have always loved player vs player more than PVE. I guess it started sitting
    around playing Street Fighter, Mortal Kombat, and Killer Instinct on console
    with my roommates. The first computer game I played and PvPed on was Star Trek
    Birth of the Federation, which I played for many years and was considered a top
    player on it. After that I played Command and Conquer Generals and the
    Expansion, along with Battlefield 1942 for a long time.



    Which Test PvP groups have you been a member of; could you tell us about
    them?




    My first test PVP group was the Freaks of Legend which eventually I became PvP
    Captain with Ajax and Aura. The Old Freaks where possibly one of the best teams
    I ever played with. The entire roster had all star players through it. The
    Freaks accomplished a lot on the villain and hero side and I will be always be
    proud to be part of that group. It was a good ride but losing a lot of core
    players hurt us in the end. After a short stint with Goraths Most Wanted I
    joined Renegades and have since became PvP Captain of that group. The core of
    Renegades came from liberty from a villain group named Bedlam. Spec and Raz
    also recruited a lot of other players and Renegades where born. The Renegades
    are a lot of good people who will help in any way they can. There are some
    people who have never been in an official match ever that I know of but offer
    to power level and work out in practice. One of the key to success of the
    Renegades is the how much all the members care about one another. I also a few
    months ago joined Old School hero side. I wish the group would of stayed around
    for a while there was a lot of potential there.



    Your favorite role in the Arena and most challenging?



    My favorite role in the arena is the Stalker. It used to be a lot easier but now
    is the most challenging position I have ever played. The reason it used to be
    easy was I was on a Regen for years but that doesn稚 work anymore so I had to
    switch to Energy Aura. Having Mastermind pets, storms, and enemy Veats chasing
    you around makes it very hard to land an assassin strike.



    What is your most memorable Arena moment, team or otherwise?



    My Most memorable moment was when we beat VORI for the number one title. When I
    was with the Freaks we only lost one villain vs villain match ever. I felt a
    little better after avenging that loss.



    Your villains seem pretty "Max"ed out. Any story behind that?


    My first villain I named Maximum and the name kind of stuck. Now most of my PvP
    toons have that in their name. Maximum Strike (VEAT), Maximum Spike (Blaster),
    and Maximum Warfare (Stalker). There is really no story behind the name.





    This Issue:



    Advice From the X

    The Top Ten



    Community



    Fan Fiction Spotlight

    The Redeemers

    Community Notices



    Base Showcase



    The People On...



    Food & Recipes



    Classifieds



    Comic





    Upcoming Events:



    October Weekends




    Shardtober
    '08


    October 11th




    Guardians
    of Soul Society: Faathim the Kind




    Shardtober
    08:

    Sara Moore



    SHARDTOBER
    '08:

    Masochist Party


    October 12th




    Puppy
    Appreciation Day


    October 18th




    Hero-Con
    '08




    PvPEC:
    Gimps Against the World!




    The
    Three Amigos Event




    PvPEC:
    Gimps Against the World!

  11. Hey everyone,

    Just a quick beta update for those keeping score from home!

    Friday Invites
    As you know we started the closed beta test of Issue 13: Power and Responsibility this week. We've sent out an additional small batch of testers invites this afternoon, Friday Oct. 10th. So, check your e-mail

    The Beta
    Right now in the beta, the testing is pretty focused as a number of features are disabled for public testing as they aren't ready to have additional eyes on them yet. So far we've received a lot of good input and the bug database is hummin as our testing team enters the bugs and our developers bust out fixes for them and get new builds with said fixes ready for deployment.

    Beta Message Forums on vBulletin
    Also, I wanted to comment that we are using a separate vBulletin message forum for feedback and discussion in the beta. This is also a good way for us to iron out any issues with vBulletin prior to our coming big move off of UBB for the Official Message Forums. Don't worry - you'll all have the chance to check out our new vBulletin based forum home in the near future and well in advance of our move.

    So, if you do receive a closed beta invitation, now or in the future, please be sure to make a note of the URL for the beta forums and visit them for additional information about the beta.

    The Beta Selection Process
    I just wanted to reiterate that we know that a good number of players would like to get into closed beta. However, we really want to make sure the features are ready before we let a ton of people pound on the goods. In may cases, there is still a good bit of work to do. While Issue 13 is shaping up, we are still weeks out from open beta. Open beta will be everyone's chance to play the new issue before release and to provide direct feedback.

    Thanks in advance for your understanding and as always for your continued support of City of Heroes!

    Have a great weekend!



    To discuss this announcement, please join us in the Training Room Forums
  12. In the newest Dev Diary, Game Designer Phil Zeleski explains the new Day Jobs system that will be introduced in Issue 13: Power and Responsibility.

    Day Jobs takes the concept of offline character progression to a new level, incorporating a variety of potential rewards and allowing players to add further depth to their character's identity and back-story. Is your Hero a Banker when not out stopping crime, or maybe a simple Shop Keeper? Is your Villain an avid Clubber, or perhaps a Smuggler? Whatever you choose, Badges and Accolades await in addition to other bonuses!

    Click here to read the Dev Diary: Designing Day Jobs.
  13. In the newest Dev Diary, Game Designer Phil Zeleski explains the new Day Jobs system that will be introduced in Issue 13: Power and Responsibility.

    Day Jobs takes the concept of offline character progression to a new level, incorporating a variety of potential rewards and allowing players to add further depth to their character's identity and back-story. Is your Hero a Banker when not out stopping crime, or maybe a simple Shop Keeper? Is your Villain an avid Clubber, or perhaps a Smuggler? Whatever you choose, Badges and Accolades await in addition to other bonuses!

    Click here to read the Dev Diary: Designing Day Jobs.

    To discuss this announcement, please join us in the Developer's Corner
  14. Hi everyone,

    As we announced previously the Training Room Test Server will be unavailable during the closed beta testing for Issue 13: Power and Responsibility.

    The closed beta test of Issue 13 starts in the afternoon of Wednesday, October 8th.

    For those unfamiliar with closed beta testing, players will be able to patch up to the Training Room, but will not be able to proceed past the character select screen to log into the game.

    The initial pool of closed beta testers consist of a very small pool of testers. While we know that a lot more would like to be involved in the closed beta, our tester invitations are dictated by our testing needs. We appreciate everyone's understanding with this. Everyone who want's to play Issue 13 before it goes live and provide feedback will have the ability to do so in the several week open beta period that will come before Issue 13 is released to the live servers.

    To discuss this announcement, please join us in the Training Room Test Server Forum.
  15. Please use this thread to discuss the below announcement

    Last week Senior Designer Floyd "Castle" Grubb described what's going into testing as part of Issue 13: Power and Responsibility in the article Issue 13 PvE Powers Changes.

    Now, Castle talks on the Jester's Court Podcast about these changes! It's a 41 minute podcast, but if you are interested in these changes, it's well worth the listen!

    Click here to visit w00t studios and listen to the podcast!
  16. Last week Senior Designer Floyd "Castle" Grubb described what's going into testing as part of Issue 13: Power and Responsibility in the article Issue 13 PvE Powers Changes.

    Now, Castle talks on the Jester's Court Podcast about these changes! It's a 41 minute podcast, but if you are interested in these changes, it's well worth the listen!

    Click here to visit w00t studios and listen to the podcast!

    To discuss this announcement, please join us here.
  17. In early September we introduced Bruce Harlick to you in an "Ask a Dev" article. Since then, we compiled questions from across the game's community and below you will find Bruce's answers!

    Enjoy!



    Bruce: I was asked a lot of questions about Mission Architect. They were a lot of good questions, but I don’t think it’s really appropriate for me to answer them, since Hero 1 has been doing the design work on that feature. So I’m going to concentrate on answering other things.


    Question from Neuronia - When you script missions, is there a 'standard script' for various mission objectives that you can 'cut and paste' or does each mission require individual tweaking?

    Bruce: We have standard mission objectives built into our mission template; we can select which of them (and how many of them) we want to use when designing a mission. We can also do quite a bit with custom spawn definitions and scripts to make interesting things happen. That takes more work than just using the stuff that’s in the template, but lets us really fiddle with the mission setup and design.


    Question from Lady_Sadako - With the Mission Architect coming in Issue 13, the bar of player expectation from the Devs is going to be raised, because we'll be able to see how the basic missions are done. We won't be able to go into some of the old missions any more without thinking 'Map type: Warehouse, Enemy Group: Council, Mission Type: Boss Defeat... hey, I could have written this myself!'

    So what new tricks and features are the incoming missions going to have, which players CAN'T access? In other words, how are you going to keep Dev-made mission content special, other than just through the quality of the writing and the canonicity?

    Bruce: Well, the mission designers have access to a much larger set of tools then are included with the Mission Architect. While you’ll be able to do plenty of fun stuff with Mission Architect, we at NCNorCal have access to programmers and artists who can tell us if our really neat idea is worthy of having some custom programming or art done for it. Of course, all of those people aren’t at our exclusive beck and call, and have to balance the reasonableness of our requests with the demands of their other work. It’s all about tradeoffs. With that in mind, we’ll push the envelop as far as we can here and use the resources we have, and the new resources we can get, to create kicking new Story Arcs and missions that go beyond what you can do in Mission Architect.


    Question from the EU: What missions /storyarcs already in the game are you responsible for?

    Bruce: I wrote the new Cimerora Story Arcs for Issue 13. That will be the first of my work in the game.


    Question from the EU: What do you mean by "systems to help support missions"?

    Bruce: I probably should have said “…systems to help support stories.” Being a mission designer involves more than just writing missions; we work on the various game systems that go into making missions as well. One example of that would be something like the Mayhem missions. Those puppies are quite different than the normal mission, and required some new systems to support what they do, such as the side missions you get on them, the timing stuff, etc. A more extreme example is the Mission Architect. The way that system works was mainly designed by Hero 1 who worked with Pohsyb and others to get it implemented.

    The systems design may include small enhancements to the way our mission encounters work to larger systems as mentioned above. I can’t talk specifically about the large systems I’m working on (as it hasn’t been announced), but it’s a combination of new systems and mission content to bring you all some fun new stuff.

    Meanwhile, I’ll continue to find small stuff I want to do in missions, write up a design for it, and see if I can’t get code to implement it for me. For me it’s the perfect balance of content and systems creation. It’s all fun stuff and I’m glad I get a chance to do both.


    Question from Cosmic_Herald - Bruce, where will City Of.. be going direction wise from a story writer point of view such as yourself?

    Bruce: Well, one thing I really want to do is further explore some of the back story of existing characters. You’re going to see some missions from me that deal with that. I hope to get a chance to move between characters and get more of their stories into the game.

    Speaking of stories, I’m a big sucker for classic superhero stories, of heroes facing overwhelming odds and being forced to make tough moral choices, and of villains being offered a chance to walk the path to redemption. I like to explore what makes good good, and what makes evil evil, and just how hard it is to walk the narrow line between the two. You’ll certainly be seeing stories about that kind of thing from me in the future.


    Question from Lady_Athyna - If you can answer, is there any possibility of branching stories, where a different mission depending on the outcome of the previous mission is offered next?

    Bruce: Oh, I’d love to see branching stories in the game, where the player choices dictated what came next in the story. It’s a thorny problem though. For one thing, it greatly magnifies the number of missions needed for any story arc. Any time you have a branch, you’re doubling (at the minimum) the amount of content you need to create and you end up creating content that only a fraction of the player base is going to see. There are also technical issues; for example, branching stories work well in single-player games, but can lead to trouble in a multi-player game. What happens if half the team goes down one branch and the other half down the other? Do you just let the team leader make the decision? What happens if the TL makes a decision that the rest of the team doesn’t agree with?

    I think there is a way to solve some of the technical issues. It would be fun to write an arc that branches in the middle depending on the success or failure on a mission. (Of course, players understandably hate to fail, but it would probably be acceptable if the failure lead to something different and cool…) It’s all fuel for future missions.


    Question from Storm_Revenant - The use of cut scenes in a very sparse number of missions is a shame, will this feature be supported for the Architect system for I13?

    Bruce: There’s a reason why cut scenes are sparse; they are extremely time intensive. They require the use of specific maps, access to the map editor to set up the cameras, and a lot of scripting work. So you won’t be seeing cut scenes supported in the initial release of the Mission Architect.

    We’re looking to streamline the process and make it easier for us to create cut scenes, so we can use them more effectively to help tell fun stories in the future.


    Question from Obsidius - As a formerly avid P&P fan, often characters and themes from my P&P sessions have inspired me in CoX, even though the genres between my P&P games and CoX are completely different.

    As a creative thinker, does this happen to you? From what kind of P&P ideas have you drawn inspiration? Do you find yourself using elements from P&P sessions in your storylines, missions or writing? Do you find yourself taking some old P&P ideas and turning them on their edge to give them a new spin?

    Bruce: Oh, definitely. One of the beautiful things about computer RPGs is that they are not pen and paper RPGs. That means you can take a great idea from a pen and paper game and figure out a way to use it again in a computer game. It might be a story, scenario, or character – whatever. Its fun to run into characters you gamed with in a computer game. I remember playing the campaigns that spawned Positron, Synapse, Infernal, and some other characters now in CoH.

    Of course, you likely won’t be seeing some of my classic characters in CoH; they were created during my days working for Hero Games and I no longer have the rights to any of them. But I have plenty of characters and stories left to draw from, and I can’t wait to begin to start infusing them into CoH.


    Question from MentalMaden - What is your forum persona going to be?

    Bruce: Well, I want to find a Red name that’s personal to me. So I’ll wait until I need to post on the forums to choose my Red name, and it will likely be some character I’ve created.


    Question from the EU Do you play any other pen & paper RPG like DD4?

    Bruce: I’m a big fan of pen and paper RPGs and still actively play them. These days, our games fall more into the once every two weeks to once a month schedule as opposed to the once a week (or more!) schedule we used to have. I’m currently playing Dungeons & Dragons (both 3.5 and 4th), Amber Diceless Roleplaying, a World of Darkness game, and a few others. I also run a couple of D&D games, one a long-running 3.5 campaign and one a new 4th edition game for some of my co-workers here at NCNorCal.


    Question from Hellsminion_CoH - The picture on your cube wall looks like you had a rockin' fu manchu/pornstache! What happened to it? Or is that not you?

    Bruce: Yeah, about that... so when I was at LucasArts working on the upcoming Indiana Jones game, one of the other designers was challenged to grow a “Sonny Bono” mustache. This lead to a lot of speculation on what various people would look like with mustaches and other facial hair. This lead to a lot of Photoshop pranking. I foolishly mentioned that I had had a mustache when I was 18, which prompted Rob Clarke, our lead environment artist, to create that little art piece you see in my picture. It’s a souvenir of my time with the Indy team.


    Question from Star_Sentinel - Which summer super-hero movie was your favorite?

    Bruce: I loved both Iron Man and Dark Knight this summer. Two excellent superhero movies. We’re really in a place where they are making some great superhero movies. I think Dark Knight was probably the better movie, but I found Iron Man to be more fun. So, my nod goes to Iron Man.


    Question from Ozmosis - If you could have a super power in real life, what would it be?

    Bruce: I love to travel, so I’d like to be able to teleport. I want that awesome long-distance teleport; the kind where you can just think yourself from San Francisco to Rome in a heartbeat. That would be awesome. If I could do that, I’d be eating a lot of meals in Rome and Florence...

    The other super power I want is super-wealth!


    Question: Blue or Red?

    Bruce: Blue. I’m a hero at heart.


    Question from Definitive - Who is your fav character in comics, ever, from the beginning of comic books?

    Bruce: I have two, Spider-man and Batman. I’m a huge fan of the Dark Knight and I love the soap opera of the Spider-man saga (at least, I did before that One More Day stuff.) Spider-man feels like the most real superhero to me; he’s an everyman given great powers... and great responsibility. The concept of Batman, the highly trained guy looking for revenge on the faceless forces of crime that killed his parents is also very cool, and I really enjoy the well-written Batman stuff.


    Question from Manbearpig - It seems that all past pictures of the team are taken from the knees up. Is this an attempt to hide the ball and chain or shackles?

    Bruce: Feet are boring.


    Question from EternalGreen - your desk is WAY too neat! Did you clean it up just for the photo?

    Bruce: Nope. That’s just the way it is. It gets messier at times, and neater at times. Right now it’s covered with papers, comic books, a D&D book, and a cookbook.


    Question from Arcanine - I wanted to ask what advice you have for those of us who want to spend our careers creating market quality stories and adventures such as those that appear as COH story arcs and task forces (or just make extremely good story threads using the coming COH mission creator). In short, how do you develop and enhance the skills necessary to create compelling and driven plots for the COH missions?

    Bruce: I’ll give you the same advice I give to everyone who asks me that question: just do it. Writers write and designers design. It’s the only way to get practice. It doesn’t matter if you don’t do anything with your writing or your design. The more you do it, the better you’ll get. Your first stuff will likely be horrible; that doesn’t matter. In the act of creating something, you’ll learn a lot. And you’ll get better and better.


    In Closing:

    Thanks to everyone for the excellent questions; I had a blast answering them. It’s great to be working with such a great dev team and on a game with such a fantastic player community. It’s a real privilege and pleasure to have this opportunity to work on City of Heroes/City of Villains; it’s wonderful to be back working with super hero (and super villain) games (my favorite type of game) and to be working on such an excellent project. I can’t wait to hear what you all think of my missions.

    Fight the good fight, and if you don’t want to do that, make sure you don’t cut those do-gooders an even break.

    Click here to discuss this announcement
  18. Ask a Dev
    For those of you who may not be familiar with the "Ask a Dev" article series, here is how it works: periodically, we'll introduce a member of the City of Heroes Development Team and open a reply forum thread where fans can pose their questions for that developer. Then a few weeks later we'll close the question thread and go through and pick out the best and most appropriate questions and the developer will provide the answers!

    As part of our ongoing "Ask a Dev" article series, we are proud to introduce to you our next developer: Senior Animator/VFX Artist Chris "Back Alley Brawler" Bruce!


    City of Heroes "Ask a Dev" with Senior Animator/VFX Artist Chris "Back Alley Brawler" Bruce

    Introduction:


    Hello. My name is Christopher Bruce, but most players know me as Back Alley Brawler from the forums (where I spend entirely too much of my ‘free’ time). I’ve been given the opportunity to be the next victim of the ‘Ask a Dev’ series and directly answer some questions from the community, but before we get to that, let me take a minute to tell you a bit about myself and what I do on City of Heroes/City of Villains.

    I’ve been working in ‘The Game Industry’™ for a little over 9 years now for many different studios on many different types of games. I’ve done just about everything that there is to do on a game including modeling, texturing, lighting, animation, visual effects, etc…which makes me a Jack of all trades, master of none (though often better than a master of one).

    My favorite thing to do though is animation and visual effects, which actually have a lot in common. I’ve played City of Heroes/City of Villains since launch, so when the opportunity came for me to be a part of the team working on my favorite game doing the two things I really enjoyed doing, I pounced with the ferocity of…something…that’s very ferocious…when it pounces on things.





    Animations and Things:

    I started working at Cryptic on City of Heroes/City of Villains shortly after Issue 7 went live. The very first task I was given was the teabag emote, which also lead to my introduction to the infamous Positron. He was extremely confused when some person he’d never met before meekly poked their head into his office to ask, “What exactly do you mean by a ‘teabag’ emote?” Now, I’m apart of the same team on the same project working for NCSoft and excited to be a part of the huge plans for this game and franchise.





    What Chris does on the City of Heroes Team:

    Today, I am the Senior Animator/VFX Artist on City of Heroes/City of Villains as part of the Art Department. My main responsibilities are working with the Power Designers to create new NPC or player powers for the game. They will define new powers and then I will then set up the visuals for that power including the animations that play on certain events, such as ‘Activation’ or ‘Hit’. I’ll also make any visual effects (FX) that are associated with those events and create all of the scripts that ties those three things (powers, animation, and VFX) together.

    I’m also responsible for FX related player costume pieces, which include things like Auras, Custom Weapons, and soon Shields…so I also work very closely with Jay Doherty (who you may know as “SexyJay”). Other than that, anything in game that is animated or related to visual FX generally passes through my hands.

    So now that you know who I am and exactly what I do…on to the questions!


    Click here to go to the thread where you can pose your question to Chris!

    Questions will be collected on October 21st from both the North American and European forums and not long after that, we'll post Chris' answers and introduce our next dev and ask for your questions for them.
  19. It's a new month and a good opportunity to change your desktop to the October City of Heroes 4 year anniversary Calendar!

    Click here to view the 4 year anniversary calendar wallpaper page.

    Choose the October calendar and save the image as your desktop and enjoy a retrospective view from City of Heroes!
  20. Issue 13: Power and Responsibility includes a whole host of new developments! Not only are there significant new features, but there is also ongoing development to the existing game. A big part of the game is the balance of all the Archetypes, their respective power sets and how they compare to each other. Maintaining a level of equity between everything is also a continual goal. In this article, NCsoft NorCal Senior Designer Floyd “Castle” Grubb gives us the scoop on some proposed powers changes that will be in testing with Issue 13. Please keep in mind that there is still the entire testing and revision process to go through with these changes. The team is excited to see how these refinements stand up to player feedback, datamining, and the beta process!

    Click here to read the full article
  21. [ QUOTE ]
    Ok! Winners are in! Drumroll please!


    Freaky Desktop Art:

    Best: Shock Therapy by Envious


    Freakshow Recruitment Poster:

    Best: Subvert by TheBobbyLlama

    Worst: Get Your Freak On by Relentless


    The Device Has Been Modified Movie Poster:

    Best: MODIFIED by Darksun75

    Second Best: The Device Has Been Modified by Leandro


    Congratz to all and thank you to everyone who participated in this contest! It was very hard to pick the winners. :-)

    You can read more about it on the w00t site Here. As well as being able to check out some of the other entries that were such fierce competition to our winners Here.





    [/ QUOTE ]

    If you haven't checked out the winners (and worst) from the recent w00t studios contest, well what are you waiting for!


  22. As we close in on this fall’s gathering of super powered game players, Hero-Con ’08, the City of Heroes Community Team has been busy revealing additional details about the action packed event. If you’re not familiar with Hero-Con, it’s a one day City of Heroes extravaganza meeting of the Development Team and Players. Click here for the Hero-Con overview.

    It’s amazing all the activities and fun stuff we have lined up for Hero-Con. Here are links to all the latest details:
  23. Please use this thread to discuss the below announcement

    Palit and AMD have partnered with City of Heroes® to offer the "Create a Character" Costume Contest! Now through October 17th players can submit screenshots and bio of their character and be entered into the contest to win great prizes, including award winning Palit video cards and the grand prize of Custom Gaming PC!

    Additionally, players on the North American servers will be able to participate inside the virtual City of Heroes world to win prizes during an in game event.

    Click here to enter and for full details
  24. Palit and AMD have partnered with City of Heroes® to offer the "Create a Character" Costume Contest! Now through October 17th players can submit screenshots and bio of their character and be entered into the contest to win great prizes, including award winning Palit video cards and the grand prize of Custom Gaming PC!

    Additionally, players on the North American servers will be able to participate inside the virtual City of Heroes world to win prizes during an in game event.

    Click here to enter and for full details

    To discuss this announcement, please join us here.
  25. [ QUOTE ]
    [ QUOTE ]
    Hmmm...I was under the impression that the boards and site were running on the expression engine platform...

    edit: nvm i seen the bottom "powered by UBB.threads"

    which makes me ask is the site in EE? or just the Euro COH site? Just curious as im a web designer

    [/ QUOTE ]

    I'm pretty sure they're all in Austin. On the same machine. A Commodore.

    [/ QUOTE ]

    The EU CoH website uses the Expression Engine, but not for forum software.