31 Aug 2008
Booster Packs
29 Aug 2008
Issue #13 Architect

MISSION ARCHITECT
First the City of Heroes Character Creator set a new standard for player creation and customisation. Now, Issue 13 takes another giant step, allowing players to design their own missions and story arcs to share with the entire City of Heroes community. Using an intuitive interface similar to the game’s detailed Character Creator, players can create missions from the ground up. Players will determine details ranging from environments, mission objectives, and enemies, to written fiction and character dialogue, giving their stories nearly infinite depth and personalisation.
Among other rewards, authors and architects who create the most extraordinary content will garner acclaim and reputation. Community feedback will be paramount and some missions will elevate in status unlocking new rewards and benefits for their creators.
DAY JOBS (Offline Character Progression)
Scholar? Caregiver? City Official? Now when players log out of City of Heroes / Villains they’re just getting started! A character’s day job is determined by the actual in-game location from which he or she logs out. If players log out from a University, their day job is considered to be a Scholar. If they log out from City Hall, they’re a City Official. The benefits are thematically appropriate to the location. For example, a City Official earns extra Influence, a Scholar is granted Salvage, a Caregiver is granted Health Regeneration Buffs, etc.
Once characters have accumulated the required amount of time for each Day Job, they are rewarded with the appropriate Day Job Badge and Title, increasing their “earnings” for that job. Multiple Badges can be combined to unlock Accolades and the ability to accumulate additional new rewards. Almost every location within Paragon City and the Rogue Isles has an associated Day Job, resulting in a huge selection of jobs and rewards!
NEW POWERSETS
- Shields – Heft a Shield for Heroic or Villainous Ends! This new powerset brings a classic power to City of Heroes: Shields! Now, you can arm Tankers, Scrappers and Brutes with a powerful shield to protect both themselves and their allies.
- Pain Domination – Villains can now bend the power of pain to serve their own ends! Those playing a Corruptor or Mastermind have access to this new powerset. The antithesis of the Hero healing powerset “Empathy,” Pain Domination brings parity between Heroes and Villains with a distinctively evil flair.
NEW CIMERORA MISSIONS
New Hero and Villain story arcs expand upon the history and lore, and delve into the players and politics of Cimerora.
THE MERIT REWARDS SYSTEM
A new game system that allows players to earn tokens by completing Trials, Task Forces, Strike Forces, Raids, etc. The most challenging and time consuming tasks grant the most reward tokens, which can be redeemed throughout Hero and Villain zones for recipes, enhancements, salvage, costume pieces, badges, inspirations and other game items.
Other features include new Invention Origin Sets, new Costume Sets, a Patron Power Respec, Zone Refinements, and much more!
22 Aug 2008
Mission Simulator / Simulador de Misiones
Player Based Mission Content
Player based mission creator features (comments in blue)
- Write your own dialog for all aspects of the mission. OK, time to be creative. And remember: spelling is your friend.
- Build Missions and Story Arcs using a Character Creator-like interface. You can see the screenshot below.
- Players can build powers for some NPCs by selecting from a group of primary and secondary power pools and attaching them to the NPCs. The more customizable, the better. In this way you can, i.e., face assault rifles armed liutenants in a military base mission. That's good.
- Players can build a boss (and other NPCs) to place within their mission by creating its looks in the Character Creator and assigning it the powers of an existing NPC (non playable character). This is THE feature. So you can fully develope new AV for your missions, and fully SG story arcs are possible.
- Select a variety of components for the overall mission including Level Range, Map, Length, Villain Group, Pacing, Time to Complete, Goals/type of mission, etc. As shown in the screenshot. Simple, but with enough options.
- Customize Encounters to your preference (Place in End Room, Select Villain Group, Name Boss, Select Critter Type, Select Hostage NPC Critter, etc.). This must be balanced by the developers, we don't want a "farm creator". But many, many people want it, and they will try.
- Using an in-game auction house type interface, other players can find user created StoryArcs across all shards. Wonderful. This new content will be not server-dependent, so we will have hundreds of new missions.
- Creators can include their own character as a contact within the mission(s). YES. That's a really nice feature. In this way your SG background missions will be given by your SG members, for example.
- Creators don't have access to high level content (environments, NPCs, etc.) until their own characters have encountered/defeated them in the main game. Seems fair. If you want to use it, you must to face it.
- Using an out-of-game web interface, other players can find user created StoryArcs across all shards. And you can show all your missions in your blog, for example. ;)
- Rewarding creators of the most popular content with exclusive unlockable content such as signature heroes and villains or unique maps. A nice way to reward good creations.
- A rating system that allows players to rate missions or flag them for inappropriate content, allowing the developer to remove bad content and potentially ban players. Necessary, but it can be a problem because "bad content" is different for an american and an european.
- Players can enter the mission maps to adjust placement of the NPC spawns from their pre-selected positions. Because they are nor "real" missions, but training missions.
More info: badge-hunter forums
Misiones creadas por los jugadores
Características del creador de misiones (comentarios en azul)
- Escribe tus propios diaálogos para todos los aspectos de la misión. OK, hora de ser creativos. Y recuerda: la ortografía es tu amiga.
- Crea misiones y arcos argumentales usando un interfaz similar al de la creación de personajes. Podéis ver una captura arriba.
- Los jugadores pueden escoger los poderece de algunos PNJs seleccionandolos de un grupo de poderes primarios y secundarios, y añadiéndoselos a los PNJs. Cuanto más personalizable, mejor. De esta forma, por ejemplo, te enfrentarás a tenientes armados con rifles de asalto en una misión en una base militar. Eso es bueno.
- Los jugadores pueden construir un Jefe (y otros PNJs) para ponerlos en la misión creando su apariencia en el Editor de Personajes y asignándole los poderes de un PNJ (Personaje No Jugador) existente. Esta es LA característica. De esta forma puedes crear nuevos AV para tus arcos argumentaes, y se pueden hacer arcos propios del SG.
- Selecciona una variedad de componentes generales para la misión, incluyendo Rango de Niveles, Mapa, Longitud, Grupo de Villanos, Ritmo, Tiempo para Completar, Metas/Tipo de Misión, etc. Como se ve en la captura de pantalla. Simple, pero con opciones suficientes.
- Personaliza los encuentros a tu elección (Poner en Habitación Final, Seleccionar Grupo De Villanos, Nombre del Jefe, Selecciona Tipo de Critter, Selecciona PNJ Critter Rehén, etc.). Esto debe ser balanceado por los desarrolladores, ya que no queremos un "creador de granjas". Pero muchos, muchos jugadores sí lo quieren y van a intentarlo.
- Usando un interfaz simlar al de las casas de subastas en el juego, otros jugadores pueden encontrar arcos argumentales creados por los usuarios a través de todos los servidores. Maravilloso. El nuevo contenido no será dependiente del servidor, por lo que tendremos miles de nuevas misiones.
- Los creadores pueden incluir su propio personaje como un contacto dentro de la misión. SI. Una funcionalidad realmente buena. De esta forma las misiones de trasfondo de tu SG serán dadas por los miembros de tu SG, por ejemplo.
- Los creadores no tendrán acceso al contenido de alto nivel (entornos, PNJs, etc.) hasta que sus propios personajes se hayan encontrado/derrotado en el juego. Parece justo. Si quieres usarlo, tienes que enfrentarte a ello primero.
- Usando un interfaz exterior al juego, otros jugadores pueden buscar arcos argumentales creados por los usuarios en todos los servidores. Y también puedes mostrar todas tus misiones en tu blog, por ejemplo. ;)
- Recompensar a los creadores del contenido más popular con contenido exclusivo desbloqueado, como héroes y villanos de renombre o mapas únicos. Una bonita forma de premiar las buenas creaciones.
- Un sistema de calificación que permite a los jugadores puntuar las misiones, o marcarlas por tener contenido inapropiado, permitiendo al desarrollador eliminar malos contenidos y potencialmente prohibir jugadores. Necesario, pero puede ser un problema porque el "contenido inapropiado" es diferente para europeos y americanos.
- Los jugadores pueden entrar en la misión para ajustar la posición de despliegue de los PNJs de sus posiciones preseleccionadas. Esto es debido a que no son misiones "reales" sino misiones de entrenamiento.
Más información: foros de badge-hunter
20 Aug 2008
Patch Notes - 19 August 2008 / Notas del parche - 19 agosto 2008
COMBINED
Chat
• Fix for rare bug that caused erroneous “wrong number of parameters” message to spam repeatedly in global chat.
• Global Chat Channels will now reflect who initiated any Operator actions.
Enhancements
• Traded combined Hamidon Enhancements (i.e. marked with a “+” or “++”) will now retain their Combined “+” or “++” attributes when traded.
Gameplay
• Addressed a client-side crash where players would sometimes get a “Base.Power.Not.Found” error message and crash, when the “Stop sending all buffs” option was enabled.
Powers
• Eliminated “pause” times from Claws attack animations. Most attacks activate more quickly now (Eviscerate is slightly longer.) Additionally, a balancing algorithm has been applied to the damage of the attacks. In most cases, this means the attacks will do slightly more damage, though for Focus, it means slightly less damage overall.
• Fire Imps should now be “pushable” by players.
• Ice Control / Ice Slick: This power now states in its short help that it has a -Jump component.
• Sonic Attack / Screech: This power can now be slotted with range enhancements.
• Sonic Attack / Shockwave: This power will no longer erroneously state that it reduces the target’s resistance.
• Removed Graphical FX on auto powers granted from mayhem missions.
• Earth Control / Animate Stone: Reduced Animate Stone’s Seismic Smash’s hold magnitude from 4 to 3 and reduced the frequency in which the hold will be triggered from 100% to 66%
Rewards
• Flashback story arcs will now correctly grant their end story arc rewards once every 30 minutes.
User Interface
• Players will no longer be able to select Supergroup settings when their character is dead. This was done to correct an issue where the keyboard became non-responsive after the Supergroup settings were accessed.
Tasks
• Fixed bug in some office maps that would sometimes make it impossible to complete ‘Defeat All’ missions (for example: mission 5 of the Ice Mistral Strike Force)
CITY of VILLAINS
Powers
Masterminds
• Mastermind pets will now keep their names when defeated and resummoned.
19 Aug 2008
Search in blog / Buscar en el blog
14 Aug 2008
New Costume / Nuevo Traje

More info: CoH Official Site
Más info: CoH Official Site
11 Aug 2008
Star Trek Online Trailer


What is City Of Heroes? / ¿Qué es City of Heroes?
City of Heroes es el primer juego de rol multijugador masivo con superhéroes. Cada jugador diseña su propio héroe, y puede enfrentarse solo o con otros jugadores a una gran variedad de villanos.
More info/Más información: CoH website

