Brian Clayton and Matt Miller: Page 3

Alternate Builds

There's a ton of new features that you guys are putting in here to go along with the leveling pact and to make up for Architect being moved over a little bit. Can you talk about multi-builds a little bit? Is there going to be a minimum level after which the feature's going to become available?

Matt Miller: Yeah, I believe it's level 10. We're going to be experimenting with it in Closed Beta and seeing where's a good point to introduce this concept. Because it is a fairly complex concept and we don't want the new players to have to deal with it right away, at level 1! It's around 10 or 15, when you pretty much know how your character's playing, and an alternate build would probably be of actual benefit to you.

Basically, what it is is you get to create a new character, the same level and archetype and powersets as your other character, and you can switch between them. You get a respec that doesn't actually change your main set of powers, but you level up that character, you pick where the slots go, you pick what powers you want, you slot those with Enhancements, and that's your alternate build.

Massively: So basically you create the character, and he has the archetype and he has the power selections that he has when you make the character, but then you can switch what powers you have selected over the course of your career at a specific NPC, right?

Matt Miller: Yep!

Base Changes

Massively: You mention that base items will be seeing a change. We're wondering if any of that is going to come through with Issue 13. There were rumors that Issue 13 would be seeing a lot of base changes, and we're wondering if any of those are going to make it through, with this change to Issue 14.

Matt Miller: One of the first things coming for base changes is going to be in Issue 13, and that is a repricing for a lot of things that supergroups can purchase for their bases. We're lowering a lot of the Prestige costs on not only rooms and base plot sizes, but for items as well, to make them more affordable. We have a lot of datamining now. We know exactly what plot sizes and rooms supergroups can afford. And so we're going through and we're making sure that more supergroups can afford those cooler rooms and those cooler base items, and things like that.

"...we're getting rid of the Base Salvage out of the game, because a lot of the players were getting confused with the Invention Salvage, since they both get the same kind of message."

And in addition, one of the things we're doing is we're getting rid of the Base Salvage out of the game, because a lot of the players were getting confused with the Invention Salvage, since they both get the same kind of message. Players get excited when they get Invention Salvage, and then they get disappointed when they find out it was only Base Salvage, especially if they don't have a supergroup or their supergroup doesn't really need the Base Salvage any more. So what we're going to do is we're going to get rid of the Base Salvage, and just make everything that's currently craftable in the bases from salvage, craftable through that Invention Salvage as well.

Massively: So is that going to make turrets and other raid items for bases easier to get?

Matt Miller: Oh yeah. Absolutely.

The Ongoing Story

Massively: So there are some really great ongoing story arcs in the game, including the Rikti War and the Coming Storm, and there hasn't been a ton of information previously about whether there's going to be anything like that in Issue 13. Is there going to be a strong story component in Issue 13, or is that getting moved off to Issue 14 along with the Mission Architect?

Matt Miller: The real big storyline stuff is coming in Issue 15!

Massively: Any hints at all about what that would be touching on?

Matt Miller: It's hopefully going to tie up a lot of loose ends that we've had hanging out there for a while now, while at the same time creating a lot more.

Brian Clayton: Like any good superhero story.

Matt Miller: Like any good superhero story, or episode of LOST.

Side switching in the future?

Massively: So one last question for Brian: we know there was a marketing survey that went out to players not too long ago, and there were a number of different questions, but one that we think players really attached to was the idea of players being able to switch sides. We wanted to know if this is something that's been taken up and noticed by the folks at NC Norcal, and whether or not you think that's something from your perspective that you guys might be able to address some time down the line?

Brian Clayton: We're going to be doing more and more in-depth focus groups and research, and things like that, going forward, so eventually I think this is going to become more noise for the community than it is groundbreaking news! But what I can say is that having players go from hero to villain, and villain to hero, would nicely tie together what we've already done to date with City of Heroes and City of Villains. We certainly like the concept and the idea, but we're just not ready to talk about the details yet.

Massively would like to extend our sincere thanks to Brian Clayton and Matt Miller for giving up so much of their time to answer our questions! Read what Brian and Matt had to say on PvP changes, and on the Super Booster packs.
This article was originally published on Massively.