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  • City of Heroes developer diary: Going Rogue, new powersets, new enemies, new problems

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.20.2010

    As of right now, City of Heroes is in a state of flux. Like any game with a new expansion, the superhero game boasts features that are changing and endgame structures that are being disrupted, and the changes of Issue 19 promise to introduce an actual endgame into a game that's long lacked one. But it all started with the most recent expansion, one that gave players the chance to switch sides back in August -- Going Rogue. Much like Rome, the foundation for the expansion wasn't laid in a day. We were granted an early look at a developer diary by Floyd "Castle" Grubb, longtime veteran of the Paragon Studios team and lead designer for the Powers and Entities team. Take a look past the cut for his diary, explaining the various ways in which the powersets of the expansion were developed and fine-tuned, as well as highlights the new additions for both enemies and players.

  • Shocking revelations in the newest City of Heroes developer diary

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.06.2010

    It's fair to say that Going Rogue is going to be a fairly big shock to the system of City of Heroes -- especially if the control-oriented archetypes have anything to say about it. The fourth powerset included with the expansion, Electrical Control, hasn't gotten quite as much press time as Kinetic Melee, Dual Pistols, or Demon Summoning. But it's got just as much spark as the others -- more, in fact -- and a new offsite developer diary by Floyd "Castle" Grubb and Keetsie Braz da Cunha focuses on both the visual and mechanical design of the powers. As Castle describes it, the powerset wasn't originally designed for player use, but as a testbed of several concepts to see how they would play out in the game engine. It was converted to a player set when Going Rogue approached, however... which required a re-design of several parts of the set. The visuals were a hurdle as well, seeing as the set had to feel visually distinct from the many other electricity-themed powers the game already possesses. Take a look at the full diary to see how the problems were solved, showing City of Heroes players another peek at how the development team is conducted.

  • Meet the ultimate City of Heroes Issue 13 guide, Infoman

    by 
    Kyle Horner
    Kyle Horner
    12.05.2008

    Walking down the street, you're suddenly stopped by a man wearing a fedora and trench coat. "Hey you, yeah you!" he spits out in hushed tones. "Uh, what's up?" you respond cautiously."Yo, the name's Infoman," he looks about nervously, like someone may be watching him, "check out the merchandise" opening his jacket to reveal countless links for articles all about the recent City of Heroes' Issue 13 update. Everything from the Positron interview at Joystiq to in-depth fan-made videos of all the new systems added into the game."It's all free, take whatever ya like." says the calm street walker, who now seems like a pretty nice guy. "I'll take that Floyd 'Castle' Grubb interview about the new powersets." you say. He nods, hands it over and says, "I gots more if'n you want it, kid. Be down at the docks." and struts off down the street whistling a tune.

  • New to Paragon City: Sunstorm and Synapse

    by 
    Tateru Nino
    Tateru Nino
    11.28.2008

    Two new 'rednames' have been introduced to the super-powered community by City of Heroes/Villains Senior Designer Floyd "Castle" Grubb at NCsoft. The new bright stars are Jonathan "Sunstorm" Courney, and Phil "Synapse" Zeleski. Both have been around for a little while now, but this is their formal debut. Both Sunstorm and Synapse have been working on Powers. Sunstorm particularly is tackling bases (which many players may find to be an area long-overdue for attention), and you can find an Issue 13 Base Q&A from Sunstorm on the forums. Synapse for his part has already made (ahem) heroic efforts to clarify misunderstandings in the Merit Rewards system, even prior to his formal introduction. That's two devs thrown bodily to the masses. Make them welcome, as only you know how.

  • Floyd 'Castle' Grubb delivers the goods on CoX power changes

    by 
    Adrian Bott
    Adrian Bott
    10.02.2008

    As the wait intensifies for City of Heroes Issue 13: Power and Responsibility to go into closed Beta, powers guy Floyd 'Castle' Grubb has provided a breakdown of some of the main PvE powers changes. None of the Villain Patron Powers or Hero Ancillary Powers are mentioned yet: the powers changed are meat-and-potatoes stuff, which will affect low-level characters as they work their way up.The most striking change is half way down. Non-hostile player toggles, such as the Kheldians' shapeshifting powers, will no longer drop when a player is held, slept or stunned. This is such a big deal that it demands a visual analogy. Imagine being a floating, tentacled weapons platform capable of delivering a payload of purple death to whole crowds of bad guys. Now, imagine suddenly plummeting out of the sky, transformed to a little slumbering human, complete with 'zzz' emerging from your head. That is what being mezzed does to a Warshade in squid form. We're not sure yet whether this change is PvE only or also applies to PvP: frankly, the PvP consequences of toggles no longer dropping when a player is mezzed are too radical to contemplate in just one article.

  • The City of Heroes team settles into their new offices

    by 
    Michael Zenke
    Michael Zenke
    04.22.2008

    WarCry had the chance to sit down with Matt Miller & Floyd Grubb, the chief minds behind NCsoft's City of Heroes/City of Villains franchise, to see how they're settling into their new Northern California offices. Very well, it turns out, and they're entirely focused now on bringing CoX players the joy and love that is Issue 12. The two developers discuss many of the tantalizing elements we saw in the Epic Villain Archetypes video, and generally about the team's development philosophy now that they're in their new digs.Fans of the Epic Archetypes have one thing to thank for them: the Wedding Accessories pack released to honor the marriage of Sister Psyche to Manticore. According to Miller they're using that money and the funds from the upcoming in-game advertising to really step up what they can offer to players. Of the non-epic features coming in the next Issue, Miller and Grubb are most excited by the 'branching dialogue' tree addition to the game. It's going to allow players elements of choice that haven't been seen in the game to date, and (theoretically) could let them develop missions that offer players "situations like which wire to cut when diffusing a bomb." They refused to say if they'd be going back and adding that kind of choice to older content ... but we can hope, right?