Issue 13 Enters Open Beta; Designer Lists Updates

Lead Designer Matt "Positron" Miller posted a letter to the community today on the new City of Heroes Web site to announce that Issue 13 is now in open beta. Anyone with an active CoH account can access it on the Training Room server to report bugs and feedback. Issue 13 should be live in a few weeks.

Miller also discusses numerous Issue 13 updates, including patron and epic power pools, the merit system, bases, the leveling pact, PvP changes, the multi-build feature and day jobs. You can read his letter here or below.

Good day everyone!

As you can all see now, Issue 13: Power and Responsibility is now in Open Beta. This means that anyone and everyone who has an active City of Heroes account can try out the issue on the Training Room server. We're just a few short weeks away from releasing this to the Live servers, so we are hoping you will all try Issue 13 and report any bugs you find so we can have a smooth release. If you aren't familiar with connecting to the Training Room Test Server, you can find instructions on how to do that on the Training Room Forums.

I'd like to take this time to go into more on the designs for some of the new stuff in Issue 13.

Patron and Epic Power Pools:
First off, we've made some changes to the Villain Patron and Hero Epic Power Pools. We know that these have been out of balance for a while, so in bringing Patron pools up to the same level as Hero pools, we've made a lot of changes to both side's high level powers. We did extensive datamining on power choices, how they were being utilized, and damage outputs. In the end we tweaked several powers and removed some, replacing them with (what we think) are far more useful ones. We were very cautious in removing powers; it's not something we ever do lightly. We only do it where there was a huge disparity in how often it is chosen over another power. That to us points to severe problems with that power even being in that pool to begin with.

Merit System:
Next up, we have a new Merit System for playing through content in the game. Players will no longer need to "farm" particular missions or Task Forces for a specific IO. Now you can accumulate Merits and simply purchase that IO outright from the new Merit Vendors sprinkled throughout Paragon City and the Rogue Isles. Practically everything you do in the game earns you Merits now and the amount you earn is based on our datamines on how long particular things take to accomplish in our game. This means that really fast Task Forces or Trials will earn you fewer Merits than ones that take longer to complete. Merits don't have a level associated with them either, so you can earn Merits in your low-level career, and save them up to purchase IOs that will be most useful when you are level 50. The choice is now in your hands, and out of the random drop tables these missions had previously.

Bases:
We've made some changes to the way players deal with bases. Overall things got a lot less expensive, Prestige-wise, in bases. This means that smaller SGs should be able to accomplish more with their bases now. If your SG wants to take advantage of the new, lower, prices, you're going to have to do a little work in selling the older items, and buying the new, lower priced items. It's an unfortunate artifact of the way the base system was designed that we can't just refund your SG the difference straight away. We've also eliminated the need for Base Salvage. Now everything in bases can be built with Invention Salvage. You will even be able to convert all that extra Base Salvage into Invention Salvage to help get rid of the extraneous items your SG has probably accumulated. This change will help smaller SGs build cooler stuff faster, as well as give large SGs a benefit for all their hard work so far. Don't worry, the storage containers in bases will now be able to hold a small amount of Invention Salvage as well now.

Leveling Pact:
We're adding in a brand new feature for new characters and new players to get acclimated to the game with Leveling Pacts. Characters that are level 5 and under can form a permanent bond that will evenly split all XP they ever earn, keeping them in perfect level sync their entire careers (unless they decide to break the Pact). It's superior to Sidekicking because the split happens even if one half of the duo isn't on-line! They will be able to log in later and be treated to the XP they would have earned had they been on-line and playing with their partner anyway. This is the perfect way for a couple of close knit buddies to make sure they always have characters "in sync" even if one plays more often, or at different times, than the others. This feature will initially launch with the low-level limit on initiating Pacts, as well as only being able to Pact two characters together. It's a brand new way of dealing with our reward system, so once we are happy with how things are working out, we can look into raising the maximum entry level on Pacting as well as the number of characters that can be Pacted together.

PvP Changes:
We've also overhauled our PvP system in such a way that the changes do not affect PvE. We've ignored PvP as "good enough" for long enough. The previous systems were "ok" and have a very vocal and devoted fan-base, but we plan on incorporating more and more PvP features into City of Heroes and City of Villains. In order for us to do that we really need a solid foundation of the core PvP gameplay. We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

Multi Builds:
Be sure to check out the new "Multi-build" feature. You can access this feature by visiting any level-up Trainer in the game. Here you can make an alternate build, or switch between the builds that you have. We are initially launching this feature with only two builds available to work with, but the feature has the capability of dealing with more, should we ever find a need for third, fourth, or more, builds.

Day Jobs
Finally, I want to talk about Day Jobs. These are rewards your character earns for logging out for extended periods in certain in-game locations. These rewards are varied, depending on the job your character was working on. I hope that you all find these as fun and exciting as we had in designing them. I look forward to the role-playing that players will do incorporating their "Day Job" into their crime fighting (or crime committing) regime.

Play Issue 13 Open Beta Now On the Training Room!
I am sure you will hear from me more as we get closer to launching Issue 13 to the Live servers, but for now, have a blast trying out these features and helping us polish them up for their final launch to Live in the coming weeks.

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