According to a new blog post from Missing Worlds Media City of Titans raised an additional $49,000 from the Second Chance crowdfunding campaign over the last two weeks.
This campaign has given those who missed out on the Kickstarter campaign back in 2013 the opportunity to donate and receive the same pledge opportunities that were offered then. Thanks to the Second Chance 457 new backers have donated to City of Titans. On top of that, an additional 95 original backers have taken the opportunity to upgrade their original donation. In all approximately $49,700 has been raised in these two weeks.
In a newly released blog post, Missing Worlds Media has outlined what they plan to do with that money. Though it should be noted before I list them out that half of what is received will be set aside for taxes and other assorted administrative fees. The list of funding goals below (taken directly from the blog post) starts after those deductions.
$10,000: This level of funding allows us to pay the fees and charges necessary to continue developing the game. This includes server costs, licensing fees, and other mandatory costs associated with development.
$10,000-$20,000: With this amount of funding, we were planning to engage the services of a dedicated costume artist for up to 10 weeks. We managed to be more efficient than we thought, and have both a costume artist and a coder on a more permanent basis than before. You should see the results in the first patch for the standalone fairly shortly – we’re working on bringing the missing female patterns into the game.
$20,000-$30,000: At this level, we’ll be able to bring in a dedicated landscape artist for up to 10 weeks. Like the costume artist above, this is a tricky skill set that will help us accelerate our existing work.
$30,000-$40,000: Funding at this level will enable us to upgrade development software and hardware.
$40,000+: At this level and beyond, we’ll be able to do more of the above. We’ll be able to bring in more specialist developers, add more system capability, and be able to do more of the things that will enhance the work that we’ve already accomplished.
There have been a lot of crowdfunded MMOs throughout the years and keeping track of them all can be somewhat daunting. That’s why from time to time we like to check in with those games and see how they’re doing. This is a look at 11 crowdfunded MMOs and where they are now.
Ashes of Creation
Crowdfunded: May 2017
In 2018 Ashes of Creation became two different projects. There’s the main MMORPG, but they also now have a Battle Royale game which is currently the focus of beta testing. Last year they also announced that My.com would be publishing Ashes of Creation in Europe. This move was met with a lot of concern from fans. There was also a bit of controversy on the Ashes of Creation subreddit, where the CEO amongs other developers took control of the subreddit. This resulted in the concern that censorship would be a major problem for the group. Even after they got a new community manager the CEO continued to be a mod, which was, of course, an unpopular move.
Crowdfunded: April 2013
After 6 years you would be forgiven if you had forgotten Camelot Unchained. For diehard fans, the developers give weekly updates on how development is going. They cover topics ranging from rubble animation to moss covered ground assets. It wasn’t until mid-2018 that the game finally hit the Beta 1 phase and while they are currently saying it will launch in 2019, previous delays make that seem unlikely.
Chronicles of Elyria
Crowdfunded: May 2016
File Chronicles of Elyria under “the campaign was HOW long ago?!” We can’t believe that we’re already approaching 3 years since we first started talking about Chronicles of Elyria and its idea of your character aging as you play. All in all, the game seems to have lost sight of where and what it is though. Their end of the year blog post was more community focused than anything else. They talked about various community events that they have going on and really didn’t talk about the game that much at all. Right now it just doesn’t look great for the game.
City of Titans
City of Titans
Crowdfunded: October 2013
Late in December 2018, City of Titans announced that it would be pushing Issue 0 launch into 2019. At that point with just a little over a week left in the year, that seemed pretty obvious though. Throughout 2018 they updated fans about the game, including the announcement that they would not use lockboxes in their business model. It seems that the indie development team had a bit of a rough year, which has resulted in them being behind but wanting to remind people that they are still around.
Crowdfunded: February 2015
Development on Crowfall is still trucking along. They launched patch 5.8 in mid-December. Earlier in the year they also reached the 50,000 backer milestone, but there isn’t a whole lot more to say about the game right now. The developers are still working hard and official campaign testing has begun.
Crowdfunded: September 2016
Right at the end of 2018 Dual Universe moved into alpha testing. They also released a roadmap that gives them a launch date in the second half of 2020. They’re anticipating moving into alpha 2 sometime in the first half of 2019. That will be followed by alpha 3 which will contain PvP. Then in the first half of 2020, they’ll have a much larger beta before they launch, and funds have been secured that allowed them to hire more developers. So it’s all good new for Dual Universe fans!
Crowdfunded: October 2013
We’ll admit, things aren’t looking great for Ever, Jane. The development team doesn’t make updates on their official site much and the forums are looking a bit abandoned. The game went into closed beta in 2015, in 2016 it went into open beta, and that is where it has been ever since. In early 2018 they gave the website and forums an overhaul but it was a really quiet year for the game. The only real newsworthy story was the introduction of a personal butler.
Novus AEterno, aka Hades 9
Crowdfunded: December 2013
Unfortunately, Novus AEterno, which then became Hades 9, seems to have been abandoned. There haven’t been any updates on the game since the middle of 2018. This usually only means one of two things.
1. They got a new publisher and are going to wow us with a big surprise reveal in the future.
2. The developers have moved on.
Sadly, most of the time the second is the case. After they lost their funding for Novus AEterno the development team decided to make some changes and create Hades 9 instead. That game never really went anywhere though. So, even though we’ve been following Novus AEterno since it was one kid’s dream being presented at Gamescom we’re going to officially call this game dead.
Crowdfunded: November 2012
Life has never been certain for Pathfinder Online. It has already crashed and burned once but then, much to everyone’s surprise, it came back. While the development of the game is still slowly trucking along its legs seem to be pretty unsteady under it. Those of us at MMOGames would certainly say that Pathfinder Online’s future is…uncertain at best.
Crowdfunded: Constantly since October 2012
At this point, most of what people are talking about around Star Citizen is the money. So far it has raised more than $200 million from fans. With that being said, we did see a lot of development in 2018 on the game. The game is currently in alpha 3.4 and just like other games, they make regular updates. Throughout 2019 their road plan has them getting up to alpha 3.6
Crowdfunded: May 2018
We wanted to end this article on a high note. Temtem launched its backer alpha at the end of November 2018. That may just be the best example of sticking to the timeline of any crowdfunded MMO. Things are looking very bright for Temtem right now, especially as Pokemon as a brand is enjoying more popularity than it has in a long time. That’s sure to spill over to the adorable Temtem.
The end of the year is upon us and it is time to start looking ahead to what will come in 2019. We asked the MMOGames writing team what their most anticipated online game of 2019 is and got a wide variety of responses from the team, including a couple of surprises. After you’ve read what our writers are looking forward to next year be sure to add what game you’re most anticipating in 2019.
Ethan “Isarii” Macfie – Anthem
I started liking Anthem as a joke – I’m dead serious. As the game’s announcement came only a few months after the launch of the immeasurably disappointing Mass Effect: Andromeda and was followed shortly thereafter by the Star Wars: Battlefront II monetization debacle, the idea of jumping aboard the hype train for EA-BioWare’s next big live service game felt like the absolute height of comedy.
My friends and I set up a Discord channel just to hype the game up ironically, sharing news and info as it came out with our most sardonic fervor. Then the strangest thing happened: the news we were sharing started to look _really_ good.
I’m not sure exactly when I boarded the Anthem hype train for real, but I know I’m on it now. I haven’t preordered the game and I’m constantly on watch for the other shoe to drop, but what we’ve seen and heard of the game’s world, its feature set, and even its monetization strategy all sound extremely promising. Maybe we’ll all get burned again, but at this point, I’m willing to at least hope that we won’t.
Nick Shively – We’ll See
When it comes to online, multiplayer games 2019 is not a year I’m expecting much from. There are a few titles that I’m mildly interested in that have multiplayer elements, such as Anthem, but there’s no single title that I’m actively waiting to be released. The last few years have been fairly stagnant in the MMORPG genre and it will still be a couple more until the droves of crowdfunding MMOs finally start launching.
That being said, it’s likely that Crowfall will see some sort of soft launch or early access by 2019, but the game has already had a number of delays with the beta being pushed back. It’s possible that we’ll hear more from Ascent: Infinite Realm, however, a 2019 release seems unlikely at this point. I’m also looking forward to hearing more about the Magic: The Gathering MMO, but mostly because Cryptic has revealed little information so far. At this point in time, 2019 is more of a “wait and see” kind of year.
Phil DeMerchant – Project Zephyr
For 2019 my most anticipated game isn’t a massive blockbuster hit or even a massively multiplayer wonderland like 2017 and 18 have born. Instead, my focus is fully formed on Four Shore Entertainment and their little seasonal puzzle with a working title of Project Zephyr.
A season-based environmental platformer, Zephyr is one of the handful of indie games I got to demo this year at the Enthusiast Gaming Live Expo. Despite only having the alpha of the tutorial level, Four Shore absolutely blew me away with the warm and tender art of their game. From winding forests to chittering monsters there was no square space of charm overlooked in this game’s wonderful art style. Gameplay was just as entertainingly charming; by utilizing a little golem’s season-changing abilities one could grow a pumpkin to use as a platform or freeze an enemy to use as a projectile ice block. The possibilities were absolutely endless, my own gameplay even surprising the demoing developer in how radically different I set about my puzzle solving.
Zephyr is a game with unimaginable potential, and with a project Q2 release in 2019, I cannot wait to finally sink my teeth into it all.
Taylor Hidalgo – The Division 2
Garbage flows into the streets of New York City, joining the fresh snow and the muck of dirt, sludge, bodies, and blood splashed gracelessly along the packed street. A single working strobe spins soundlessly into the hazy snowfall of the fading evening light. A casually dressed agent in a leather jacket dusts the snow off of their jacket, shoulders their rifle, and walks up the street.
Of the many things The Division did well, the most inescapable was the city. It was beautiful. It is beautiful, and there’s no escaping that beauty for even the slightest fraction of a second. New York, plagued by infection, flooded with aggression and bullets, filling the streets with terror, has remained my impossible benchmark for what a setting can do for a story—hazy, blizzardous, littered, messy, garish, chaotic, impossibly beautiful New York.
In the time since I’ve played, The Division has never captured my desire to shoulder my weapon, hurl a grenade, and dive into danger headlong. But in the quiet moments, I find myself wanting to revisit New York. The streets, though devoid of the foot traffic that surges in its non-digital counterpart, the plague-stricken streets are just quiet enough here to let the abandoned cars tell a story of frantic escape. The darkness that hangs in the alleyways promises gunfight in the dark crevices for anyone foolish enough to try to slip through the shadows. The distant barks, errant car alarms, occasional directionless gunfire, the chirping of a discarded cell phone… All of it assembled into this package promises a world full of life, albeit a hobbled one.
I find myself wanting to perch atop a squad car, rifle dangling casually down the rear window, and watch the snow gather on my jacket’s shoulders while New York breathes around me again. The hazardous Dark Zone in the distance promises me all the action I could ever want, a short helicopter ride can crashland me in the biggest blizzard New York can throw, a sprawling fight encompassing an army of agents sits in a distant corner of the city, but this car is all I really need. The snow grows as it collects on the jacket, on my gloves, on the car, and on the ground.
I am taken in with this place. Gunfire and all.
In the distance, past the overturned ambulances and the bullet-riddled squad cars, beyond the armored APCs and the glass-walled high-rises, Washington D.C. waits for another agent, for another crisis. D.C. promises to be more of everything I love. More city, more gorgeous intersections of reality and aesthetic fulfillment. Sure, also more gunfights and danger, but the real siren call is another city. A new place to sink into. I cannot wait to destroy its art museums as I hurl myself through another fight to reclaim humanity. The Division 2 is just down that street, a short jaunt away, and I’m so excited to crawl its streets.
My agent stands, and together we descend the stairs and pass through the curtain of an overhead sprinkler. The snow on my jacket joins the spray and drips to its final resting place on the cheap tile of a subway. Deeper into this darkness leads to an airport.
Next time you see us, we’ll be in D.C.
Shannon Doyle – Rapture Rejects
If I’m completely honest I’ve found myself falling out of love with online gaming in recent years and I’m sure I’m not alone in this. Sure, online gaming is more popular than it ever has been before but the communities that made online games so great seem to have died. I do of course continue to hold a torch up for the City of Heroes spiritual successors. I’ll be giving those a try as soon as they come out, I’m just not sure that will be in 2019. We saw Dual Universe at Gamescom a number of years ago and it has intrigued me from the very first time we walked past their booth. But once again, Dual Universe isn’t expected to release until 2020 at the earliest.
So right now I suppose my most anticipated game of 2019 is…Rapture Rejects. Normally I’m not one to play Battle Royale games but there’s a special place in my heart for blasphemous comedy in video game form. During their free to play weekend I was having a blast and since then I’ve been squeezing in a match or two when I can. It’s a lot of fun and it doesn’t feel super serious like other games in the genre. Casual friendly even? Ehh…only if you don’t mind dying a lot. I’m also following Harry Potter Wizards Unite, the mobile game being made by the same folks behind Pokemon Go. Will it come out in 2019? Actually, yeah, I think it might. I’m just wondering how I’m going to jump between Ingress, Pokemon Go, and Harry Potter. Maybe Santa will bring me a third phone for Christmas.
Jonathan Doyle – Anthem
Everyone has their own ways of writing. When I was posed the question of my upcoming pick for 2019 I went to the playlist so I could let my thoughts run free.
The thing is the playlist came around to Muse and I can’t shift the association in my mind anymore. Anthem played a blinder with the reworking of Muse’s Uprising in the cinematic trailer.
It may be stupid to let that be the thing that draws my attention but I can’t help it. I know it won’t be like other Bioware games. I know how utterly bad I am at Destiny. I know that there will be plenty of other games vying for my attention when we finally get to grips with Anthem … but it grabbed my attention in a very definite way.
It won’t last, love affairs never do. I fully admit it’s a love affair with the idea of a Bioware game, my heart is drawn by their mastery in cinematic presentation beyond whatever the game may actually be. Until there is heartbreak or affirmation though, all I have is that impression in this ongoing love affair. The possibility that Anthem will bring me the right blend of gameplay, story and a world that I can lose myself in.
The trailer ends with a simple lyric. We will be victorious.
I believe it when Muse says it…as for Bioware? I remain hopeful. Hopefully, they will be victorious. If not? Well, maybe we’ll also get to move on from the Destiny like shooter games in the MMO space. Either way, I am victorious even if EA is not.
I know I’ve mentioned here before how building a superheroic avatar is probably the single most important thing in playing a game like City of Titans. Heck, I’d even go so far as to say it’s more vital than the powers you select. If the City of Titans fan characters showcased by the team recently is any indication, then, we’re all in for lots of decisions to make fashion-wise.
The custom-built characters come by way of hands-on time fans had during this year’s New York Comic Con, where players were able to stitch together their own superheroic avatars from scratch to make some completely unique characters.
Much of the fan-created avatars seemed to take full advantage of the game’s ability to create asymmetrical designs, with alternate shoulderpads and textures being applied to different parts of the costume. Lighting effects were even put to some unique use as well, with one character – The Great Magnifico – sporting glowing brooches for his cape.
The preview also gave a nod to the character builder’s ability to make female avatars of varied shape. “We promised that female Titans would have more choices than just busty and extra busty,” notes the preview. “If you prefer a more realistic body shape, you can have it.”
Be sure to pop by the game’s website to take in the most recent in superpowered fashion.
That definitely is a robust character creator, to be sure, and it only confirms our suspicion that the first several hours of gameplay in City of Titans will be spent cobbling together the perfect avatar. We really can’t wait to see these creations open up to the broader audience and shared in a grander scale.
While we’ve enjoyed a couple of targeted system updates, today’s City of Titans general update provides a quick pass over a variety of things the devs have been working on. Which is why we’re referring to it as a general update. Obviously.
It’s important to note that the updates in question aren’t tied to any patch for the game, as the team was forced to work around a repository server failure. That said, the devs were able to make a few things happen for the game regardless.
First on the docket is a new website in the works, which is described as more professional with more intuitive structure and better information. The PR team is also spooling up a publicity campaign and roadmap to the MMO’s Issue 0 release, which explains the recent “Make Anyone” images floating about.
The Avatar Builder teams have been hard at work on a new version of the feature, with work done to make costumes and avatars work properly and to make the Builder itself look sharp. One such roadblock the team has cleared: how to put trenchcoats on larger male body types.
Finally, the Missions team has been cranking out plenty of content. To date, there are 73 named NPCs, 107 tip episodes, 5 district story episodes, 61 path episodes, and one recurring event. There’s even a tease of some Badge graphics included for all you old CoX “Badgers” out there.
Circling back over to the server issues the team faced, the update closes with word that the Tech team has been hard at work to get the backup server online and tested to make sure there are no other failures. They’ve also begun poring over the entire server architecture in preparation for Issue 0’s release, which still looks to be coming to backers at the end of this year.
Incremental progress on an individual scale, perhaps, but these efforts combined most certainly add up. It’s pretty remarkable to watch unfold, and even more remarkable that the devs still feel they’re on track to release Issue 0 by year’s end. Outstanding work, CoT Team!
I remember getting my first big cosmetic upgrade in City of Heroes. No, not the cape mission; my heroes almost never wore capes. I’m talking about the level 30 mission to get your aura. So considering that emotional connection, the look at City of Titans auras definitely speaks to me on a very deep level.
Auras in City of Titans will carry a number of customization options, including specific auras for parts of your character’s body like the eyes, hands or torso in addition to full-body auras. As with other cosmetic options, some of these auras will be available immediately from character creation and some will be earned either by mission rewards or from the in-game shop.
Details on auras are a bit thin for right now, which is to be expected since the post was called a sneak peek. That said, fans can look forward to some additional details about various aura options like combat-only auras at some point later.
Of course, a static image can only do so much when we’re talking about visual effects that spill from your avatar’s eyes or surround their body, so be sure you check out the animated gifs on the game’s website.
Not only is having an aura immediately from the start kind of awesome, the engine that City of Titans runs in makes these auras look even more dynamic. As if there weren’t already enough things to consider when making your character…at this rate, we’ll be in avatar creation for at least five hours minimum.
When City of Titans revealed its latest costume pieces a little while ago, a lot of people ended up wondering how City of Titans costume unlocks work. The devs have put out a fresh post to help explain the process.
The new dev blog post, penned by business lead David “Terwyn” MacKay, explained that the vast majority of costume pieces would be available right from the outset. That said, the game is also a business, and since microtransactions will keep the servers blinking, other costume pieces will have to be obtained through the in-game store.
There are two ways to go about this: the direct way by paying for the item itself, or unlocking via gameplay. The primary difference between the two methods is that purchasing an item unlocks it account-wide, while gameplay unlocks will be character specific. Earning costume pieces can be done a variety of ways such as through exploration or as mission rewards, and some costume items will naturally be more challenging to unlock than others.
What the devs don’t want to do, however, is exploit players. To that point, a budgeting tool is being included that will let players track their spending and even set a monthly spending cap. “While it’s generally understood that games need to be profitable, there is a growing awareness of the ways player spending can spiral out of control,” explains the post.
More details on the kinds of costume pieces the in-game store will feature will be ahared in a later post.
A cosmetic shop for City of Titans isn’t entirely surprising news and neither is the option for having items unlock via gameplay. What is surprising here is the budgeting tool’s inclusion, which gives one the sense that this is a studio that gives a damn about people’s spending habits. Kudos to the City of Titans team for this decision. We’re looking forward to seeing the ways we can dress up!
The reveal of the new City of Titans Apkallu race in and of itself probably isn’t that interesting, unless you really like fish-men or ambulatory fish monsters. What is interesting, however, is how the creation of the new race has introduced a variety of features for players to utilize once they put together their own heroes in the game.
As described above the Apkallu are a race of villainous fish people who want to claim rule over humanity by flooding the city and wiping out humanity, because that’s how you rule people I guess. They’re a magic-based race and like to use nautical-style weaponry like harpoons, tridents and even anchors on occasion.
What makes this race’s inclusion unique is that it’s the first addition of monster heads that will be available in the game. The race also introduces the addition of Armpit Wings – webs of skin that run from the character model’s armpit to their hips – along with tattoos and asymmetrical costume pieces.
On the subject of a couple of those costume pieces, Pit Wings can either carry the same colors and design as a character’s skin or have “craft” variants that replicate outfit material textures. As for tattoos, those are a bit less customizable; they can only be tinted instead of textured and can only be placed on specified parts of the body instead of freely customized and placed. Still, tattoos will also be able to glow if you’d like your character’s ink to be extra special.
For those of us who can spend literal hours in a character creator putting together the perfect avatar (self included), these new options that the Apkallu represent are definitely exciting. We’re not so sure about the Pit Wings feature, but it’s always good to have more choices.
From time to time it’s nice to look in on the City of Heroes spiritual successors and see how they’re doing. Sometimes they go months without updates and other times it seems like we’re talking about the game every week. Since it has been a while since we last looked over these projects, now seemed like a great time to look in on how these games and two emulator projects are doing.
No images of Redside were ever made.
In February of 2017, the most recent of the City of Heroes successors came onto the scene. This one was Redside, completely dedicated to the villainous side of things. They held a Kickstarter campaign that was incredibly underwhelming raising only $170 of the $45,000 goal they had. Some of the problems with the campaign included the fact that there were no images, very little thought put into the development, and it appeared to have been created by someone who isn’t a game developer. While it was a lovely idea, it was poorly executed and suffered for it. We’re unlikely to ever hear from Redside again.
Heroes and Villains
Although Heroes and Villains doesn’t get a whole lot of press attention, the game is still in the works. Every Friday there’s a new update on how the development of the game is going. In the most recent one, they discussed ways to change up how missions were done in City of Heroes. The example they give is that instead of going into a mission and just stomping on everyone, you go in and the team splits up to go into two different rooms at the same time. They’re quickly approaching the 300th weekly update. Development of the game is being done behind the scenes without much being put forward in the way of new images.
The game that originally gave the impression of being the furthest along has become one of the quiet ones. Valiance Online is currently in Alpha testing, which you can take part in by donating at least $25. They stopped making updates on the main page of their site last year and have instead switched to the forums, which makes it look like development is dead. However, they held an in-game event in April and there was a new patch in March. That update introduced the first part of their animation system rewrite, with more to come in later patches. They also optimized the code and a few other very important things. It isn’t unusual for Silverhelm to go silent for a few months while they work on the next patch, but they are still on the forums helping out with customer support issues.
City of Titans
For the Fourth of July, City of Titans offered up a teaser video honoring heroes and giving us a taste of what Lockharde Island looks like. At the end of June, City of Titans also explained how control mechanics would work, including the Operator archetype which is dedicated control with their primary power set. They also recently joined Instagram so they could show off more of their amazing work on the visual platform. They have a webcomic going, which has a Patreon bringing in $682 a month. They are planning on having a second crowdfunding campaign in the future, though exactly when that will be isn’t clear yet. Development of the game seems to be quite merrily trucking along, though there is no word yet on when the public will be able to get their hands on it yet.
Ship of Heroes
If you had told me that Ship of Heroes would be one of the most vocal and active of the City of Heroes spiritual successors I wouldn’t have believed you. The concept was a little bit too out there for my tastes, but it has caught on with Paragon City refugees in a big way. In June they released a video showing just how far the game has come in a year and it is astonishing. In April they put out a roadmap for the first half of the year. Since then they’ve done articles talking about female soldier armor, what makes an alpha, and nanites. They were at PAX East talking to the press and they also attended GDC 2018. They’ve held a combat alpha and all around it now seems like the game that is the furthest along in its development. For a game that bursted onto the scene out of nowhere, it is doing fantastically well.
Now that we’ve looked at what all the spiritual successors are up to it’s time to take a look at two other City of Heroes-related projects. These aren’t spiritual successors but are instead emulators of City of Heroes itself.
Of the two City of Heroes emulator projects, Paragon Chat is the one that is the biggest and most popular. There is no combat in the game, which effectively makes it a chatroom, though there are some emotes and travel abilities. There are badges to collect and holiday events like Trick or Treating and a winter event as well. Unfortunately, development on the emulator is pretty much done. You can make costumes, hang out with your friends and slide down the ski slope…but the developers don’t think you’ll ever be able to do much more. Thankfully, the community has rallied to create events and keep roleplay alive. So if you do check it out, keep in mind that the floors of Pocket D are sticky once more.
Super Entity Game Server (SEGS)
Ever since the day it was announced that City of Heroes was shutting down there has been talk of SEGS. At the time SEGS was little more than a rumor rolling around from some time in the past when a City of Heroes emulator had been attempted. However, SEGS was said to be stuck at Issue One of the game, meaning that most of the things City of Heroes lovers adored about the game weren’t there. Then a surprise announcement came in April that SEGS had put out a public release allowing players to create characters and wander around Atlas Park. The team hopes to be able to bring the full City of Heroes experience to the game with the added bonus of being able to have your own server. In June they released a new update that allows you to spawn NPCs and run a server that is compatible with Issue 0/1 of City of Heroes.
As an old City of Heroes vet, one of the simultaneously best and worst archetypes to play as were the Controller and Dominator. The best because causing entire mobs of enemies to be weighed down or disoriented felt great, and the worst because there was always a Scrapper that mashed their one AoE skill and broke the lockdown. City of Titans Control powers, mercifully, don’t sound like they’ll have such issues.
Control powers are, essentially, the abilities that put enemies into a variety of states like sleep, fear, taunt and movement duration effects among others. The way these powers work in City of Titans is each type of power that applies an controlling effect clashes with one of four different Control Stats, such as Constitution for Hold, Sleep and Disorient or Calm for Taunt.
Basically, the higher a control power’s control effect value is against these stats, the more likely the control effect will hit. Also, the more an effect is cast against a target, the more it whittles down a target’s related resistances. And, yes, it sounds like damaging locked targets won’t stop an effect.
As for how long an effect lasts, that’s based on a set duration of an power and a formula that calculates the control effect value against a target’s maximum control stat value, regardless of how reduced that stat value is with repeated attacks. Or to put it another way, higher-ranked players and NPCs will suffer shortened control effects.
In both cases, it’s important to note that these values can be adjusted by power Augments to improve the effectiveness of those who want to play Control heroes. That said, the devs believe their systems will hit a good balancing point of both useful PvE and not-aggravating PvP.
While this system seems to be particularly good for the low and mid-levels of City of Titans, it sounds like those of us who like to play Controllers will still be a bit hamstrung in the higher end, even with Augments. Unless, of course, the Augments system really does provide a dramatic improvement.