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City of Heroes/Villains - Issue 11 dev diary
Posted by wotta, Nov 12, 2007 20:54

Below is the latest Dev Diary for City of Heroes/Villains By Lead Designer Matt “Positron” Miller.

 

One of the things that players have constantly been asking for has always been a way to earn unlimited Respecs for their characters. When we first introduced the concept of Respecs (Respecializing your character), it was in the form of a not-too-easy Trial that forced you and your team to use some pretty sound tactics to beat a difficult Task Force. This Trial could be repeated two more times by the time you reached level 50, so your character could Respec three times in the course of their career.

 

Unfortunately at times we made some significant adjustments to a variety of powers, forcing us to give players a free “respec” for their character when those adjustments made it to live. For many players, their characters simply didn’t play the same way as they did before the adjustment came, so we needed to give them a way to change their character without having to run the Trial. We also decided that at most, a character could hold one of these “Freespecs” at a time. When we gave out more, they would not stack. It was a use-it-or-lose it proposition.

 

With the game nearing it’s fourth year of live operations, many high level characters have wanted to respec their characters to take advantage of new systems that we have added, and they have long since used their three Trial-earned Respecs, and any Freespecs they may have had. We knew that we always wanted a “repeatable” Respec, but were stuck going over exactly how to implement it.

 

Our first idea was to simply allow you to pay Influence or Infamy for your Respec, with an increasing scale in price. The first one costs X, the second one 2 x X, the third 4 x X, the fourth 8 x X, etc. However, even if we put in decay (the price goes down if you don’t buy one in a while) the prices would still gate some users from accessing the content, while not being any sort of hindrance at all to very rich characters.

 

The next thought was to “tax the rich”. Respecs could cost 10% of your “total worth”. This would mean that no matter how rich the character was, they would each pay 10% of their total unspent Inf. to get a Respec. Of course, this was immediately exploitable as players could just temporarily hand all of their Influence off to another character, pay for the Respec, and then get all their Influence back. Tada! Cheap Respecs for those players with more than one account, or trusted friends!

 

With Issue 9 and the Invention system, we really struck gold. We finally had a real economy in the game, with proven commodities and supply and demand. We also had a system that could be used to hold onto Respecs that are unused (much like the three Trial respecs) with Recipes.

 

In Issue 11, we created the Respec Recipe. This recipe, which is a rare drop off of defeating enemies at any level, allows players to grant themselves a Freespec. This Freespec is used immediately upon crafting the recipe. Now this is an item that any character in the game would be happy to have. The ability to change their power selections and slotting at any time in their career is powerful. We expect these to be highly sought after items. Even though they are not as rare as the new Very Rare Enhancements put into Issue 11, they may very well demand a higher price.

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