Going Rogue is an excellent addition to the City of Heroes family. Though not a title for the casual gamer, a bit of dedication to growing your. City of Heroes for the Macintosh is now available for download from NCsoft as an open beta. It will be released in January, Initially, the Mac Client will only be available digitally. Mission Transporter. Island Rum is the patcher for Mac. The link leads to a post in the Titan Forums with download instructions; contact Manga on that thread if you need help or have.
Although missions could be completed alone, the player had the option to form Teams with other player characters to play off of each other's characters' strengths and abilities. The level of the characters used, size of the team, and a separate difficulty scale chosen by the player called Notoriety, all affected the difficulty of the mission.
Missions could take the form of an instanced area where the player s must defeat a boss , save NPC characters held hostage sometimes taking the form of escort missions , or search the instance for a certain object or number of objects such as clues or defusing bombs , while other Missions required that players defeat a certain number and type of mobs , possibly in a defined area of the game. Some missions are part of story arcs that involve the player in a larger narrative that tells some of the back story of the setting.
Task Forces City of Heroes , Strike Forces City of Villains , and Trials both were particular missions that could be completed multiple times, but only as part of a team, and had to be completed in entirety to earn particular rewards for completion, such as the ability to respec a character's chosen Powers and Enhancements.
Cooperative play also took the form of larger clans called Supergroups, reminiscent of comic book groups such as the Justice League , the Avengers , or the Brotherhood of Mutants. Players part of Supergroups could team up together or convene in Bases introduced with City of Villains. Bases were used for social meeting or housing special items used in crafting Inventions, serving as a collective item vault, or to recover after losing all Health in the overworld.
Supergroups in turn could form Coalitions with each other for increased collaborations. Coalitions were generally formed for the raids featured in the game. Another form of cooperative play was the Sidekick feature, which allowed for characters of disparate experience levels to participate in the game together.
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A Sidekick's experience level would be temporarily risen to be close to their partner's level, and their Health and strength would be scaled to their artificial level, while any experience or Influence they gained was scaled to their original level. A reverse feature known as Exemplar was added later, which artificially lowered the level of a higher level character also removing access to powers unavailable at their new level , but they earn experience at their original level, which is useful in removing Debt, or gains Influence rather than Experience.
For the release of City of Villains , these features are Lackey and Malefactor. Issue 16 overhauled the system such that it was automatically scaled to the "Anchor", which was either the player on the team whose mission the team was set to perform or the team's leader. Players could also set "leveling pacts" which allowed two players to sync up the experience their characters gained, although this was disabled in a later update.
Other game features included auction houses and crafting inventions to make characters more powerful or unlock further costume options. The Architect release gave players the ability to construct custom mission arcs, with customized enemies and layouts that could then be played by all other players. The Going Rogue expansion allowed players to switch their alignment using Tip Missions collected from defeated enemies. In character creation, the player first selected a character's origin and archetype, then primary and secondary power sets.
Next, the actual avatar with its costume was created. Lastly, the player chose a name and could optionally write a background story to add some flavor to the character, as well as creating an individual battle cry. These origins were as follows:. A special "Incarnate" origin was programmed for various NPCs in the game who obtained powers from the fictional Well of the Furies. The "Incarnate System", which added additional powers for the player to choose from after completing difficult missions. There were five basic hero archetypes, which affected a character's power choices and team role throughout the game.
Blasters were versatile damage dealers, capable of fighting at short or long range against one or many opponents, but had relatively little health. Controllers were adept at preventing enemies from moving or acting through inducing status effects, as well as possessing pet summons. Defenders turned the tide of battle with weakening enemy attacks debuffs and ally-strengthening buffs.
Scrappers were melee fighters with a greater chance of critical hits against tough opponents such as bosses. Tankers possessed great defenses and the ability to take hits for the team, as well as powers to adjust aggro towards them. There were also five basic villain archetypes. Brutes dealt increasing damage as they attacked or were themselves attacked.
Corruptors could cause damage at range, with high chance for critical hits against wounded targets.
Dominators assailed enemies with status effects and direct damage. Masterminds summoned, upgraded, and controlled combat pets. Stalkers were stealthy fighters, dealing critical hits when hidden or when accompanied by a team. There were also two epic hero archetypes which were unlocked after reaching level 20 level 50 prior to Issue 17 with another hero character.
City of Heroes: Going Rogue for Mac
Peacebringers were peaceful symbiotic aliens that had light based powers. Warshades were war-like symbiotes that were normally enemies to the Peacebringers but had reformed their evil ways. Both archetypes were capable of shapeshifting into a more offensive or more defensive form. The villain side mirrored this, with two branching villain archetypes which were unlocked after reaching level 20 also level 50 prior to Issue 17 with another villain character. Both are rank-and-file soldiers for the villainous group Arachnos Soldiers and Widows attempting to make a name for themselves, each with two distinct specializations.
With Issue 21, players could now create a character and go through a tutorial involving the destruction of Galaxy City by Shivans that allowed them to choose their alignment, such as a heroic Corruptor or a villainous Blaster. Characters created with Going Rogue started the game in Praetoria, and chose whether to be a Loyalist, who followed Emperor Cole, or to be in the Resistance, who opposed him. In Praetoria, however, things were not so black and white.
There were good and evil people on both sides, and, when leaving Praetoria at level 20, players could choose their character to be either a Hero or a Villain. The alignment could also be changed later on, allowing for Heroes to go Vigilante before becoming Villains or Villains to become Rogues before being redeemed as Heroes. However, many of these items were described as intangible or other-worldly; such as "inspirations" temporary power-ups or "inf" an abbreviation of "influence," "infamy," or "information," for Heroes, Villains, and Praetorians, respectively, which was used instead of money , which were abstract ideas in the real world.
With the release of Issue 6, while in supergroup mode, a setting that could be toggled on and off, players accumulated prestige points which were used to improve the supergroup base. Issue 9 brought the Invention system to the game, which allowed characters to combine other dropped items they salvaged and recipes to create various goods. Invented enhancements could provide better bonuses than normal enhancements, including set bonuses for slotting invented enhancements from the same set into the same power. Costume pieces and limited-use temporary powers could also be invented. In addition to these, there were also collectible badges for players to earn.
Gained for performing various actions in game such as moving over specific places in each zone, defeating certain numbers of enemies, healing allies, and taking damage most served no functional purpose for players, except to provide characters with tag lines under their character names. However, a few, called "Accolades" gave players access to temporary powers and permanent bonuses to health and endurance the game's equivalent to mana or magic points and were gained by collecting other badges. Players also had the option of purchasing a vast array items on the Paragon Market.
Introduced with City of Heroes: Freedom , the Paragon Market was a cash shop wherein players could purchase, for example, power sets, costume sets, temporary powers and boosts, character renames and respecs, extra costume slots, and access to game content that to which they might not normally have access.
The currency used on the Paragon Market was Paragon Points, which were either purchased with real money through the Market or awarded as bonuses for VIP subscribers. Many enemies were found on the streets of Paragon City and the Rogue Isles, whereas others were found in specific instances or areas. There were also Giant Monsters and zone events that took place in parts of the city that were even more uncommon, such as Lusca the giant octopus in the waters of the Independence Port zone or the Ghost of Scrapyard that wanders through Sharkhead Isle.
Enemies in instances were also graded with easier NPC's at the start of the map and more difficult enemies towards the end of the instance. The arbitrary divisions between zones are explained in game by the presence of "War Walls", powerful force fields derived from alien technology which were used to defend various areas of the city.
Heroes set out by dealing with low-powered street gangs in the initial zones, working their way up to fighting increasingly dangerous threats — such as organized crime, corrupt corporations, hostile aliens, and supernatural terrors — even eventually entering other dimensions to fight supremely powerful enemies. The setting of City of Villains was the Rogue Isles, a fictitious group of islands off the eastern coast of the United States.
There, under the watchful gaze of Lord Recluse and the Arachnos organization, prospective villains fought to make a name for themselves, seizing any opportunity that presented itself. The setting of the Going Rogue expansion was Praetoria, a parallel dimension version of Paragon City where the world was ravaged by Hamidon and his Devouring Earth legions and only Emperor Marcus Cole managed to bring stability to a world ravaged by the Hamidon Wars.
Superpowered individuals living in Praetoria begin as Praetors, working for Emperor Cole, but decide to either join the Loyalist faction and remain a member of the Praetorian armed police force or join the Resistance and attempt to reveal the corruption of Emperor Cole otherwise known as Tyrant and free humanity from his rule. All Issues were made available to both City of Heroes and as of Issue 6 City of Villains titles throughout the lifespan of the game, improving features in both games with each release. City of Villains was released in as a stand-alone expansion, an expansion that did not require the original City of Heroes purchase to work.
It offered five new character archetypes that were, at the time, exclusive to Villain characters, new maps, and began the first PvP Zones versus the Arena, which were instanced maps made for PvP fighting of the game. City of Villains also was playable with the same subscription fee that paid for City of Heroes access after buying City of Villains. The retail box included four CD-ROMs for installation current to Issue 6, one of four limited edition HeroClix figures of the game's villains, a poster of a map of the Rogue Isles, and a serial code that gave access to the game and one month of game play.
Also included was a code for a day trial for City of Heroes , as both games were currently separate. Since , after the NCSoft acquisition of the intellectual properties, owning either City of Heroes or City of Villains unlocked both titles at no additional cost.
City of Heroes: Going Rogue was released in Unlike City of Villains , Going Rogue was an expansion rather than a stand-alone expansion and required the original game to play. Going Rogue added an Alignment system, which allowed players to switch from Hero to Villain and added two intermediate Alignments: Vigilante, as a player progresses from Hero to Villain, and Rogue, as a player progresses from Villain to Hero. The expansion also added the Praetorian Earth dimension where players could start out as neutrally-aligned Praetorians choosing any of the ten basic Archetypes available to Heroes or Villains , either deciding to side with Emperor Cole's ruling faction and become a Loyalist or side with the Resistance; the allegiance could change as the player chose and completed missions.
Praetorian players could also attack new Neutral mobs and would eventually be able to play a mission that allowed them to choose to be a Hero or Villain and complete gameplay in the original games. Going Rogue also granted access to four new power sets, new costume sets and auras, and introduced missions that started after defeating mobs that affected the player's Alignment. Starting in , "Booster Packs" were also released sporadically around Issue updates. Booster Packs did not function like expansions adding content to the game , but rather added optional costume sets to the game's character creator and user interface, and were available on the NCsoft Store for a one-time fee.
Although each of these packs were themed after their similarly named character option in the game so far character origins and power sets , their features could be applied to any or all the characters in a player's account regardless of their actual origin, archetype or powers.
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There was also a "Mini-Booster" pack for the purchase of an in-game jetpack for 30 days of real time. While costume pieces were still available in the Paragon Market under the Booster Pack names for one price, the prestige powers and emotes had been separated from the packs as an additional purchase. On February 24, , Heroes and Villains Super Packs were introduced to the Paragon Market after feedback from the beta release of the program was made known by the players. Super Packs functioned much like a lottery mini-game, which offered two cards that give common rewards, and one card each that offered an uncommon, rare and ultra rare reward per reveal.
Super Packs were sold in quantities of 1, 12 or 24 uses each on the Paragon Market. Super Packs were not available through in-game play Free players could not receive or use them , and as a Premium Player, a Super Pack may have granted rewards that you could keep but were unable to claim or use until you unlocked it in the Paragon Market or through the Paragon Rewards program. A few in-game item packs were released to allow players to gain in-game items from select box releases of the game at a lower cost than repurchasing the title at retail price.
Item packs only contained the items in an Edition release, and did not come with free playtime or in the case of expansions the added game content that require an expansion purchase in order to use. As of August 30, virtual item packs were no longer available for sale on the NCSoft website. The individual costume pieces and powers were available through the in-game store. The City of Heroes development team also initiated events based on North American and European holidays and observances, starting with Halloween in , followed by a Winter Event eventually becoming a primarily Christmas -themed event ,  and the newest holiday observance, a Valentine's Day event.
Eventual changes to holiday events included the addition of a Zombie Apocalypse world event during Halloween, and a ski slope inside of Pocket D during the holidays. Holiday events granted commemorative badges upon signing in during the event, and had earnable themed badges by participating in the in-game events. City of Heroes granted a commemorative badge during its anniversary month of May and often scheduled special events and surprises during May.
On the game's fifth anniversary on April 28, , and on the same day during the sixth anniversary for , an outbreak of Giant Monsters of every type was released throughout the game in all zones for players to defeat within a hour span. However, the game's official release was cancelled. The Korean CoH team directed its players to a coupon for an account on the US servers as compensation. City of Heroes and City of Villains employed several servers. The servers were divided between the North American and European markets, with separate European servers with language localization for German and French speakers.
It was the country's 53rd best-selling computer game between January and August In , Computer Gaming World hailed the game, saying, " City of Heroes blows a superpowered gust of fresh air into an increasingly stale sword-and-sorcery MMO world. The game received additional praise because the characters of inactive players were not deleted, even if the player's subscription had been canceled or inactive for an extended period of time.
In anticipation of the release of City of Villains , Cryptic announced on October 10, , that effective October 24, , characters below level 35 on accounts that had been unpaid and inactive for more than ninety days would have their names flagged as unreserved allowing new users to take the name. This policy was suspended on May 4, , because Cryptic's data-mining had shown that very few names were being taken in this fashion anymore; Cryptic said thirty days' notice would be given prior to future changes to the name policy.
Computer Games Magazine named City of Heroes the ninth-best computer game of The editors wrote, "In a genre dominated by games that try to be all things to all people and end up doing nothing particularly well, it's particularly refreshing. Portions of the subscription costs went to supporting a full-time "live" team, which developed additional content for the game; other portions supported the significant server maintenance and bandwidth costs. However, since merging the titles in , this became a moot point as any player of one of the games could access the opposite game without purchasing it.
Continuing active subscriptions were also entitled to "Veteran Rewards". The system rewarded players with costume pieces, extra powers, supergroup base items, respec opportunities, and other minor in-game perks to all characters both hero and villain characters on any server tied to the active subscription. Inactive accounts did not accrue time for Veteran Rewards. Since , players considering City of Heroes could sign up for a day trial key without subscribing to the game, without receiving an in-game referral or using a credit card.
After 14 days expire, a trial player would need to buy the game and subscribe for further months to continue their play. The servers were free-to-play, with limitations on what Free players could access. Players who had their subscriptions lapse would become Premium players, and would have access to everything they used to have, but would be limited to what they would be able to access in the game's future updates unless they signed up for a VIP subscription. There was also an in-game market where all players could purchase points to purchase expansions to the game; VIP subscribers were given a monthly stipend of these points at no extra charge.
The novel chronicles the back stories of the Statesman and Lord Recluse , the central iconic characters in the City of Heroes and City of Villains franchises. A second novel, The Freedom Phalanx , written by Robin Laws , was released in May, , and detailed the re-formation of the hero team the Freedom Phalanx in the s.
The story centers on the fledgling heroes Positron and Synapse, but also includes Manticore, Sister Psyche, and Statesman. A third novel titled The Rikti War was announced by CDS at the time the first novel was published, with an August , scheduled release date. The book was reportedly going to cover the epic trans-dimensional war between Earth and the Rikti home world, however the book was later cancelled. To tie in with the game, NCsoft released two original comic book series that featured various characters from within the games themselves.
Both series were originally free for subscribers to the games, but later they were provided for an extra subscription fee with the game and for free in digital format afterwards on the official City of Heroes website.
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The Blue King series ran for 12 issues, after which the Top Cow series ran for an additional 20 issues, ending in July Alderac Entertainment Group also worked with CoH to create a collectible card game featuring characters from the game, as well as several original characters. The game's website also allowed players to create a game-compliant card for their own online character.
While a free preview version of the game was released, the game was indefinitely delayed due to the cancellation license with Fox on their Buffy the Vampire Slayer and Angel role-playing games.
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Eden owner George Vasilakos later made a statement in that they were waiting on information from the copyright holders, but no news arose after this date. The various collector's editions of City of Heroes and City of Villains included exclusive HeroClix figures of signature characters from the game. In June , it was announced that the producer for the Transformers film, Tom DeSanto , had acquired the option to make movies and television shows based on the City of Heroes franchise.
A plot summary had been released detailing that the movie itself takes place during the first Rikti War. In November, , Marvel Comics filed a lawsuit against City of Heroes developer Cryptic Studios, publisher NCsoft, and game administrator NC Interactive NCI , alleging that the game not only allowed, but actively promoted, the creation of characters who infringe copyrights and trademarks owned by Marvel.
The suit sought unspecified damages and an injunction halting further sales and shutting down the game. The game included in its user agreement strong language against such activity, however. It forbade the creation of potentially infringing characters, and NCI had been known to rename or "genericize" such characters. The User Agreement additionally held players accountable to indemnify reimburse NCI and its affiliates against third-party infringement claims, and demanded either a granting of sole ownership in player created content, including characters, to NCI, or a warranty that a third party owner of the rights in player created content had made such a grant.
The defendants replied that the lawsuit was frivolous, and while many intellectual property analysts agreed, others noted that trademark law is structured such that, if Marvel believed their marks were being infringed upon, they had little choice but to file a lawsuit, regardless of its outcome, to preserve the strength of the marks. At least one noted similarities to Fonovisa, Inc. Cherry Auction, Inc.
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Although Cherry Auction had not been directly selling the infringing items, the court found that it was vicariously or contributorially liable for the infringement. Marvel subsequently admitted  that some of the allegedly infringing characters cited in the complaint had been created by Marvel's own investigators. In March , the court struck those exhibits from the complaint.
The dismissed claims included all indirect trademark infringement counts, because Marvel had not pleaded commercial use of Marvel's marks by the game's players. Commercial use is a required element of infringement under American trademark statutes. On December 12, , all remaining claims were settled under undisclosed terms. The game's operators asserted that the settlement did not require changes to the character creation engine. The alliance surprised players, but developer Matt "Positron" Miller assured fans on Cryptic's official website that development and maintenance would continue separately on both games  [ dead link ] , proved later by the complete split between City of Heroes and Cryptic Studios.
Marvel Universe Online was eventually cancelled by Microsoft. As part of a push to further develop City of Heroes , the company also announced the formation of a new development studio dedicated to new titles as well as their interest in distributing and administering their future works once launched.