Hi guys! You know when we gonna have Vision as playable character for the PS4 version?
New characters
Why is there no Kaecilius Terminal in quests?
Hello.
So Ultron, Skrull and even Daily Bugle Terminals have their appropriate Legendary Quests and are presented in ARMOR/Omega hunt missions.
But Kaecilius Terminal doesn't have LQ and isn't included in ARMOR/Omega missions. Why does it?
If someone knows who of Gaz to ask personally, please, tag them.
Ragnarok Hype
purchasable prestige a real thing coming? (happy question)
I keep hearing in social chat about being able to purchase prestige all the way to omega level 1 in Omega patch? Normally I just whatever with social says. but this keeps coming up. I have not seen any official mention of it.. Is it true?
@Asros @AgentFenixion @AgentPilot @Winterthur I dunno who else to tag.
If it's true... Yay, cause that means I can just chill and stop doing characters over and over that I "might" want to Omega later.
The Spammers Are Getting Out of Hand
I know the spammer banning system was slightly upgraded to be slightly more efficient not too long ago, but you kick one out and two more take it's place. There's no point in banning them if they keep spawning. I know the consoles have no problems with spammers, so why does the PC version have problems with spammers? I'm no programming or tech genius but there has to be a way to get them to stop posting in the in-game chat all together. After every regular comment there's two spam comments for "Buy your items at m|a|r|v|e|l|p|o|w|e|r|.|c|o|m" or "mar vel po w er.com" or "m a r v e l p ow e r . c o m"
Just make it go away, please. It would make the game 100% more enjoyable, I guarantee it.
@AgentVapor @AgentPilot @zWolfiez @Winterthur @MichaelMayhem @Asros
The Unofficial Iron Man Costumes Suggestion Thread Redux!
Which of these are your favourites, and are there any other looks for Iron Man that you'd like to see added to Marvel Heroes?
Please note that, as with all these costume threads, this is not meant to be a complete list of all of Iron Man's suits and outfits. I will endeavour to update when possible, but please do not be offended if a particular look that was suggested in thread is not added to the list.
Cosmic Prestage Help
Is there a new "Meta" or path to go through? I'm at lvl 50, so I'm close. Just wanted some insight from others to see if I'm not doing something.
So cosmic prestige will be much faster after Omega Patch?
Each prestige level would be gradually a bit slower instead of 5 normal and 1 superslow cosmic right?
5h downtime? Are you kidding me?
Thought the big stuff about the servers was done weeks ago. And now we are at 5h downtime? Why?
The only real question that matters
Why shouldn't every PC player uninstall right now?
That's it, every other question pails in comparison.
Convince the handful of us who haven't already to not uninstall this game and write off our huge time and money investments on both PC and Console.
If this thread gets closed or deleted than I at least will have my answer.
[Dev Blog] On Keywords and Omega Items
Hey everyone!
It’s been awhile since you’ve seen a Mayhem-brand giant multi-page design insight post, and one is long overdue.
Today, I’m going to talk about two projects that I had a heavy hand in pushing for and designing that have come under scrutiny, and by the end of this post, hopefully you’ll have some insight as to why the decisions were made. These two features are the console’s Keyword System, and the Omega Items system.
Keywords (a.k.a Tags)
Since the game’s inception, the design of power and item progression has always been limited by the current PC “damage type” system - Physical, Energy, and Mental. The primary problem with this categorization is that it constricts the Marvel IP into three categories and prevents any overlap between them.
For example, we classified magical-based damage as “mental”, even though there are valid arguments that it could be something else (just because it’s magical fire, shouldn’t it be Energy damage like other Fire skills?). We classified some attacks as either Energy or Physical strictly based on whichever one we felt would be better to itemize for if the attack in question could ride either line, which meant that the theme of the power really didn’t matter.
The problem with this type of system is that it also overlapped with the existing Keyword (tag) system, such as the Summon or Area keywords. These keywords allowed for the few instances of ‘build around me’ power sets among heroes. Collecting items to support a build and figure out a way to make it work is one of the most fun aspects of a loot-based RPG, and those keywords helped to define ways to do so.
What we found when analyzing the item system for console is that we wanted to explore this space even further - why shouldn’t there be items that allow for someone to make a Gun-based build, or a Fire-based build, or a Magic-based build? These builds usually existed already in the heroes themselves, but the only way to build an item that supported one was through a hand-crafted unique that talked to the individual powers in question.
For example, if we wanted to support a standard-issue guns and bullets Punisher build in an item, we’d have to call out each power that we felt fell under that category and buff those powers in some way. This led to the inevitable affix bloat found in the PC Unique items from the ‘power rank’ days, which became overwhelming for new players as they tried to digest 10-12 lines of text on some of those uniques. It also required that hand-crafted items for every feasible build be made for every available slot, since talking to powers had to come on an item exclusive to that hero (any-hero items can’t talk to individual powers, since we don’t know who is going to equip the item). Keeping a regular cadence of those items was a massive undertaking, and we could never keep up with the demand regardless of how many designers were implementing them simply due to the sheer number of heroes in the game.
Enter the Keyword system. We already had all the tech in place to do keywords like Area or Summon, we just needed to create new ones, add them to the appropriate powers, and make items talk to those keywords. An affix giving bonus damage to Explosive powers would allow for players to collect those and make a sweet Explosive build on any hero who had enough of those powers to make it work. An affix that triggers a bonus effect on using one Explosive power could shift a player’s build to make them include just one Explosive power for the bonus.
It was clear once that objective was set out for that we no longer needed the Physical, Energy, and Mental damage types. We had considered a different approach at first - adding those keywords to the damage type lists instead, so you’d deal Fire damage or Explosive damage. Unfortunately, that system only supports one single setting, so if we went that route, we’d be severely limiting the design space available to us. For example, what type of damage should Dr. Strange’s Flames of the Faltine do - Fire or Magic? We’d have to pick just one, and that would restrict the number of items available to Dr. Strange players.
Keywords were clearly the winning case for design space, but it did come at the cost of clarity as players need to have an understanding of what keywords they have access to. We tried to make them as clear as possible in relation to the theme of the power, such as Storm’s powers being Lightning if they use Lightning, Wind if they use Wind, Ice for the Hailstorm, and multiple of those keywords if more than one element was being called in the same power (such as her Thundering Maelstrom power).
After launching the new items system, one thing we all believed we could do better at was to make those build paths easier to see and collect. As randomly rolled affixes, it takes a great deal of time and luck to get a lot of items that are talking to the Keyword(s) you are looking for.
Thus...
Omega Items
Originally, Omega Items were proposed as mostly randomly rolled affixes, with some having power-specific interactions. Admittedly - we jumped the gun on announcing this before the project was fully scoped out. That was our mistake, and we’ve since reacted poorly by not communicating the iterations and pitfalls that were found. I hope this post can make up for that a bit.
The problem with the original proposal was that it was simply too large to create an interesting, diverse set of affixes due to the nature of power-specific interactions, and what it takes for us to implement those power-specific interactions.
Like Uniques, these affixes would have to be hand-crafted for each hero. At first, we’d outlined only 5 per hero, but this quickly was proven to not be enough, as if any power was buffed by your affixes and you had opted not to use that power in your build, there were no other avenues available to you. 10-15 became the new standard, with that amount needing to grow over time - again, for each and every hero. We’d have to patch in another 2-3 affixes per hero on a regular basis in order to keep things interesting, or the item game would become invalid once you’d completed collecting the ones you wanted. It was not a sustainable model and would have put us in a case of needing to overhaul the system not that long after releasing it, which was not a position we wanted to end up in. It was the exact same pitfall that we had with Uniques in the first place, and we knew it wasn’t sustainable.
Around this time, we’d already been discussing the Keyword system and debating its benefits and detriments. If we went ahead with the Keyword plan, suddenly the landscape would change for Omega Items. We could focus on Keywords, which are abundant and not specific to any one hero, and create interesting items around those keywords. We could now come up with a great “Throw” item affix that lets players create a Black Panther knife-throw build or reinforce a card-throwing Gambit build, or a sweet Wind item affix that really impacts both the Storm Wind powers and Star-Lord Air Elemental Gun powers.
Using Keyword-driven affixes instead of hero-specific power affixes was a much more sustainable model that we could grow over time in a reasonable time frame once the feature had been launched. It would get us a unique item system that played into hero builds without the overhead and scope problems the previous feature had. We began the Keyword conversion and put Omega Items on hold until we’d finished the pass.
The new ‘Omega Items’ looked very similar to the previous model, except the affixes now spoke to Keywords instead of individual powers. One problem that was immediately recognized was the stacking of those items. A tech limitation of our item system is that multiple equipped items of the exact same type do not stack their benefits under certain circumstances. A proc effect with a cooldown, for example, is not written ‘onto the item’, but rather onto your player. All powers stem from a character. Thus, the cooldown for that proc effect is tracked on the caster of the power, not the item that granted the ability to use it. In short - equipping multiple copies of that proc won’t make the effect trigger more often than if one copy was equipped.
Since some of our designs (both in the old system and the new system) called for interesting new procs with powerful effects, this was a serious problem. A player wouldn’t know to not equip multiple copies of the same affix if it fell under these conditions, and we’d need to figure out a way to solve that. We thought of restricting the affixes to only roll on specific slots, but that further restricted the build potential for each hero, and would force us to make even more affixes to help cover those blind spots.
The solution was to simply make all of the affixes fall under the same ruleset - if we couldn’t make every case work when stacked (and we couldn’t), we needed to make none of them stack, so we could make that functionality very clear to the player, and preserve the balance of the items.
In doing so, the engineer working on that request pointed out that this was the same functionality that prevented us from doing Set items when it had been pitched once or twice in the past. Items have always conveyed their listed benefits to you, and making that no longer true under certain conditions (such as having multiple of the same type equipped) required new code implementation. With just a little bit of extra work, he could add an entire Item Sets feature.
With that in mind, our design space blossomed into what became the final feature for Omega Items. Suddenly, instead of making extra duplicate affixes “dead” and unusable, we could make them stack into new, additional bonuses!
This was a dangerous road to travel though, as we know Sets are loved by some and hated by others. There are two major pitfalls associated with Sets that we set out to avoid when designing them:
Not having so many that you can’t collect them all without an extreme amount of inventory/stash management and space to do so.
Not making it feel like you had to collect an entire set before it started to work out in your favor.
To help support the first point, the loot tables for Omega Items are constructed per-hero, so that Wolverine will never see the Dormammu’s Embrace set, which is all about Fire powers. Wolverine doesn’t have or care about Fire powers, so he never needs to see that set. He’ll never see anything regarding Intelligence, Energy, or any other stat that he never could feasibly use. This reduces the number of available sets per hero down by at least 50% from the total sets available in-game, and in most cases, reduces by more than that. NOTE: This is claimed to not be functional in the current console patch, but will be fixed as soon as possible (long before it hits the PC build).
To help support the second point, we budgeted the affixes on each tier to be equal - the ‘item power’ granted by a tier 1 bonus is roughly the same as one granted by a tier 5 bonus. And, each and every Omega Item has a Tier 1 bonus. Some can argue that on some of the sets, the best affix is the first one in the list - the one you get immediately just for equipping the item by itself. In many cases, the first affix of the set is one that is usable by the widest number of heroes, such as a triggered effect on a cooldown that happens when you use a certain type of Power. The affixes further down the tier usually talk to a more honed, focused build, such as one that almost exclusively uses Powers of that type.
What this means is, your perfect desired build of Omega Items may very well be 5 different sets’ Tier-1 bonuses, and that’s an absolutely acceptable choice. Some of the best-in-slot builds that are discovered may use five different Tier-1 bonuses. Some may use a 2-2-1 setup, or a 3-2, 4-1, etc.
Furthermore, the growth of this system is now modular. What I mean by that is, perhaps down the road, we will allow Rings to roll at Omega Rarity, pulling from the same set pool. Now, 2-2-2, 3-3, 4-2 setups open up as possible avenues since there are now six available slots instead of five. We could add a Royal Grandeur-type item which bumps you up a tier on all equipped sets, further increasing build options. We can do these things because the system is open-ended and not hero-specific, so if we were to make either of those changes I described, every single hero would be affected by the new options, without us needing to hand-craft hundreds of affixes when we want to vertically scale the system to offer more power. It’s flexible and scaleable, and something we can reasonably grow for years with the implementation capacity we have available to us.
Conclusion
I know these types of changes might be hard to process, but I hope this post has brought you some clarity on these decisions - why we are pursuing this route, and what it will do for our future in opening new build paths and new itemization to you, the players, faster than we could before.
I’m really excited for these items. There’s so many affixes that are build-defining, from ones that will skyrocket stats into the stratosphere, to ones that reward the most veteran players via Infinity points, to ones that will focus players down new thematic paths. We have many more planned, and hope that they end up being satisfactory once they are finally in your hands.
Until next time!
Mule account
I´ve bee thinking to download the client and create a new a account so I can do the PVP achiv.
(I played only in steam)
Is this allowed?
I mean since finding 9 more people is hard already
Any dev can answer me ????
and again no armor defender quest
3rd time in a row!!!
that's 3 ultimate upgrades that I'm missing. Any compensation???
I was online when events changed.
The Jungle Queen Fan Club [aka Mrs Brevik]
The thread for all things Jungle Queen
Mrs. Brevik aka @thejunglequeen has been streaming Marvel Heroes on twitch: link here
Archives on youtube: link here
She and Mr. David Brevik aka @deckardcain aka @Xarex have literally splooshed upon the Marvel Heroes scene, with hour after hour of awesome fun-ness.
So don't miss a single episode, which are jammed packed with chocolate, scotch, Marvel Heroes and spoilers!
Square Enix Marvel game is an ARPG?
I read this from somewhere a while ago and not sure if a thread has already been made and if it has I don't really care mines more important anyway.
So what does this mean to MHO if they are really making an ARPG?? And what if it is an always online game?
firrstar's classic costume
does anyone know how to get firestar's classic costume now that things have changed i the game?
Community Q&A
Hi Everyone,
Here are the questions and answers that were planned for the CEO and EP live stream. Our Executive Producer @Orren is answering these, but everyone including our CEO touched on the PC licensing question, something that was not ignored or taken lightly. This isn't the end of the burning questions, and we'll be sure to be gathering more here to answer. Really want to thank you all for your patience!
Is the PC License Extended Beyond 2019? We were told console is, so wondering about PC. What is the future of the PC? Should I stop buying things now that I know you are working on a new game that will turn this lead platform even more abandoned? How can I trust that the game will still be active next year?
We’re not going to comment on licensing news getting out in the past, but it’s our company policy, like many companies, to not divulge licensing details. That doesn’t mean it’s a good or bad thing for us either way. It simply means we don’t talk about internal contracts. What we can tell you is that we’re absolutely committed here at Gazillion and are working hard on PC updates as we speak, starting with the Omega patch that's still slated to release by Nov 23. The vision remains to unify the platforms in November and to move forward with aggressive support on all 3 platforms.
Is Omega Prestige system going to be adjusted? Some player feedback has been that players basically want to keep their high level gear and abilities while grinding Omega Prestige.
First off, the benefits for increased Omega Prestige ranks were overtuned and are being completely revised. The additional levels of prestiging past Omega 1 are supposed to be completely optional - they were envisioned as an answer to the small but noticeable group of fans who have for years requested “infinite prestiging.”
Secondly, although we cannot make exactly the change to gear that you are describing, we are going to introduce some new gear that is granted when you attain Omega Prestige that will scale up as you level. This gear will not be as good at level 60 as true end game gear, but it will be excellent for leveling and you won’t have to regear every few levels.
What are the plans for movement changes, and how it pertains to enemy boss mechanics? Will old movement return for PC?
Old movement isn’t coming back. We have done a lot of work on bosses and enemies. The much promised enemies blog will appear soon. I am completely conscious that this is a thing I have said before. Unfortunately some staffing changes derailed the version of the enemies blog that was in the works during this summer’s forum AMA.
Are there future plans for Danger Room?
Absolutely! Danger Room is a great mode. We really want to incorporate it properly into the main difficulty systems as well as allow endless modes and more terrain sets. This will be a big push for 2018.
What about general PC bug cleanup and quality of life updates? Also, Hero balancing to buff weak Heroes?
Such work was blocked by our need to deploy this big patch to make the games same. We’ll return to a steady velocity of this after the Omega Patch. The Omega Patch itself also has many such items in it.
Are you planning to have a rough roadmap of what’s to come with Marvel Heroes Omega? Will we get to a state where features like Omega Prestige are approached to community early?
We’re going to stick to giving specifics about what’s in the next patch with some general discussion about what’s further out. So, for example, we can say that Danger Room is going to be a big focus for us through the first half of 2018, we can’t go into details of the contents of the patches that will roll out throughout that timeline.
As for debuting features earlier in test center, yes, that is definitely a goal. Deploying the Omega patch to PC is the first step on this path. There isn’t an equivalent console-only test center, so that was not an option with Omega Prestige.
How much of Gazillion's manpower is going into the new game you're working on? Are you hiring new staff to work on that while maintaining MHO at current levels going forward, or is there going to be drop-off from MHO as you work on that title?
There is a small and completely separate team at Gazillion working on new projects. This is absolutely separate and not a shared resource, and would not affect the future development of Marvel Heroes Omega.
Can we speed up the release of characters and their costumes from PC to Console? Will the current hero release/port over speed remain the same?
The current velocity (about one per month) is unlikely to change. In addition to the console port of PC heroes we have Omegas, Costumes (some now with powers!), and entirely new heroes that the character team works on, so expect this pace to continue for a while. There is a notable exception - in December we’ll have a pack of 4 villains available.
Have you thought about setting up a public bug tracker of some kind to help the community get visibility on what’s being fixed? We are particularly concerned with some long-standing bugs that we’d like addressed.
Yes, we have talked about this internally and generally like the idea.
When will we get Raids, more end-game content, and PC-like Events?
Surtur comes soon, but ultimately we want something that’s more sustainable than Raids. We can never put out raids fast enough for the players, so we want something like the Danger Room enhancements mentioned above so that we have a more sustainable end game. We still want to support the biggest movie releases with new content, some of which will expand the end game, but those are better used as highlights and special things rather than as the only end game.
How quickly will more Heroes be available for Omega Prestige? We want to be able to Omega Prestige our favorite Hero.
Omega heroes will be releasing about 2 per month with occasional themed packs (like the Apocalypse pack) providing more.
When is PC expected to have omega prestige up and operational?
Early 2018 - probably the January patch.
There’s been a thread asking for Iron Man Extremis Visual Update. Any plans for that, or plans to look into this?
Yeah, we’re going to fix that. I think we were working on this right around console launch and it looks like it was rushed. We will have an improved version of the costume out by the end of 2017.
Is PvP going away?
The current PvP mode is going away in the Omega Patch. I mentioned in the May AMA that the mode isn’t really repairable; nor is it something that we can support. We plan to introduce a simpler, brawl-style pvp mode in 2018. This new mode is meant to be a pretty informal thing with a simple environment where you jump in for a quick battle or three. It won’t be a major part of our development.
So that means go get your pvp achievements if you want them! They will also go away with the Omega Patch.
When did we jump the shark?
I only read the forums once every couple of months. Usually when the servers are down and I am too tired to play a different game for a few hours to pass the time. Saying that, I don't keep up with all the latest news.
I love a lot of what goes on in the game with a few exceptions (regearing, reskilling, relearning characters).
So my question, has it always been this bad on the forums (end of the world) or did it take a turn somewhere and is there one thing that you can point to as the moment when we jumped the shark?
So the CEO...wow, just wow
What a tremendous waste of everyone's time, @Orren @AgentPilot. I feel like Chevy Chase when he received his Xmas bonus in the 'Jelly of the Month' club. I guess you gave us something, but generally speaking, really it's an insult.
I have spent countless hours in your game, spent much $$, all chars are either red or cosmic prestige, top 500 in both levels and achieve's and you gave me NOTHING to look forward to in the future. I have defended you guys on the forums and in my SG, but frankly, I cannot any further. I love Marvel. You guys have an awesome game. You neglected it, you made it worse by not doing the proper upkeep, and worst of all, you have no plan to make it better in the 'near future'.
In summary, what can I look forward to as a PC player, hmmm...
- Odinson
- SpiderWoman
- Omega Items
- Endless prestige (next year) with (and I quote) "benefits for increased Omega Prestige ranks were overtuned". So it's sorta pointless.
- Potentially 'cool' changes to Danger Room (maybe, but don't hold us to it) in 2018
Seriously guys...it isn't that hard. Give us something to chase that moves my character/account further along. It can be new achievements, titles, leaderboards, really ANYTHING other than things you are releasing in the next year. Most people who play ARPGs are achievers and want a feeling of progression...duh.
Just to get you headed in the right direction:
Terminal Tuesday and Thursday leaderboards: Who can clear a randomly selected 3 terminals the quickest on different difficulties
Hero spotlight weekend: 5 random heroes selected each weekend, who can achieve various things like highest completed X-Def/Holo, most completed rounds of Danger Room, most mobs defeated with any of the 5 heroes. Even throw a 50% bonus on those 5
Holo/X-Def Wednesday: Gather your team and see who can defeat the most waves of X-Def/Holo leaderboards
More achievement chains which require specific heroes to do some 'thing'. I.E. SM must defeat Vulture 10 times on Cosmic; With a group of X-Men, make it to round 15 of X-Def, Wolverine must defeat Magneto 20 times on Cosmic Terminal. Link about 15 together, make it a chase.
Random Daily quest chains...stop giving us the same three terminals on the same days every week...chain them! i.e. Patrol: Kill 500 mobs in MM, Kill 6 bosses in ICP, defeat Kingpin in HT...all three random for their zone and not revealed until the previous is completed. Terminals can be tiered, so the three go from short, medium, long: I.E. Destroy 25 items in Shocker's; Kill Manderin; Trash Doom's castle and kill Doom. Again, randomize, for the love of Odin!
Add a Weekly quest. I.E.: Complete 12 Daily Quests, Do 10 randomly selected terminals, Complete 3 One-Shots, Do Musp...again randomize the requirements
Get wacky and add a monthly quest: Complete 3 weekly's
Awards for these can be currency, IPs, Achievements, Leaderboards, etc...
Bottom line guys...give us stuff to do that feels like progression and provides interesting rewards.
Gibby