» Update Round-Up
01/23/2015 - Friday Update #112
This week, we’ve continued to work on streamlining the UI to help reduce screen clutter, and have come up with what we think is a neat solution for displaying the player character’s health and stamina bars in a space-saving way. As a further part of this UI streamlining, we’re adjusting the sorting of the various UI sub-menus to help enhance the logical and intuitive layout that we’re aiming for.
We’ve also been looking at various ways that we can make the open world enemy spawns be more dynamic, immersive and meaningful – some of the open world mob spawns in ‘City of Heroes’ would take part in muggings, break-ins and general vandalism, but the majority of them were simply conveniently spawned at regular intervals, standing around waiting for players to come by and fight them.
We want to keep street sweeping as a valid gameplay option, but at the same time, we also want to make it a bit more integrated into the game world and setting – and having mobs simply standing around waiting for the players to attack them makes the city seem rather static, as well as making the mobs appear to be not very intelligent or proactive – plus, if your character is a heroic crime-fighter, it’s not that heroic to attack mobs who aren’t actually committing any crimes.
So the main focus for improving these types of open world mobs is to find ways to make them be more criminally active, so that players can continue to street sweep, but also get more of a feeling that they’re stopping something bad from happening rather than just picking a fight with the nearest group of enemies.
Have a heroic/villainous weekend!
The Heroes and Villains team