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Review: City of Villains

Early last year, NCSoft and Cryptic Studios released a MMORPG that struck out in a new direction. Despite the familiar leveling structure, it eschewed the fantasy trappings of Everquest and Ultima Online for a more four-colour experience. City of Heroes (CoH) tapped into the Comic Book Guy in all of us by allowing players to create their own superhero. The incredibly detailed character generation system and the feeling of power that it invoked for even starting players made it one of the most enjoyable games of 2004. Unfortunately, a sense of repetition set in for many players and CoH subscription numbers dipped. CoH has an evil twin, though, and City of Villains (CoV) allows you the opportunity to step into the psyche of a depraved criminal mind, a thuggish legbreaker, or a lead-melting pyromaniac. Whatever your villainous bent, read on for my take on Cryptic Studio's City of Villains.
  • Title: City of Villains
  • Developer: Cryptic Studios
  • Publisher: NCSoft
  • System: PC
  • Reviewer: Zonk
  • Score: 8/10

Every story has a beginning, and your villainous career begins in Paragon City's prison system. The 'Zig' is normally a maximum security prison, but thanks to the spider-themed soldiery of the enigmatic Lord Recluse it is on fire and you are busting out. After doing a few quick shakedown activities that explain the controls and combat to you, you're smuggled out of the facility and begin your life as a criminal on the streets of the Rogue Isles, a lawless pirate archipelago far from the safe streets of Paragon City, the setting of City of Heroes. While initially you'll be working for Lord Recluse you'll eventually have the option to join up with a number of other groups. In the meantime, you'll find yourself fighting against a menagerie of fellow villains, all of whom are trying to muscle in on your chance at the brass ring of archvillainy.

One of the elements that set City of Heroes apart when it launched last year was the complex character creation system it shipped with. Even at launch it was possible to create an extremely elaborate costumed crime-fighter. Several body shapes and accessories made it possible to create anything from a hulking strongman to a sickeningly cute cat-girl. Since the game's launch new additions to the system, like capes and the ability to change the proportions of body areas, has only added to the system's versatility. All of these improvements and even more textures have been incorporated into the City of Villains character creator. New elements includes monstrous textures like wolf heads, scarred and disfigured facial textures, and even (for the pirate in all of us) hook hands and peg legs. The new elements are terrific and I've had numerous friends spend time at my PC just creating characters, with no interest in actually playing the game.

Once you're on the street and looking tough, you'll start getting a better feel for the role you chose during character creation. Characters fall into one of five archetypes, and although four of them are similar to what you'd find in City of Heroes they're all different enough to feel fresh. The Brute is the front-line melee fighter, but while CoH's Tank is meant to take damage the Brute is better at dealing it out. In fact, the more damage he takes and inflicts, the more powerful he becomes. This is actually a good general rule with the new archetypes: CoV characters really adhere to that "the best defense is a good offense" rule. Stalkers fill the high-damage output role, with the ability to cloak themselves for a critical first strike being their signature power. Dominators are all about controlling the battlefield, with powers designed for crowd control and damage over time. They also build up strength as they go, and unleash it in a flash of light with the 'Dominate' power. While Dominating they do more damage and their holds last longer, a powerful element in a boss fight. Corrupters are long-range and buff/debuff specialists, with the ability to suck an enemy dry of health very quickly once they've begun taking damage. The final archetype in City of Villains is entirely new, and extremely cackle-worthy. The Mastermind is a 'pet class', a character that can summon NPCs to do his bidding. There are four types of minions available: robots, ninjas, mercenaries, and zombies. While the lack of pirates is saddening, Masterminds also generally have access to buff/debuff powers of the Corrupter archetype. In a group they act as a sort of glue, fleshing out the ranks and ensuring that party members do their jobs more effectively. The decision not to use the same archetypes as in CoH was a great one, and more than any other element in the game helps to set the new apart from the old.

The job, of course, is crime. Doin' crime in the Rogue Isles requires connections, and CoV provides those to you out of the gate. While initially you'll just be doing jobs for some two-bit crook in an alley you'll eventually have several contacts, all of whom have tips on thuggery. A great improvement over the CoH mindset is "paper missions". Some contacts only give you missions occasionally; in order to convince them you're worth the effort you have to do some petty crimes first. You find these quick, in-and-out-grab-some-xp missions in the newspaper by checking out the articles. A mention of a valuable artifact sends you on a shopping spree, or an article about the release of a former cellmate has you looking for revenge. Overall the quality of the missions is higher than in City of Heroes, with the violent and petty nature of criminality making your actions a lot more sensical than in some CoH missions. A big complaint I have, though, is the lack of variety in the early missions. While City of Heroes offers you several mission tracks out of the gate based on what kind of character you are, CoV has only one track that very quickly gets old when playing new characters. This is somewhat alleviated by a great improvement: allowing missions to 'count' for more than one character. If you and another player have the same mission, completing it will prompt the other player with the message "Do you want this to count for your mission as well?" This way, groups don't have to be constantly redoing missions to ensure that everyone is on the same page. A very nice addition that partially offsets the repetitive nature of the early game.

Doing your thing alone is never all that fun, and CoV introduces some great new elements for supergroups. Bases are the big draw, allowing organizations of supers to finally have a place to hang their hats. They're as customizable as characters are, and have a host of functional elements as well. Bases link zones, act as hospitals, and allow access to the limited crafting added to the game. They are also mustering points for Player Vs. Player (PvP) action. While PvP has been in City of Heroes for a while in the form of combat Arenas, City of Villains introduces entire zones for PvP action. The results are mixed. Like with any game designed for Player Vs. Environment play (PvE), PvP added after the fact has forced some serious balance tweaks to powers and enhancements. Initial reports seem to indicate that PvP is a good deal of fun, and the clash of fully powered heroes and villains is just as explosive as you'd expect from the pages of comic-dom.

The comic look that Cryptic managed fairly well has been expanded and refined in the level design utilized in City of Villains. The Rogue Isles look terrible, in a good way. Even the first zone, Mercy Island, is a twisted rubble of burnt-out buildings and industrial sprawl. In sharp contrast to the cleanly orderliness of Paragon City, the Isles are dark, dirty, and filled with naughty people doing naughty things. Mission design is much improved over the launch of CoH, as well. CoV incorporates the lessons Cryptic has learned in the last year, and mission spaces are quirky and interesting. Some of them are downright jaw-dropping. My teammates and I spent a lot of time during a mission against the military Council agog about their massive base, which evoked James Bond, WWII bunkers, and Star Trek all at once. Additional minor graphical elements have also been added, like an extremely appealing water effect and sometimes-hilarious ragdoll physics.

Overall, minor elements seem to be what separates City of Villains from its goody-two-shoes neighbor. CoV is a dark and gritty version of Cryptic's first offering, for better or worse. If you quit City of Heroes months ago because you were tired of instance, instance, rinse, repeat, City of Villains may offer you some fleeting fun because of the new setting but probably won't hold your interest over time. On the other hand, if you enjoy City of Heroes you're just going to love City of Villains. The people are bad, the story is good, and there's just as much to see and do in the Isles as in Paragon City. What's more, if you are already subscribed to City of Heroes you can double your content without increasing your monthly fee. One subscription fee allows you access to both CoH and CoV. If you've always wanted to leap tall buildings or find the idea of a world-spanning empire of evil appealing, you can do a lot worse than the world NCSoft is hosting online right now.

230 comments

  1. Deep down... by RandoX · · Score: 3, Insightful

    I think playing a villain sounds much more fun than a hero. It may be human nature to want to smash stuff once in a while, and I'd rather take it out online than in meatspace. I'm really a nice guy on the inside. My mommy said so.

    1. Re:Deep down... by CodeBuster · · Score: 0, Offtopic

      It may be human nature to want to smash stuff once in a while

      Perhaps that is what motivated a group of bored teenagers to smash an iPod in the apple store...

    2. Re:Deep down... by Rude+Turnip · · Score: 1

      Maybe offtopic here, but from what you're saying you'd probably like the comic book "super anti-hero" Diabolik (imagine a cross between Batman and Tyler Durden, if you may). The only reason I even bothered to mention this is because your subject line is also the name of the theme song from the 1968 movie adaptation...the best movie adaptation of a comic book ever, IMO.

    3. Re:Deep down... by Anonymous Coward · · Score: 0

      Nononononono, you've got it all wrong. It's the existance of games like this that CAUSE the desire to smash stuff. If there weren't violent games, you have no desires except to watch sunbeams and unicorns dance on fields of strawberry dreams. A nice lawyer named "Jack" told me so...

    4. Re:Deep down... by Teh+Suq · · Score: 1

      I agree, it is more fun to be the bad guy. One of my favorite missions in CoV so far was a bank robbery. It even included smashing the crap out of the vault door to get at the money. Lots of guards trying to stop you the whole time. I really enjoyed that one.

    5. Re:Deep down... by fafaforza · · Score: 1

      I don't get the video. They bought an iPod and pummeled it with their boots? What is it that they were hoping to achieve?

    6. Re:Deep down... by Impy+the+Impiuos+Imp · · Score: 1

      Even better than Sin City? Gosh!

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    7. Re:Deep down... by Anne_Nonymous · · Score: 1

      This would explain how my brother-in-law got the all-time high score in Village of Idiots.

    8. Re:Deep down... by imacrazyperson · · Score: 1

      I just watched that too. That was one of the biggest peices of crap I've ever seen on the internet. A complete waste of my time and their money. If you're bored and want to see something funny go to thelonelyisland.com, they make some really funny movies. I've been a loyal veiwer for 4 years and they've kept me laughing.

    9. Re:Deep down... by Ralp · · Score: 1
      I don't get the video. They bought an iPod and pummeled it with their boots? What is it that they were hoping to achieve?

      You pretty much summed it up.

      I assume you must own an iPod?

    10. Re:Deep down... by KDR_11k · · Score: 1

      Perhaps that is what motivated a group of bored teenagers to smash

      When I read this far I thought you'd talk about France.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    11. Re:Deep down... by F_Scentura · · Score: 1

      They bought a new ipod, and smashed an old (probably non-working) one. I can't believe anyone gave those cyberbeggars any money.

    12. Re:Deep down... by imacrazyperson · · Score: 1

      actually... i do own one. Once upon a time I hated ipods. But then a funny thing happened. My parents bought me a video ipod, as an early early christmas present. It was to keep me occupied between classes. I couldn't tell them I don't want this consumer whorish product. So I started using it, and soon came to the conclusion that ipods aren't half bad. the end. Though I wish I could've used to money to help pay for my classes. I think it was an ok investment.

    13. Re:Deep down... by Poltras · · Score: 1

      Nice joke, but a bit mean. And I'm sure 99.9% of americans won't understand it. Nobody's been talking about France there...

    14. Re:Deep down... by Anonymous Coward · · Score: 0

      Eurotrash...

    15. Re:Deep down... by PygmySurfer · · Score: 1

      A complete waste of my time and their money.

      Sadly, it wasn't their money. They actually collected donations from people online to do this. I'm not sure what's worse - that they used other people's money to do this, or that these people willingly donated their money to this cause.

    16. Re:Deep down... by chigun · · Score: 1

      An iPod (or any other entertainment device) is not an investment.

      --
      swanker than you
    17. Re:Deep down... by imacrazyperson · · Score: 1

      I wasn't thinking of making money off of it. I was thinking in the amount of time I spend not being bored. lol no need to be so critical. :-P

  2. Combine the Two by mysqlrocks · · Score: 2, Interesting

    Why not combine the two games into one? Let CoH characters play against CoV players. That would be pretty cool. I know this will never happen for many reasons but it's still a cool idea.

    1. Re:Combine the Two by Anonymous Coward · · Score: 0

      Umm... you can. If you own both versions you can go into PvP areas and fight other heroes and villians. I am at level 14 right now and can't get access to level 15 so I can't say how cool it is. However there is definetly crossover between the games.

    2. Re:Combine the Two by Jackboot · · Score: 5, Informative

      This is already functional. There are PVP zones in the game where Heroes from COH can battle Villians from COV.

    3. Re:Combine the Two by Anonymous Coward · · Score: 0

      They do, there are three crossover zones in both games so far where heros and villains can clash.

    4. Re:Combine the Two by Sabaki · · Score: 1

      Actually, this is possible. I've been in the PvP zones. They're in the same universe, and can interact, just not constantly. (Mostly to avoid grief, I think.)

    5. Re:Combine the Two by lazn · · Score: 1

      eerm, they can. You can fight heros from COH.

      ==>Lazn

    6. Re:Combine the Two by ryanmoore · · Score: 2, Informative

      They are combined. CoH and CoV all share the same servers, same game client, and the same universe. There are 3 PvP zones which both Heroes and Villains may enter. In those zones, you get Hero vs. Villain combat.

      You only pay one monthly fee to access both games assuming you have purchased both of them. The monthly fee is no higher than if you purchased CoH or CoV alone.

    7. Re:Combine the Two by snuf23 · · Score: 3, Informative

      Uh actually not only do you pay one fee for both games, the PVP zones are designed for Hero vs Villain combat. CoV is not entirely a new game, it's more like a standalone expansion. You can buy it to play villain only if you don't have CoH or you can buy it to add the new features to your CoH account and play both heroes and villains.

      --
      Sometimes my arms bend back.
    8. Re:Combine the Two by notea42 · · Score: 1

      That's what he means by PvP. There will be zones where CoH players can combat CoV players. Or do you mean CoV Players taking on some of the NPCs from CoH?

    9. Re:Combine the Two by elmegil · · Score: 1

      Why wouldn't it happen? Seems to me to be the obvious next step, once CoV has run its course some. let's find a way to glue the two worlds together and make it a real comic book paradise/hell.

      --
      7 November 2006: The day Americans realized corruption and incompetence weren't addressing 11 September 2001
    10. Re:Combine the Two by DangerSteel · · Score: 1

      I was in the beta for COV and it was a lot of fun. Also there are PVP areas where heroes can fight villians for fun and profit !

    11. Re:Combine the Two by Zaplocked · · Score: 1

      There actually is an area ingame where they can meet up and PvP.

    12. Re:Combine the Two by Chris+Burke · · Score: 1

      Can you play in the PVP areas if you don't have both? Or do you need to have both in order to have the art resources?

      --

      The enemies of Democracy are
    13. Re:Combine the Two by Syberghost · · Score: 1

      I know this will never happen for many reasons but it's still a cool idea.

      Now that you've been clued in that it in fact happens every day (and we even tested it in beta), I'm curious as to what your "many reasons" were why it couldn't?

    14. Re:Combine the Two by I+Like+Pudding · · Score: 1

      I believe you can hit the PVP areas, but the PVP base building aspect is only available to CoH people who've bought CoV.

    15. Re:Combine the Two by urulokion · · Score: 3, Informative
      Yes. You can enter the PvP zones if you just have City of Heroes. And FYI, there are 3 PvP zone. 2 are Hero vs Villain only and the 3rd is a free-for-all zone. And their are goal related play in the zones as well. In you can can collector and refine meteor sample to get a temp power to summon a nifty pet, in another zone it's a battle for control of the zone between the NPC forces of Paragon City and the Rogue Islands. Players can affect the outcome of these battle. If you side can control the zone, you unlock a store where you can purchase temp powers.

      Having City of Villains enables (in addition to the CoV game) getting 4 more characters slots (total 12) per servers and enables being able to build SuperGroup bases on the CoH side of the house.

    16. Re:Combine the Two by Viper+Daimao · · Score: 1

      Ive heard of not RTFA, but not RTFP, wow, thats a new high(low?)

      --
      "In the game of life, someone always has to lose. To me, if life were fair, that someone would always be Oklahoma." -DKR
    17. Re:Combine the Two by mysqlrocks · · Score: 1

      I'm curious as to what your "many reasons" were why it couldn't?

      Well, actually I figured it was quite possible to do (and didn't know that it was already being done) but I thought a bunch of naysayers would respond with, "that would never work because of x" so I thought I'd say it upfront to avoid all that BS. Anyways, pretty cool and kudos to the game developers for building the functionality in.

    18. Re:Combine the Two by Anonymous Coward · · Score: 0

      They are... Villains can meet Heroes on the same server.. just in PVP Zones. The servers are the same ones for COH just expanded to hold more players. Freedom server for COH is the same Freedom server for COV. All heroes and villains on the same server can goto Bloody Bay or any of the other PVP zones and fight. Each PVP zone has missions each side can do to help boost the damage (and other attributes) for their side.

    19. Re:Combine the Two by Impy+the+Impiuos+Imp · · Score: 2, Interesting

      And you don't have to buy CoV (if you already have CoH) to go PvP in those zones. You do need CoV if you want access to superbases, good or evil. Also, I believe there will be raids of good superbases via evil players and vice versa, though from the beta evidently base features that took months for the supergroups to save up for and craft could be destroyed in 30 seconds. Not the best thinking...

      It's already been 5 days since I saw my first villain in the level 38 PvP zone -- a level 31 brute. A bunch of us wiffed on his invulnerability for awhile, then talked.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    20. Re:Combine the Two by KingVance · · Score: 1

      Well you can PVP almost every zone in WoW. Looks like CoH saw how popular pvp is and decided it was time to try to play catch up. There has to be some sort of interaction between players besides the typical "oh man..help me do this quest"

    21. Re:Combine the Two by Anonymous Coward · · Score: 1, Interesting

      Not really. They -ruined- the game with nerfs for a horribly broken PvP system. PvP, as implemented in CoH/CoV is a ludicrous joke.

      1: Toggle drops. Worst.. Game design. Ever..

      2: The way they implemented powers in PvP takes away all strategy and skill and turns it into powerset/AT 4 teh win. It's really not fun. Look to Guild Wars for PvP done right.

    22. Re:Combine the Two by Anonymous Coward · · Score: 0

      PvP in CoH is more of a sidetrack with no intention of being the main part of the game.

      It serves more for the designers to see what needs to be balanced than anything else.

    23. Re:Combine the Two by slaker · · Score: 1

      Sadly, part of the original appeal of the game for me was the lack of PvP and loot. I want to be "Super", and I felt I had that playing against just the environment.

      PvP was a restructuring of the original, fun game. It brought in new and more obnoxious players, and a whole bunch of "improvements" were added to balance PvP play that made the non-PvP game less fun.

      The funny thing is, I don't know anyone who plays or is even interested in the PvP aspect of the game. Walk around getting info on the other characters around you, and you'll find scores of folks with 0-0 W/L records in the arena before you find someone who has PvP'd. It's not popular. Honestly, given the game mechanics, I can't see it as anything other than Rock-Paper-Scissors (You're an unhittable Super-Reflexes Scrapper? Well I'll go get my defense-debuffing Radiation Defender!)

      Cov/Bases also added Loot. Fortunately, it's only useful in a super-group, rather than for an individual, but I have a feeling that there will be complaints starting any day now about how much and how often it drops. I'm sure there will be people farming for it.

      CoV is a fun place right now. I'll give it that. There's more "meat" to the missions and story arcs, and with the new classes I'm less aware of how fucked up the game is for high-level types (I can't bear to log into CoH right now. I have 20 or so toons that have been destroyed by I5 and I6 changes, and I'd have to respec any of them I might choose to play with). The art is nicer. Less bright and clean.
      I am annoyed that no one bothered to write full descriptions for each different villain; members of a faction all seem to have common Info screens now. Boo to that.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    24. Re:Combine the Two by phxbadash · · Score: 0, Troll

      PVP in WoW sucks anyways so it's really a moot point.

    25. Re:Combine the Two by Anonymous Coward · · Score: 0

      "Ive heard of not RTFA, but not RTFP, wow, thats a new high(low?)"

      you must be new here.

    26. Re:Combine the Two by Glsai · · Score: 1

      I'm still waiting for the PvP implementation in ToonTown. Should be coming along soon right?

    27. Re:Combine the Two by robertjw · · Score: 1

      Yes, but does it run on Linux?

    28. Re:Combine the Two by Balorn · · Score: 1

      Also, I believe there will be raids of good superbases via evil players and vice versa, though from the beta evidently base features that took months for the supergroups to save up for and craft could be destroyed in 30 seconds.

      Actually, I'm pretty sure one of the devs stated that bases get fully "healed" between raids, except of course for any "Items of Power" that were taken (those being the point of raids).

      As an aside, that's another thing I love about CoH/CoV - the devs are very active on the forums, and not just to make announcements. They frequently respond to questions and take suggestions from players.

      --
      http://www.balorn.net/
      ?
    29. Re:Combine the Two by Lectrik · · Score: 2, Interesting

      Oh, you got the art resources (and the ragdoll physics) for CoH (even if not planning to buy CoV yet)in the form of a 1.6 GB patch a couple of days before the release of CoV.
      Yes, a 1.6 gig patch...
      I didn't play around in the folder before hand, but afterwards it's around 2 GB

      --
      --- As to make my comment seem, by comparison, more intelegent... doodie doodie doodie poop poop poop!
    30. Re:Combine the Two by Anonymous Coward · · Score: 0

      Oh come on, somebody give the parent +1 funny.

    31. Re:Combine the Two by Cyn · · Score: 1

      It serves more for the designers to see what needs to be gimped horridly because 0.000001% of the population is exploiting some crazy combination.

      they've utterly destroyed some really cool/useful powers in the name of the nerf bat. not overpowered powers, not things that couldn't just be fixed with a minor change, big huge destruction of stuff that made it fun.

      Also: the PVP has entirely different rules and settings than PVE, because otherwise people made cookiecutters and whined too much.

      --
      cyn, free software and *nix operating systems enthusiast.
  3. Beta'd... by Shads · · Score: 1

    ... COV, and it's a good game but it really could have pushed COH from being a "good" game to a "Great" game had it been done at release instead of years afterwards.

    --
    Shadus
    1. Re:Beta'd... by Guspaz · · Score: 2, Interesting

      I briefly beta'd during the stress test. I was unimpressed.

      The character creation process was the only truely interesting part of the game. The rest was utterly repetetive to the point of boredom. Kill all enemies of type X from location Y. Now do that for the next 10 missions. Now do the same thing with a different enemy type for another 10 missions.

      The engine is also horrible. It requires a ridiculous amount of memory (You get tons of swapping on 1GB of RAM, so really you need 2GB), and has insanely low framerates for an engine that doesn't look much better than Quake 3 with greater viewing distances.

      The boredom combined with painful performance turned me off of the game.

    2. Re:Beta'd... by urulokion · · Score: 1

      The amount and quality of the graphics been increased in City of Villains. In addition, they've taken advantage of video feature of new video cards such as Water effects, Bloom and Depth of View. Yes these new feature require a higher end system, but you can turn off/down these settings and run it on a more modest system.

    3. Re:Beta'd... by I+Like+Pudding · · Score: 1

      The weird thing is that pre-CoV CoH would run incredibly fast on the same hardware. The devs explained that this was due to greatly increased poly count - I don't believe them. SLI won't help you much, either. I was getting maybe 20fps with SLI enabled and my standard settings of 1920x1200, 4xAA, 16x ansio. DoD:Source with full HDR and those settings nets me around 70fps avg.

    4. Re:Beta'd... by Ravensfire · · Score: 1

      Post CoV, City of Heroes uses the same graphics engine and updated effects.

      -- Ravensfire

      --
      "But we decide which is right, and which is an illusion"
    5. Re:Beta'd... by Guspaz · · Score: 1

      I did turn it off, mainly because water doesn't play a major part in the game, I find bloom distracting, and I find depth of view (I assume you mean depth of field?) annoying. The game still needed ~2GB of memory (which few gamers have) and a videocard/CPU out of proportion with the graphical quality. The game needed twice as much memory as Quake 4, and ran slower.

    6. Re:Beta'd... by I+Like+Pudding · · Score: 1

      I have a an AthX2 4400 and SLI 7800GTs. I have to turn off the new features and turn down the old just to get a meh framerate. The engine is just slow. There were multiple threads about this in the beta boards. I guess nothing became of them.

    7. Re:Beta'd... by urulokion · · Score: 1
      I'm running with just 1GB of RAM and the game runs fine for me. I tend to zone faster than most of people I team with. And the frame rate is going to be slower then Quakes 4. CoV has far more object into then Q4 and CoH.

      Ah yes, I did get my terms mixed up. I'm always mixing Depth of View and Point of Field together in my head.

    8. Re:Beta'd... by ChickenMaster · · Score: 3, Interesting

      I too have Beta'd this game, and I was wholely unimpressed. I was among the many people to Beta and play CoH when it first came out. I had fun (before it got repetitive) but really yearned to be the villian. I remember shouting out in most of my groups "I want minions!" So, now that CoV beta is available, I'm finally getting my minions. But that's about it. CoV did not do a good job at making me feel like a villian. I just felt like a hero in a black costume, something I could have done in CoH. Everytime a member of the old CoH gangs would attack me, I was upset. "No! I'm a villian too! We should join forces to over throw the Patriot!" The game wouldn't even allow me to attack citizens. What kind of villian am I, if I can't pushish the people onece in a while? All is all, it's CoH with a different name, and a very small number of costume changes.

      --
      To conquer death, you only have to die
  4. Villanz! by Anonymous Coward · · Score: 1, Funny

    Woot! Now I can go around being the evil bastard I am!

    1. Re:Villanz! by Anonymous Coward · · Score: 0

      Makes me wonder if the Name "Insensitive Clod" is taken up yet... My super evil power could be completely oblivious to others feelings!

  5. 8/10 by Anonymous Coward · · Score: 0

    As customary?

    The game is a different direction in how you build up in power than CoH - and it's a refreshing change. I hope NCSoft continues making great games like this.

  6. Cue overlord jokes in by Anonymous Coward · · Score: 0

    5...4...3...2...

  7. That's Unfortunate by Knight+Thrasher · · Score: 3, Interesting
    "If you quit City of Heroes months ago because you were tired of instance, instance, rinse, repeat, City of Villains may offer you some fleeting fun because of the new setting but probably won't hold your interest over time."

    That's most unfortunate. I loved City of Heroes, was in the Beta for a week or two before it was released, and played it from release in several different classes. Mostly I'd reach a travel power, and group with friends from the Super Group, but ultimately what drove me to cancel was the lack of variety in quests. I value my game dollars, and full anticipated buying CoV even after cancelling my CoH account, but I probably won't now. I can't reason myself into buying a game that suffers the same lack of longevity as it's predecessor.

    1. Re:That's Unfortunate by Anonymous Coward · · Score: 0

      Don't know why you got trolled, dude. Sounds like a legit gripe to me...

    2. Re:That's Unfortunate by elBart0 · · Score: 1

      I left it for the same reason. Charecter creation was a blast, and I really liked the classes and skills, but it was just so repetitive and boring, after a while.

      Get misson, go to one of 4 instance map types, kill some guys, beat a boss or two, rinse, and repeat.

      It's a shame it wasn't better, and it sounds like, from this and other reviews, that CoV is just more of the same with different skills and models.

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    3. Re:That's Unfortunate by Golias · · Score: 1

      I actually didn't mind the simplistic gameplay, simply because the social aspects of the game were pretty good. The game lent itself to the enjoyment of simply "hanging out" with guild members and friends when between missions.

      That said, I quit last CoH last year and I probably won't bother with this CoV.

      There's no Mac version of either CoH or CoV, and probably never will be. That simple fact is keeping most of the crowds I run with on World of Warcraft for the forseeable future. WoW is currently the only noteworthy MMORPG where we can all game together, regardless of our chosen computer platform.

      Blizzard gets it, Cryptic doesn't.

      --

      Information wants to be anthropomorphized.

    4. Re:That's Unfortunate by Syberghost · · Score: 2, Informative

      As the base system evolves, it will create more and more reasons to continue. Like it or not, it's loot that drives players once the missions start to look the same, and it's the base system that drives loot in this game.

      Right now bases are restricted to supergroups, but they're also planning to add "apartments" or per-user (possibly per-character, they haven't said) bases, so there will be loot incentive even for non-teamers.

    5. Re:That's Unfortunate by slaker · · Score: 1

      City of Heroes runs fine under WINE. Linux users can play that way.

      Personally, I've never enjoyed a Blizzard game. WoW looks like a slightly cartoony version of EQ, and hey, remember Bnetd?

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    6. Re:That's Unfortunate by MattW · · Score: 1

      It really depends on what you're after. What makes this less repetitive than any MMO? I'm relatively an MMO newb. CoH was my first, and I played WoW for a couple months. So to compare to WoW, which enjoys immense popularity, I can't see how people like it, because for me it was the epitome of repetitiveness. What did I get every few levels as a mage? An upgrade to an existing power. Instead of using "Fireball 2", I was using "Fireball 3". I encountered the same enemies with slightly different appearances. Instead of a "Blood Spider" it was a "Venemous Death Spider", and it was green instead of black, but it was still mostly the same. Moreover, fighting in dungeons, or fighting elites in general, felt like fighting the same mobs with more hit points to make them artificially tougher, whereas large group missions in CoH are very fun chaos with the varied powersets and the wildly different ways that combats can go.

      Ultimately, there's a question of what an engine can do. What variations on "Go to X, kill stuff" can you handle? City of Heroes/Villains does wave attacks, rescue/escort missions and co-ordinated glowie-clicking. That's about it. What's nice about CoH is that a lot of the different powersets truly play differently. Mages in WoW seemed to hinge on certain builds and powers - like, say, the 0-second-cooldown Instant Arcane Explosion build - whereas almost every powerset in CoH in a given AT plays differently. A mind controller is utterly different from a fire controller, and a Kinetics Defender and an Empathy Defender are likewise worlds apart.

      I think the real difference is that if playing your character, grouping, meeting teammates and overcoming missions are what you enjoy, you can love CoH and CoV long term. If you're into loot improvement, you can't play CoH, because it basically has none. Enhancements don't have enough variation to even qualify, to say nothing of the fact taht you can't get anything on a drop you can't just buy. PvP can be fun but isn't really balanced... and I got the feeling that's largely how WoW's was: fun, but not truly balanced, prone to ganking but not automatically a gank-fest.

      Comparing CoV to WoW, I'd simply say: I have better things to do with my time than walk around, and that's how WoW felt: World of Walking, I heard it dubbed, and couldn't agree more. With CoV's improved "Call" buttons, the travel powers, it's more time "playing" and less time just running around trying to avoid spawns you don't want to aggro.

    7. Re:That's Unfortunate by Golias · · Score: 1

      City of Heroes runs fine under WINE. Linux users can play that way.

      I said users of differnt platforms, not different OS's. WINE requires an x86 platform to run. How would this info be of any use to current Mac and PC owning gamers who want to game together in an MMORPG?

      Besides, we all know that most of the folks who call themselves "Linux users" are secretly dual-booting to Windows anyway. ;P

      --

      Information wants to be anthropomorphized.

    8. Re:That's Unfortunate by MilenCent · · Score: 1

      I'm in the middle of playing it, and quest variety, while really still really low for starting characters, has gone up as of late. In addition to "defeat everyone" missions, there are rescue missions now, some missions that require you to protect an objective, some of the task forces have very unusual elements. (The first Terra Volta respec TF leaps to mind -- in the final area, you and your teammates have to protect a reactor against nine or ten waves of foes, but you also have to ensure the reactor doesn't go critical by using coolant on it, AND you have to keep your radiation shield charged or start taking damage rapidly.... of course the charger is some distance from the reactor itself.)

      But the PvP areas seem to be a major selling point to both games, now. There are three of these areas, and they each have some major element to them that makes them different from the other areas: Siren's Call has a big "battle for the neighborhood" theme mixed in with the PvP, Warburg sends the players on elaborate collection hunts to gain use-any-time orbital missile strikes, and Bloody Bay allows heroes to attack other heroes, and villains to attack villains.

      It all seems fairly cool to me, but then again I'm still a relatively new player. I don't yet know how much of all this will become old hat after a few more months of play....

  8. I think I'll wait... by guitaristx · · Score: 1, Interesting

    ...until the two games are merged such that CoV and CoH are actually *in* the same city.

    --
    I pity the foo that isn't metasyntactic
    1. Re:I think I'll wait... by Knight+Thrasher · · Score: 1
      So you'll be looking for a game that's not coming.

      I can't find the link anywhere, but I recently read an interview that stated that Cryptic has slated CoH and CoV to have PVP instances and areas, but the two games won't be 'merging' persay.

    2. Re:I think I'll wait... by Anonymous Coward · · Score: 0

      The games are merged... so go buy your copy. There are 3 zones where villains and heroes fight in PVP. Plus there are arena's and such for more interaction. The game also included bases which can be raided by either side. Not to mention CoV and CoH's allow you to have like 60 characters total for one monthly fee.

    3. Re:I think I'll wait... by Professor_UNIX · · Score: 1

      But what he's saying is that he wants to take his villain and go into Freedom Plaza and start PvP attacking superheroes. :-) That would be fine since those police robot things could just kill you, but I don't think it'd be fun if you had a level 50 villain going around killing level 3 or 4 heroes just because he's bored. I wonder how WoW deals with stuff like that.. can high level characters not attack low level characters?

    4. Re:I think I'll wait... by snuf23 · · Score: 1

      WoW PVP servers have 3 types of zones, Alliance, Horde and contested. If you are a Horde and you enter an Alliance zone you are fair game, but you can only attack people who have "flagged" themselves for PVP. Vice versa for an Alliance character in a Horde zone. In a contested zone anyone can be attacked. The lower level zones are all pretty much controlled by one faction or the other (keeping ganking to a minimum). Both factions have quests in the contested zones, so after a certain level PVP encounters become pretty common.
      WoW also has battlegrounds which are instanced PVP "matches" that you join and fight until one faction wins the match. There is a capture the flag match and ones based on capturing and holding resources.
      In a non-PVP server, PVP is entirely consensual. You have to "flag" yourself to become attackable. There are a few ways to do this accidentally (i.e. buffing or healing someone who is flagged, or attacking a flagged person of the opposite faction) if you aren't clear on the PVP rules. PVP flags will disappear after 5 minutes with no PVP action.

      --
      Sometimes my arms bend back.
    5. Re:I think I'll wait... by DevNova · · Score: 1

      They have been merged from the release of City of Villains. There are three PvP zones where Heroes and Villains can duke it out; Siren's Call, Bloody Bay, and Warburg. All three zones available from either CoH or CoV.

    6. Re:I think I'll wait... by Glazius · · Score: 1

      I think you'll get your wish in the first "issue" update to CoV, which should probably be hitting sometime in winter 2K6.

      Planned for inclusion is "Recluse's Victory", an alternate future where heroes and villains battle for control of Atlas Park.

      --GF

  9. Re:People who play MMORPG by Knight+Thrasher · · Score: 3, Funny
    You're so wrong it's not even funny.

    Now, people who post demeaning and sweeping generalizations on the internet...

  10. Ummm... by ebcdic1 · · Score: 5, Funny

    Nerf Shammies!

    1. Re:Ummm... by cyberdemo · · Score: 3, Funny

      So I take it you're a paladin?

      --
      I have no sig at all.
    2. Re:Ummm... by Evangelion · · Score: 1


      No, he's a female night elf rogue. Duh.

    3. Re:Ummm... by PatJensen · · Score: 1

      Learn 2 Play!

  11. PvP? by HerculesMO · · Score: 4, Interesting

    It's a question, but as a gamer who only enjoys the game when it brings misery to others (hah!), how good is the PvP?

    I am personally waiting for the game that takes into account the player's skill at the game itself instead of having XXX level will beat XXX-1 level, or YYY class will always defeat YZY class. It's idiotic and boring, and brings little to tactics in games of scale.

    I am still watching for DarkFall Online as it seems to be the only game that will combine the elements of PvP I'm looking for, but still I'm curious... how does PvP in CoV stack up? I haven't played CoH since there was almost ZERO PvP, but now with the expansion I wonder how the combat system takes into account any type of player skill, or is it just another XXX and YYY game?

    --
    The price is always right if someone else is paying.
    1. Re:PvP? by mikael_j · · Score: 2, Interesting
      Personally I'd like to see an MMORPG where real-life skills could be applied to the game, cut down on the funky stats and let the player figure out on his own how to get past that locked door... So in say, a futuristic cyberpunk environment, a player might not have a computer skill but would rather have to rely on his/her own understanding of computers to use a computer in the game, to understand a note written in a foreign language you'd have to find someone else to translate it for you instead of just buffing up your "translate foreign language" skill. I might actually play such a game for more than a few days..

      /Mikael

      --
      Greylisting is to SMTP as NAT is to IPv4
    2. Re:PvP? by illumin8 · · Score: 4, Informative

      I am personally waiting for the game that takes into account the player's skill at the game itself instead of having XXX level will beat XXX-1 level, or YYY class will always defeat YZY class. It's idiotic and boring, and brings little to tactics in games of scale.

      You should check out Guild Wars. It's made by NCSoft and the designers of the game designed it from day one specifically for that reason: balanced PVP. There are no uber-leet godly items that give players an unfair advantage. Anyone can create a PVP character that has the same items and stats as anybody else does at maximum level, giving you the opportunity to fight in a fantasy battleground where some kid that spent $100 on eBay isn't going to beat you just because he bought some godly sword of slaying that kills anyone in 1 hit.

      PvE content is admittedly a little lacking compared to WoW, but it's a great game and has probably the best PvP experience I've seen yet.

      --
      "When the president does it, that means it's not illegal." - Richard M. Nixon
    3. Re:PvP? by jbert · · Score: 4, Informative

      Have you played guild wars? Its exactly what you want. The PvP is all tactics, with all PvPers being levelled to the same. There is some dependence on which skills and items you have "unlocked", but that isn't the main thrust of things. Success is about how your chosen character skills operate together and interact with those of your team. And of course how well you and your team mates do at using those char skills.

      Also, no monthly fee (since most areas are instanced in a peer-to-peer way, with little server load, so ArenaNet's running costs are lower).

      Sorry to sound like an advert, but it is a fun game and appears to fit what you are looking for. (Hmm...maybe *you* are the guild wars plant...asking that question to entice a positive response about the game. Damn, you're subtle).

    4. Re:PvP? by Kaa · · Score: 1

      I am personally waiting for the game that takes into account the player's skill at the game itself instead of having XXX level will beat XXX-1 level, or YYY class will always defeat YZY class.

      When you say "skill", do you really mean hand-eye coordination and quick reflexes? That's the proper skill for Quake, but probably won't get you far in, say, a Civilization game.

      Different game genres ask for different skills. I find that in MMORGs like DAoC and WoW player skill is quite important in PvP (PvE anything goes). It's just not the same set of skills as you'd need for FPS games.

      --

      Kaa
      Kaa's Law: In any sufficiently large group of people most are idiots.
    5. Re:PvP? by L7_ · · Score: 1

      You're going to be waiting a long time. With how Shadowbane turned out, and its (lack of) current subscriber base, I doubt that *any* new MMORPG will not feature any sort of 'integrated' pvp the way Shadowbane did, or the way that Darkfall is planning. We will see what types of measures (and constrictions!) that DF puts in to prevent the typical problems that come with full FFA pvp games. In fact, since DF is supposedly a skill-based game and not a class-based game (like UO and AC were/are), then you might get a game that is fairly interesting from a "skill based" pvp point of view.

      since CoV is a class based game using instance pvp zones, i highly doubt that it will be any different or better than the battlegrounds in WoW. in fact, i assume that it will have less meaning than the BGs, since killing someone in an instance (that they choose to be in) really isn't the nature of what seems to be the type of pvp that youre looking for (i.e. pvp that affects other's gameplay, and not just your own). i haven't played CoV since e3 2004 beta, so my knowledge could be off, but from the reviews i think that it isnt the type of game that youre looking for.

    6. Re:PvP? by HerculesMO · · Score: 1

      Actually no, Guild Wars isn't what I want. Admittedly, it's a fun game in spurts. But the content is the type where you fight over and over in the arenas and don't accomplish anything -- and the matches are all 5 on 5 or whatever it is (it's been a while).

      Anyways.. Guild Wars is not as 'scaled' as I'd like to see in a true MMO. The battles of 30 on 30 that I used to fight in Ultima Online YEARS ago were the best PvP experiences I'd ever had. The fact the game had no levels and that all characters were merely cookie cutters of the same type were helpful and for some it made the game very boring, but the action was extreme because the difference of one player to another was their skill. Lower 'leveled' characters could compete against higher ones if they fought smarter. It was a challenge to control (pre-Ventrilo/Teamspeak days here) a group of guys to focus an attack on one guy, or cross heal, etc... It was crazy fun.

      I'm just looking for that warm fuzzy feeling again :)

      --
      The price is always right if someone else is paying.
    7. Re:PvP? by 9zA--)oo(+ · · Score: 1

      Try Guild Wars, it's a PvP intensive skill-based MMO in which you reach maximum level very quickly so most intermediate and advanced players are all the same level (20). You have eight power slots where you can add, remove, and constantly change your mind about hundreds of powers you can unlock and by doing missions you can change your sub-class and completely change half of your power pool! The items are balanced enough where you can have a really good item but if you're not still on the balls of your feet your going to get stomped in PvP anyway.

    8. Re:PvP? by HerculesMO · · Score: 1

      That's a part of it -- yeah. However knowing how to conserve mana, when to 'flurry' (to borrow a boxing term), what spells to cast to counter, etc... that's the 'skill' I'm talking about. Also skill in a group setting when you're fighting with 20 others in a scaled battle... that's something that takes effort and skill in a different way.

      --
      The price is always right if someone else is paying.
    9. Re:PvP? by urulokion · · Score: 1
      The way PvP have been implemented do bring player skill to the forefront. Character's levels are raised/lowered to the same level as they enter the zone. There are no level differences. Now players with higher level characters will have something of an edge in terms of more abilites and more enhancerment. But it isn't that overpowering an edge in PvP combat.

      There are griefers in the zones, but they effects are great minimized. There are no death penalties for being defeated in PvP combat. And there are consequences for continually picking on players with much less capable characters than your own.

    10. Re:PvP? by Kaa · · Score: 1

      However knowing how to conserve mana, when to 'flurry' (to borrow a boxing term), what spells to cast to counter, etc... that's the 'skill' I'm talking about. Also skill in a group setting when you're fighting with 20 others in a scaled battle... that's something that takes effort and skill in a different way.

      So why are you unhappy with, say, WoW? If you play a more complicated class (eg. a Warlock or a Druid) you very much need to manage your mana, properly time the use of your abilities, know how to counter which threat, etc. etc. And there are reasonably massive fights in battlegrounds (Alterac Valley is what? up to 40 on 40 players?)

      --

      Kaa
      Kaa's Law: In any sufficiently large group of people most are idiots.
    11. Re:PvP? by hobbesmaster · · Score: 1

      Ever looked at eve? The skill system makes it so that almost anyone can kill almost anyone else depending on what ships they're each flying and how its set up. Theres no sharding and I love the skill system so much I could never go back to a level grind...

    12. Re:PvP? by oni · · Score: 1

      That's the proper skill for Quake

      Will anyone ever make a game that's better than Quake 3 Threewave Capturestrike??

    13. Re:PvP? by HerculesMO · · Score: 1

      Because XXX class can always beat YYY class. There are exceptions, like total stupidity but generally rogues can kill mages easily, warriors can kill rogues, etc... It's not an overall balance where rogues, mages, warriors, etc are all balanced equally. But granted, that does make for a game that's much more bland in terms of character 'abilities' and not everybody wants something like that :)

      --
      The price is always right if someone else is paying.
    14. Re:PvP? by Anonymous Coward · · Score: 0

      The CoV PvP zones do attempt to address the difference in player levels by using their Sidekick/Exemplar system to make everyone the same effective level when they enter these zones.

      Now, a level 50 will still have more powers and enhancements than a level 1, there will be no difference in hitpoints and ability to hit each other that often happens in PvP in other games. Overall, I've found it to be challenging, fastpaced and certainly requiring thought and intelligence in my selection of powers and in tactics used in a fight.

    15. Re:PvP? by Dragoon412 · · Score: 1

      The PvP's still being tuned pretty heavily and will for a while because, as it stands, with CoV being new and CoH having hordes of top-level characters. Villains can try PvP right now, but usually you wind up just getting ganked because A) there are more heroes than villains PvPing, and B) the heroes are all of a much higher level. Give it a couple months or two, and you'll start to see some balancing out. Some people could speculate based on the hero vs. hero combat that was added in during the summer, but the deal is, PvP is now 5 unique archetypes vs. 5 more unique archetypes, with more powers thrown into the mix on the villains side. Any dymanic that may have been learned before is out the window.

      As it stands, there really isn't a class X always beats class Y effect, though. The problem, though, is that it's still based on three things: A) a player's brains, B) the character's hitting power, and C) the character's survivability. Currently, scrappers and blappers (blasters built for melee combat, like a scrapper) seem to be the most effective classes when taken out of the group vs. group context. They certainly aren't unbeatable, it's just that if one gets the drop on you, they deal so much damage that you're not likely to survive, and if you do, the blappers have enough stuns/holds to either kill you or hold you while they run, and the scrappers can soak up a fair bit of damage.

      That said, I can see how every class will eventually come into their own; at least as far as I can say that. The problem is that between the various power pools and primary and secondary abilities, one person playing archetype X may be completely unsuited for PvP, while another with a different build will absolutely rock. ...but there's definitely a component of player skill. But even that seems off; it's not your raw skill (as in, say, reaction time or dexterity) that matter so much as it is your ability to think ahead, use sound strategy, and work together as a team, as well as realistic expectations for your archetype. Someone who takes a controller into PvP expecting to be a killing machine is going to be upset no matter what, for instance.

      I think the PvP will be pretty well-balanced, and you won't be seeing any of that class X > class Y crap if for no other reason than the fact that there are 500 permutations of significant skill variation within class X and class Y.

    16. Re:PvP? by baturkey · · Score: 1

      No, forget Guild Wars, you need to do a lot of PvE to get a good PvP char. Vendetta Online is what you want. There is no die rolling, it's all twitch combat.

    17. Re:PvP? by Anonymous Coward · · Score: 0

      Except that Vendetta isn't a MMO; it's a 3rd-rate Freespace clone with an IRC client bolted on.

    18. Re:PvP? by xiphos · · Score: 1

      That sort of defeats the whole RPG aspect, now doesn't it? The whole point of an RPG is that you DO get to play as someone you're not, do things you can't; so for example, Joe Burgerflipper could go home and play in your afore mentioned hypothetical Cyberpunk world as some badass decker (to use Shadowrun terminology) while he himself barely can turn on his own system. What you've described is a masive multiplayer puzzle game, which is a seperate, perhaps undertapped genre unto itself.
      You're looking more for Myst multiplayer, or UT 2004 with more puzzle elements, while the MMORPG experience is more geared towards trying to provide the paper-and-pencil role-play gaming experience in electronic form.

      --
      Xiphos
    19. Re:PvP? by baturkey · · Score: 1

      It's gotten a lot better over the past year. Plus it runs on Linux.

    20. Re:PvP? by Anonymous Coward · · Score: 0

      Medievia...

      Text only MUD, but by far the best game I have ever played. I quit because I had over 10,000 (yes, ten thousand) hours of gameplay in and I needed to concentrate a little more on the real world. As for skill in the game, I remember having bad equipment dueling 3 of my friends who were the same level as me, with very good equipment, and winning... by a fair margin (for anyone who has played I was a hero thief -> highest level in the game).

      If you truly want a game that is very challenging and actually requires skill to be good and not just "uber" equipment, then this is for you.

    21. Re:PvP? by hwangeruk · · Score: 1

      Er, you clearly haven't played Guild Wars for very long then. Guild Wars starts off slow in tutorial mode, in pre searing Ascalon. You reach level 7 or 8 or something, then WHAM! you are in the "Real Game" after a touch of FMV. Then you get tons more XP, then before you know it you're level 10, and you can do "missions" as well as Quests. Hook up with a lvl 20 in your group and bingo your copping 2000 XP per mission. I have played for 3 nights since since level 10, and I will reach level 12 tonight, and will rapidly get to level 20. Most players on GW now have 4 lvl 20 chars they chop and change between, its very quick to level. Unlike WoW which is too much walking too much grind. I guess WoW gets nicer once you get to level 40 and get a mount (if you have enough gold). GW doesn't need all the item and free market economy, is doesn't have the dupes, or the insane items. Its prettier, its more enjoyable to hang out in groups, then you can enjoy the whole PvP experience pretty quickly. No monthly free, its wonderful.

    22. Re:PvP? by Anonymous Coward · · Score: 0

      "designed it from day one specifically for that reason: balanced PVP."

      There was one major flaw they made when they decided on this: They kept the exact same rules for PvP as they did for PvE. Their PvP formula makes for a somewhat boring PvE game. All of the weapons are weak, the modifications are weak, and their armor concept is odd and limited.

    23. Re:PvP? by StarFire_FIN · · Score: 1

      There is always Ultima Online. Some freeshards, like Metropolis, have been created especially for skill-based PvP. Try it, free as in beer!

      They use old-school game mechanics, which means that while experienced characters do end up being more powerful, they are still rather fragile. In WoW you can have characters with thousands of hitpoints, which makes the advanced characters totally invulnerable to the weaker ones. In old-school UO, even a 7xGM character can have no more than 100 permanent hit points, while a newly created character has 10-50. Those 100 hps vanish quickly (in seconds) once the Energy Bolts and Flame Strikes start flying around, and skill is the only way to survive.

    24. Re:PvP? by Solitude · · Score: 1

      I second this. Those 100 hitpoints can go fast when you start hearing "Corp Por." Not only was it relatively well balanced, but looking at someone, you couldn't tell exactly what their "level" was. I kept my account for over four years before finally letting my it go.

      I would love to see a game with Everquest's graphics and UO's game play, skills, vendors, potions, and crafting. Plus, you could own your own home and sail in a boat.

    25. Re:PvP? by Cyn · · Score: 1

      This isn't *strictly* true. While you're correct that anyone can pop out a lvl 20 character, they have to unlock the skills and items and such in the roleplaying side of the game - so if I buy the game and roll up a PVP character, and play it against someone who's played through the RP side of things many times, they'll pretty much guaranteed win on equipment alone (armor reduces damage, items boost stats, etc.)

      Still, limiting players to choose from only 8 skills definitely adds a level of "know thyself" and tactics that most games lack.

      --
      cyn, free software and *nix operating systems enthusiast.
    26. Re:PvP? by Glazius · · Score: 1

      Well, one thing that might interest you is that for purposes of PvP - at least in the three 'PvP zones' - all characters in the zone are treated as having the same level.

      Granted, this means that characters at lower levels than the zone level have fewer powers, and while characters at higher levels than the zone level have the powers they got later taken away, they keep the powerups to old powers that characters at the zone level may not have.

      But base accuracy for all characters, and hit points, base damage, and base effectiveness of a given archetype are the same for everyone in a PvP zone.

    27. Re:PvP? by Reapy · · Score: 1

      I had high hopes for shadowbane. It is also the reason I stopped playing on non pvp servers when I tried mmos. I just couldn't go back to pve with no form of danger out there from other players. It's fun in it's own right, but the randomness that is pvp (yes even avoiding rampaging high level people) is very very thrilling indeed.

      But SB's problem was it's techincal implementation. SB.exe errors to desktop garonteed for any pvp that was going to happen. I found this unbelievable that it would crash to desktop so frequently. I don't mind lagging out, the game slowing way down, whatever. But kicking you out of the game all the way, gah.

      But everything from the quick level ups to the skill based system and the player made cities, forcing you to join one to advance, made the game a ton of fun.

      Ah but still, I guess it would take lots of special work to maintain a 24-7 persistant world and make it fun. People used to do silly stuff like setting the siege time to just after a scheduled reboot, meaning the defenders can just spawn right in by their city and rush out and take down the bane before the attackers could even spawn there.

      Well anyway, lots of potential with shadowbane with a failed implemntation. I hope another company will try to make it work.

      As for mmos', I'd like to see a focus on smaller groupos of people, 10 or less per team is a great number to provide thrilling action. When it gets to be 200 people, its just chaos, which is neat to see, but never as satisfying as smaller scale engagments.

    28. Re:PvP? by illumin8 · · Score: 1

      This isn't *strictly* true. While you're correct that anyone can pop out a lvl 20 character, they have to unlock the skills and items and such in the roleplaying side of the game - so if I buy the game and roll up a PVP character, and play it against someone who's played through the RP side of things many times, they'll pretty much guaranteed win on equipment alone (armor reduces damage, items boost stats, etc.)

      Agreed, there are skills to unlock, however those that don't like playing the RP side of things can now unlock skills fairly quickly through PvP faction rewards.

      --
      "When the president does it, that means it's not illegal." - Richard M. Nixon
  12. The only thing going through my mind right now... by Anonymous Coward · · Score: 0

    "Move zig move zig move zig move zig"

    Aargh.

  13. ...tapped into the Comic Book Guy in all of us by everphilski · · Score: 4, Funny

    ... when we all said "worst... MMO... Ever..."

    -everphilski-

  14. The PvP zones need some work by Anonymous Coward · · Score: 0

    As it is, Heroes can battle Heroes in areas, and for some reason I find it hard to believe 4+ level 38 characters beating up on a single level 30 character is "heroic." Perhaps some of the nerfing ... I mean "balancing" they did in issue 6 can be extended in issue 7.

  15. ...right... by Anonymous Coward · · Score: 0

    I for one welcome our cue'd overlords.

  16. Crafting by Conspiracy_Of_Doves · · Score: 1

    From what I understand, Co(H|V) has no crafting. I'd like a game with a really good crafting system. I was in the beta for Horizons and I thought that had a pretty good system. I play Anarchy Online, which has an interesting crafting system but you can't really get into it until you get into the higher levels. I've been told that Star Wars: Galaxies had a great crafting system, but i'm not sure what's become of it now. I was also in the beta for Second Life which I think has the perfect geek's crafting system, but it's a bit too freeform for my tastes. SL is of a toy and online community than a game.

    Any suggestions?

    1. Re:Crafting by Anonymous Coward · · Score: 0

      Star Wars Galaxies crafting is about to take a big hit with the "New Game Experience" they are rolling out on 11/15. All crafters will be lumped in one profession (the number of professions has been reduced from 30 to 9). Also, there will be no more item decay, which will pretty much kill the business of people like weaponsmiths and armorsmiths.

      The game is becoming N00b Wars Galaxies. Jedi will now be a starting profession.

    2. Re:Crafting by srmalloy · · Score: 4, Insightful

      That's not entirely true. When you are a member of a Super Group, you can play in SG mode -- basically, wearing the colors and insignia of the group to 'show the flag' as you defeat heroes/villains. In SG mode, you get a reduced amount of influence/infamy (the 'currency' of the game for buying enhancements for your character), but acquire Prestige for your group, which can be used to build or expand your group's base -- and you occasionally collect Salvage of various kinds (weapons, armor fragments, etc.) that can be reworked at crafting workbenches in your base into other components, which can be made into equipment for your base. So there's no crafting that directly affects your character, but you can craft things that will benefit your group, which will help you acquire Items of Power, which provide in-game bonuses to everyone in the group (having Items of Power in your base does, however, make you vulnerable to having your base raided by other groups trying to take them; some of the things you can build for your base are improved defenses).

    3. Re:Crafting by urulokion · · Score: 1

      There is now limited crafting in the game. For now it revolved around the Super/Vilain Group Bases. You craft raw material (which are drop in combat), basic building blocks, and from the building blocks you can craft things like a SG Base Computer, Transporters, base control sytems and defenses. From interview, Cryptic is planning on expanding the crafting into the crafting of temp super powers. And introduction a factior that will require the temp powers to defeat in combat.

    4. Re:Crafting by jda487 · · Score: 1

      Star Wars: Galaxies did have a great and pretty unique system of crafting, and the majority of in game items where player-crafted. However, this crafting and social aspect of the game didn't seem to be the money-maker that Jedi combat was so it has slowly been phased out in favour of a point and shoot, loot based system. Too bad, it was really fun.

    5. Re:Crafting by Conspiracy_Of_Doves · · Score: 1

      Sounds like the two systems aren't mutually exclusive. Why not just have both?

    6. Re:Crafting by Impy+the+Impiuos+Imp · · Score: 1

      > Jedi will now be a starting profession.

      It's my understanding they're not particularly powerful compared to other combat professions, either.

      Way to take possibly the most romantic and powerful characters in all fiction and make them get killed by a womp rat.

      I can't wait until we're all Cyranos! Cyranos d'Jedi!

      Cyrano d'Jedi, dying: My noble opponent, a lackey; my battlefield, a gutter.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    7. Re:Crafting by fleck_99_99 · · Score: 1

      Well, that was the initial pass at it. "Uber" items were player-crafted, but required rare drops. (IE, a "Krayt Tissue" that would only drop from a giant Krayt Dragon -- theoretically, a beastie so mean that it took a large grou pto kill, although balance issues made them quite soloable for some time -- could be added to an Advanced Blaster Power Handler, which could be used to make an extremely high-quality weapon.) Later quests added even rarer/more difficult loot (Bounty Hunter armor pieces were used to craft Mandalorian Armor in an "epic quest," for example). Relatively rare drops of item schematics / components were needed to craft various items.

      Unfortunately, this ended up with a few problems: Spawn camping for extremely rare items. More emphasis on kill-stealing, which is always a way to make people upset with the game. A lot of resentment started to build between fighter and crafter types, with fighters perceiving crafters as "ripoffs" in trades to build uber weapons, and crafters perceiving fighters as rude and unappreciative of how much effort great crafting takes. Oh yeah, and careful play of a crafter-type character was viewed as an "easy" way to endless riches. (Before the flames, if any, start: I played several crafters, and I realize it wasn't as easy as it sounds. Then again, there were consumable items that were needed in mass quantities with quality irrelevant, and there were items that were chronically unavailable due to the relative difficulty of making them -- a clever merchant could work in these arenas and make huge quantities of money with little risk.)

      This all missed one important thing -- fighting is hard, risky work. Players wanted to be rewarded. So, the loot kept getting cooler. Then, looted weapons and armor started appearing that were around the same quality as crafted... But, the above-noted fighter/crafter clashes caused fighter types to keep requesting more loot. (And, as a fighter type, I know I got bored hunting forever and then YAY RED CUBES, now I can go MAYBE get an item I want...)

      Unless loot is (A) lower-quality than crafted and/or (B) raaaaaaaaaaaaaaaaaare, then it's difficult for both systems to coexist. And if either A or B is true, then some players (primarily fighters) will be unhappy. And if A and B are both false, then some players (primarily crafters) will be unhappy.

      In another system/game/etc, it may be workable, but it sure didn't work out in SWG. Plus in the next major revamp, it looks like items will no longer decay -- I'm extremely curious how crafting can be kept relevant in that sort of environment.

      (I almost miss SWG... But, who has the time to work, and then go log into an MMORPG to.. . er... work?)

      --
      seven two six five
      seven four six one seven
      two six four two e
    8. Re:Crafting by Anonymous Coward · · Score: 0

      I really like the manufacturing/production stuff in Eve. The player economy is the best I've seen, and there are enough steps and niches in the production chain to make it interesting. Making simple things like ammunition can still make some money, but making large things like Freighters require a lot of work. While the actual thing you produce is (currently) constrained by the BPOs you acquire, and certain BPOs are in extremely limited supply, the huge number of players in one universe (no sharding) and balance between the fleets and preferred weaponry of different factions makes for a lot of options rather than the One True Way to succeed commercially.

      Indeed, it's the extreme open-ended nature of the game that gets people at the beginning. The galaxy is huge, it takes time to get places, and there isn't a whole lot saying "Your next goal is to do X". You can do anything, but you can't do everything, and it takes a while playing to understand the opportunity costs. On the bright side, once you do understand what you want, you don't have to grind to get your skills. They take time, but proceed whether you are online or not.

    9. Re:Crafting by gad_zuki! · · Score: 1

      >I'd like a game with a really good crafting system.

      I never understood this mentality. To me its like saying "I would also like a game where I have to put in 9 hours of work, eat, and poop." At this point you might as well admit you're Sims 2 material.

    10. Re:Crafting by The+Only+Druid · · Score: 1

      You know, this points out the fact that these games - perhaps all games involving anything but purely abstract gameplay such as Tetris - are actually zero-sum problems, where SOMEONE must be unhappy comparatively.

      --
      "Stumble before you crawl"
    11. Re:Crafting by Anonymous Coward · · Score: 0

      SG mode is like friendster, but with nipple rings.

  17. Looks like they used the same team... by Anonymous Coward · · Score: 1, Funny

    ...that did the lighting for Doom III.

  18. Awesome!!! by 03Cobra · · Score: 1, Insightful

    omg it f'n rocks! it allows me to sit alone in my basement staring at a computer screen until the wee hours of the morning while shirking my real life responsibilites

    1. Re:Awesome!!! by Call+Me+Black+Cloud · · Score: 1


      Kind of like you just did?

  19. Fancy name by HermanAB · · Score: 0, Flamebait

    Why, they could simply have called it Paris...

    --
    Oh well, what the hell...
    1. Re:Fancy name by Anonymous Coward · · Score: 1, Funny

      "City of Islam" would have limited appeal, I think, and for female characters it would suck.

    2. Re:Fancy name by HermanAB · · Score: 1

      Hmm, it is no small co-incidence that 'Slum' is a homophone for 'Islam'. We are now seeing the slummification of Europe. Cato would be spinning in his grave.

      --
      Oh well, what the hell...
    3. Re:Fancy name by Anonymous Coward · · Score: 0

      Fuck you racist white motherfucker

    4. Re:Fancy name by Anonymous Coward · · Score: 0

      What kind of gay ass shit is that you dumb ass prick.

  20. Hmm... by Dirtside · · Score: 4, Funny
    The 'Zig' is normally a maximum security prison
    So the players have to escape every Zig? To thwart justice?
    --
    "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
    1. Re:Hmm... by Anonymous Coward · · Score: 0

      So the players have to escape every Zig? To thwart justice?

      What you say?

    2. Re:Hmm... by srmalloy · · Score: 2, Funny
      So the players have to escape every Zig? To thwart justice?
        What you say?

      Judging from the conditions inside and outside the Ziggurat, Arachnos set up them the bomb.

    3. Re:Hmm... by Anonymous Coward · · Score: 0

      Oh, the AYBABTU jokes were rampant during the two-day headstart us beta testers got.

      Consider:

      • The prison you're breaking out if is the Ziggursky Correctional Fcility, a.k.a. the "Ziggurat" (it looks like a giant obsidian ziggurat with obelisk-like guard towers) or the "Zig."
      • Arachnos forces break you and all the other PCs out of the Zig by detonating bombs, breaching the walls. Unfortunately, none of the NPCs say "How are you gentlemen!!!" (but that doesn't mean us players didn't take up the slack).
      • When you get to the "chopper" (looks cooler than a Comanche) that is going to get you out to the Rogue Isles ("take off every--" ... you know), the pilot lets you know that one of his subordinates is out planting a bomb, was supposed to be back already, and though he probably should just leave the idiot, he decides to send you after him to save his butt and get that bomb planted. Hence, you "set us up the bomb," and are more grammatically correct than Zero Wing was.
      • City of Villains introduces supergroup bases, which you have to pay rent on. "All your base are belong to us [NCSoft]." Don't keep up with the rent and things stop working.

      So there's no end of people making AYBABTU jokes. Cryptic's devs are insane like that.

  21. It should be called "City of Anti-Heroes" by Anonymous Coward · · Score: 2, Informative

    Overall the quality of the missions is higher than in City of Heroes, with the violent and petty nature of criminality making your actions a lot more sensical than in some CoH missions.

    Sadly, the majority of the enemies you face in CoV are *still* villains (I've made it to 30 and only seen 3 total hero groups, and only one shows up with any frequency), and you have lots of missions with goals like "rescue the Wretch" and "stop the intruders", that are passed off as villainous only because you are being paid to do it, or because it will raise your standing with some villain group. For example, I once rescued a guitarist for some band, and it told me it would raise my standing with Lord Recluse. I guess it was his favorite band?

    You do get to rob banks on occasion, but the police officers guarding it are the corrupt Rogue Island Police.

    Overall, it really makes you feel more like a vigilante on the level of The Punisher, rather than a villain such as Lex Luthor or the Joker.

    I'm pretty sure the reason you don't get to fight many heroes or perpetrate many real evil schemes is so that the game can maintain its Teen rating.

  22. "Overall the quality of the missions is higher than in City of Heroes, with the violent and petty nature of criminality making your actions a lot more sensical than in some CoH missions"

    I'd love to know what sensical actions are...

    --
    I don't read your sig, why do you read mine?
    1. Re:hmm? by fleck_99_99 · · Score: 1

      Clearly, the opposite of non-sensical! Although, dictionary.com doesn't believe it's a word. Of course, the Scrabble dictionary is clearly the mighty God-spoken truth -- but I don't have one handy.

      --
      seven two six five
      seven four six one seven
      two six four two e
  23. CoV: Washington D.C. by Anonymous Coward · · Score: 0

    `Nuff said.

    http://www.lp.org/

  24. its called planetside by ProfBooty · · Score: 1

    it was a multiplayer online FPS with different levels. each time you leveled up you had access to more skills, vehicles, equipment etc.
    http://planetside.station.sony.com/

    --
    Bring back the old version of slashdot.
    1. Re:its called planetside by Shakes268 · · Score: 1

      I loved planetside but the best aspect of the game wasn't utilized by most people. Playing in a large guild with coordinated attacks over voice conferencing software was awesome. Multiple Galaxy drops with air support while armor columns moved in on the ground...mm I miss it.

    2. Re:its called planetside by NateE · · Score: 1

      Planetside generated some of my best gaming memories.
      Taking the same bases over and over eventually got old but this took a real long time.

      I hoping one of the new MMOFPS games that are coming, turn out to be just as fun.

    3. Re:its called planetside by Reapy · · Score: 1

      Ohh, there are some new ones? I had some great memories from planetside, but they ultimatly ruined the game by not offering any variety (fight over the same 4 bases everywhere, arg).

      Are there any more on the horizon that would aim to correct this? I'd be greatly interested if someone could do planetside the right way.

  25. CoH(V) by umbrellasd · · Score: 2, Interesting
    CoV lasted a week on my hard drive. I played CoH for about 4 months until the repetition drove me to the brink of insanity and I became a villain. At which point the further mind-numbing boredom drove me back to the brink of sanity and into a supersane state of "chuck this boring thing into the nearest landfill where it can do no further harm to humanity".

    It is a pretty game with a nice theme, but that is just not enough. Oddly, the day they upgraded CoH with the CoV content, I could no longer run CoH smoothly on my Radeon 9800, and was faced with the choice of upgrading my computer to have a smooth (still mindnumbingly repetitive) play experience.

    Granted as a gamer I might drop a couple hundred to bring my computer up to snuff for a game, but not this one.

    1. Re:CoH(V) by Anonymous Coward · · Score: 0

      I bought this game based on the recommendation of a friend and I don't see myself renewing the subscription beyond the first free month. I played coh for a while and cov doesn't seem to be that much different; the gameplay is somewhat repetitive and shallow. One of the major additions to Cov allows your SuperGroup to have its own customizable base, which can be raided by other SGs if you're acquired an Item of Power-however this aspect is currently bugged beyond belief. The game's stability is also currently unreliable, which doesn't differentiate it that much from other MMOs I suppose. The basic mechanics of the game (coh at least) in terms of individual powers has also undergone another major rework, almost a year and a half after its release and I don't see anything different in store for cov. If you have the money to spare this looks like it might be a fun game for a few months, but I'd wait another month or so before buying it until they have most of the bugs worked out and have it somewhat stable.

    2. Re:CoH(V) by arthurh3535 · · Score: 1

      Of course, you could try lowering your settings a bit, as CoV is a bit more graphic intensive. Many new features do make the graphics nicer, but you need a very, very nice video card to take advantage of all of it.

      As a matter of fact, they had to disable some features from beta, as it would bog down *any* video card and system.

      --
      No! It's a *SIG*. Keep the Special Interest Groups away! (Con joke!)
  26. Repetition wasn't what killed CoH... by IANAAC · · Score: 1

    It was their horrible support. Anytime an update was done something broke. And you'd get the standard "send the diag output" only to never hear from them again.

    1. Re:Repetition wasn't what killed CoH... by Anonymous Coward · · Score: 1, Informative

      Are you sure you're talking about CoH? Having played CoH since close to the beginning I have yet to experience the kinds of problems you mention. Either you're just looking to mislead people or you've had some particularly bad luck.

      I haven't seen a single update cause significant problems on the scale approaching what has been seen in other MMOs. Response time by GMs has been excellent; I've always gotten a response within 30 minutes. Beyond that, the developers frequent the boards and often reply to posts. I don't think a day goes by that someone from the company doesn't make a reply. Unlike other games I've seen where people might not hear a word for weeks on end.

      There have been a good number of nerfs that I've met with varying degrees of resistance. In a good number of cases the developers backed off to some extent or at least tried to work with the players. That's not to say they haven't forced some things through regardless of what players said, but all in all they've been reasonably responsive.

      In terms of repetition you wont really get much of an argument from me. As much as I enjoy the game it does old quickly. It's pretty much a nonstop string of "go here and beat up these guys" type missions. Because the storyline and dialogue is conveyed through text boxes there isn't really any sense of immersiveness. They have done a bit of work to make missions more interesting, but it's really only a handful of key missions that have seen any sort of improvement. The end result, however, is the same thing with fancy packaging. Although, I would argue that MMOs are mostly the same, some just have a nicer wrapping than others that draw away attention from the grind.

      As for crafting, it is in development and has been since the early days of City of Heroes. Apparently it has gone through two revisions; some crafting system was far along, but then the developers decided it wasn't fun enough, as they put it. They even went as far as putting in the universities where heroes would learn skills. Considering how many times it's been pushed back it had better be damn good when it's finally released.

  27. Cuz he's so evil by Anonymous Coward · · Score: 0

    It'd be really cool if the game will let me create a character modeled after crazy lawyer Jack Thompson. Imagine a character so evil that he works within the game to make the game itself illegal! BWHAHAHAHAHAHAHAH!!

  28. The short short version by I+Like+Pudding · · Score: 1
    Quoting a mini review that I agree with 120%:
    City of Villains

    Same goddamned game as the last goddamned game. They're both great fun, but there's no reason to play this if you played the last one and are done with it. Positive.

    I prefer the archetypes (classes) more in CoV, but it wouldn't be enough to turn anyone who doesn't like the underlying play mechanics.
  29. Real life skills by SeanDuggan · · Score: 1

    They had a game like that, Majestic. It bombed. I think most people play computer games to do things they can't do. Therefore, you either a) have tasks that are so dumbed down they're ludicrous ("To translate the ancient language, figure out the simple substitution cypher") or they become slightly irrelevant to the actual puzzle ("play the Tetris minigame to pick the lock"). Besides which, how many people would actually try to solve a puzzle by guile and how many people would be firing up GameFAQs?

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
    1. Re:Real life skills by Impy+the+Impiuos+Imp · · Score: 1

      Exactly. You sit there and figure out the tough problems yourself, and feel proud of yourself, then go wander back to the city and are all embarassed because playas have "solved" all the riddles by going to web sites with the answers (or how to calculate the answers if random small variations on puzzles are made, which I haven't even seen that much sophistication yet.) They stand there in the garb only an Einstien would have gotten, d00d, why did you waste your time figuring it out yourself? l4m3.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  30. Re:8/10, what a surprise! by Rigor+Morty · · Score: 0, Flamebait

    I agree. Seriously, as a former player of COH and beta tester of COV, I have to ask, did your mother need some surgery? Is that why you've sold out to them?

    I told Statesman to kiss my ass over the latest round of nerfs, set upon the Heroes entirely so that the villians would stand a shot at getting to kill them. It meant all of my high-level, carefully crafted and playtested characters would be cut back by a third. I couldn't choose to ignore his nerfs, even though there are only 3 areas where villians and heroes meet to fight. I left, because they only understand when the money stops coming in. And, a good number of my Supergroup left, as well, for similar reasons. I suspect they're getting anxious about now, as I'm guessing about a third of their subscribers left.

    With luck, Marvel will come along with their superhero game, and a no-nerfs policy, and I can again fly the friendly skies of heroism.

    --
    Remove the spamfreak to speak.
  31. Beware, For I Am... Le Baguette. by ScentCone · · Score: 0, Troll

    But then, what good is a game setting in which you have to surrender before anything cool happens?

    --
    Don't disappoint your bird dog. Go to the range.
  32. Nice try, but it's a referral link by Call+Me+Black+Cloud · · Score: 1


    Hard to believe that buried in the multiple redirects was a referral code. What, were you hoping to make $2.50 from purchases off your posting? And the discount isn't secret...just use a9.com every once in a while and get pi/2 percent off your Amazon purchases.

  33. Mod parent down? by TychoCelchuuu · · Score: 1

    Amazon referral link for the lose.

    --
    Against stupidity the Gods themselves contend in vain.
  34. City of Toadies by irritating+environme · · Score: 1

    would be a more appropos title then?

    --


    Hey, I'm just your average shit and piss factory.
  35. New skin, but nothing new to do by J.+T.+MacLeod · · Score: 2, Insightful

    I loved City of Heroes. It was a beautiful feast of pure joy.

    For about half an hour.

    It became pretty apparent that there is only one mission: Go beat every one up. That's it! Oh, I forgot: You could also find some things by clicking on boxes as you... went to beat every one up. That by itself is fun for a couple of minutes.

    Now, EQ and WoW both got dropped by me due to the grind, but there were at least places to explore, puzzles to solve, things to learn... In other words, there were things to do.

    City of Heroes had nothing else, excepting the opportunity to look at the (gorgeous) scenery and earn the next superpower. I kept playing after hearing tales of the game play, social interaction, and mission variety opening up after a certain point. I found none. My contacts and missions looked different, but acted exactly the same.

    Had there been more social interactions that were relevant to game play, or game play designed to really let people feel in-character... Or any number of things, it could have been better. The entire time I played, I felt like I was playing an engine demo released before their content.

    City of Heroes brought to the table the BEST game in years... that gave me no compelling reason to play. :(

  36. Yeah, but the real question is... by mpath · · Score: 5, Funny

    Can you name your character CmdrTaco?

    --
    I'm not sure what the secret to success is, but the secret to failure lies in trying to please everyone -Bill Cosby
    1. Re:Yeah, but the real question is... by Minwee · · Score: 1

      Yes, but only for nine months at a time.

    2. Re:Yeah, but the real question is... by CmdrTacoBell · · Score: 1

      No... but you can name him CmdrTacoBell

  37. Re:8/10, what a surprise! by Shakes268 · · Score: 1

    There will NEVER be a "no-nerfs" policy in a MMORPG. Too many diviersified player opinions about what should/should not be powerful. Most nerfs are actually player community driven to some extent. Exploiting specific mechanics which make an encounter easier is a sure fire way to get nerfed. If anyone comes out with a no nerf policy I'll be surprised as it will be a 100% FOTM class type game with little variation in the player base. However, I'm really glad you had the chance to sit down with Statesman and voice your opinion. Or...did you post it on a message board where you were just another whiner?

  38. Galaxies? Crafting? by Guysmiley777 · · Score: 1

    I'm not sure what your definition of "good" is. SW:G had a very complex and intricate crafting system. It was also an a**whip for crafters. Let's pick on weaponsmiths (since that's what I mastered).

    Let's say you want to make a T21 rifle. You need:
    150 units of ditanium steel
    127 units of metal (any type)
    100 units of reactive gas (any type)
    85 units of polonium iron
    50 units of inert petrochemical (any type)
    30 units of low grade ore (any type)
    30 units of alantium carbonate ore
    17 units of wood (any type)
    15 units of gallinorian rainbow gem (crystalline gemstone)
    5 units of crystalline gemstone


    Now, not just any gallinorian rainbow gem or polonium iron or ditanium steel either. Oh no. You see, each material type has properties related to it: cold resistance, conductivity, decay resistance, flavor, heat resistance, malleability, potential energy, overall quality, shock resistance and unit toughness that are rated 1-1000. And some material types are capped (you'll never see iron with more than 700 conductivity, etc)

    In the case of a T21, conductivity counts for 50% of the item and overall quality counts for the other 50%. Then you need a power handler, which is 66% conductivity and 33% overall quality. Oh, and you probably want an ADVANCED power handler, which requires irolunn reactive gas, phrik aluminum and diatium copper. And a blaster rifle barrel, which is 66% conductivity and 33% shock resistance. And again if you want an advanced rifle barrel add rhodium steel, duralloy steel and duranium steel as well as ryll amorphous gemstone to that list.

    And these stats change. You see, the polonium iron on Tatooine isn't necessarially the same polonium iron you can get on Corellia. And the great conductivity polonium on Tatooine only lasts about 10 days before it disappears. And there is no guarantee that it will respawn anytime soon, and if it does it may have really bad conductivity, or overall quality, or whatnot.

    So unless you've been playing the game and feverishly monitoring all resources available daily, for a year you may miss the alantium carbonate ore you need to make a -good- T21 rifle.

    So is this a GOOD crafting system? I don't know. It's complicated as hell, which is (to me) kind of neat, but it really forces crafters to be slaves to their profession since it takes up skill slots just like fighting classes and you can only have 10 harvestors running per account. I finally gave up on it and quit, YMMV.

    --
    Coding with assembly is like playing with Legos. Coding an application in assembly is like building a car with Legos.
    1. Re:Galaxies? Crafting? by Conspiracy_Of_Doves · · Score: 1

      Hey man, I never played the game. All I said was that I was told it had a great crafting system. I like complexity, but that sounds way too over the top to be any fun.

      Of course the average game company will take aggrivating and addictive over fun any day.

    2. Re:Galaxies? Crafting? by Guysmiley777 · · Score: 1

      No no! Nothing against you! I was just illustrating the SW:G crafting system, and I think some cathardic venting got mixed in there somewhere. :)

      --
      Coding with assembly is like playing with Legos. Coding an application in assembly is like building a car with Legos.
    3. Re:Galaxies? Crafting? by rebill · · Score: 1

      And you only scratched the surface ...

      • Storage limits ("our database can't handle the load, we'll fix it later" - Thanks Raph/SoE. Oh, wait, you never did fix that, did you?)
      • tell-hell ("Joe RandomPlayer: Make me your best gun, use the good stuff. Oh, and can I have it for free? I don't have any money.")
      • loot components better than anything you could make, dropped maybe never, but that's all the high-end customers want ("What, no Acklay Power Hammers? Ur a useless ws."
      • automated vendors that can only sell a limited number of items before they were full
      • tell-hell ("Mstr Obnxs: Hey! Ur vndrz got no Comp Armor!" "Me: I don't make armor, try so-and-so")
      • factories that randomly stop for no reason
      • Having no combat skills ("You have been slain by a rogue gnort")
      • Being soooooo sick of seeing that crafting station on your screen (I will never have an orange room in real life, thanks to the months I spent stuck in the basement of a Naboo Medium house ... what awful colors).
      • tell hell: ("MrBeggar: credz plz. Ur a crafter ur rich, Im poor")

      And I had it good - I had most of the best resources that ever spawned on my server, and acquired the right crafting bonus equipment. I even managed to get a small number of legendary (!) krayt tissues and made what I suspect was the nastiest republic blaster on my server. But it took 4 accounts to hold everything I had accumulated.

      --

      Chivalry is not dead, it's just frequently misspelt. - M. Langley

    4. Re:Galaxies? Crafting? by Guysmiley777 · · Score: 1

      Oh god, I started getting a cold sweat. "Use the good stuff"... -twitch- -twitch-

      --
      Coding with assembly is like playing with Legos. Coding an application in assembly is like building a car with Legos.
    5. Re:Galaxies? Crafting? by Solitude · · Score: 1

      It's really not that bad. You do a lot of work and experimentation until you're satisfied with it, then you create a schematic. Load the schematic and the appropriate resources into a factory and they're produced while you go off and do other things. I got started financially by harvesting resources for crafters, then I became a crafter myself. It is a huge time sink but generally a rewarding one. I've only ever liked Ultima Online's crafting system more.

  39. UFO by Anonymous Coward · · Score: 0

    (Hmm...maybe *you* were that dude I saw with the tinhat...making that insubstantiated point to entice a negative response about paranoia. Damn, you're subtle.)

  40. Typo by Supercrunch · · Score: 1

    You forgot the word "parents'" between "my" and "basement".

  41. Not a Lot of Newness Here by vjmurphy · · Score: 1

    I do enjoy both City of Heroes and Villains, but CoV really isn't all that different from CoH: nearly all the mission instances are just retextured versions of CoH missions. It is a good thing that there's not an extra fee for CoH players, since there's very little that's new.

    The problem with CoH is that there's nothing to do after level 50. There's only one raid level encounter in the entire game and the risk-reward ratio of it isn't all that great. Once you've done it, though, that's it. There's nothing else, other than running lower-level missions.

    Cryptic really needs to introduce some more high-level PvE content for CoH to remain viable.

    --
    Vincent J. Murphy
    Spandex Justice
    1. Re:Not a Lot of Newness Here by Craster · · Score: 1

      ITYM:

      The problem with [Insert MMORPG Here] is that there's nothing to do after level [Insert Max Level]. There's only [Blah] in the entire game and the [Blah] of it isn't all that great. Once you've done it, though, that's it. There's nothing else, other than running lower-level missions.

  42. Here is my complaint with the new CoV by $nickname_212 · · Score: 0

    Things like bases are not available to heroes unless they upgrade CoH with CoV. I am in a supergroup that has a base, and I can't get to it because I haven't purchased CoV. So, essentially NCSoft thinks that I should pay $50 to get bases. Yeah right. I think I will go without and ruin the experience for my SG because they won't unlock this feature. Come on, there is a disparity now between heroes and villans running around and NCSoft is comfortable with this disparity in functionality, even though both are supposed to have access.

  43. Does it work with sockcaps/putty ??? by Anonymous Coward · · Score: 0

    I tried to play City of Heroes under sockcaps at work and it was not working, so I stop right away. It as to do with the way their net connection work : UDP. Some other game work fine, like : WoW, Anarchy Online, Eve Online. Any of you tried the expansion with sockscap tunneled in a SSH connection ? Thanks

  44. Why not implement a WoW like battle? by skitz0 · · Score: 0

    Seems like it would be a lot more fun if there was a World of Warcraft like battle between the heros and villans. I know if would slice the revenue stream in half but would make this game a whole lot more fun.

  45. Two Classes Missing by faqmaster · · Score: 1

    There are two character classes missing: The Evil Software Empire Overlord; and Rat-Bastard Movie/Recording Industry Puppet Master. Without these two villian types Slashdot will not be interested.

    --
    Are you...Are you some kind of genius?
    No, ma'am, I'm just a regular Slashdot reader.
    1. Re:Two Classes Missing by Anonymous Coward · · Score: 0

      The Evil Software Empire Overlord = Mind Control Dominator

      Rat-Bastard Movie/Recording Industry Puppet Master = Zombies/Traps Mastermind

  46. Did both, moved to WoW by HeWhoRoams · · Score: 1

    I played CoH for a long time from its inception. One day I just couldn't take it anymore. It is monotonous, and lacks any real personal interaction besides chatting. I did the beta for CoV, and I didn't even think I was playing a different game. It couldn't hold my interest past the first 5 levels. Which, generally speaking the first 5 levels should be the ones that really pull you into a game. A lot of the villain powers were the same as from city of heroes, though I admit I did like summoning cronies. But my backup power was a bow and arrow. I felt it was the same as CoH with a few different powers, and they basically used purple everywhere instead of blue (how villainous!) I really wanted to like it though, due to my deep seeded superhero infatuation. I stopped playing CoV beta, and I continue to WoW. But I'm praying to the MMORPG gods that DDO wins out

  47. it was before its time by ProfBooty · · Score: 1

    yeah it was a great game just before its time

    the closest thing today is battlefield 2, but even then you dont have the grand sense of scale as you did with planetside.

    --
    Bring back the old version of slashdot.
  48. Not villainous enough by robson · · Score: 4, Interesting

    I played CoH for 1.5 years and was in the CoV beta.

    My main problem with CoV, and the reason I didn't end up subscribing, was that most missions had me fighting other villains. Sure, villains engage in some in-fighting, but in 16 levels of leveling up a Corruptor in beta, I fought non-villains in exactly three missions:

    1.Fought guards in the tutorial mission.
    2.Fought heroes in the first mission.
    3.Fought guards in the bank heist mission.

    Everything else was fighting the same old villains from CoH -- Hellions, Skulls, Lost, Family, etc. Sure, the mission text may say "kidnap" rather than "rescue", but I was only ever "kidnapping" someone from another villain group, and it sure felt like a rescue. Sure, I steal valuable items, but only from other villain groups -- never from museums, offices, mansions, and the like.

    It just seemed like a massive waste of an opportunity. There was even a 40+ page thread on the CoV beta forums titled "CoV Just Not Villainous Enough"? That thread never saw a single developer response, and appeared not to impact the game in the slightest.

    Which is fine, really, if the developers' definition of "villains" is just "heroes who don't get along". I'm sure lots of people will dig it because of the new archetypes, zones, powers, and PvP potential.

    For my money, though, I expected something very different from a game titled City of Villains.

    1. Re:Not villainous enough by Aurin+Wildfire · · Score: 1

      Everything else was fighting the same old villains from CoH -- Hellions, Skulls, Lost, Family, etc. Sure, the mission text may say "kidnap" rather than "rescue", but I was only ever "kidnapping" someone from another villain group, and it sure felt like a rescue. Sure, I steal valuable items, but only from other villain groups -- never from museums, offices, mansions, and the like.



      My Corruptor is level 14, and so far he's...
      • Killed a traitor to a mob family
      • Turned a young heroine into a villain by planting false evidence about her parents' deaths
      • Captured innocent civilians for Vahizlok surgeons to use for body parts.
      • Smuggled drugs into Paragon City
      • Robbed several banks and casinos
      • Fought at least three different hero groups, plus security guards, police, and military.


      I was underwhelmed at the outset of the game -- the first few levels were pretty much CoH with a new paint job. But the criminal activity definitely picked up around level 6 or so. You're not always busting up the good guys, but there's ample opportunity for villainy.
  49. TROLL?? what? by FluffyWithTeeth · · Score: 1
    How is parent a troll? You might want to try reading the comment before modding next time..

    It was a joke, maybe not a massively funny one, but most definitely not a troll.

  50. Re:People who play MMORPG by Anonymous Coward · · Score: 0

    Sure, if that's all a person does. That's why you balance gaming with a *real* life. Everything in moderation...

  51. Grammar Rant by windowpain · · Score: 1

    Are you people ever going to learn how to write?

    "allowing players to create their own superhero."

    No. It should be "allowing players to create their own superheroes." The plural noun "players" has to be matched with a plural noun: "superheroes". They're not all working on the same superhero.

    Why has fourth grade English become so damned challenging?

    Go ahead. Mod me down. I dare you.

    --
    Insert witty sig here.
    1. Re:Grammar Rant by Powdered+Milkman · · Score: 2, Funny

      Are you people ever going to learn how to write? "allowing players to create their own superhero." No. It should be "allowing players to create their own superheroes." The plural noun "players" has to be matched with a plural noun: "superheroes". They're not all working on the same superhero. Why has fourth grade English become so damned challenging? Go ahead. Mod me down. I dare you.


      If you really want a 4th grade English lesson...

      You should always precede quotation marks with a comma. The second and third time you used them, you should have used parentheses. Also, since you're making specific corrections, it should read,"...has to be matched with the plural noun 'superheroes'." You're citing a specific replacement; the colon was unnecessary.

      You can do better. See me after class.

    2. Re:Grammar Rant by windowpain · · Score: 1

      Everything single thing you said is wrong.

      You put a comma before quotation marks only in dialog.

      Your ideas on the proper usage of parentheses are simply bizarre.

      The colon is a matter of style. It was perfectly ok.

      Are you a troll or an idiot? Back to your cube, Bosco.

      --
      Insert witty sig here.
    3. Re:Grammar Rant by Anonymous Coward · · Score: 0

      There should be a hyphen between fourth and grade. Fourth does not describe the English but modifies grade.

      You also use a sentence fragment. The Go ahead. is merely a verb and adverb; where is your subject?

    4. Re:Grammar Rant by Anonymous Coward · · Score: 0

      shut your f**king bitch ass mouth f**ker and f**king crawl into a hole and die you stupid pieces of s**t. And no you cant point out any mistakes with this sentence you stupid f**ker.

    5. Re:Grammar Rant by windowpain · · Score: 1

      Another idiot.

      Sentence fragments are perfectly acceptable. For emphasis. Like this.

      "Fourth grade" does not require a hyphen. Google "fourth grade" and you'll see it's more commonly used without the hyphen than with, even when used as an adjective. Example: Tales of a Fourth Grade Nothing by Judy Blume.

      What strikes me about the responses here is that 1) every point made in every one of them has been either wrong or at best a matter of style; 2) some of the responses display a vehemence that's just crazy.

      My conclusions: Many geeks have weak English skills. Their lack of skills frustrates them and makes them defensive.

      --
      Insert witty sig here.
  52. An opposing view by SilverJets · · Score: 1

    Having played CoH for 1 year and having attained the coveted level 50, I was happy to hear about CoV being released (I was getting bored of making new toons and levelling them again). I participated in the Beta and I guess my excitement over it was more about my boredom with CoH. But the excitement has worn off, quite quickly actually since I stopped playing about 1 week ago and the game was only released to the general public at the end of October. My problems with CoV (not in any order):

    1) It looks and feels like a re-skinned CoH. Most of the missions take place in the same CoH locations (office buildings, caves, etc.), just with different skins.

    2)Missions are the same as CoH. Most of the missions, with the exception of the bank and casino robberies, are the same missions as CoH. The "kidnap so-and-so" mission is just the CoH "rescue so-and-so" mission. The "clear out the X's from Y location" is just the CoH "clear out the X's from Y location". Its all just the same.

    3)If I play a villain why can't I randomly attack the citizens walking down the street? Why?

    4)If I am a villain, why are all my missions to go fight other baddies such as Skulls, Hellions, Family, etc.? Shouldn't I be fighting heroes?

    5)If heroes have SGs (Super Groups) why do villains have SGs? Shouldn't it be VGs (Villain Groups)?

    6)Most of the power sets are the same as CoH. This one bugged me alot. Where was the creativity in coming up with new powers? Rather than just shuffling them around and recombining them.

    7)Only one truly new archetype, the Master Mind. All the other archetypes are just the same ones from CoH, only renamed. Brute == Tank, Stalker == Scrapper, Dominator == Controller, and Corrupter == Defender. No creativity here.

    8)I feel like a hero more than a villain. There is nothing villainous about what you do in the game. This one bugged the most. They should have called it CoV - City of Vigilantes.

    If you've played CoH, then you've played CoV. There is very little new content. This is extremely disappointing.

    If you are playing CoV, and are enjoying being a Master Mind, enjoy it now while you can. It won't be long before the dev's get out their nerf gun and nerf the crap out of Master Minds. The archetype is just too powerful as far as the game goes. Considering that when a Master Mind has all his/her pets its a total of 6 (including the player). That means a team of 8 Master Minds is composed of 48 beings/creatures/players. 48 things working a mission meant for 8! Yeah, you can bet they will be nerfing Master Minds very soon.....like they did with Controllers in CoH.

    1. Re:An opposing view by Jethric · · Score: 1

      I have been playing CoH and CoV from their respective beta's. I am still a happy casual player. I get on to the game (and yes, regardless what anyone tries to tell you, this is ONE game here) for about 8-20 hrs a week now (used to play close to 40 hrs a week or more when I was out of work for a while).


      Yes, CoV is CoH with different colored UI and just different ways of presenting the same thing. The CoV side needs some extreme work in getting the first 15 levels of the game to be a little more varried. It lacks the CoH side's origin-driven tree structure where you could at least have a little bit of difference in the missions that people got. CoV suffers a lot in this spot part. Especially level 1-5.


      However, I am sure the Devs will continue to put a great deal of work into the game and evolve the CoV side as they have the CoH side. I totally expect to see CoV get more villainous and CoH get more heroic.


      Tell me... how many other MMO's out there give you FIVE major updates, containing new Archtypes (classes), races, content zones with hours and hours of new game play... all in the 18 monthes after launch? And expect to KEEP doing that. AND FOR FREE! Then their first add-on that costs money is not only a DOUBLING in the amount of content, but can be played Stand Alone as well? (Oh, and no one has mentioned the fact that those that have both games get an additional 4 character slots PER SERVER.)


      No, CoH/V is NOT the perfect MMO. Neither is WoW. (I love WoW's UI, level-while-questing rather than quest-for-level concept, well thought out graphics, and friendlieness to the Mod'ing comunity.) But what CoH/V -is- is a step in the right direction in character customation, developer interaction with the game community, and pro-activeness about evolving the game.


      I sure wish some other MMO's out there would learn from their innovations. And if you want to play people with fantastic powers in a modern setting... it rocks. But then I am a comic-book fan. So take my comments with a grain of salt.


      I can't wait to see what Cryptic will turn out next. They've done the comic-book thing from both sides of the same coin. Let's hope they take their way of being character-focused and mission-focused to the next level and show us whatelse new we can do in the MMO space.


      Enough rambling...

    2. Re:An opposing view by ryanmoore · · Score: 1

      First, I'd like to say I'm an avid player of CoH and CoV. I've played a lot in the past and I will continue to play more in the future.

      I would agree with points 1 - 4. And I was disppointed about some of them. Point 5 is just a matter of symantics. Whatever.

      Point 6 is a reality of the amount of time it takes to create powersets. Especially in the design and animation stages. There *are* new powersets added to CoV. Quite a few. But they didn't have to start from scratch. And starting from scratch without using existing powersets would have pushed the release date out into never-never land or limited the player experience.

      Point 7 I completely disagree with. If you believe that a Scrapper is the same as Stalker then this tells me you didn't play the game very long. Brutes probably play most like tanks but because of their inherent power (Rage) you need to play them differently in order to really succeed with them. Stalkers may have the same kind of role as a Scrapper but you need to use hit-and-run tactics to succeed with them or you will die. Those are just two examples. Although the hero powersets and villain powersets overlap, if you play the game long enough you realize that different tactics are needed for each archetype in CoV and CoH.

      And that's why I think I like CoH and CoV so much. I'm an alt-aholic and I enjoy playing different roles with the different archetypes. You need to learn to play each type differently. That's the challenge. To be a good tanker you need to learn how to tank. If you play a Tank like a Scrapper then you either aren't a very good Tank or a very good Scrapper. That's where I find the challenge in both games.

  53. Re:8/10, what a surprise! by Anonymous Coward · · Score: 0

    CoH was a great game until they started nerfing everything PvE for the purpose of PvP... and got to a state where its a completely different game than the one it began as, CoV is just going to walk the same path, if only it wasnt made by Cryptic Studio... they are too dishonest and will lead the game to failure the same way as CoH has been.

  54. Duhz0r5!!11! by RedNovember · · Score: 1

    Obviotically, you have misunderestimated the geniosmarterness of the reviewifier. All you need is a little reedumacation.

    --
    "MY APOCALYPTIC TENOR HAS NOT BEEN DISPELLED!" - T-Rex, qwantz.com
  55. Some CoV thoughts by MattW · · Score: 3, Informative

    First, the writing. The writing in City of Villains is a notch above City of Heroes. While many contacts in City of Heroes were memorable, most of the best were in the high-level content (Crimson and Indigo, for example, were 40-44 and 45-50 level contacts). In City of Villains, you're struck early and often with the quality of the writing. I've been doing almost all contact missions, almost all solo, and at L26, I've run into a half dozen contacts now that I already remember better than most City of Heroes contacts. These ones are not just giving out missions, they are telling a story; or rather, inviting you to participate in their stories. From a uniquely quirky "MBA-turned-Arachnos-operative" contact who talks about your "synergy" together as you kidnap people and trash enemy bases for him, to the Superheroine who lost her powers in a friendly fire accident and is out for vengeance against the "friends" who "abandoned her", you'll feel like the contacts are a lot more alive. Fundamentally, they're all just standing in one place doling out missions, but their stories and speech are much more engaging and of a higher quality.

    Second, the mission system. Street hunting is fine, but several "issues" ago, Cryptic raised the xp from mission completion, to encourage doing story-laden missions as opposed to random street hunting. City of Villains makes this better in several ways. First, newspaper missions: entering a zone you can immediately take "newspaper" missions from anywhere, without needing to visit a contact. Every so many missions, you build enough reputation with a contact to get a "special" mission offer which you have to see them in person to get. But this helps drastically minimize the travelling.

    Next, contacts dole out their cell phone numbers a lot faster. In City of Heroes, you had to complete roughly 2/3rds of a contact's missions before you got a Call button for them. In City of Villains, you typically complete 2 missions and then receive their Call button, cutting down drastically on dull travel time, and further distancing CoV from MMOs where travelling becomes a major hassle and upgrading your modes of transportation (*cough* epic mount *cough*) becomes an overwhelmingly important goal simply because the walking is boring. It means the game is that much more fast paced.

    Next, CoV missions are usually located in the zone you acquire them in. All newspaper missions are, and MOST contact missions are, unless there's a compelling story reason to have them be elsewhere. (For example, the ominous Aeon corp is located in Cap Au Diable, and so if the mission involves breaking into their corporate headquarters, there you go - but in 26 levels, I've only been sent out of zone perhaps 4-5 times)

    Finally, CoV further improves by having a LOT of story arcs. It seems like I'm always doing one. Unlike one-shot missions, story arcs have, well, story behind them. They're more entertaining than one-off missions. If you continue to seek out contacts and work for them, you'll get souvenirs out the wazoo. I'd guess at 26 I probably have at least 15, if not 20 or more. I stopped counting. I've gotten more than one story arc from some contacts. Also, Arcs tend to be a bit shorter, with less "filler" material, whereas in CoH there were a lot of "now, do this" missions which didn't really move the story along very much. In other words, the content is thicker.

    Unlike city of heroes, however, your starting missions are currently the same regardless of Archetype or Origin. Whereas CoH content differed for the first 5 levels or so based on Origin, everyone in CoV starts with Kalinda and the same set of missions. Devs have already said new starting content is coming, but... well, coming is not here.

    Third, the Archetypes. As Zonk points out, the Mastermind is a unique experience. Overall, however, I think all the Villain ATs have a unique flavor. The least unique is probably the corruptor, which plays essentially like a defender with their power sets reversed. They don't do enough damage to

  56. This changes by MattW · · Score: 2, Interesting

    Early on that's true - you spend the first few levels fighting almost all villains. Later on, you run across a lot more good and neutral factions. Longbow and the like, as well as a lot of Elite Bosses which are basically hero builds. There's also the striking dockworkers on Sharkhead.

    You must have been skipping content also, because there are some other early missions you fight heroes in - I think you're L6 or less when you go to defeat the sea witch, who is the first "hero" sort of enemy (Although she's only a boss at low levels, you encounter her again in the low 20s as the first actual "Hero" you fight (which is the CoV equivalent of an Archvillain)).

    Once you get to the high teens and 20s you're also fighting Aeon corp, which is seedy but "legitimate" on the surface.

    Not that your objection is wholly out of place. But I think it makes sense; villains fighting villains is going to draw a lot less hero/law enforcement heat than villains assaulting the innocent.

    1. Re:This changes by robson · · Score: 1

      You must have been skipping content also, because there are some other early missions you fight heroes in - I think you're L6 or less when you go to defeat the sea witch, who is the first "hero" sort of enemy (Although she's only a boss at low levels, you encounter her again in the low 20s as the first actual "Hero" you fight (which is the CoV equivalent of an Archvillain)).

      Yeah, in all fairness, I've heard folks say that. I wasn't deliberately skipping content, though; I was simply joining pick-up teams, and the only missions people seemed to be running were villain-on-villain missions.

      If more than 1-in-10 missions are villain vs. non-villain later on, that's cool, but it just doesn't seem like a good element to delay until the mid-game -- we didn't spend the first 15 levels of CoH helping old ladies across the road/rescuing kittens from trees/etc. We fought villains who were assaulting the innocent and plotting against the citizens of the city, in nearly every mission. In that sense, CoH delivered on its promise earlier and more effectively than CoV seems to have.

  57. Re:8/10, what a surprise! by Anonymous Coward · · Score: 0

    I completely agree. PvP and PvE are two very different animals. When the devs nerfed people that were too powerfull in PvP they crippled very reasonable PvE abilities and destroyed several of my better characters.

  58. So far, not bad, but not outstanding, either by garylian · · Score: 1

    I was in the CoH closed beta, and did the same for CoV. While CoV does breath a bunch of fresh air into the CoH game, I see a lot of problems coming up.

    First of all, much like Blizzard did, PlayNC apparently changed a lot of powers late in the beta for gold. This leads to the characters not being well balanced. (Not that the beta characters were well balanced. Typical rush to gold MMO scenario...)

    Early on, you could easily do missions in the PvP zones and not run into a single other player. That was kind of nice if you didn't want to PvP, but if you did, it was boring.

    The classes themselves have a lot of issues. They worked really hard to not have the "Who needs tankers, when Scrappers are so much better" problem with the Stalker class, and in turn, made it really weak. The Mastermind class is very powerful. The Corrupter actually feels weaker than the Defender, even though the power sets are reversed. The Brute is a god while soloing and working with a healer, but get more than a few folks with him, and since he can't taunt to hold aggro, he becomes pathetic. (Higher levels will eventually give taunt, and then watch out!) The Dominator is quite effective, just like the early Controller class was much more powerful than most folks realized.

    Sadly, for all that folks playing MMOs bitch because the developers don't listen to class balancing issues, CoH become a lot worse because PlayNC listened TOO much. The nerf bat is coming in CoV, as well...and I dare say the results will be just as bad.

    Reptition does set in even in the early game with CoV. Many of the maps are the same, or almost identical. The prevelance of "door missions" makes it nearly impossible to expect that many different maps. This is the one major weakness with the high number of instanced "dungeons" that PlayNC has used for CoH/CoV. It cuts down on lag, but it spawns the repetition factor.

    It's too early to tell on the PvP side. I'm not a big fan of PvP, as it seems to generate more "My weenie is bigger than your weenie" bull than it does any sense of fun competition. Unlike WoW, heroes and villians are allowed to talk to one another, though they do need to flip a few options to send tells to one another. Plus, the server cross-talk makes it easy to keep in touch with friends.

    I give CoV a B-. It was rushed out before it was ready, as they made that major mistake of doing a last second revision to the classes, without testing them for a week or two to see how it affected gameplay.

    But their character generation still blows away every single game on the market. I can still blow off an hour tinkering with a costume, and by the time you hit lvl 20 and can make a revision to it, you feel an itch to fix things you got wrong. I just want to see some other game companies start to really allow us to personalize our characters. And the fact that equipment doesn't define how you look is just a bonus.

  59. Good, Bad, Indifferent by thesandtiger · · Score: 1

    I've played CoH on and off since launch, and did a bit of Beta for CoV, and am, in fact, currently playing CoV (waiting for my teammates to get back from walking their dogs) while I write this.

    What's good is that there are now more archetypes/classes, and they are closer (for me, anyway) to what I'd wanted in the first place.

    Also, there are some new graphics tweaks that I'm really liking, and a change to ragdoll physics which makes for some more smash-up fun when beating the crap out of things.

    What's bad is that it's the exact same thing, just with naughty names. Instead of beating up Hellions to bring them to justice, I'm beating them up because they're on my turf. Instead of Rescuing Dr. Petersen from the Circle of Thorns, I'm kidnapping her from the Circle who just kidnapped her originally.

    What's indifferent (for me) is the base building. It's a neat thing, glad they added it, but enh...

    Overall, I really enjoy the game because it allows me to smash things while being semi-social, and I get some fun out of trying new concepts out with my friends who also play. I am currently running around with a brute based on the idea of a Very Upset Child.

    --
    Since I can't tell them apart, I treat all ACs as the same person.
  60. I can't see paying $50 for the same game by JSBiff · · Score: 1

    I got a chance to play CoV beta. I haven't purchased it. I just can't see paying $50 for the exact same game. I mean, seriously, when people say it is the same game, re-skinned, they are quite literal. Most of the buildings and missions maps have the exact same geometry, with different textures (granted, some of the new textures are quite well done), and a few different 'scenery' objects in the mission (like slightly different furniture lieing around, or slightly different piles of junk).

    And, as others have pointed out, most of the character types/powersets are almost identical, with some changes to the numbers (like, for example, the offensive and defensive powers of the Tanker set from CoH were moved over, and swapped in effectiveness [that is, tankers had high defense and only moderate offense - in CoV you get high offense and moderate defense], and called 'Brute' in CoV).

    I might have let this pass if the game lived up to a villainous feel. But most of the missions, as others have pointed out, were going around fighting other villains, with no ability to attack any 'good' people, for the most part. The whole experience was too locked down to feel villainous. Heroes have to abide by a certain moral standard, so I understand why you can't attack citizens or rob stores in CoH. But in CoV, I ought to be able to take a risk by mugging one of my contacts, nicking a few enhancments, but in the process, losing faction with that contact and whoever he is aligned with. Things like that, which would give it a truly criminal feel.

    It's just not there. And I'm not gonna pay $50 for the same game I'm already playing.

  61. probably, CoH does... by Anonymous Coward · · Score: 0

    CoH runs on linux with Cadega fine, im sure it would be pretty easy to get CoV to work, its essentially the same game.... I'll try it sometime soon

  62. World of Warcraft to City of Villains by PatJensen · · Score: 2, Informative

    My comparison of City of Villians, coming from World of Warcraft:

    There are NO items, just experience points to get you additional powers. No goofy loot system.

    Each spell gets a number of buff slots, and as you kill mobs you get buffs to apply to your powers. (i.e. +heal, +dmg, +accuracy) You can do `instances' (kill quests) with 1 person, 3 people or whatever. It will scale difficulty automatically and spawn more mobs. No sitting around waiting for people shouting LFG.

    If your buddy just started the game at lvl 2, he can help you with lvl 10 quests by making him a sidekick.
    He will then be 1 level lower then your level. Same thing, you can help a lvl 2 guy with his quests by being his "malefactor"

    You can summon people across the map with just yourself. Travel powers kick butt, teleport, portal, fly, hover, the whole gambit.

    The UI is streamlined, and took some time to get used to coming from WoW. I'm not sure entirely if I like the chat system yet though. Thats all I can think of for now.

  63. Prestige by MilenCent · · Score: 1

    The way bases are paid for are using a new in-game currency called Prestige, which is earned in the same way that Influence/Infamy (the currencies used for heroes and villains respectively), but only while playing in supergroup mode (that is, while "flying group colors").

    Prestige is an interesting concept. Unlike influence, you don't gain vastly more as you go up in level and defeat stronger foes, so even low-level group members can contribute to the total. Groups gain a bonus of 20,000 prestige for every member up to the first 15 (groups can have up to 75 members total), but groups also LOSE prestige at the same rate if they lose members so they're under 15.

    Prestige gain rates is unusually slow relative to the prices of base options; reading the boards seems to indicate that earning 500-600 a mission is common. Getting your base and initial plot (containing one, tiny room with a teleporter in it) is free, but even adding the smallest of additional rooms costs 100,000 prestige! Larger lots, bigger rooms, and the devices that actually make your base into a playable area for opposing teams to attack very quickly raise costs up into the millions of prestige. Decoration items are fairly cheap, on the other hand, but most groups won't have enough room to add many of those for quite some time.

    On the other hand, losing prestige is somewhat difficult. Selling base items back (in a manner that is amusingly like selling stuff out of your apartment in The Sims) returns every penny of prestige spent. Having large bases (value over 1M prestige) entails paying a monthly rent to keep everything working, but that's the only prestige cost in the game other than just buying stuff.

    So, it seems clear that base development is intended to be a long-term goal for a group, which is great for a game that previously that little in the way of goals other than gaining experience, tricking out your enhancement slots, and finishing whatever mission/task force/badge collection you're working on at that moment.

    1. Re:Prestige by Syberghost · · Score: 1

      The dynamic that Salvage adds is interesting, too. You use Salvage to build nifty gear for the base. That gear, however, requires Control and Power, and adding those things not only costs Prestige, but increases the "Rent" tax.

      Unfortunately the testing we did in the Beta was very much functional, and not very much economics; SGs got 36,000,000 Prestige and went hog-wild, but I don't think anybody knows how it's going to work out in play. Of course, it can always be bumped/nerfed. I just hope they don't get too fiddly with it; economies generally straighten themselves out in the long run, as long as you don't stick big stakes in pieces of them. Nudge it once in a while to smooth out the highs and lows, and otherwise leave it alone.

    2. Re:Prestige by MilenCent · · Score: 1

      On the CoH boards, the reaction to Prestige's extremely low earn rates compared to what the really cool stuff costs is extremely negative, but I kind of hope they leave it as it is. I mean, why have the cheaper alternatives even there if everyone always buys the biggest and best? Everything can be sold back without cost penalty, which is cool. Rent could be a bit of a pain, however....

      I've not had the chance to play with Salvage yet (since the cheapest workshop costs 100,000p, heh), would you happen to know what kinds of things you can build with it?

    3. Re:Prestige by Syberghost · · Score: 1

      Mostly, things that add capability to the stuff in the base. For instance, you can build items for your base that duplicate the medical teleporters in the hospitals. However, by default they only heal 25% of your max HP. With Salvage, you can build items that enhance that capability, with several of them (I think it might be three, but I don't recall) raising it up to 100%.

      Also, you can use Salvage to build teleporters that let you exit your base in another zone than the one from which you entered it.

      Other than that I don't recall.

  64. It's about skill, not equipment!!! by Anonymous Coward · · Score: 0

    All of the weapons are weak, the modifications are weak, and their armor concept is odd and limited.

    You've completely failed to grasp the point that the parent was making. GW provides the ultimate in skill-based PvP. The weapons don't matter, the modifications don't matter, the armor doesn't matter. If you're good, you'll win, and if you're not, you'll lose. Even your level doesn't really matter -- a level 10 who knew what he was doing could trivially beat a dumb max level 20.

    Far from being a "flaw" as you put it, it's the whole point. GW is a mega game of pure skill. Not just the in-game *skills*, but the player skill, tactics, use of attack-counters and combinations, etc, etc. It's damn impressive, with an incredibly diverse range and complexity of skills to deploy. Pretty stunning.

  65. Re:8/10, what a surprise! by killdozer3k · · Score: 1

    Actually I met statesman on Halloween night at the Sunnyvale Frys. Warwitch is a plesant and charming woman. Stateman is decidedly less charming. When I started asking them questions and got to ED, he just piped up and said "ED is here to stay... thats final!" But my question was, "whats the rationale behind ED?" why is it happening this way? Atually, I hate the skill tree methodology of power aquisition because it is just another intance of the old hard class sytem. "You are lvl 4, now you can summon your magical warhorse!" *yawn* I would rather have a pure points system like in Hero and buy my powers with advantages or disadvantages. The responce from the Dev's was taht someone might just put all their points into flight and not be able to do anything. But just like in Champions you get your ass shot off and you learn. I think a suitable system would be to have a template type system for newbies which might include a graduated power increase, and then have an expert level system which is raw points. Then you could have the toon you want instead of the toon you settled for.

  66. Try Guild Wars --- missions EXTREMELY varied by Anonymous Coward · · Score: 0

    If you're looking for something completely different to just fighting baddies and doing delivery quests for little reason, give GW a try. The quests and missions are like nothing else around, incredibly diverse. Admittedly, you do fight baddies of course, since they're the main obstacle, but there's a hugely elaborate and quite entertaining storyline (optional) that really draws you in, and the fantastic questing is just out of this world, magnitudes better than EQ's dumb ones.

    And even the notion of baddies is not all that firmly tied down, because you finally discover that there's a twist in allegiances owing to some evil shenanigans and the hidden agenda of the guy that eventually becomes the Undead Lich (aka end boss). And in one cute mission you're actually working for the baddies under a cloaking spell, and end up fighting the baddies of the baddies (who are not the goodies), so there's a lot of variety. :-)

    And the GW missions are interspersed with machinima cut-scenes, into which your own team's characters are seamlessly spliced --- it's damn impressive. Really not seen anything else remotely like it.

  67. Boring powers by Lord_Dweomer · · Score: 1
    The reason I left this fantastic game was because the powers got old....FAST.

    I got really tired of seeing the same limited powers and that was it. I wanted variety, I wanted visual differences. Auras were cool....but let me tweak the visuals of my actual powers! How lame is it to see the same stupid bows and guns and blasts etc.

    If an attack does a lot of damage, I want it to show up on my screen!

    I also feel like CoV, while it had new classes, didn't do much in the way of new powers, which was what everybody wanted.

    --
    Buy Steampunk Clothing Online!
  68. Not so much nerfs as stealth nerfs by Ashe+Tyrael · · Score: 1

    Let us be honest, heroes have been nerfed into oblivion in the last few updates for the "City of.." games. Some of the nerfs were warranted, some of them just have the player base scratching their heads and wondering what Cryptic are smoking. Most of this is, again, part and parcel of this kind of game. The two main things that really have people annoyed right now are these.

    1) PVP. Originally, there was no PvP in CoH. Many people flocked to it for just this reason, it was a game free of the griefing and gank squads, wher eyou could go on, be a casual player, and still manage to advance your characer, even when surround by level 50's who were all much harder than you. Your fun was not dependent on anyone elses, or on anyone else doing badly. This appealed to a lot of people. Cryptic eventually put PvP in, at first in the form of the areans, which were a waste of time and effort, and even now are mostly empty. Then wholse PvP zones come in, with assorted rationale (and nobdoy has yet come up with a suitable plausible reason for heroes to be slapping heroes. The gank squads in the free-for-all zone appeared within a couple of days of release of CoV. It was also stated early on that at no point, would PvE powersets or balance be altered to fit PvP. This proved an out-and-out lie.

    2) Stealth nerfs and quiet devs. As if this wasn't bad enough, a couple of major, game balance affecting changes never made it into the respective patch notes, and the fact they happened had to be pointed out by the players, at which point the devs backpedalled and said "oops." Also, the biggest balance-affecting alteration to powers happened with the CoV release, afte rthe devs had already said they would not mess around with powers in any major fashion in the near to mid-future. The fact they screwed with the way enhancements work rather than the powers themselves smacks to many of sophistry, and so far, those changes have proved vastly unpopular. (Hell, the creator has stated that he has his Vision (tm) for the game, and thateverything else, including what the players want, has had to be a close second to the Almighty Vision (tm). Pretty much the dev team, with a few major exceptions, has come across (rightly or wrongly) as a bunch of high-handed, out-of-touch, crack-smoking aroogant sods (a change is unpopular enoughg to spark 6000+ replies, saying "don't do this," causing people to quit, and disiluusioning everyone else. Do you A) look into it, see what their problemis, and try and fix it.B) look into it, see the problem and ask what peopel think can be done, or C) bring it in anyway as a fait acompli, regardless of opinin or other actions... opinion?

    Guess whichone cryptic used.

    --
    "How fine you look when dressed in rage."
  69. Balance, balance, balance... by MMaestro · · Score: 1
    The real reason for this is simply balance. As much as we'd all like to be the uber-evil super villain with the thermalnuclear bomb holding the world hostage, the game would be disrupted when some griefer(s) decides to actually push the button and kill the world.

    On top of that, going up against other heroes (or even other players) would get boring since it'd never be a 'fair' fight (either YOU have the element of surprise, the enemy would have the element of surprise, or the fight would be unbalanced since they ARE "heroes.")

    Finally, if you don't mind nitpicking, you can just say that the corrupt Rogue Island Police are 'corrupt' because they're working with the heroes. (Maybe they're funneling money to the heroes?) Those who kidnapped the Wretch? Minions of rogue heroes but the heroes themselves are careful enough to avoid being implicated/caught with the 'crime'. (Happens all the even in the comic books.) The intruders? Minions of heroes attacking to gather intel on your defenses. (Think recon units.) The list goes on. Aliens invading the planet? Thats not good for business. Some rogue villian trying to blow up the bridge just to settle a score? Well thats not gonna be good for being in the new destruct-o-beam for your base. Someone kidnapped someone close to the boss of the city? Well rescuing him is a good way to win favor.

  70. Re:8/10, what a surprise! by Anonymous Coward · · Score: 0

    Well if I was committed to a no-nerf policy and someone abuses a skill, instead of nerfing him i'd just buff the baddies in the encounter. After a while doing this i'm sure everyone's gonna be insanely strong and then I can remarket the game as Dragonball Z!