City of Heroes Purchased By NCsoft
Rock, Paper, Shotgun comments on the big news from late last night: NCsoft has announced that it has purchased City of Heroes/Villains from Cryptic Studios, the Massive game's original developer. Everyone on the team has been offered a new position with the newly formed NCsoft NorCal studio, and many of them have accepted. As far as the players are concerned, NCsoft only intends for them to see freebies as a result of this deal: "Now back to you, the players. You are the lifeblood of our game. In celebration of our new studio and our exciting plans, and in order to thank you for the fantastic community that you have built, we are pleased to announce the following: All players with City of Heroes retail accounts will now have access to City of Villains, and all City of Villains retail accounts will now have access to City of Heroes. Players that didn't previously have access to "the other side" will find that they do now. Just log in to check it out! After the launch of Issue 11: A Stitch in Time this Fall, we are removing Debt from all characters and giving you a fresh start ... Also after the launch of Issue 11, all Supergroups will receive an additional 20,000 Prestige per Supergroup member."
I played City of Heroes for a couple of years, from a few months after initial launch up until shortly after the launch of City of Villains. I experimented with a few alternate characters but I had reached level 45 with my main; 5 levels below the level 50 cap.
I got into the game on the recommendation of my brother and another friend of ours. I played Everquest years earlier for a few months, shortly after the first expansion. The demanding nature of that game, including the reliance on grouping burned me out quickly. What attracted me to CoH was the ability to solo and lack of reliance on gear. It was kind of like a socialist MMO.
What really hooked me was the pace of combat. The game gets really exciting during a fight; I don't think there's been another MMO yet that matches the pace of that game. It's as close to direct, active control as I've seen thus far. Apparently a new powerset is being introduced which even allows for combos.
Additionally, a lone hero could face a group of upwards of 5 foes and emerge victorious, depending on the class. It was fun to jump into the midst of some villains and beat the hell out of them all. So in that regard, it was a very satisfying game.
The pace of leveling was fairly quick but, like all other MMOs it still had considerable grind. And that's really where things broke down. There was nothing else to do but fight. Every single thing in the game revolve around beating up badguys. There were conditions for some missions, like clicking on glowing items, but even then it required getting past hordes of villains. Story was presented in dialog boxes; at the time there were no cutscenes. Alternative skills, comparable to blacksmithing in fantasy MMOs were finally introduced a few months ago. This was after years of promising they were coming soon.
Apparently the skill system was completely redesigned at least 3 times over because it was deemed to not be fun enough. I haven't played what was finally implemented but from what I've read I'm not impressed. It looks like it's merely an adaptation of the supergroup base item building feature.
The character customization is excellent, and probably still surpasses what's available in most other MMOs. Beyond that, however, there's only one way to improve a character. And that's through enhancements which is comparable to stats for other games. Basically, enemies "drop" these enhancements which are then applied to a character's powers. So a player can boost damage, or the power's secondary debuff effect. That was all well and good until the developers decided they didn't want people focusing on a single aspect of any given power. So, every power has 5 slots, if I remember correctly, but using more than two slots for the same boost was essentially a waste. This was supposed to encourage enhancement diversity but I think it resulted in standard ideal templates for specific powers.
There was also the incessant complaining by those who had chosen classes that were less effective solo who felt it was unfair that other classes could solo so effective. Nevermind the fact that the best solo builds weren't always well-suited for groups. So a lot of work went into addressing that with mixed results and to, I feel, the general detriment of the game.
Another problem I came to find with the game was the excessive reliance on templates for environmental design. Basically, upon entering a zone the first time a player had a good sense for how the rest of the zone looked. And many of those features were reused in most other zones. So where other MMOs have a varied and dynamic landscape City of Hero's was a bit contrived. It was tiring running through the same laboratory with a random, nonsensical layout for the 5th time in a few hours. Despite that, the art style was great. It was a lot of fun traveling amongst those skyscrapers. The game simply could have benefited from more variety.
One thing that was good about CoH/CoV was how Cryptic has maintained a close relationship with the players. They've n