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City of Heroes Going Rogue With New Expansion

NCSoft has announced a major expansion to City of Heroes, titled Going Rogue, which they say will "blur the line between heroes and villains." It is set in Praetoria, a parallel universe governed by an evil version of Statesman, the game's lead hero. As part of a new alignment system, "hero characters can become villains and vice versa, enabling hero archetypes to cross over to the Rogue Isles and villain archetypes to experience Paragon City." Brian Clayton of Paragon Studios said, "For years, players could choose between playing as a hero or a villain. Now we will present a third, malleable path where players can be affected by the results of their actions."

100 comments

  1. Come A Long Way by GearheadX · · Score: 4, Informative

    Good to see the game continuing to grow and change. They've come a long way from a studio that, in 2006, was cut down to just 15 people maintaining the game.

    1. Re:Come A Long Way by b04rdr1d3r · · Score: 3, Interesting

      I Love CoX... much better gameplay and mature community than many other MMORPG (at least on the european servers). I also appreciate much the fact that my subscription fee goes to pay new issues that are regularly made available to me without additional charges (14 issues released with a lot of additional content to the game in 5 years and counting...) Way to go NCSoft, I wish you did not suck so much at advertising that game...

    2. Re:Come A Long Way by Sage+Gaspar · · Score: 3, Interesting

      I like CoH but it is pretty anemic on content compared to other games, which is fine for what it is. It's about dinking around making new characters and then trying it all over again. But there is far more content in one expansion for the major MMO of your choice than in the entire Heroes game from start to finish, and it's not 900 different versions of the Tech building or the Office building with herds of enemies plopped in by the computer. Plus they still get pretty much the same amount of additional content patched in the interim.

      The gameplay is a big draw for me. The one thing I wish they'd do is put in more bosses with interesting mechanics -- i.e. special attacks that require heroes to get out of the way, things like the Hollows trial where you need to split up to activate things simultaneously, etc. Apart from three or four fights in both sides of the entire game the deepest strategy is point the "boss" away from the rest of the team. In a game with as many mobility powers as CoH you can do sooo much better.

    3. Re:Come A Long Way by whisper_jeff · · Score: 1

      Ok, I like the game, quite a lot. I've played it off and on since it launched. I'll probably go back to it for another spin soon because I've gotten a hankering for superhero ass-kicking again. But. Let's be honest here, the game is not growing. It might be holding steady with periodic increases or decreases in subscription rates but it most certainly is not growing...

  2. Good Idea by Lifyre · · Score: 5, Insightful

    And like most good ideas it depends on implementation. If the path to Good from Bad and vice versa are nontrivial actions then this stands to add a significant amount of replayablity to characters and personal attachment to a character.

    A well thought out quest path that leads to the opposite faction with good story lines, moderately difficult to difficult quests, and tangible rewards can make this a tremendous addition to the game.

    If NCSoft has made the path back and forth a toggle switch then it becomes just another piece of fluff that adds little or nothing to the actual game istelf.

    --
    I'll meet you at the intersection of "Should be" and "Reality"
  3. Reliable Entertainment by Tempest451 · · Score: 3, Insightful

    This is why this game has been chugging along for so long, great updates and a strong player-base.

    1. Re:Reliable Entertainment by Anonymous Coward · · Score: 0

      Not to mention new game mechanics released without much forethought, with obvious abuse potential. Trivializing character development to laughable levels.

      New Character to Max level in 10 hours. There's a problem there

    2. Re:Reliable Entertainment by slaker · · Score: 2, Interesting

      That's only true if you want to play that way. Which not everyone did. And just so we're clear, there have been folks who managed to do 1 - 50 in 10 or 12 hours with regular "farm mission" content made by the developers.

      The main problem I have with the Mission Designer is that everyone does the same thing over and over. I like some of the user created missions. Some of them are really well done or very funny, but not everyone I play with wants to read the clues or stop for the enemy speeches.

      But then, at some point, it's also nice to have a three-hour path to level 25 or so, to not have to wait for a particular character to mature. For experienced players, I'm fine with not having to slog through 30 or 40 hours of play to get a Dominator or Controller (characters that are hard to solo) to the point where they have enough tools to be effective for high-level play. Some CoX players, like me, have been in the game for every bit of five years, and we know what we're giving up with that trivialized content. If the mechanic exists to make some of those things easily skipped, at least treat us like adults and let us, the players, decide if we want to or not.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    3. Re:Reliable Entertainment by Sage+Gaspar · · Score: 2, Informative

      My biggest problem with CoH is that you can say "this powerset combination doesn't really become fun until 20/30/40" for so many different ones. They really screwed up the low levels. I get that they want you to have progression but ideally you're having fun from the word go on a vast majority of characters. This is especially damning in a game whose high level content is essentially nonexistent. Actually it's even worse, since a large part of the endgame is exemplaring yourself into lower level content that you didn't complete and experiencing the pain of losing the powers that make it fun.

    4. Re:Reliable Entertainment by slaker · · Score: 1

      The converse of that is that sometimes the high level content would be downright unbalancing to obtain at a lower level. Fire Controllers have a long hike to Fire Imps; Psychic Dominators have an even longer run to Psychic Shockwave, but if those powers were available at a low or modest level, no one would bother to make anything else.

      I just tried WoW for the first time this weekend, and I have to say that all the people who are complaining about CoX's lack of content have obviously been smoking something. To date, having started four different classes in five different races in WoW, I've found myself doing nothing but killing animals for their meaty bits, meaty bits they only occasionally drop. I can't imagine anything less exciting than that, and nothing in the game makes me think that it's going to get any better, either. CoX's content is largely textual, found in clues and NPC dialog. Sometimes it's difficult to pay attention to in the heat of the moment, but it's all there, and it's certainly more compelling than wandering around the game world collecting kobald hooves or whatever.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    5. Re:Reliable Entertainment by Endo13 · · Score: 1

      I've found myself doing nothing but killing animals for their meaty bits, meaty bits they only occasionally drop. I can't imagine anything less exciting than that,and nothing in the game makes me think that it's going to get any better, either.

      Having played both CoX and WoW extensively I can tell you that if you keep playing, you will soon discover that it does get better, and it only keeps getting better at higher levels. The main difference between WoW and CoH is that WoW starts you off with a few skills to get you acquainted with the game, and the content is specifically tailored to be done with those skills, while CoX just gives you access to xx powers because they are in xx position, and well, if those powers aren't up to par compared to some other powersets, that's just tough. Also, in WoW generally by about level 30 or 40 you'll have most of the skills for your class, and after that will mostly be getting new ranks, as well as further specializing with talents. While CoX's endgame content is primarily a few more powerful powers, WoW's endgame content is new and different dungeons and boss encounters. And yes, they really do have quite a variety of different encounters. Imagine for example a boss fight where periodically gravity gets turned off, and you float around the room and you have to avoid giant bubbles of death that slowly chase you and will kill you if you get hit by 2-3 of them - while still trying to do your job in killing the boss.

      And then there's also all the other "lite" content that WoW has that is mostly non-existent in other games.

      For example, the list of "different things you can do" in CoX is pretty short.

      1. Kill stuff
      2. Do missions
      3. Play with costumes
      4. Play the consignment house
      5. Hang out and chill
      6. PvP
      7. Build missions (kind of)

      In addition to that, WoW has all kinds of things like..

      8. Fishing
      9. Gathering professions
      10. Crafting professions
      11. Dungeons
      12. Exploration (more than 1-2 hours worth)
      13. World PvP
      14. And lots of more things that I missed

      Both games are fun and definitely have their place, but it's easy for me to see why WoW currently has over 11 million active subscriptions while CoX has less than 20K. (I believe the last number I saw was actually less than 15K, but I'm not positive.)

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    6. Re:Reliable Entertainment by slaker · · Score: 1

      I don't PvP and generally view PvP as an anti-social behavior, or at least an anti-social player base.

      At this point CoX does have crafting and loot, though I'm not terribly interested in it, either.

      Mostly what I see about travel in WoW is that it's some kind of punishing time sink. I rather like being about to move so freely about the game world as I can in CoX. Christ. Players in WoW can't even walk faster.

      CoX also has the Mission Architect now, which is the ultimate creative outlet for players with such urges, and we have the ability to redesign our avatars, right down to the size, shape and placement of our noses.

      That beats fishing any day.

      Also, CoX has about 100,000 subscribers and an astonishingly loyal player base; unlike a lot of MMOs, people who subscribe tend to stay subscribed, while Fantasy MMO players frequently switch from whatever game has the most scantily clad elves or whatever.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    7. Re:Reliable Entertainment by Adriax · · Score: 1

      15. Farm the same damn instance over and over. Praying that not only will the 1% droprate item from the sub boss drop, but you will be lucky enough to roll higher than the other 5 people who need it. All for that extra 2dps and 3 res rating you need be be considered usable in the next higher dungeon to farm.

      Oh, and your 10? Spend hours and hours farming mats, grinding useless items that have a 20% chance of skill up, spend heaps of gold on training and AH mats you can't possibly realistically farm yourself, all so you can create armor and items that are near worthless in the endgame anyway.
      Yes, I'm an engineer, I've made enough of those damn gnomish army knives to start my own battalion, all so I can now create two damn guns no one wants. Add in spending 4 hours last night trying to get the arcanite dragonling recipe to drop (which never did), and you have all the reasons why I'm heading back to cox the second I can make a zombie MM goodguy.

      --
      I don't suffer from insanity, I enjoy every minute of it!
    8. Re:Reliable Entertainment by hphoenix · · Score: 2, Informative

      According to MMOGChart.com, City of Heroes/Villains has an active subscriber base of 140,000. A lot more than 20k. That places it as the 11th most subscribed MMO (as of April 2008)

    9. Re:Reliable Entertainment by Endo13 · · Score: 0, Offtopic

      I don't PvP and generally view PvP as an anti-social behavior, or at least an anti-social player base.

      I more or less agree. But then, you don't *have* to PvP in either game if you don't want to.

      Mostly what I see about travel in WoW is that it's some kind of punishing time sink. I rather like being about to move so freely about the game world as I can in CoX. Christ. Players in WoW can't even walk faster.

      The difference though is that the world you're walking through in WoW is actually interesting.

      CoX also has the Mission Architect now, which is the ultimate creative outlet for players with such urges, and we have the ability to redesign our avatars, right down to the size, shape and placement of our noses.

      That beats fishing any day.

      Huh? CoX has always had the ability to redesign avatars right down to the size, shape and placement of noses. And MA, while a great idea, is unfortunately so limited in CoX it almost doesn't matter. Really, the only real benefit of the MA is the fact that you can keep doing missions right in the same building, without ever needing to go anywhere. Now, if they let players design mission maps like you can SG bases, and place items and baddies exactly where you want them, and have some options for new/different objectives, you would be right. Is it better than fishing in WoW? Perhaps. Neither one is going to appeal to everyone. The point though is that Fishing is lite content that you can do in a few minutes of spare time, that requires little thought.

      Also, CoX has about 100,000 subscribers and an astonishingly loyal player base; unlike a lot of MMOs, people who subscribe tend to stay subscribed, while Fantasy MMO players frequently switch from whatever game has the most scantily clad elves or whatever.

      You may be right about the amount of subscribers, but honestly I don't think so. The last time I saw numbers on current subscribers, it was a lot lower than I had expected. I somewhat agree with you about the loyal player base. WoW also has a fairly loyal player base.

      To make something clear, I don't play either game any more. I've become bored with both. But I have to admit, it took a lot more hours to get bored with WoW. CoX was always the "other" MMO for me; a game that's great fun for a few hours at a stretch here and there as a break from other more serious games.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    10. Re:Reliable Entertainment by Sage+Gaspar · · Score: 1

      If you read the missions there's quite a lot of interest going on, but I'll grant you WoW does take longer to get to some of the more interesting stuff. The blood elf and draenei starting areas are the equivalent of the Hollows, newer content that's more interesting on the whole. But would you really say running missions in AP, Galaxy City, Kings Row, Positron TF, all of that is very interesting? Kill _____ for lost magical artifact describes, kill clockworks that have abducted ___ for whatever reason, etc. Even the Hollows is just a missing kid against the backdrop of a gang war. The cool stuff is the Rikti War Zone and the city invasion events, Cimerora, to some extent the praetorians... there's just not a hell of a lot of it.

      The newer solo content they're working on in WoW is blowing my mind though. It's really the most engaging MMO experience I've ever had. You ride on dragons, dress up in hilarious costumes to infiltrate enemy groups, work for the fanatical game equivalent of PETA, use harpoon guns to bring down drakes so you can attack them, throw fire bombs off the back of a horse being chased through the woods by werewolves... seemingly every questline ends with something that has me grinning ear to ear. One of the free patches they added a fully fledged jousting system complete with the ability to duel other players and a quest camp where you take up arms for one of the cities.

      As far as gameplay mechanics, there's powersets like SS/WP that I set to the fourth level of difficulty on Mercy Island and there's powersets where you wheeze through the first 20 levels no matter what you do. My Grav/Psi is still fairly awful in the mid-twenties and my TA/Dark was barely worth bringing along on a team until 20 and couldn't defend worth shit until the mid-twenties somewhere. CoH long ago abandoned balance in favor of fun, they need to work on making the beginning game fun for everyone.

    11. Re:Reliable Entertainment by Sage+Gaspar · · Score: 1

      Well that's a personal choice, people spend hours upon hours farming CoH for rare recipes or the merits to buy them with. The rewards system isn't much different in either game. They put carrots there for the OCD gamers. There's some badges that are almost as bad as the worst achievement grinds in WoW. The one advantage CoH does have is it's much easier to roll alts and get them into the meat of the game, you don't have to worry about gold for epic mounts since you just pick up a travel power, etc.

    12. Re:Reliable Entertainment by Anonymous Coward · · Score: 0

      And then there's also all the other "lite" content that WoW has that is mostly non-existent in other games.

      Have you played any other game, or is WoW it? The WoW "special content" that you listed is in virtually every other MMO out there - EQ, EQ2, LoTRO, WAR, Vanguard, etc. and is done far, far better it many games (LoTRO and Vanguard stand out to me).

      World PvP is a WoW invention? Really? You really haven't played anything else, have you? PvP is a joke in WoW -- it's considered a PvE game for a reason.

    13. Re:Reliable Entertainment by FnordX · · Score: 1

      Now, if they let players design mission maps like you can SG bases, and place items and baddies exactly where you want them, and have some options for new/different objectives, you would be right.

      Actually, they are working on that very thing right now. They couldn't include it in the current MA update, as it would take them a lot more work, and they wanted to give us something. No idea when, or if, they'll be able to do it, but they're trying.

      --
      ____________________
      Clouds in the Sky,
      Water in a bottle
    14. Re:Reliable Entertainment by Ifandbut · · Score: 1

      You can't build missions/quest in WoW. After trying it out during the reactivation weekend, this made me resubscribe to CoX.

      Playing with costumes does not happen in WoW because everyone wears what ever will give them the best stats.

      There is also guild bases you can build and (until a recent patch) you could invade another guild's base.

  4. I'm sorry... by pHus10n · · Score: 1, Funny

    Disregard that, I suck CoX?

    1. Re:I'm sorry... by pHus10n · · Score: 0, Insightful

      Boo. It was intended to be funny; not derogatory...

    2. Re:I'm sorry... by Anonymous Coward · · Score: 0

      Jesus fucking christ. Mod this down too, whomever took some serious personal offense. If I have to explain the joke to you, it loses something. It was an attempt to be funny --- have you never seen the chan-saying "Disregard that, I SUCK *****?" It's only been on the internet for years.

      That said, I can understand if someone wanted to mod it down and kill off my karma --- you're butthurt and it wasn't intended. But to fucking mark my explanation as -1, Troll is just out of fucking spite. Fuck you and your mod points.

    3. Re:I'm sorry... by Anonymous Coward · · Score: 0

      The rest of the Web only sees about the top 1% of what 4chan has been wallowing in, because the rest of it just wasn't funny enough to get attention anywhere outside 4chan (where apparently everything is funny for half an hour).

  5. As opposed to other MMOs? by Moraelin · · Score: 4, Insightful

    Well, we've had front page stories about most other MMOs so far. I certainly remember articles speculating about Wrath Of The Lich King, back before when that was released. And articles about how WAR is adding a whole two classes... copied and renamed from other races. And then about how it's merging servers. Or about how Eve, after years of ignoring individual players if they don't happen to be some dev's best buddies, now is letting players elect a council. (Which it will likely still ignore, but now it gives players something to do and somewhere to argue with each other, instead of pestering the devs.) Etc.

    It's the games section. What did you really think goes there?

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:As opposed to other MMOs? by Anonymous Coward · · Score: 0

      Actually EVE isn't only just letting players elect a council, the elections for the third are just starting.

      The recent article was about the success of the player council, not about them just starting it.

    2. Re:As opposed to other MMOs? by Anonymous Coward · · Score: 0

      . And articles about how WAR is adding a whole two classes... copied and renamed from other races.

      WAR has a mirror class system, where both sides have roughly equivalent powers and abilities, while still varying (eg, Witch Hunter has ranged finishers, the mirror Witch Elf does not, Squig Herder has a pet while the mirror Shadow Warrior does not, etc). The two classes introduced (you must mean Blackguard and Knight, since Slayer/Choppa were their own mirrors) were mechanical mirrors of existing classes, but still unique, and not "copied and renamed".

      It's all the more amusing that a WoW troll would post this, since WoW has the same lasses on both ends (thanks to the whines of the playerbase), and the Warcraft universe is just a copied and renamed Warhammer world, less about 90% of Warhammer.

  6. Game is Meh. by Anonymous Coward · · Score: 0

    I've played since issue 3. The game for the most part has lost the magic and a lot of the player base. I've had to move my characters to Freedom because my server once full of people a year ago I'd be lucky to meet 3 other people in the zone.

    If you are new to the game then you will enjoy but the game for the most part is just a variation of the same theme.

    - Rescue a hostage
    - Kill everything
    - Kill a boss
    - Click a glowie
    - Defend an object

    after that there are finite set of maps (Mission in an office you know it is going to be the same layout, no randomness at all)

    There are some arcs that are nicely done but after the Nth time of doing the same kind of mission with the same map layout it gets very very tedious.

    The recent addition for players to create their own content is refreshing sometimes but again it is the same formula over and over.

    The only thing that added the random element to it was PvP. But the population as a majority prefer to live in their own protected bubbles. To the point where they will complain they even have to do a mission in a PvP zone.

    This looks like a step to creating a full on PvP server (which is badly needed).

    If you look at successful MMO's out there, you will find there is a level of conflict or forced interaction to reach a common goal. Or the players impact the environment permently.

    This is sorely missing from CoX (exception being Task Forces, which are no longer needed except for the badge).

    If anything the game is good example why you shouldn't give your playerbase everything they want. Previously you had to work with your character to build it, team, swap IOs/etc. Now with any character by the time I can slot level 25 IO's (one days play) you don't need cash anymore. Got to level 25 where my character is fully slotted and doesn't need any boosts unless I come across them. With that made 3 million influence. Don't need anything else to hit 50 (even other players).

    1. Re:Game is Meh. by FnordX · · Score: 1

      I've read through your post about 3 times now, and I'm not sure what you're complaining about.

      Alright, so, there are only certain numbers of mission types, and most of them involve fighting things. Find me an MMO that isn't the same way.

      Yes, the office maps may look similar, but they are made up of individual rooms, and those rooms have the same layout. This allows the devs to come up with more content and not worry so much about hand-creating a new map each time.

      There are many different kinds of maps, not just offices and warehouses and caves and sewers (although that is most of what you'll see at earlier levels), and each of them has at least 15 different layouts, so you won't really see the same thing over and over again.

      And, yes, the devs know that a lot of the office maps look alike. They play the game too, and listen to the players. But, when they ask the players "Do you want office maps to look different, or do you want us to create another zone and more content?" the players always pick the zone and content. Strange.

      If you're complaining about the game not forcing you to PvP, well, I, for one, welcome that, and I know a lot of other people who play who do as well. The game would be a lot less fun for me if I had to worry about being ganked every time I wanted to go to one of my missions, or when I was doing some street-sweeping.

      "If you look at successful MMO's out there"... I have news for you, CoX IS a successful MMO! It's been around for 5 years now, and isn't in any danger of shutting down. Tell me, where is The Matrix Online, or The Sims Online, etc. The CoX player base is, at last count, only slightly less than the LotRO playerbase. A game that's 5 years old vs. a game that's only about a year old, and which is based to compete directly with WoW.

      Yes, CoX is now WoW. I wouldn't play it if it was. If you want to play WoW, then play WoW.

      Task Forces/Strike Forces have never been required. EVER. They are great for players who want to experience the world of the game more, and actually get some *gasp* PLOT in their games! And, yes, you get badges for doing them. CoX was the first MMO to have badges, btw.

      And, if you're complaining about how you don't need to team up with anyone to play the game, again, GOOD! I don't always want to have to play with someone else! I don't want to be forced to group up with other people, who I either don't know, or who I'm forced to work around their schedules in order to have fun! CoX I can pick up at any point, spend 15-20 minutes and run a mission, and then go do something else if I have to. I don't have to raid for lewt, I don't have to grind my way up to the end content, where everyone else is, I don't have to hear people telling me that I'm useless if I don't spec my character a certain way, and I don't have to play with anyone I don't want to, just because "This instance is designed for 8 people".

      --
      ____________________
      Clouds in the Sky,
      Water in a bottle
    2. Re:Game is Meh. by Chas · · Score: 1

      Lemme guess, you're one of the LOLPVPers who was all butt-hurt after i13 rolled with the PVP changes.

      I acknowledge, the PVP in City Of.. is lacking. It's always been a bolted-on system, an afterthought.

      There are several reasons why the majority of the City Of.. players don't PVP. And in no particular order.

      1: The game system rarely functions the same way the PVE side does. Meaning you have to relearn the game from scratch.

      2: Even with the "rebalancing", there's still massive concentration on "Flavor of the Month" builds. It's very difficult to expect a toon sporting SO or common IOs to enter a zone with a fully tweaked IO build and even DREAM about staying competitive. And "learning" by letting said person kill the crap out of you endlessly is about as much fun as a root canal with a hand axe.

      3: The infantile nature of a section of the PVP crowd. This, more than ANYTHING drives people away. Some are willing to put up with the seemingly endless, unbalanced death ratios to try and learn. But when you have some ass-clown running off at the mouth, generally being rude, and the like... Or worse, if you're in there for the PVE objectives (badges, Shivans, Warburg nukes, etc), and the aforementioned ass-clown is attacking you. This leaves a bad taste in people's mouths, as the association, rightly or otherwise, isn't to "one rude player", it's "one rude PVPer".

      I could go on, but I gotta bail for work. Later.

      --


      Chas - The one, the only.
      THANK GOD!!!
    3. Re:Game is Meh. by Anonymous Coward · · Score: 0

      "Yes, the office maps may look similar,"

      Office maps was an example. There is a small finite number of maps with the exact same layout. Not just office maps.

      When they created CoV they did create a few unique ones but the vast majority are EXACTLY the same. I am not sure where you say you won't see the same one often unless you don't play that often.

      "If you're complaining about the game not forcing you to PvP, well, I, for one, welcome that"

      Proving my point thanks.

      "I have news for you, CoX IS a successful MMO! It's been around for 5 years now, and isn't in any danger of shutting down."

      We have different definitions of what is considered successful. If you have to pay to move your characters to a server that actually has people on it, then that game is not successful. It may not be failing but it isn't growing.

      "if you're complaining about how you don't need to team up with anyone to play the game, again, GOOD!"

      The point of an MMO is to have interaction with other players. CoX allows you to play as a single player. In fact it is worse now then it was previously.

      That kind of interaction isn't always forced teaming (I would see that as bad method to force interaction).

      The game is good, very well scripted and very few bugs. But it is limited and if you play for a period of time you see the repetition in the game. Of course some people like that.

    4. Re:Game is Meh. by Anonymous Coward · · Score: 0

      "you're one of the LOLPVPers"

      Nope but thanks for playing.

      Your points don't really make sense. The game already has PvP in it. So there is already relearning and rebalancing of the game to cater for PvP.

      Also CoX allows you to dual build so you can change to PvP build or PvE build.

      But this point...

      "The infantile nature of a section of the PVP crowd."

      I've played AC-DarkTide + Neocron. Both are very good examples of hard core PvP. I can tell you straight up that the number of assholes in those games are those who don't like to PvP. They tend to create throwaway noob characters to gank people as they join the server.

      Once you move out into the ACTUAL population 99% of the time are not only sound but look after each other from other assclowns. You will die and people will attack you easier, but that is the whole point of PvP.

      "if you're in there for the PVE objectives "

      Like I said. If the area is PvP enabled then you are engaging in PvP by being there. If you are getting ganked then you need to rethink your plan. If you don't like it you shouldn't be in the zone.

      If it was me I don't go "Waaaa he killed me". I figure out where the attackers are, get help, flee/hide or wait it out until I am able to get to my objective.

      Likewise with Eve in 0.0 space. Once you plan and know that odds on you are going to be jumped on by 20-30 people sitting at a gate the death or chance to flee is less painful.

    5. Re:Game is Meh. by Jaeph · · Score: 1

      "Excuse me sir, are you perhaps here for a drubbing? Or would you prefer me to repectfully keep my distance while you engage the npcs as you will."

      Sorta kills the entire spontaneity thing, doesn't it?

      -Jeff

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
    6. Re:Game is Meh. by Anonymous Coward · · Score: 0

      Tell me, where is The Matrix Online, or The Sims Online, etc

      http://thematrixonline.station.sony.com/?

      Still running.

    7. Re:Game is Meh. by Chas · · Score: 1

      The game already has PvP in it. So there is already relearning and rebalancing of the game to cater for PvP.

      My point being that people didn't WANT to have to "relearn" or "rebalance" for PVP with the ORIGINAL iterations of PVP. The new PVP exacerbated this.

      Once you move out into the ACTUAL population 99% of the time are not only sound but look after each other from other assclowns. You will die and people will attack you easier, but that is the whole point of PvP.

      Again, my point is, there's no "learning curve" it's "Pad my kill count until you figure it out". As the Rikti would say "Noise: Fuck That".

      Like I said. If the area is PvP enabled then you are engaging in PvP by being there. If you are getting ganked then you need to rethink your plan. If you don't like it you shouldn't be in the zone.

      Never mind that the objectives in the zone are PVE and not PVP. It's not "Kill 5 guys to get a Shivan" or "Control Warburg for 15 minutes and get a nuke". You're engaging in PVE activities.

      --


      Chas - The one, the only.
      THANK GOD!!!
    8. Re:Game is Meh. by Anonymous Coward · · Score: 0

      "Excuse me sir, are you perhaps here for a drubbing? Or would you prefer me to repectfully keep my distance while you engage the npcs as you will."

      Sorta kills the entire spontaneity thing, doesn't it?

      -Jeff

      Well, yes, but unfortunately early in the lifespan of PVP the devs decided it would be a wonderful idea to make content that was only just about barely possible for most players. These 'challenges' dropped the absolute best rewards in the game, and were the only way to increase a character's power once they hit level 50.

      And at the same time they put temporary abilities that vastly out-class anything a regular player can get on their own in the PVP zones to try to encourage players to go there.

      What this resulted in was, in a game where a large portion of the playerbase (I won't quote exact figures, but it's probably more than half) were in the game either specifically to avoid PVP or because they didn't care much about it, you had to go into PVP zones.

      The average CoX player is a fairly polite beast compared to most MMO players. So the etiquette eventually became to allow the players who just want their Hami-Os to avoid the PVP and just get their temporary abilities.

    9. Re:Game is Meh. by Anonymous Coward · · Score: 0

      "My point being that people didn't WANT to have to "relearn" or "rebalance" for PVP"

      Hence the reason they have dual builds now in CoX because people who play PvE and wanted to dabble in PvP complained.

      "Again, my point is, there's no "learning curve"..."

      There is a learning curve. I've played PvP only servers extensively and it is very very different social model that works quite well.

      In AC for example:
      - Starter towns/areas = full of idiots (bored PvE people) killing anything that moves.

      - Low-mid level towns. 90% of the time were fine. The Good/Evil (want of better term) groups treated those under level 20 as *fog*. As long as you didn't draw attention to yourself you were left alone.

      - Mid-High level towns. Owned by guilds and protected. To function you have to align yourself with one or more social groups. Wandering near one of these towns meant instant death or at least a warning that you have 60 seconds to start running.

      - Wilderness. Free for all. You are continually watching your back.

      If you have never played it, then I recommend watching "Deadwood". It best describes what the games were like.

      "Never mind that the objectives in the zone are PVE and not PVP."

      Your in the PvP zone = You are engaging in PvP. It doesn't matter if there are PvE missions there, you are still flagged as part of PvP. Rather then whine about it, plan for the possibility that someone way more powerful then you is liable to kill you.

      I blame "False Hero Syndrome". People believe they are the hero of the story (PvE plays it that way), so when you realise that you are not the best in the world, that the evil guy isn't going to explain their actions before they kill you people go into denial.

  7. Not that special by Moraelin · · Score: 2, Interesting

    While I do play COH and like it, I don't see it as that special in that aspect.

    For example WoW also released a lot of individual instances, story arcs, etc, for free in between the two expansion packs. E.g., the endgame content in both the original game and BC was released as such free patches, and even WOTLK has just seen for example Ulduar released as such a free patch. Just because they don't call them "issues" or make a big fuss about it, it doesn't mean it doesn't exist.

    Furthermore, 14 issues sounds a bit vague. Exactly how much content is an issue? Well, it ranged from whole areas to little more than bugfixes or rebalances being called issues.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Not that special by residieu · · Score: 2, Informative

      The great thing about City Of Heroes is the flexibility in getting a team together. If you want to run dungeons in World of Warcraft, you need a healer, a tank, and three others to fill out the team. In City of Heroes, if you want to run a task force with your blaster, and two scrappers (all DPS classes). You've got all tankers? That'll work too. Most of the "Defender" class don't concentrate on healing, some of them can't heal at all. Missions and task forces scale to your team size, so you don't have to wait on getting the last man to fill out your team. Then there's the sidekick system that lets your friend play with you, even if he's much lower in level.

  8. Downloaded the trial recently by L4t3r4lu5 · · Score: 1

    Had some lag issues, but they seem to resolve quickly when away from large concentrations of player characters (100+, typically).

    I think I might get a subscription. EVE is good, but hard work. Sometimes I just want to blast something for a laugh.

    --
    Finally had enough. Come see us over at https://soylentnews.org/
  9. Going Nethack by pmontra · · Score: 1

    The first thing I thought after seeing the headline was "Good! Another 20 years and they'll go Nethack" :-)
    http://ars.userfriendly.org/cartoons/?id=20060522&mode=classic

  10. Anyone else read that as Petoria? by HomerJ · · Score: 1

    I was wondering when they were going to annex Joehio.

  11. Black and White by argent · · Score: 1

    Reminds me of something, I'll get it in a moment...

    Do you get villages of minions to torture, or do you have to be satisfied with PKs?

  12. Will it be enough? by thesandtiger · · Score: 1

    When City of Heroes(Villains) (CoX) was first launched, it was absolutely the only super-hero MMO out there, and as such filled a niche that wasn't being satisfied by anything else at the time. It was a good game in that it worked fairly well, was fun to play and had some interesting storylines to play through. However, in my opinion, there isn't any real depth to the game unless you're *really* into the stories and want to experience every single last one of them, despite many of them being essentially the same with just different enemy groups inserted into the various spots. City of Villains is more or less just "City of slightly naughty superbeings who have more sinister looking zones (because reds and blacks and gray skies = evil, while bright colors and blue skies = good!) but ultimately do exactly the same stuff that heroes do."

    Now there is the DC Universe MMO coming out as well as Champions Online set to launch in a couple of months - will simply allowing players to switch the zones they play in really be enough to handle competition from new games that have better technology and (in the DC case at least) iconic characters?

    The general consensus among people I know who play is that the ability to switch alignments should have been something that was the focus of a free "issue" rather than an expansion, and the next expansion should have been something along the lines of a massive graphics engine update and "World of Heroes" that would allow for "epic" (vastly more powerful) characters.

    I played CoH since launch until somewhere after CoV was launched, and still do play from time to time - it's not a bad game, I just don't know that letting people switch alignment is going to be enough to keep people playing in the face of the new shiny, ESPECIALLY if the new shiny is even halfway decent.

    --
    Since I can't tell them apart, I treat all ACs as the same person.
    1. Re:Will it be enough? by Vohar · · Score: 1

      Well, there are dozens of fantasy-themed MMOs out there. Each new one doesn't necessarily hurt the ones before it too badly.

      I'm sure after DC Universe and Champions Online come out we'll start seeing fanboys of all 3 superhero games frothing at the mouth and crying heretic when a game other than their chosen one is mentioned.

      Look at any story here about an MMO. It'll be that, with names changed.

    2. Re:Will it be enough? by slaker · · Score: 1

      Having seen what a 2 billion infamy build is capable of, I'm not sure how much more "epic" the game could be.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    3. Re:Will it be enough? by thesandtiger · · Score: 1

      Before Enhancement Diversification and the various reductions in the effects of Area of Effect attacks, players could very easily take down literally hundreds of opponents single-handedly. Back when I first played, my scrapper (Dark Melee/Regeneration) would pay people to join my teams and then sit by the doors of missions so that I could maximize the spawns for fighting. Even on the highest level of difficulty with the largest possible spawn sizes, I pretty much couldn't be killed. I used to solo multiple giant monsters simultaneously on Monster Island in Peregrine Island, and Arch Villains were trivial. Before knockback was changed, I could run up to a random low-level thug on the street and punch him hard enough to knock him more than a block away. I daresay the best possible build in the game now would pale in comparison to ye olden days when CoH first launched.

      Changes to the fundamental working of the game aside, even though a really great build in the game now can perform very well, the feel of things is still trivial. The world of the game is tiny. The missions we are sent on are trivial - not just difficulty wise, but in scope and purpose. The opponents we face are absurd - I have 2 characters that, even with the system as it is now, I can easily take on any particular foe in the game, yet I'm still basically a lackey for NPCs who, in several cases, I've actually beaten up in various missions and generally outclass.

      Epic in this case means larger than life, larger than the game is now. I can fly - so let me fly into space. Heck, just let me fly to another city, even! Let my character try to form her own army of minions and overthrow Recluse (actually, that would be a fantastic kind of PVP system - players engage in strategic and tactical PVP that gives them access to groups, lets them take control of things, etc.) Heck, just let me pick up a car/trash-can/dumpster and throw it if I'm super-strong. With the Mission Architect, let my player create not just a mission or 3, but actually let me create my own pocket dimension where I can tweak things like the gravity or whatever.

      You know, epic. Not mundane. Not "I'm super strong, and yet 3 thugs with baseball bats just kicked my butt because even though I've punched 'em about half a dozen times with my SUPER STRENGTH they're still somehow totally fine!" Not "I have the ability to channel the very force of gravity itself, I can create a black hole, I can even create a rift in space and time itself and yank objects from other dimensions, but oh, hey, I can't budge that trash can over there." Not "I have the intelligence to create an army of robots (but only 6 at maximum, despite having over a billion of what passes for currency) and the obvious drive and skills to be a leader and start my own gang, but rather than try to actually take over some of the criminal elements in the world, I'd much rather read news papers and go beat people up when they talk trash about me, and occasionally try to kidnap some slow-moving idiot who supposedly has some VITAL INTELLIGENCE that will CHANGE EVERYTHING (but of course nothing changes.)"

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    4. Re:Will it be enough? by thesandtiger · · Score: 1

      Fanpeople aside, the challenge for CoX is going to be that they've got a 5 year old game engine (that is very, very limited, but very solid for the few things it does) that they're charging people $15 a month to play going against 2 brand-new game engines that at the least look a lot better and most likely will have fewer limitations and will also cost $15 a month to play.

      I don't know that just letting people change alignments is going to be sufficient to keep people on the old system paying the same price when there are 2 new systems that look better and may play better, at the same price. Are the people currently playing CoX really that attached to the game itself? Are they playing it because it's the only one in that niche? I'm going to guess that it's more the latter than the former, but I certainly could be wrong.

      If Champions lets people have more customization (which, from what I understand, with powers it certainly does, and it supposedly has more character customization options than CoX had at launch - including animations and such), gives them the shiny, gives as good or better gameplay, and more stuff to do, I can see this hurting CoX's numbers a lot, because it will no longer be the only (or best) player in that niche. The only advantage CoX will have over Champions is that you can be a villain in CoX (though personally it doesn't feel very villainous) and the fact that some people have played it for 5 years. I dunno if that will be enough, hence my initial post.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    5. Re:Will it be enough? by jandrese · · Score: 2, Informative

      For what it's worth, Champions Online is coming out pretty soon, but the lead developer is the same guy who developed City of Heroes, so don't expect major differences between the two. From what I've heard, a lot of the old disgruntled CoH players that went over there are hopping mad at how the game has turned out, since they left CoH to get away from the very conventions that are starting to show up in CO.

      --

      I read the internet for the articles.
    6. Re:Will it be enough? by slaker · · Score: 1

      CO is maddening for several reasons:

      1. It's dumbed down for console play. Ugh.

      2. It does not particularly respect the source material. Champions as a pen and paper franchise is at least 20 years old, but it was essentially pasted on the CO game engine.

      3. It's being run by Jack "Statesman" Emmert. I've met the guy. He's a comic book fan. But he has a particular idea of fun, and anything that does not match his vision isn't going to be part of the game. A lot of the issues that CoX had in the past stem from some awful decisions that Mr. Emmert made, and CoX has become a much, much better game since he left. I don't know of any long-time CoX players who are willing to say they are fans of his work at this point. It's only a matter of time before CO players realize the same thing.

      While I'm at it, DCUO looks like it's going to have some of the same problems. It's more of an arcade game that uses console controls than what I would think of as a role playing game. I'd also argue that being based on DC Comics' source material isn't going to do it any favors, either, but that's largely because I don't like DC Comics.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    7. Re:Will it be enough? by slaker · · Score: 1

      Signature characters exist in MMOs to give the developers a basis for content. You can't be a signature character; people playing DCUO won't ever get to be Batman, either.

      Any MMO world does have to remain largely static. Changes happen in CoX when new updates are released. I'm fine with that. From a mechanical standpoint I don't see what the developers could do that would allow players to legitimately change the game world.

      Still, my level 50s are considered peers of their villainous patrons. They've rid themselves of Recluse's influence as a potential "Destined One." They've saved the world from the Praetorian Earth, prevented the destruction of a Nuclear Power Plant and brought down Rikti Dropships (did you know you can do that?). I feel like my toons have plenty of awesome super hero things.

      In terms of both surface area and cubic volume my understanding is that CoX is significantly larger than WoW. Of course, we also move perhaps an order of magnitude faster and experienced players may have four or five ways to teleport between locations without even having to make use of the built-in transportation systems.

      I don't think that's a bad thing.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    8. Re:Will it be enough? by thesandtiger · · Score: 2, Interesting

      There's a difference between being a signature character and having an impact on the world, and there are a lot of things that can be done to let the players feel like they're having an impact on the game world. I don't accept that MMO worlds need to remain more or less static - I actually think that's largely a relic of the initial constraints on the genre coupled with a lack of effort on developing non-static game worlds; there have been several games that actually do let players change things fairly dramatically.

      WoW did it by having "phases" in various zones. You go into a zone and there's a big undead war going on. You complete a few quests and the way you see the zone is a bit different - maybe the undead are being pushed back (or advancing). You complete a few more quests, or maybe the big quest in that zone, and now you have an area that's been completely remade. This is pretty basic - the player doesn't get to choose what happens, but their actions have an effect that is permanent and noticeable to them.

      Star Wars: Galaxies did it by having the entire economy be player driven and allowing player cities to be created. None of my characters became as iconic as Luke or Leia, but I became very well known as an armorsmith and merchant, and at one point had a veritable army of players working for/with me to help me provide wares for half my server.

      MU*S did it by letting players create areas and zones once they'd "beaten" the game by hitting the maximum level. Players could make new zones and submit them for inclusion in the main game on many MU*S. Some setups made it so that the player could create stuff from the very beginning. Granted, the much smaller playerbase made it feasible to do this, but I don't think it's an intractable problem. Second Life does this, reasonably well, though there are some problems there, too, as is well known by anyone familiar with the game.

      Those earlier games have shown that it's possible to do it (kinda, sorta) - I don't think it's unreasonable to think that the future evolution of the genre will have opportunities for players to be able to actually have an impact on the game world.

      As to the size of the CoX world, the problem is partly massively fast travel speeds, yes, but also that it's just so bland. The art direction of the zones in these games is less than inspired. I understand that people are in a city, but really - there are ways to make the city look interesting. I live in Chicago and have for the last 30+ years of my life, and yet I continually find interesting buildings and structures - I refuse to believe that a super-hero city has to be as dull as CoX's world has become. I don't care how big the game world is if it's nothing but the same uninspired looking office buildings, warehouses and really poorly rendered "parks."

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    9. Re:Will it be enough? by FnordX · · Score: 1

      Uh oh.

      You said the "V" word.

      --
      ____________________
      Clouds in the Sky,
      Water in a bottle
    10. Re:Will it be enough? by FnordX · · Score: 1

      I agree that the zones all really need redesigns. There are zones, like Perez Park, or Boomtown, etc., which are never used these days. They need to re-design them like they did to Faultline.

      The thing, though, is that, when asked about this, the Devs say that it takes only slightly less time to re-design a zone as it takes to make a new zone.

      The players, when questioned if they would rather have a new zone, or a re-designed zone, always say that they want a new zone. It's really sad, though. They have a lot of areas there that are sitting abandoned and empty that I feel should be brought back to life.

      --
      ____________________
      Clouds in the Sky,
      Water in a bottle
    11. Re:Will it be enough? by thesandtiger · · Score: 1

      That is a really good point. But, I think the solution is hinted at by what's in the game already: Mission Architect. One of the CoX devs said that within 48 hours of the MA going live, players had created more missions than the dev team had in the 5ish years the game's been live. Granted, 99.99% of it would be really craptacular, but some of it is good stuff that could be ready for inclusion in the main game with a little polish.

      So what if the devs released a basic level/zone design tool, specs for textures and the like, and let players submit zones as part of a contest? Let them be accessible to players on a test server in the same way that the Mission Architect works (go to a central place, pick an entry from the list, and zone in). Let the players judge the zones for the first rounds, then have the dev team and testers take a look at the best ones and polish 'em as necessary. I imagine a lot of people would be happy to try to make some solid stuff in exchange for, say, a year of free game time and some unique costume pieces or something.

      Even with that, however, I think the lifespan of the CoX engine is not going to be that much longer - there are some real limitations that can't be addressed short of starting over, according to the devs. For example, maximum travel speeds are limited by the engine because of rendering and loading issues; avatars are limited to upright or prone travel only (as in, a character with super-speed can't run up walls, a flyer can't do barrel rolls without relying on a stock animation, etc); more open-world zone stuff can't really be done because of the way zone-to-zone movement is handled - and that's just really basic stuff. I give the game, maybe, 2 more years (7 years is a good run!) before it becomes a very marginalized player even in the super-hero genre - something maybe similar to how Anarchy Online. I guess overall I just feel like CoX is really, really dated, and releasing expansion packs that don't offer REALLY cool stuff (and the one announced here so far doesn't sound like it's got anything really interesting that justifies it being an expansion instead of either a free issue or just a booster pack) isn't going to be enough to rekindle interest in the game to where it can compete with the new stuff that is coming down the pipe.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
  13. The problem is... by Moraelin · · Score: 2, Insightful

    The problem is that that's not what the devs wanted to do. If their vision had been "screw this, we'll let players skip as many levels as they want", I can respect that. After all, the Death Knights in WoW start directly at level 55 out of 80 levels.

    But it gets funny reading some Positron statement in COH where he complains about the players abusing the mission designer as power-levelling, and promises punishments to everyone who made farming missions and/or everyone who used them. And reminding everyone that it was really intended for players to make deep and meaningful story arcs, and expects it to be used that way. Now _that_ is funny.

    What did he expect there to happen?

    That does not sound to me like he's treating players as adults. It's

    A) as usual, implementing stuff without any forethought and then being thoroughly surprised that it doesn't work as expected

    B) then treating players like children who need to be threatened into doing things the way you want them to do it, instead of the way that your game allows and rewards

    And I especially would like you to roll the latter around in your head. As a general rule of thumb, each game gets the players and behaviours that it rewards. If a game rewards farming it gets farmers, if it rewards all out PvP it gets mostly PvP-ers, and if it rewards being a ultra-competitive dick it gets ultra-competitive dicks, etc. If nothing else, because anyone who wanted something radically different in a game, gets the hint that he'll always be a second class citizen and leaves. And everyone who was ambivalent gets the idea that action A is more rewarding than action B, and learns to do A more than B.

    It's not just about COH, btw. E.g., if in WoW you see mostly soloing from levels 1 to 79, it's because that's the kind of thing that offers the most bang-per-buck (or reward per effort) within the constraints of that game's design.

    It's really that simple.

    And any designer who ends up threatening players for using game mechanic A instead of game mechanic B, in my book he's incompetent. Either sit back and let players use what works, or fix your own god damned game so option A isn't that rewarding. Or have the forethought to not implement it in the first place, if it's that predictable that it will be abused in ways you don't like.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:The problem is... by Chas · · Score: 2, Insightful

      Okay, I've had a small bit of dialog with TPTB at Paragon Studios.

      Their problem isn't farming or PL per se. They wish you wouldn't, but they're not going to stop you or delete your toons.

      Their problem is utilizing acknowledged exploits that they're in the process of fixing to do so in a stupidly rapid manner.

      Quite literally, there were people blowing through from 1-50 in 6 HOURS. The fact that the mission format was a farm was merely incidental.

      --


      Chas - The one, the only.
      THANK GOD!!!
    2. Re:The problem is... by cmdr_klarg · · Score: 1

      You're overblowing the situation... Posi mentioned *possible* sanctions against players who used *exploits*. The devs could generally care less about people that simply farm. They've always been diligent about nerfing the missions that makes things *too* easy, usually by making the mission timed so it can't be kept and restarted over and over and over again.

      As far as treating the players as adults, well, if they would act in a manner appropriate for adults I would agree with you. Many of the players do, but I see a large fraction that act like a bunch of entitled assholes. They'll seek out the exploits that give them a bigger e-peen, and then wail and gnash their teeth when the devs take it away from them.

      But I agree, their failure was in not assuming that the assholes would try and exploit the new system.

      --
      THE SOFTWARE, IT NO WORKY!!!
    3. Re:The problem is... by slaker · · Score: 1

      I have the impression that the current developers, people I really, really like for their stewardship of my favorite game, have an idealistic vision of the game as it is, and are not fully in touch with the player base. I like the game as it is envisioned by the developers, and that's the game I generally try to play. I run through the missions, do task forces and don't give all that much thought to metagame stuff like merit/ticket collection.

      But I do wish that they would acknowledge that those things ARE the game for some people, and find a way to level out the value of all in-game activities and forms of currency.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    4. Re:The problem is... by brkello · · Score: 1

      I actually have to agree with Moraelin on this. People (adult, children, whatever) in a MMORPG are going to want the fastest way to level. They are going to make the choices that give them the most powerful items with the least amount of effort. It has nothing to do with being a dick. You give users the ability to make content they are going to do this. They should have known better. They give with one hand and take away with the other.

      --
      Support a great indie game: http://www.abaddon360.com
    5. Re:The problem is... by Chas · · Score: 1

      I agree. If people want to be rewards-oriented, the devs really have very little say in it other than to nerf it to the point where being rewards-oriented is impossible. If they do that, they're simply going to drive away their ENTIRE customer base.

      --


      Chas - The one, the only.
      THANK GOD!!!
    6. Re:The problem is... by Endo13 · · Score: 1

      And that situation is only magnified in CoX, where the *only* real fun after playing for more than a few months is playing around with level 50 powersets. Honestly, the actual mission content and such is so bland that it would be in their best interests to let players create instant level 50 toons willy-nilly once they get one to 50. Any low-level content that is worth doing can be accessed any time at a higher level from Ouroboros. The player literally misses absolutely nothing by starting at 50 after leveling one toon.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    7. Re:The problem is... by slaker · · Score: 1

      I actually enjoy the low-level game more than the level 40 - 50. I like the progression, and feeling like I've become a more powerful and notable hero or villain.

      Of course, everyone has a different idea of fun, but I'd rather enjoy the progression again than play loot collector to obtain yet another Luck of the Gambler on a level 50.

      Of course, the other side to that is that I've STILL never gone through all the missions available from the level 50 contacts, despite the fact that I've been playing both games for as long as they've been out. I do still like playing to see the missions and read the clues, and even after five years that's still fun to me.

      But hey, if you like running the same raid for the 40th time while you wait for your special purple gloves to drop, you aren't going to get that experience from CoX.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    8. Re:The problem is... by AnotherBlackHat · · Score: 1

      I actually enjoy the low-level game more than the level 40 - 50. I like the progression, and feeling like I've become a more powerful and notable hero or villain.

      Me too, I've even gone so far as to actually turn on the NoXP option in CoH so I can stay at lower levels on some of my toons.
      But what does the way I like to play have to do with what level you can start at?
      Why not let anyone who wants to start at 50?
      Then if you're the sort who likes to play from 1 to 50, then you can, and if you're the sort who likes to start at 50, then you can do that instead.

    9. Re:The problem is... by urulokion · · Score: 1

      Quite literally, there were people blowing through from 1-50 in 6 HOURS. The fact that the mission format was a farm was merely incidental.

      That wasn't the worst of it. They were the slowpokes. There were some doing level 1-50 in 1 (one) hour.

    10. Re:The problem is... by Chas · · Score: 1

      Actually no. There weren't. What you saw with 1 hour (probably saw the screencap of the guy checking his time logged on) was someone level-pacted. He level-pacted, logged off and let his buddy do the march to 50.

      --


      Chas - The one, the only.
      THANK GOD!!!
  14. Loving COX by Gnaythan1 · · Score: 1

    The New Mission Architect stuff has totally renewed my interest in this game. I've designed two missions now:

    "Dorothy is Dangerous" a Wizard of OZ themed map where munchkins and flying monkeys protect Dorothy, the Tin Man, ect.... as your team tries to take them out as a favor to the wicked witch...

    And "Judgment" where ten Arch villains, each with very different abilities, are on the same map, and your team (or solo) tries to arrest the hell out of them. I've had only two people send me messages where they have successfuly Soloed the ten trials of Judgment. Both said they loved it.

    1. Re:Loving COX by slaker · · Score: 1

      Weird that I've seen four or five different takes on the Wizard of Oz among MA missions. They've all been pretty good, too. "Oz" must be a code word for someone trying to actually use the storytelling aspect of the MA.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
  15. You want content? by Chas · · Score: 1

    The last issue (i14) released the Mission Architect.

    The game itself already had over a thousand mission arcs, plus randomly generated missions from certain contacts as well as radio missions.

    Now, with the MA, you have access to effectively unlimited content. In the first month alone, they surpassed 100,000 (one hundred thousand) mission arcs generated by the player base.

    Granted, some of these were exploits and farms, which have since been nerfed. But the point still stands. If you want lots of content. It's there.

    --


    Chas - The one, the only.
    THANK GOD!!!
    1. Re:You want content? by Anonymous Coward · · Score: 0

      "Now, with the MA, you have access to effectively unlimited content."

      The MA is not unlimited content. It is unlimited story lines with a finite maps. Although mobs can be customized they are more or less the same.

      The only real difference between MA and normal CoX content is you don't have to run around the city to get to the mission door.

      Taking WOW as an example the amount of duplication of content is very very low. Some of the missions permanently change the game for the player. For example opening the shadow vault (mission arc that requires fighting to take back a town, which becomes active when you do).

      CoX maps are tiny in comparison to other MMOs out there. I remember Asherons call it could take the good part of an hour to go from one side of the map to the other. In CoX it is a fraction of that time.

    2. Re:You want content? by Endo13 · · Score: 1

      CoX maps are tiny in comparison to other MMOs out there. I remember Asherons call it could take the good part of an hour to go from one side of the map to the other. In CoX it is a fraction of that time.

      Lol. For the non-CoX players here, let me explain exactly what is meant here by "a fraction of that time". Once you have your travel powers, you can get from anywhere in the game world to anywhere else in the game world in less than 5 minutes, if your computer loads zones fairly quickly. Most of the time you can get there in 1-2 minutes.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    3. Re:You want content? by Chas · · Score: 1

      CoX maps are tiny in comparison to other MMOs out there. I remember Asherons call it could take the good part of an hour to go from one side of the map to the other.

      Don't mean to be offensive (well, maybe just a little). But if I had to spend a friggin hour crossing a map, I'd wind up logging off and never log back on again.

      In CoX it is a fraction of that time.

      Good. It means I'm not wasting time that could be better utilized beating badguy behind and advancing my toon.

      --


      Chas - The one, the only.
      THANK GOD!!!
    4. Re:You want content? by Dutch+Gun · · Score: 1

      Don't mean to be offensive (well, maybe just a little). But if I had to spend a friggin hour crossing a map, I'd wind up logging off and never log back on again.

      Asheron's call had a large, seamless overhead world (which was pretty cool from a technology standpoint). So, you could literally run across it non-stop. The did, however, have portals scattered across the world at various points for quicker travel. Many people tried running across the world once for the sheer novelty of it.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    5. Re:You want content? by Sage+Gaspar · · Score: 1

      It's more a gameplay comment than just sheer amount. People are using WoW but it's the case in an increasing number of MMOs, when you walk into a boss fight you have to expect the unexpected. Dodge bombs they chuck at you or beams they shoot. Break teammates free of ice they're encased in. Dodge behind rocks or pillars to avoid getting hit with an attack. Dodge tail swipes and dragons breath. Cut teammates free before a sword impales them. Dodge a giant on a wyrm making passes at you down a hallway while you collect harpoons to fire at it and bring it to the ground. Ride your dragon allies into an aerial battle. In CoH it could be awesome because mobility is a huge part of the game, but it just doesn't happen. Every enemy comes down to (a) what damage type does it use and (b) does it drain endurance. The only thing needed to overcome any difficulty is enough purples or blues sitting in your tray.

      Again I don't really mean to sound down on the game because I like it, there are just some things they could do that would make it a lot more fun. I think the city raids and the mayhem missions were the most entertaining concepts they've come up with. I hope there's more like it coming. It might be just a matter of money, I know they were on a skeleton team for a long time. It's still good for what it is.

    6. Re:You want content? by DrWho520 · · Score: 1

      How is the PVP? Can I get form a band of Merry Men and duke it out with a Nefarious Alliance of Evil? If captured, will my goodie be dragged back to an evil scientists lair for examination? Will my baddie be thrown into an asylum to be drugged and psycho-analyzed? Can I then do an escape quest with my main or run a rescue with my alt? I am just curious, because those elements would be huge selling points for me.

      --
      The cancel button is your friend. Do not hesitate to use it.
  16. Lots of content != lots of copy-and-paste by Moraelin · · Score: 4, Insightful

    Quantity doesn't say anything about quality. If my hypothetical restaurant boasted 100 different recipes on the menu, but they're all minor variations of the same cheeseburger, you're not going to think it's the most diverse food around.

    What I'm trying to say is that in COH

    A) all missions are one of:

    - kill NPC and everyone else in the same room

    - click on glowie

    - rescue hostage

    - kill everyone on map

    - defend an object

    And I don't mean at a conceptual level (as in, both Deadmines and Ulduar involve killing an end-boss in WoW), but they're all a map full of NPC groups and you have to do largely the same thing yet again on a different map. But what makes it worse is:

    B) maps aren't very different. Like in the old Daggerfall, maps are made of a small number of huge and easily recognizable chunks, that are just interconnected in different ways. So for example it's very easy to recognize that you're in the same 4-level cavern room you've already seen a gazillion times before, or that you're in the exact same lobby with an overpass, or in the same 4-way warehouse junction.

    Once you recognize that, you don't just know the exact architecture and have seen it before. (As in, at the level of, "oh, around that corner are the cubicles and around that other corner is a ramp up.") After a while you also know exactly where the enemies can spawn and around which corners you should be careful.

    In WoW terms, for whoever is more familiar with that, think how memorable the cave with the ship was in the Deadmines when you saw it the first time as a newbie. Now think if it were reused in a thousand other dungeons, and you're seeing the same bloody room again from level 1 to level 80. Because it's reused again and again and again.

    Just saying that it's a lot of missions is kind of misleading, when you run into such copied and pasted rooms over and over again.

    And even worse...

    C) The number of different combinations of those pieces is also rather limited. So not just the chunks of some maps can be what you've already seen before, but the whole bloody map can be an exact duplicate of something you've already played a hundred times.

    And sometimes it's as if they don't even try to hide it at all. In fact as if they try to rub your nose in it.

    E.g., I can think of one teen-level task force where three missions in a row are identical. As in, you do the exact same map, with the exact same layout, and the exact same enemies, 3 times in a row. It's just placed in different buildings around the city, but it's the same mission again. What was the purpose of _that_? Just to make sure I know it's a copy-and-paste time sink?

    Now don't get me wrong, I'm not saying that the game as a whole sucks or anything. That's a matter of personal tastes, anyway. But saying that it has lots of content is IMHO highly misleading, since actually it's very little content copied and pasted over and over again. Repetition doesn't really make it more content.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Lots of content != lots of copy-and-paste by adavies42 · · Score: 1

      In WoW terms, for whoever is more familiar with that, think how memorable the cave with the ship was in the Deadmines when you saw it the first time as a newbie. Now think if it were reused in a thousand other dungeons, and you're seeing the same bloody room again from level 1 to level 80. Because it's reused again and again and again.

      So, kinda like the non-instance caves (of which there are about 30 copies each of three designs) or the forts? One of the first things I noticed when I got WotLK was "Hey, new castle design!"

      --
      Media that can be recorded and distributed can be recorded and distributed.
      -kfg
    2. Re:Lots of content != lots of copy-and-paste by Endo13 · · Score: 2, Interesting

      Unfortunately, what Parent posted here is 100% correct. And unfortunately, what he posted is also largely correct of the "custom" Mission Architect missions. The only thing you can actually do with MA is create your own custom baddies and baddie groups. Oh, and write the dialog... which is very important, because everyone always reads that, right? Not only can you not create your own maps, you can't even place the baddies or items yourself. (Besides the vague options of "front", "back", or "middle" of the map.) You're also limited to exactly the same objectives that have already been used in a gazillion other missions. For instance, I would have loved to create an arc of missions that sees you rescue someone in the first mission, have them "help" you in the second mission, only to betray you and turn rogue halfway through, along with a few other groups of seeming "good" guys in the first part of the second map. But no, you can't even do that.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    3. Re:Lots of content != lots of copy-and-paste by SilverLuz · · Score: 1

      As much as I've enjoyed COH/COV over the past several years, there's real truth in this. Thinking back on some of the most memorable stuff in the game, what comes to mind are the very few instances with unique mission art. Even then, they're usually still the same basic map, but with different textures, objects and furniture - and that's enough to make them really stand out from the overall sameness of the rest of the game. (I'm thinking of things like Mother Mayhem's Asylum, some of the Freakshow-specific maps, and even Frostfire if I hadn't done it so many times.)

    4. Re:Lots of content != lots of copy-and-paste by Endo13 · · Score: 1

      Kind of, in the broadest of terms. The difference is that in CoH, all your missions (quests) take place inside the copy-and-paste caves, office buildings, or warehouses. Well, except for if you choose to do the still-more-bland street missions that involve a.)killing xx number of xx baddies, b.)delivering an item to an NPC, or c.)click some pay phones.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    5. Re:Lots of content != lots of copy-and-paste by Chas · · Score: 1

      Not QUITE true.

      There are a fair number of outdoor maps available to you. In-game, you don't see them a lot until later levels.

      --


      Chas - The one, the only.
      THANK GOD!!!
    6. Re:Lots of content != lots of copy-and-paste by Anonymous Coward · · Score: 0

      By a fair number, I'd say about half a dozen. And they're a pain in the neck because they're almost always Kill all, and being wide open you tend to miss a spot where someone is hiding.

  17. Nice try, but not much of one by madamkistulot · · Score: 1

    I played CoX for a month, and I had a lot of fun. Sure, everything is instanced (and what isn't is horribly annoying) but I had fun. It has a very friendly feel, and I love super heroes. Problem is its also very, very lazy. Take the aforementioned task forces. It is widely acknowledged - by positron himself in fact - that the first one is nothing but horrible suffering and pain. I went through it with my Warbringer. Wow was he right. But they don't intend to fix it. Or the mission that's taken from the short lived comic, with the giant spider that when "destroyed" reveals the psychic inside . . . only in the game, it explodes. and turns into the same spider. See, they wanted it to look right, but they wanted it to be released more. This is left and right in the game. Laziness by the developers. The sideways skirt glitch was cute, though.

  18. Evil Statesman by aapold · · Score: 1

    You know, the one where Statesman and his Cryptic crew leave NCSoft to start their rival game.

    --
    "Waste not one watt!" - CZ
  19. Really? by Drone69 · · Score: 0

    There's still people playing this? Ever since the motorcycle (MOTORCYCLE!!!) was introduced in WoW's Lich King expansion, the only viable MMO is EVE Online.

  20. This feature is about 2 years too late. . . by JSBiff · · Score: 1

    Having heroes or villains be able to swap sides is a cool idea - one I had about 10 minutes after they announced City of Villains 3 years ago or whatever. To call that one feature a major expansion (ok, to be fair, it sounds like they are building new zones and things into this expasion too, and probably lots of other stuff as well), but really, switching sides seems like a minor feature at best, and something they should have had in the game a long time ago.

    The actually *really* interesting feature which CoX introduced recently (although I haven't had a chance to play the game since they released it), is Architect. Architect allows players to create missions, story bosses to go with those missions, etc. User-generated content in an MMO - I'm not sure, but I don't think there are any other MMOs which allow user generated content. They should win an industry award just for having the balls to try that.

    1. Re:This feature is about 2 years too late. . . by Anonymous Coward · · Score: 0

      FFXI also has this feature, due to CoX. WoW is working on it. This will become standard, methinks.

  21. Yes and no by Moraelin · · Score: 1

    Sort of, yes and no.

    Yes, there is a lot of duplicated geometry in WoW too, and I should know, I've played both games more than some would consider healthy.

    No, the overal feeling isn't the same. As the general feeling goes, in WoW sometimes you're in a cave, sometimes you're in the woods, sometimes you're on some snow-covered mountain, and sometimes you're in a fort, etc.... There's some copied stuff, but on the whole there's a _lot_ of content anyway. Even if you see some of it twice or thrice, there is nevertheless lots of different stuff.

    In COH everything is instanced, and everything is made of the same very small number of chunks. You'll see each chunk not just twice, nor even just a dozen times in different places, you'll see the same lobby literally a few _thousand_ times in different missions. It's hard not to start noticing that it's the same map again, even if you actively tried to not notice it.

    The thing that comes to mind about COH is an Evil Inc comic strip where villains call to rent some warehouse for their fight with the hero, only to be told it's only available on Saturday after 6 PM because other villains rented it the rest of the week. That's the sensation I get with COH's maps. I'm doing the same warehouse again, only this time it's with Tsoo in it, and last time it was with Freakshow in it. But otherwise it's not just the same, but the enemy groups are in the same places, the boss is in the same big room and the glowie is under the stairs again. It's as if literally someone owns half a dozen warehouses, maybe half a dozen office buildings, a couple of research-themed buildings, etc, and the various groups just rent one of them for their showdown after the previous gang is done with it.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  22. Variety... by MaWeiTao · · Score: 1

    I still think City of Heroes/Villains has, by far, the best fighting system of any MMO. It's the closest any game has come to real-time action. It's engaging and can be a lot of fun.

    When I was playing there were a handful of interesting storylines and entertaining missions. However, virtually every single mission consistent of entering one of a handful of environments and beating the crap out of every enemy contained within. While it's very entertaining taking on 5 or more enemies at the same time it does get old after doing so for the hundredth time.

    I haven't played in a couple of years, and I managed to get my main character up to level 45, the cap being 50. But I just lost interested in continuing because by that point I had seen nearly everything the game had to offer anyway. I've followed updates to some extent over the years and haven't found them to offer much in the way of compelling content.

    I would have liked to have seen them build out existing plot lines further. And I think they've focused a bit too heavily on player interaction over providing more content. I think what they've done is great, but the core gameplay really needs more variety.

  23. That's orthogonal to what I was saying by Moraelin · · Score: 1

    That's very insightful and informative, and I'm not going to argue against that. But that's orthogonal to what I was saying there. All that I was... debating was the whole "oh, we're getting so much free content" idea. I've seen at least as much free content added in WoW too, and a bunch of other games for that matter. That's all I'm saying.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:That's orthogonal to what I was saying by sabt-pestnu · · Score: 3, Funny

      But that's orthogonal to what I was saying there.

      Isn't that Normal for Slashdot?

    2. Re:That's orthogonal to what I was saying by Moraelin · · Score: 1

      Rofl. Well played. I'd mod you funny, but alas I posted already.

      --
      A polar bear is a cartesian bear after a coordinate transform.
  24. Still not as much of a saving grace by Moraelin · · Score: 1

    I don't see that as much of a saving grace, since most of those "exploits" were simply broken design to start with, not some obscure buffer overflow bug.

    It's, if you will, simply a rerun of the self-stackable Hasten way back at game launch, or of the "City Of Blasters" smoke grenade exploit, or of the other of many _foreseeable_ problems that the COH team implemented without stopping and _thinking_ first.

    They seem to just plough ahead and implement something that sounds cool, and only later discover whether it works or not. There doesn't seem to be any step where they sit down and do the maths first, or when they ask themselves "ok, if I were an evil bastard, how could I exploit this?"

    --
    A polar bear is a cartesian bear after a coordinate transform.
  25. Which is just bad design by Moraelin · · Score: 1

    The converse of that is that sometimes the high level content would be downright unbalancing to obtain at a lower level. Fire Controllers have a long hike to Fire Imps; Psychic Dominators have an even longer run to Psychic Shockwave, but if those powers were available at a low or modest level, no one would bother to make anything else.

    That's just skirting the real problem. The problem isn't whether you have a particular power like Psychic Shockwave. The problem is whether you're having fun against enemies your own level.

    And the teen levels in COH just plain old aren't fun for 95% or so of the builds. They're a stupid grind towards when you'll finally have enough endurance to both use your attacks and your defenses, or not run out of endurance before the current group of enemies is dead.

    E.g., on my MA/SR scrapper, my problem wasn't that I don't have Eagle's Claw or Elude yet. My problem was that it felt like I'm The Amazing Asthmatic Guy. Even the few attacks I had, drained my endurance to zero in no time, and turning on any defenses doubly so. And then I'd get to twiddle thumbs until Rest recharges. To add insult to injury, before SOs and enough slots, those defenses did buggerall anyway.

    My impression is that the COH team just didn't understand what character progression is about. The difference between level 1 and level 50 shouldn't be that between "suck" and "rule." Both should rule against enemies their own level. That level difference should just say that at level 1 I'm not going to go run up to a level 50 NPC and punch it in the face. But against enemies the same level, a level 1 or a level 15 or a level 50 should do just fine.

    And since we're at comparing to WoW, there's no point in WoW where I experienced the same "gotta grind until I can start having fun" ranges. My mage at level 15 had enough mana to run at a comfortable and fun pace through level 15 enemies. Unlike my blasters on COH at level 15. (I.e., before Stamina at level 20.) My paladin at level 15 didn't have to do choices like "do I use my aura or do I attack?" because the game just wasn't designed around the idea that anything you do at low level should drop your stamina bar like a lead anvil. My warrior at level 15 generated just enough rage to use his special attacks at a comfortable rate, which is more than I can say for most of my scrappers on COH. Etc.

    And then you have whole maps full of enemies which just make those problems worse. For no other reason than that some incompetent designer thought that if you already badly lack endurance at teen levels, it would be fun to give you enemies which actively drain stamina. (See, all those Mu guys in COV missions, for example.)

    A game just has no reason to be designed as a progression from "suck" to "finally fun" to "rule." Those levels should just move the range of enemies which you're supposed to have fun with.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  26. Meh by Sporkinum · · Score: 1

    I picked up CoX at Biglots for $4. It even included a free month. I installed it and used the free week or so they give you when you sign in. It just wasn't very compelling. It looked nice enough, but I couldn't really get interested in it. I may use the free month sometime if I am really bored. I'm sure I'll get $4 worth of gameplay out of it.

    --
    "He's lost in a 'floyd hole"
  27. Re:lol wtf slashdot by Anonymous Coward · · Score: 0

    Well, if it wasn't for the trolls, this place wouldn't be half as interesting. So, thank you indeed.

    Now, got any more GNU/Stallman fanfic?