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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."

18 of 100 comments (clear)

  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.

  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 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
    2. 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.

    3. 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)

  4. 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.
  5. 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.

  6. 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!!!
  7. 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 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.
  8. 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.
  9. 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.
  10. 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?