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Review: Champions Online

Champions Online is Cryptic Studios' latest entry into the Superhero MMORPG genre, representing several years of advancement in game design both for Cryptic and for MMOs as a whole. It's no longer a new field, and there are now certain expectations about what an MMO should contain, and how it should play. Two major factors to a new game's success or failure are the standards they embrace and do well, and the ones they reject and do differently. Champions Online succeeds at adapting many established concepts, while still setting themselves apart from the typical swords & sorcery backdrop. Read on for the rest of my thoughts.

  • Title: Champions Online
  • Developer: Cryptic Studios
  • Publisher: Atari
  • System: PC
  • Reviewer: Soulskill
  • Score: 8/10

First, a disclaimer — MMOs are unlike ordinary games because active development never really stops. Bugs and gameplay issues, once identified, are almost always fixed — indeed, one of the traits that distinguishes a good MMO from a bad one is how well and how quickly the development team solves such problems. Thus, this review will not focus on the minor, easily fixable problems other than to identify them and perhaps point out what Cryptic has said about fixing them, where applicable. On to the game itself.

Champions gets off on the right foot with an excellent character creator. The depth and level of detail for all of the customization options exceeds any game I've played, and it's pretty simple to find and select the look that you want. If you're the type who enjoys making your character picture-perfect, you'll love it; matching a costume to whatever vision you have for a character is surprisingly easy. There are enough options that I really don't see any player characters who look alike — or few enough that I don't notice. It also allows the irrepressible creation of characters from other intellectual properties. It's something I've seen less and less as time passes, so I assume Cryptic is clamping down on it (as they should; Marvel already sued them for the same thing in City of Heroes), but it's occasionally hilarious to see Duke Nukem, Dr. McCoy, or a WoW Paladin out killing bad guys.

The customization continues beyond the character creator, too. Throughout the game, you accumulate various powers — these are your skills/spells/abilities, everything from laser beams to giant fiery swords to huge explosions. There are a ton of powers to choose from, and each has its own graphical effect. The nice thing is that you can modify the colors of the effect and the location from which they originate. My character's first ability had him shooting red laser pulses from his fists, which I changed to be blue lasers shooting from his eyes. It's a nice touch that allows even characters with the exact same powers to look different. Beyond that, as you go through the game you can get items that unlock more costume options.

There's a tremendous variety to the powers you can use, to the point where it's almost better to figure out what you want your character to do — drop bombs, sling ice shards, Force-choke — than to look at the abilities and figure out which are the "best." They're divided up amongst 18 different "frameworks," which are collections of similarly-themed powers. For example, the Munitions framework contains powers that involve shooting various guns, dropping mines, throwing grenades, and shooting rockets. The "Unarmed" framework holds different punch and kick attacks, and the "Fire" framework has — you guessed it — fire spells. You're not restricted to a particular framework, which is nice. You can grab all your powers from a single one, or go into a different framework for each power.

It's fun to have so many options, but almost overwhelming if you're trying to min/max your character. My recommendation would be to not worry overmuch about picking the absolute best power. With a few exceptions, they're pretty well balanced — as well as can be expected for a new MMO — and Cryptic is already making refinements. More important is to select powers that have different effects. They're divided up and labeled such that you know which are for close/ranged attacks, area effect attacks, crowd control, healing, summoning, or buffs. In many cases, it's pointless to get two of a particular effect, so you want to diversify. You get a new power every few levels, and they really add to the depth of the combat.

Your character gets stronger in other ways, as well. You get "advantages," which increase the effectiveness of your powers, but you're limited into how much you can strengthen any one ability. It's another level of customization and utility, and they make interesting changes to your powers. You're also heavily dependent on stats. They're somewhat arcane and unintuitive (Strength is obvious enough, but what would you think "Presence" does?), but you'll do fine with the understanding that you should pick two and focus on them almost exclusively, as they'll determine your damage output.

The fighting is done against individual enemies or, more often, small groups. The non-player opponents you typically fight are classified as one of the following, from easiest to hardest: Henchman, Villain, Master Villain, and Super Villain. There are also Cosmic and Legendary Villains, but those are rare, and usually require a team to defeat. A more typical group will have a cluster of Henchmen, or a couple Henchmen and a Villain. The Henchmen die in a matter of seconds, but the Villains take a bit more work. As they get more powerful, you'll have to put some thought into how you want to handle them; there's a lot of content you can solo with some strategy and perseverance. Many of the powers you use complement each other in fun and interesting ways. A lot of them have short recharge periods (cooldowns), which you can fill by using a hold (crowd control) or knocking your opponent back, which delays them for several seconds.

Combat is fairly fast-paced, and it can involve a lot of movement. It feels like a hybrid between an MMO and an action RPG. Most powers can be used while on the move, giving you the opportunity to close with your attacker or maintain range, or perhaps duck out of line-of-sight just after your ability fires. You can also Block attacks. In fact, it's crucial to block some of them. Enemies will sometimes charge up big attacks, advertised by a growing symbol over their heads. When you see this happening, stop what you're doing and block it, or expect to take some serious damage. Blocking adds more depth to the combat, but is slightly hampered by the controls.

Cryptic clearly put a lot of effort into building a good system for game controls and the UI. There are a ton of different options for movement, targeting, and camera styles; you can play it like a typical MMO, or a first-person shooter, or Cryptic's own superhero MMO concoction, and it's well implemented. Unfortunately, there's a fair bit of UI lag. Server lag has been almost non-existent — amazing as that is to say during the launch period of an MMO — but the responsiveness of the controls is probably the game's biggest technical fault right now. It can be frustrating at times to have your abilities not work as you expect because of this. There's enough of a delay after hitting the button that you won't be sure if it actually triggered the ability. Many abilities require a button to be held down, so if you press it again and then the original trigger goes through, you've wasted a cooldown. Pressing Block right after charging up a power will also sometimes clip the end of it, and cause it not to fire. I would attribute the majority of my deaths so far to the UI lag. That said, it's not game-breaking.

Quests in Champions Online are called missions. A lot of it is typical MMO fare, but not all, and the mission system is streamlined and unobtrusive. The game world has several large zones, with quest hubs scattered about them. You'll get your standard "Kill N of X" and "Collect Y of Z" missions. You'll also get quest lines that tell cool stories, if you care to read them. Cryptic has stepped up the convenience factor in a few ways. First, your map is always marked with the area you need to visit to finish the missions. In other words, no more "Head past the Valley of Ambivalence and to the northeast corner of the Forest of Mild Discomfort to slay Ted the Impaler." It's simply displayed on your map (and minimap). Finding new missions is easier, too. You can open the "Crime Computer," which will tell you where various emergencies (i.e. missions) are located, and mark those for you on the map as well.

City of Heroes veterans can rest easy; the missions are a lot better in Champions. Most of them are out in the world. Some are instanced, but there are varying objectives, and I've never been sent into the same building twice, except when it makes sense for the story. Another nice feature is that you'll occasionally stumble across a civilian being accosted by villains out in the street. If you save them, they sometimes give you a mission. You can also find missions just by moving around — as you pass by a bank that's being robbed, you'll be given a quest to stop it, without having to even talk to an NPC. There are several Open Missions in each zone, too. These are missions everybody nearby can participate in, and you get rewarded based on your level of contribution. Cryptic is still working the bugs out in a few of these, but they're fun, and they have an epic feel. You'll see even more impressive missions in dungeons and "crisis zones" — one multi-part mission has you join a team of prison guards attempting to lock down a jailbreak led by a boss with paranormal powers. You fight through levels of the dungeon, struggling to reach him, and it almost feels like playing through a section of F.E.A.R.

The open world zones are few, but large, and they contain content for multiple ranges of levels. They're divided loosely into neighborhoods, which you'll typically explore until you've exhausted all the missions (gaining a couple levels in the process), and move on to a neighborhood in a different zone. The neighborhoods all tend to tell a story, or a few related stories, which tie in to the overarching plot of the game. There are a couple smallish content gaps — early into level 31, I exhausted all available quests and had to grind out the rest of the level — but Cryptic has already acknowledged that they're pinpointing those gaps and working to fill them. My advice would be to take any mission given to you by a random citizen or object; the experience from these adds up quickly, and I probably wouldn't have been stuck if I'd spent a bit more time doing those.

The zones would take a long time to traverse on foot, but early on you're given your choice of travel powers, which make getting from one place to another much faster. The travel powers are actually a lot of fun, in and of themselves. You can get your standard flying power, or ride a sheet of ice, or use rocket boots, but there are more entertaining options as well. You can get Superjump, which lets you literally leap tall buildings in a single bound, or Swing, which lets you shoot a grapple upwards and swing as if from vine to vine. Oftentimes you're just shooting it into the open air, so it doesn't make much sense, but that's more than made up by how fun it is.

One of the really good innovations in Champions is what they call the Powerhouse. This is where you go to buy new powers, increase your stats, and upgrade existing powers — the equivalent of a class trainer in other games. However, the Powerhouse is instanced, and it has a large testing area at the back. You can pick up your new powers, test them, and get rid of them if you don't like them. Changes aren't finalized until you leave the Powerhouse. It's great for trying out new things without worrying that they'll work poorly with your character. The game does have a re-specialization system, appropriately called "retcon," but at current it's ridiculously expensive. Recent power purchases aren't bad to change, but if you want to fix a mistake from early on (when you weren't that familiar with the game), it will likely cost you several times the wealth you've managed to accumulate.

Now, that's definitely a poor decision on Cryptic's part, but it's not as bad as it sounds. First, they've already held a post-launch dev chat, in which they said they're going to revise upward the amount of money you receive from monsters and quests. They also indicated that retcon costs would probably be lowered. What's more, they've already issued one free retcon to all characters, and said they'll likely do that whenever they make significant changes to powers in a patch. One phrase they used was "targeted retcon," which would let players freely change a power that has been modified. While I was initially displeased that I couldn't fix mistakes I made when I didn't know how the game worked, it's good to see that Cryptic is already addressing it, and on multiple fronts. That speaks well toward the long-term health of the game.

An important aspect of the game starts at level 25 when you get to create your Nemesis. This is a super villain whose plans you constantly try to thwart, and who routinely sends his minions to destroy you. It's basically an epic series of missions that happens gradually as you level up. After you tangle with him for the first time, you'll occasionally be ambushed by his henchmen when you're off doing normal missions. Sometimes when you kill the henchmen, they'll drop notes that contain information about your Nemesis' plans, which you go on a mission to disrupt. Other times, the police or NPC superheroes will call on you to stop his latest scheme. It's nicely done, and it really adds to the feel that you're doing heroic deeds and fighting complex battles.

There is less focus on gear in Champions than in most other MMOs. You have nine gear slots, and your typical item will increase your stats and and your defenses. You generally want to focus on the two "Super Stats" you select early in the leveling process, since raising those increases your damage output. There are also items with other effects; some will replace or modify your powers, adding an ancillary effect and perhaps a new graphic. Equip-able items are categorized as Arms, Mysticism, and Science — these are the three professions. Each of them has crafting and gathering aspects. Unlike most MMOs, your profession skill doesn't increase much by making things or harvesting nodes out in the wilderness. Instead, you take items you find and "research" them, breaking them down into their components. This is cool because it gives you a ton of materials to work with, and makes it easy to catch up to where your skill level is supposed to be. You don't have to make two dozen Shoulderpads of the Useless that you immediately vendor. There is virtually no "grind" to the process, which is quite nice, and you can build yourself some basic gear and useful consumables.

There's still work to be done on the game, as with any MMO launch. Pet AI isn't working right, so summoned creatures will frequently run off and attack whatever the heck they want. Several buggy missions have already been fixed, but others are still broken. PvP is dominated by a few annoying abilities; nothing you can't work around with a semi-coordinated team, but a lot of people can't rely on that. There are a few places in the game that look like they're just waiting to be populated with villains and quests; hopefully that'll happen soon to fill out the leveling process. The downside right now is that you'll frequently end up doing quests a couple levels higher than you, which give you rewards you can't use yet. Endgame doesn't have a ton of variety; that's something they'll have to address fairly soon, once a significant number of players reach the level cap.

As it stands, I think Champions Online's success will be determined by where Cryptic takes it from here. The launch is solid, there's a reasonable amount of content, and the combat is a fun break from typical MMOs. When Cryptic actively developed for City of Heroes, they released 10 expansions and City of Villains in a three-and-a-half year period. If they can roll out content on a similar scale for Champions, while staying on top of balance issues and bug fixes, it will certainly find success. As it is, it's piqued my interest. It's no WoW-killer, but it's a fun, distinct game that will carve out a niche for itself.

203 comments

  1. Monthly fee? by Anonymous Coward · · Score: 0

    I RTFR but did not notice mentioning of a monthly fee.

    1. Re:Monthly fee? by FTWinston · · Score: 1

      Its an MMO. It costs the same as all the other MMOs: £8.99, or however many shells thats equivalent to in your local money

    2. Re:Monthly fee? by Sir_Sri · · Score: 3, Informative

      There is. 15 bucks a month. They offered early 6 month and lifetime (bill roper) subscriptions as well.

      Character customization: incredible. Getting to see all the crazy costumes other people have is really need. Oh an you can both buy more costumes and change your own (and you use basically the same creator for your nemesis, unfortunately I cannot figure out how to alter my nemesis, who I accidentally made as a big hulking demon, the size of a gnome).

      Soloing: fun - but only if you picked half decent powers. Having played a character similar to my current on in beta I knew what skills to get and what to avoid. This is somewhat problematic.
      Grouping: remarkably more difficult than you'd expect while leveling (I'm only 30), since people don't have clearly defined rolls cooperating is a bit harder. You do have 'builds' which are kinda like stances you can set yourself to defence - offence - support styles, which help, but if you've taken all healy skills and go defence build you're screwed.

      Quests/leveling. Mostly fun, but somewhat repetitive. Granted there's no easy way around that. There are only so many types of bad guys, and you basically kill one group in one place, go somewhere else, kill another group there. Unfortunately there aren't quite enough quests, and you can end up having to grind to level up a bit. I hit this a couple of times already, most recently about half way through 29 I ran out of soloable quests I could do, and had to grind until I got a nemesis mission.

      Server: Single server architecture is wonderful. None of this 'which sever are you on, oh you aren't on my sever' crap when you meet people also playing. I don't mean to criticize people who use a sharded system (basically everything but Eve and champions), but being able to connect with everyone is really nice, it does mean there are 100 copies of popular zones though.

      Bugs and missing features. There are a lot of little things. The retcon thing seems like the cost is just not scaling as you level up (so the price you see are about what you should be seeing at level 40, even though you're level 1). Searching and sorting the AH isn't great, and the UI scaling is kinda broken. Compared to something like Aion the graphics don't look stunning, but they are pretty good. It's fun, and worth playing overall.

    3. Re:Monthly fee? by VeNoM0619 · · Score: 2, Informative

      Not all MMOs cost the same. Some are (USD) $15-wow, others are $5-runescape. Some are free, some are "microtransactions" (you define what you need monthly).

      --
      Disclaimer: I am not god.
      We may not be created equal
      But we can be treated equal.
    4. Re:Monthly fee? by InLikeFlynn · · Score: 1

      Can you convert that to Quatloos? (Cue Star Trek fight music)

    5. Re:Monthly fee? by Conspiracy_Of_Doves · · Score: 1

      Don't forget the ones where the online play is free but you have to pay for the software.

    6. Re:Monthly fee? by nschubach · · Score: 1

      After you kill your nemesis, I think you get to make a new one. So enjoy the short demon this time and make a huge gnome next round.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    7. Re:Monthly fee? by Hecatonchires · · Score: 1

      How much is that in gold-pressed latinum?

      --

      Yay me!

  2. Quality vs Appeal by furby076 · · Score: 1

    There's a tremendous variety to the powers you can use, to the point where it's almost better to figure out what you want your character to do -- drop bombs, sling ice shards, Force-choke -- than to look at the abilities and figure out which are the "best."

    With the exception of the RP servers it is always about the best - even on the RP servers. At least with this (according to the article) the best can be remade to look like something else? So far the read sounds good - if they have a demo I will try it (my fiancee will kill me)

    ------
    Scuba Diving

    --

    I do not support "The Man". I also do not support your irrational stupidity
    1. Re:Quality vs Appeal by FTWinston · · Score: 1

      Its a single global server (with multiple instances of each zone), which works a lot better than I would have expected. But that means there are no RP servers.

    2. Re:Quality vs Appeal by Anonymous Coward · · Score: 0

      (my fiancee will kill me)

      If I was your right hand I'd kill you to.

    3. Re:Quality vs Appeal by thesandtiger · · Score: 3, Interesting

      The thing about "best" in this game is that it's incredibly subjective and depends so much on playstyle.

      For instance, with a melee character, how "active" do you want to have to be in combat? Do you want to move around a lot to line up cone attacks? Do you like sitting in one spot and just AOEing people to death? Do you like to take out foes 1 at a time or all at once? With a ranged character it's similar - are you "ranged, but up close and personal" (meaning: fly in, throw down a minefield, have people die that way, or fight with an up-close gun-kata taken almost directly from Equilibrium?) or do you like to snipe?

      I suppose there are some min/max builds out there that let you kill things most effectively, but the thing is that they really require one particular specific playstyle when using them to make them better; if you aren't into that playstyle, the build will be unfun to play, but effective, or not as effective but played the way you like to play.

      On the flip-side, it is possible to completely screw yourself over if you pick powers that don't synergize well. If, for example, you are a primarily ranged character (force bolts or something) but you take a melee energy builder attack (the basic attack that powers up your other attacks) you will probably not have much fun because you have to zoom in to build energy, then run away to fight at range. Or, you might make a "glass cannon" build - all offense with no defense. In the first 10 levels or so, you probably won't notice a lack of a passive defensive power, but very quickly after that you'll slam into a brick wall where you are repeatedly killed because mobs scale up under the impression that you will be a bit more well rounded.

      The retcon system fixes that, though it is rather expensive. Then again, given you can respec all the way back to level 0, it has to be expensive, because people would just get 1 character to maximum level and then respec to try out everything else easily, which may not be so good for the game's longevity. Personally, I think you should be able to respec your last 5 levels cheaply, but after that it should become incredibly expensive, and that's more or less how they have it now.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    4. Re:Quality vs Appeal by cthulu_mt · · Score: 1

      The retcon system fixes that, though it is rather expensive.

      Someone on the CO forums did the math and with current costs and mob drop rates it would take ~280 days of grinding to buy a full respec.

      That's very expensive.

      --
      Virginia is for lovers. EVE is for griefers.
    5. Re:Quality vs Appeal by Canazza · · Score: 1

      The RPers hang around in Club Caprice, so stay outa there lest ye wish to be virtually bummed by some spandex clad nonce.

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    6. Re:Quality vs Appeal by thesandtiger · · Score: 1

      Right, a full, as in "make this character *completely* different in every way, from the ground up" - it's supposed to encourage people to make alts when they want to try new builds.

      Also, there's the powerhouse when you pick a power so you can test things out a little (though I think they need to add a "danger room" feature so you can see how it works in actual combat).

      If you need to respec backwards more than 5 levels, you either have consistently made really bad choices or you're trying to avoid leveling a character up to try a new spec, or they really nerfed the hell out of something. So far, when they've nerfed anything REALLY badly, they've offered a full respec for free, so I imagine that will continue.

      Not that I'm saying the current costs aren't a bit out of line - they should be lowered a bit - but the idea of making completely rebuilding your character a non-trivial expense or effort is a good one.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    7. Re:Quality vs Appeal by God+of+Lemmings · · Score: 1

      Right, a full, as in "make this character *completely* different in every way, from the ground up" - it's supposed to encourage people to make alts when they want to try new builds.

      Except that most players only have 8 character slots total. See whats wrong with this thinking.

      --
      Non sequitur: Your facts are uncoordinated.
    8. Re:Quality vs Appeal by thesandtiger · · Score: 1

      If someone really has 8 characters maxed out - or high enough that they aren't willing to delete them - at this early stage in the game, I'd be impressed.

      Here are my predictions, in no particular order:

      1) Extra character slots will be made available at the cryptic store
      2) Full respecs will be made available at the cryptic store
      3) Full respecs will be made available whenever "substantial" changes are made to powers

      The game hasn't been out for a month yet; I'm having a hard time worrying about something that isn't an issue for anybody but poopsockers just yet, and that will likely change down the line.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    9. Re:Quality vs Appeal by sleepdepzombie · · Score: 1

      Except that most players only have 8 character slots total. See whats wrong with this thinking.

      Nothing really.

      It is a classless system. A Full respec allows you to change every decision made about the character from the moment you created it. Changing your 10 previous choices is fairly reasonable in cost. If you haven't realized you screwed something up in 10 levels well that is a different issue altogether. I will admit, you can make a completely unplayable character with this system. However, if you've built that you probably didn't make it to 40 anyway and your respec fee will not be as bad as the worst case.

      More than encouraging people create Alts I think the expensive Retcon system discourages people from chasing FOTM specs. That is not a bad thing at all.

    10. Re:Quality vs Appeal by Impy+the+Impiuos+Imp · · Score: 1

      Expensive respecs only stop people who don't have at least one level 40 alt, or a big guild filled with same.

      In other words, the massive costs don't really stop the people they really don't want re-speccing every day.

      Part of the problem with Champions, though, is a "full respec" would let you turn a fire blaster into a superstrength might puncher into a supernatural zombie into an ice blaster into...

      The "fully open" power pick system works against it since once someone gets a level 40, they can just presto-chango them into something completely 100% different.

      They need a solution to that besides charging eight billion fakedollars to do it. Limit it to the frameworks, and number of powers per framework, maybe with one or two freebies to pull from elsewhere, something like that.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    11. Re:Quality vs Appeal by VoyagerRadio · · Score: 1

      MMO player *and* getting married: How is that possible?

      --
      Harold
    12. Re:Quality vs Appeal by Impy+the+Impiuos+Imp · · Score: 1

      Really. They haven't even released the equivalent to City of Hero's Wedding Pack.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    13. Re:Quality vs Appeal by furby076 · · Score: 1

      Show her a big fat diamond under water (scuba), and hold a knife to her hose. Works great!

      BTW the proof of engagement: Engagement while Scuba

      --

      I do not support "The Man". I also do not support your irrational stupidity
  3. Echoes of MDK? by boeroboy · · Score: 1

    Am I the only one that sees the resemblance to MDK? No complaints here. A revisit of that series has been a long time coming.

    1. Re:Echoes of MDK? by Anonymous Coward · · Score: 0

      Well, no one said they were being original. In fact that reviewer just spent several pages saying they did pretty much everything status quo.

    2. Re:Echoes of MDK? by spyrochaete · · Score: 1

      MDK is one of my favourite games ever, and I see pretty much zero resemblance between this MMO and that single player third-person shooter. What correlations did you notice?

    3. Re:Echoes of MDK? by Anonymous Coward · · Score: 0

      The third person (behind character) style and cartoonish landscapes. Although MDK wasn't cell shaded, it looks like this was done by the same conceptual artists.

      I guess I can't say for sure since I haven't and probably won't ever play this, but the screen caps look at least inspired. Definitely lacking some of the fun exotic features of MDK like the uber cool helmet.

    4. Re:Echoes of MDK? by spyrochaete · · Score: 1

      The third-person perspective is about the only similarity. MDK gives you a static character who can use items, while Champions Online lets you create your own character that levels up and improves over time.

      In terms of art style, MDK is totally oozing with personality and quirkiness while Champions Online is really very bland. The only really creative stuff comes from the players' own character designs.

  4. Re:FIST SPORT by FTWinston · · Score: 2, Interesting

    I didn't particularly enjoy the tutorial, but once that's out of the way, things improved immensely.

  5. I don't see the appeal for superhero MMOs... by Anonymous Coward · · Score: 0

    ...neither for fantasy MMOs.

    I want cyberpunk MMOs.

    1. Re:I don't see the appeal for superhero MMOs... by Conspiracy_Of_Doves · · Score: 1

      I want a steampunk MMO

    2. Re:I don't see the appeal for superhero MMOs... by Lulfas · · Score: 1

      I'd kill for a good Shadowrun MMO. Kill.

    3. Re:I don't see the appeal for superhero MMOs... by pdboddy · · Score: 1

      I'd kill for a decent sci-fi mmo, cyberpunk mmo, or a decent Shadowrun one.

      Cryptic is working on Star Trek Online, it might classify as a decent sci-fi mmo. We'll see when the beta rolls out.

      --
      Julie Moult is an idiot.
  6. My own review by Moraelin · · Score: 4, Insightful

    Well, as a long COH fan myself, my own impression is more like "meh" somehow.

    The good is that there are a lot more costume pieces, and, face it, if you were into COH, you like to dress up dolls. Welcome to the club, and remember that there's nothing wrong with that. Now let's sit our dolls together and have a tea party ;) More seriously, I wish more game had this much freedom in coming up with a costume. You can be anything from werewolf to elf to dwarf to orc to Superman to... well, almost anything you can imagine.

    Also good is that you no longer have the horrendous waiting for endurance to refill that plagued the teen levels of COH.

    The bad is... well, subjective. I can understand why they deviated from COH in some aspects, but I don't have to like it. YMMV.

    For a start, yes, combat is fast paced, but it's also actually a lobotomized button masher designed for a gamepad. You only need an attack button and a block button.

    Combat is simply an affair of starting your weak-and-often auto-attack, at which point your character will start madly pummelling on the enemy on his/her/its own, albeit not necessarily doing much damage. This however also regenerates your energy, so whenever you have enough of it, you hit your more powerful attack. When you run out of energy again, you let it on auto-attack again. It's really that brain damaged... err... I mean "casual gamer friendly" ;)

    Yes, there is a block button too, and, guess what? You _only_ need to use it when you see that charging-up-a-power-attack icon above the enemy's head. It's not even the kind of block and counterattack combos in most action-adventures, it's really like one of those events like in console games where an icon appears on the screen and you have to push a button on the controller quickly. Until you see that icon, you can safely ignore the block button entirely.

    What disappoints me more seriously is the reduced customization in the actual powers. It's like the new costume pieces came at the expense of the customization of the actual powers.

    E.g., in Champions Online you will never ever have more than one passive power. So you slot a regeneration or dodge buff in it, and that was it. There is no minmaxing, no "do I get Fast Healing too, or stick to Integration", none of the other things that actually made builds unique in COH. In the defense aspect, the characters aren't even uni-dimensional -- which would imply a continuum of possible values, even if in just one variable -- they're zero-dimensional.

    Attack too, has been turned from something where I actually had to manage chains of attacks and mixes of cooldowns, to a 1-button masher, essentially.

    Yes, it has stats, but not only they're unintuitive in what they do, they're unintuitive even after you figured out what they do. E.g., Strength affects your melee damage, yes, as you'd expect, but actually the effect is capped so brutally and early, that you can pretty much ignore that stat entirely. Counter-intuitively, as a melee character you actually benefit more from dexterity. And even in the "Strength == more melee damage" aspect, it's not as simple as you'd assume. E.g., the ego blades are based on another stat, not on Strength.

    Don't get me wrong, I'm not saying "it's crap" or anything of the kind. It just feels... "meh". Believe me, as a bored COH player I was waiting for CO like the fundies await the second cumming of Christ. Maybe that was my mistake.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:My own review by TikiTDO · · Score: 2, Interesting

      I think a lot of your issues are a matter of how you build your characters. As a crazy weak glass cannon I find myself blocking more often than not, especially since it also happens to be a good way for me to build up energy. Also, even at level 20, my rotation involves at least 3 abilities, and up to 5 depending on the situation. This is only likely to grow as I get new skills.

      Perhaps you should try tweaking your build, or even doing a full retcon if you still have it available. From what I read, you might enjoy the game a lot more if you play it differently.

      I'm completely with you on the stats though. They really turned out to be a giant pain.

    2. Re:My own review by vjmurphy · · Score: 2, Interesting

      To me, the game feels like City of Heroes 1.5: not a big change, really.

      The costume choices for male characters seems much more expansive than those for female characters, unlike City of Heroes, which seems to have similar numbers of costumes for both sexes.

      In City of Heroes, ranged attackers were usually balanced by having less defense/hitpoints. They could hit from afar, but depended on others for protection. In Champions Online, I've got a ranged character who is much better in a fight than an unarmed Martial Artist type. It's the equivalent of having Batman being outdone by Halo: it just isn't right. :)

      --
      Vincent J. Murphy
      Spandex Justice
    3. Re:My own review by Moraelin · · Score: 0, Troll

      Yes, well, it's the second game done by Statesman. Did you actually expect balance? :P

      No disrespect to the guy's creative ideas and all, but balancing COH until he gave up and let Positron do it... let's just say it turned from City of Blasters to City Of Fire Tankers to biggest nerf ever, with a few other extreme swings in between.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    4. Re:My own review by rotide · · Score: 4, Funny

      It just feels... "meh". Believe me, as a bored COH player I was waiting for CO like the fundies await the second cumming of Christ.

      The mental image of this is just ohh so utterly wrong.

    5. Re:My own review by Moraelin · · Score: 1

      Hmm... 5 attacks by level 20 seems a bit... sub-optimal, compared to just increasing the strength of the existing ones. I can't really imagine that all 5 have been brought to level 3.

      Then again, since you're having fun with your build and I don't with mine, I guess that's all that matters.

      Still, I dunno, somehow I just don't feel the love, so to speak. It's not just the build.

      For example turning from COH's being heavily-based on instanced mission to cramped outdoors zones where 50 players pummel on 30 NPCs... dunno, just doesn't do anything for me. I see the reviewer actually seems to have liked it, but I just fail to get enthusiastic. What for? It didn't even turn the game more social, as it just doesn't have enough surface for all the players to actually be in the same world. So each zone is instanced on the fly into 50 different copies of it. You'll still be separated from the vast majority of people on the server.

      But, as I was saying, maybe I've just set my hopes too high.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    6. Re:My own review by thesandtiger · · Score: 3, Insightful

      I think you're really overestimating the idea of "unique" builds in CoH. Seriously, because of the Archetype system, the builds are pretty cookie cutter.

      If you're regen, yes, you get fast healing and integration and health. Everyone does this because everyone will, by the time they're level 50, have at last 2 power choices where there's really no better option. But, if you're regeneration, you will *never* be able to pick any of the abilities from invulnerability, or darkness, or any other defensive set. And if your offensive set is martial arts, then you will never be able to pick up a sword or a gun or anything else - nope, it's pretty much all kicks, forever and ever, amen.

      One of my characters is a battle-crazed cyber-valkyrie kind of character: She swoops into battle with sword attacks and an energy shield & her fists and feet at times (using power armor powers, dual blade powers, single blade powers, and martial arts attacks), and beats the crap out of her foes. When she's hurt, she'll heal either through her passive (regeneration from the supernatural set) or she'll call out some cyber-drones (gadgets) to fly around and heal her if it gets REALLY bad. Would not be possible to make anything that eclectic in CoH.

      Oh, and she can change her build depending on the situation. If lots of pure, brutal damage is needed, she can go into Avenger build and do more damage (but take more). If a balanced mix is needed, Guardian stance, and then Sentinel if she needs to be a tank. Can't change roles like that in CoH.

      I'd say that the Advantages in CO and the power enhancers in CoH are about the same kind of thing.

      Initial attacks are actually rather different, too. It's not always "start with your energy builder" - because you can change your stats around, they can have a profound effect on the way you attack. For example, another of my characters is a pure munitions character for offense with a little bit of martial arts for defense. Initially she had to run into combat with her energy builder running and then use her other abilities, but I figured out how to make her have more energy right from the start, and can use the tactic of "going into sneak mode, getting into the middle of enemies, and planting a bomb, then mopping up the survivors with a gun-kata" or, if I wouldn't survive the alpha strike, I can snipe people from range, maybe whittle down the crowd and when people run at me hose them down with a machine gun.

      With the active block thing - CoH doesn't even have anything like it, and all powers activate the same way: you click and there it is. In CO, active blocks are VERY useful (not just to defend against big charge-ups, ESPECIALLY if you look at the "advantages" you can buy for block replacement powers). And, powers activate differently. Some of them, for example, are "click and then they run for some amount of time" (so, with Power Armor you can have multiple systems firing simultaneously). Others are tap it for one effect, hold it down for a bigger effect that is delayed. Others are hold it down to just keep blazing away, etc. Nothing like that in CoH.

      Nothing like stats in CoH - you are what you are. In CO, depending on how you pick your stats, you can have very different experiences with otherwise identical builds, necessitating different ways of playing.

      I guess I'm saying that I cannot believe anyone would actually point to the fixed archetype CoH and think it allows more customization than COs system. I'm guessing you might not have played it very far?

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    7. Re:My own review by Moraelin · · Score: 1

      I'm not saying that the Archetypes are the apex of free-form character development, but merely that it feels like the CO system is even less.

      And no, not everyone in COH took the same powers. I know Regens who skipped the Fitness pool entirely, for example, since you mention that one. Yes, it's not the best min-maxed way to build a character, but it's an option. Even myself I was one of the people who never took the 6-slotted Hasten before ED, because I didn't feel like being a cookie-cutter clone. I had tons of fun without it anyway.

      And I've even met such crazy builds in COH like, say, a Scrapper who apparently always wanted to be a healer. He had two attacks and the whole medicine pool and leadership. Not a very efficient build, but there you have it. I've met an Empathy Defender in her 20's who really had two heals and all 4 travel pools full. Yes, she even had the utterly useless group fly and team teleport. Etc.

      Your CO Valkyrie has... oh yeah, she has the Regeneration power from Supernatural... and that's it. I'm sure you can do a totally unique build with that one power ;) No offense.

      And a mix of attack powers that seem to follow no logical concept other than having one of every type of damage. What, you have unarmed attacks _and_ dual blades? You mean, unlike my dual blades chars on COH which took, say, Air Superiority? ;)

      Switching roles? I had temporary powers for just that in COH. I've tanked archvillains as a regen scrapper before, by just toggling on the wedding band and a few other things. Admittedly, though, most of the credit should really go to the defender who kept me alive, but just shows that it can be done with the right people.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    8. Re:My own review by thesandtiger · · Score: 1

      Melee characters are trickier to build "right" but when you do, they're virtually unstoppable. They're also annoying to play with m/kb, but I use a 360 controller and that makes melee a LOT more fun for me, and easier to play optimally.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    9. Re:My own review by geekoid · · Score: 1, Insightful

      The posters problem is that it's not like WoW.
      Clearly he is trying to play it like it is.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    10. Re:My own review by gad_zuki! · · Score: 1

      You took the words right out of my mouth. Its like CoH, but worse, and in the form of a mindless arcade masher thats kinda sorta like an MMO.

      I really think the idea to have it both on the console and on the PC only ends up hurting the PC version. The graphics are worse than CoH, with a cheesy cell shader, and it plays like a mediocre xbox game. In the future I will not be buying games that exist on both the console and the PC. The PC version always suffers from the console limitations.

    11. Re:My own review by Moraelin · · Score: 1

      Hmm... Well, I certainly see your point. Just maybe I wouldn't go as far as to damn _all_ games released for both platforms. Some games are really made to be mindless button mashers, and there's not much anyone can do about it. IMHO. And personally I'm even ok with a button-masher, provided that it's a 10 hour single-player game. I can use a couple of mindless evenings now and then.

      It's just that in a MMO I've come to expect a bit more complexity. If something is supposed to keep my interest long enough to justify such claims as that a $200 life-time subscription actually saves you any money, you get the idea, it better be actually varied and interesting enough to actually keep me interested for that long.

      I'm an explorer/socializer by Bartle's classification, so I actually need _something_ to explore. Game mechanics included. There better be at least that factor of "what happens if I use power X instead of power Y" or "which of them works best together with power Z". A game with a few small zones and gameplay that boils down to mashing a couple of buttons, doesn't even come close.

      But maybe that's just me.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    12. Re:My own review by thesandtiger · · Score: 1

      You do realize that the uniqueness of the build isn't from my picking regen, right? It's not from the 1 power I picked from a framework, it from the combination of a dozen or so powers I picked from multiple frameworks. Whatever your opinion of the logic of my choices, the fact is that there are more frameworks to draw from in CO than in COH, and with stats more room for customization.

      And, I also want to give you back a bit of your smugness: Wow! Gosh! Golly-gee! You made a melee character that's designed to take a beating somehow capable of surviving taking a beating (with a lot of outside healing & temp powers)! I'm impressed. Being serious again, have you made a tank that's capable of healing for a large group? How about a blaster that can tank an AV? If not, then your point about different roles being possible is kind of null. In CO, I can, with a bit of doing, make a healer that can switch to tank mode, a combination I'm not seeing as being possible in COH.

      (And, maybe COH has changed, but back when I played it a lot, my regen scrapper could easily solo 2-3 giant monsters at the same time, so really, scrapper tanking is pretty meh)

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    13. Re:My own review by Moraelin · · Score: 1

      I gather that must have been in the early days, before Regen was nerfed repeatedly. Mine was after the ED. Yes, it changed a bit in the meantime.

      Also, "a melee character that's supposed to take a beating" is only a very approximate description of a scrapper. Yes, you could dump both scrapper and tanker under that vague description, but only in as much as you could lump the WoW Paladin and Rogue under it too. It's not a very useful description at that point.

      And the point wasn't to get you impressed (I'm sure there are people who play better than I do), but to make a point that there was some variability built in without a "make me a tank now" and "nah, make me a blaster again" button that you can toggle at will. Yes, CO does let you switch stances like that, negating any need to form a balanced group and essentially replayability too. (I don't really need to play a scrapper _and_ a tank _and_ a blaster, when I can really flip my role around at will.) My point was that nevertheless it results in nothing new or that flexible. It's a simplistic game with a change-role button built in. Whop-de-do.

      Yes, you can be a healer that can switch to blaster or tank or melee character. Same as every other cookie-cutter character on the server.

      As for the other questions, ok, I'll be serious and answer them too:

      - tank that can heal... not main healer, to be sure, but I've been healed by the stone tanker before

      - blaster that can tank... doable and done, with the right team

      Yes, both need a bit of teamwork for that, but that's kinda the whole point in a Massively Multiplayer Game. Giving everyone a "flip my role around" button doesn't make the game any more complex or flexible, it makes it a herd of cookie-cutter clones where everyone can heal and tank and blast and crowd-control.

      Heck, if you want something like that, you can actually do that in COH too. Just make a team of 8 rad defenders :p

      --
      A polar bear is a cartesian bear after a coordinate transform.
    14. Re:My own review by Anonymous Coward · · Score: 2, Informative

      Uh, this poster has a lot of information wrong:

      STR does not mean more melee damage. In fact there is no distinction between melee damage and ranged damage. It's just power/ability damage.

      Here's the summary:
      STR: Lifting (for throwing cars if you have a lot, park benches if not so much), Knockback resist, Physical root resitss (snare gernates, example). Some defenses scale with it.

      DEX: Crit chance. Some defenses scale with it.

      CON: Hitpoints. Defenses scale (invuln)

      INT: Adjusts power costs of abilities, steath powers, perception of stealthed things

      END: Total energy pool

      REC: your 'balanced' power level. Higher Recovery will let you 'rest' at 80% of your full energy bar, where lower recover will let you 'rest' at 30 or 40% of your full energy bar. This means that you still need energy boosting attacks

      EGO: Used to break non-phsical holds, and is your crit damage multiplier

      PRE: Presnce effects heal power, pet health, and threat generation (aggro and de-aggro)

      That's a summary, but the astute reader may notice that there's NO damage bonus in any of these stats..which brings me to....

      CHARACTER FOCUS:
      The character focus stat determines where your damage is comming from. So if you want to be a type of character where you can use powers continuously then you could make your focus REC and END (you get your 1st focus at 5th lvl, 2nd at 13). Each stat will give you a damage bonus. Maybe you want to be a burst damage type of person, so you go DEX/EGO...Or if you want to be a tough dps type of tank guy that throws cars, go with STR/CON....the beauty of the system is that the SAME power framework could pick these different focuses and play COMPLETELY DIFFERENTLY.

      yes, it's unintuitive, and comming from a WoW/EQ/Every other D&D type of game is that you have a mindset of 'Oh, i'm a range guy, let be pump dex' or 'oh i'm a caster, le tme pump int' or 'oh, i'm a tank, let me pump str'...doing this but then focusing like on CON for all 3 cases will give NONE of the above 3 cases a damage bonus! That's what I think a lot of players early mistakes are which makes the game feel un-heroic (why can't I beat guys below my level?) Once they understand the system and understand the difference between a stat and a focus, things suddenly become better.

      The other wrong piece of information is the comment that this is a single attack game. I completely dissagree. At lvl 20, I have 2 melee attacks, a hold, 2 defense powers (one active/one passive) and a range attack (nevermind travel power which you get at lvl 5..that's a freebie) and a smokebomb escape from harm ability. There's plenty of choices in combat, and in some cases your travel power becomes a critical form of how you play. yes, you could play with a gamepad (they have force feedback options in the menus) but I would not say it's required...

      The OTHER thing wrong with the OP is the comment about 'never having more than 1 passive power' That's not true, and the poster obviously never found the different roles (guardian, protector, avenger...another)...these roles can grant 1 or 2 passive slots, but usually in the case of the 2 slots, you have to slot a specific type of passive (there are utility/offensive/defensive types) so you really have to think about how you are going to play and what stances you will be using.

      Anyways, this wall of text critting you has come to an end. I was really really disappointed in the game at frist (game play issues, performance issues) but after upgrading to a 4850, the perf is better, and now that I understand the game mechanics I am having FUN slicing my foes in twain up close or if they fly away, whipping out dual barettas and blasting them at range...so good.

      -Jato

    15. Re:My own review by dreampod · · Score: 1

      Honestly I think you give Champions Online too much credit with saying that it isn't crap. You missed the fact that virtually all powers feel identical (except for slightly different animations), the lack of interesting/useful buffs, debuffs, defensive powers or crowd control. Really except for the costume creator and animations this game doesn't have anything going for it. This deeply flawed game compares very unfavorably to CoH most the rest of the MMO genre, which given that CoH is 5 years old and fairly deeply flawed on its own is pretty embarrasing.

      This game barely deserves a 5/10, and only because it is remarkably bug free and smooth just completely lacking in the gameplay department.

    16. Re:My own review by thesandtiger · · Score: 1

      Back in the day, we had 2 guilds with nothing but rad/rad defenders or kinetics types. We would take down AVs in a heartbeat, but it required a substantial amount of coordination.

      And yes, I played both before and after the regen nerfs and ED - I think I played for a month or so last year just to see if things had gotten more interesting. Generally, even though I hadn't respeced, my DM/REGEN scrapper was doing crazy stuff - no temp powers, but I did duo an AV with a friend (also a scrapper) and we just used a few inspirations. Has it been nerfed again since then? (Just curious, because good lord, that would be sad)

      CoH is absolutely not a complicated game, and I didn't ever find it particularly flexible. I wanted to make a multi-"elemental" person (fire/ice/electricity/darkness) but that's not possible. If I wanted to make someone who had super strength (punching the bejeesus out of people) and regen, I couldn't (I had to take DM, and couldn't customize it to not look like giant fists of shadowy doooom). If I wanted to take someone who had no offensive powerset, I couldn't. If I wanted to take someone capable of making both fire & ice pets, I couldn't. If I wanted to take an archer who was also a user of guns (basically an arms-user), I couldn't. If I wanted to take someone who would use both swords and maces when the whim struck, I couldn't. See what I'm saying?

      Yes, with the use of power pools, I suppose I *can* make a scrapper who can do (pretty crappy) heals/rezzes, or I can make a rad/rad defender who can kick people (with only 1 kind of kick) or punch people (boxing) or smack someone in the air (air superiority - 1 power) but that's not really all that much variety.

      If, in COH, you could take any primary and any secondary, then I might agree that it's feasible to make the argument that it is as (or more) customizable than CO - but it just isn't. I can easily make coherent and interesting (and, more important, fun) characters in CO that could never come about in COH, but there are no characters that I cannot make in CO that I can make in CoH.

      As for complexity of the game - really, that's up to the player. If you make builds that are dead simple to play, they will be dead simple to play. I have one alt that has regen, mines & force shield, and I can simply swoop in and kill everyone without having to fight. It's boring as hell to play because it's simple. If I want something with more variety, suddenly the gameplay becomes MUCH more intricate and involved, and more fun. The depth is what you make of it. As I said in my initial response, I suspect you either haven't played very far into the game, or haven't tried many different builds out - the game can be *quite* intricate. I think I saw a response of yours to someone else saying as much - so really, check it out.

      Group dynamics are still shaking out - the whole "there aren't any real roles" thing is really confusing for some people.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    17. Re:My own review by Moraelin · · Score: 1

      Well, as I was saying, I'm not claiming that COH is some golden standard of flexibility. Far from it.

      I'm just left with the impression that in CO there's actually even less. Sure, you can mix and match the attacks better, and you can even get a heal. Ok, it gets bonus points for that. But basically gone is any thought of what secondaries (or primaries for a tank) I take, and what balance do I strike between offense and defense. In CO I'll take one defense and one block power, like everyone else, because there really is no other choice. There just aren't more slots.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    18. Re:My own review by Darinbob · · Score: 2, Interesting

      I never got past level 20 in City of Heroes (and that was on the villain side). Already I see things in Champions Online that fix the problems I saw in CoH, without getting rid of most of the good stuff. Ie, none of those stupid randomized missions that all turn out to be exactly the same. I can go back and do old quests that are below my level (so far) without having the game force me to the next harder zone. The quests feel much more story based, rather than running back to some newspaper reporter to get a scoop for the next mission (or at least the quests rise to the level of comic books, don't expect LotRO).

      Though it is a lot more gear oriented than CoH, which isn't great. A really good superhero game (and one based on the pen-and-paper Champions) should allow you to get by without gear. This just seems to be one of those MMO memes that are hard to dispense with. They do have a concept of switching roles/builds on the fly; ie, defender role gives you more health/threat but less damage output, or you can be an avenger offensive role, etc. I'd hate to keep gear for more than one role so just changing stance is fine with me, but there's more opportunity for gear collectors here.

      There are too many stats I feel; great for the person who loves crunching numbers, but overwhelming at times. Plus some stats are just more important; there's already the simplistic view around that bumping up CON (for hit points) is the most important thing to do, which feels wrong to me (but so like all the other MMOs). I'd rather have the option of spending the same points on damage mitigation for the same effect. Ie, for being good at critical hits, you need to spend points on two stats (one for chance to crit, one for magnitude). For my might based "tank", having my primary stats be STR and CON works out great, they both complement my powers and overall survivability; for my energy nuker, having primary stats of END/REC as a glass cannon works well. But for my magic based guy, the primary stats of INT/PRE both feel like sub-standard stats. Be nice if the usefulness of stats were better balanced, and you weren't penalized for having a concept build.

      The costume creator is nice, but I'm missing some stuff from CoH it seems, ie I can't quite go with a zombie face like CoV had, it just looks wrong. I like having the save/restore in the creator which is handy. Would be nice to have an offline version (if the servers go down, you can't use the costume creator). I like the beast options, but they have very little customization (one feline head only, one simian head, one vulture head, but for some reason 2 shark heads and 3 snake ones :-). And pieces of costumes seem to be missing; I can get a full suit of medieval armor and make it look really nice, but there's no helmet to go with it; I've got all the samurai accessories, except for the base samurai armor. CoH had some of the same problems though. Be nice to link different pieces of armor together more easily (ie, if I select a certain chest piece then let it automatically pick the right leg pieces that match); and I find myself scrolling through long lists too often since it doesn't remember where I was last time. I find myself spending hours at this, which is good for all the options, but it's also bad since much of that is time wasted on the UI. And just like CoH, most of the players in the game seemingly just hit the random button. :-)

      I suspect CO will feel just like CoH in an important sense - you have a blast for a month, then put it away for 3 months, then come back for one month again, and repeat.

    19. Re:My own review by Darinbob · · Score: 1

      Hmm, a controller being easier than a keyboard and mouse. I'm struggling to get my head around that :-)

    20. Re:My own review by Anonymous Coward · · Score: 0

      I understand, you're burnt out on MMOs and are really looking for something to 'shake things up'...but honestly, listen to what you are saying:

      "virtually all powers feel identical (except for slightly different animations)"....

      So by that logic, rangers and mages in WoW are "virtually identical" because they both do damage at range, both have pets...except the animations are different...

      Really? The Psi powers are much differnt from Might, which is much differnt then Single Sword, which is much differnt than sorcerry. What game can you walk into a city, grab an lamp post, and clobber enemies with it?

      Crowd Control comes in 4 forms: Holds, Snares, stuns, and Knockback/downs/ups. No, there's no sheep polymorphs, or fears (that are effective CCs)....but exactly how many forms of CC do you really need?

      And no more of this 'I'm a warrior and we need a root!' talk...if you want a power that exists in someone else's framework, then BUY it.

      And interesting/useful buffs/debuffs? Singlesword has a power that if you do your full combo, it applies a bleed, and also if you have the advantage, gives you a damage buff. Dual pistols has a pwoer that if you maintain it for the entire duration without interrupt you get a damage buff at the end. You are telling me that the combo/maintain/tap power modes on powers wasn't very well implemented? Same thing with debuffs...many powers have additional effects if you debuf in a certain way (intimidate, fear, bleed, snare) or buff you if you do certain things (Enrage, Focus of Swordsman, etc)

      What is 'deeply flawed' about the game? You talk a lot of subjectives, but what can you say objectively that is flawed?

    21. Re:My own review by Whorhay · · Score: 1

      Haha you should give the song Rev 22:20 by Puscifer featuring Maynard James Keenan and Danny Lohner a listen, I definitely wouldn't play it around any religous friends though.

    22. Re:My own review by Calithulu · · Score: 1

      I agree with that. In the Hero Games (PvP for CO) I've seen some truly phenomenal melee characters who rip right in to the other team, and if you don't have your block up you'll be nearly dead before you've hit that button. That said, the ranged characters and support characters all serve their purpose and if you get a mix of the three you'll find a team that is difficult to pin down, let alone stop.

    23. Re:My own review by thesandtiger · · Score: 1

      Ah, I see what you mean - the thing is, the defenses aren't supposed to be the defining concepts for characters in the game, it's more about what they do vs. how they avoid dying (except in the case of cannons who strive to not get dead by being very quick at making other things dead).

      Personally, I always resented having to take a defensive set with my melee characters in CoH. I didn't feel that there was much flavor between them - they weren't *active* defenses, you know? Just which toggles I ran and then ignored. With tanks it was just very bleh - the only "active" part of tanking was... Hm, no, AOE taunt was on auto-fire whenever I moved forward (keybind) and the dull pain equivalent was on auto-fire whenever I backed up (keybind) and so I just had 4-5 attacks I'd spam. I guess I just don't see powers that I don't actively do anything as being really very much variety.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    24. Re:My own review by Mydnight · · Score: 1

      ... What game can you walk into a city, grab an lamp post, and clobber enemies with it?

      Madworld, for one.

    25. Re:My own review by TikiTDO · · Score: 1

      You have a point, I could have upgraded a bit more of my offensive abilities, but I found that playing a support character that could unload stupid damage was always more fun. It's hard to say for your case though. You may be entirely correct in not feeling the love, as the game might be missing the key features you're interested in.

      My suggestion, take a really careful look at your character, and what you do with it, and come up with something that would make it fun. Once you have that, just post on the champions forum asking for advice. It's always possible that some of the devs will see your post and go, "Hey, that's a good idea."

    26. Re:My own review by FreelanceWizard · · Score: 1

      In fairness to the GP, you're incorrect about STR. STR provides a bonus to melee attacks that's roughly 50% that of the characteristic focus damage bonus, with a cap that's been recently revised to be relatively easy (some would say trivial) to reach. I'd cite the dev posts on this from the official forums, but I'm lazy and you clearly have an account and can look them up yourself. :) I will say that I do like the Characteristic Focus approach generally, but dislike the fact that, for many characters, it's far better to hit hard and fast -- which means DEX and EGO are your preferred stats. I do feel bad for people who went with PRE, given the currently broken threat mechanics. As it stands, heals, as they scale off PRE, have the highest threat generation in the entire game in order to prevent their users' high PREs from making them practically untargetable by mobs.

      I'll partially agree with the GP in that the number of powers you use is relatively small, and this is coming from a Sorcery framework player -- for those not in the know, the Sorcery framework offers up a smorgasbord of powers, from AE buffs to debuffs to pets. Unfortunately, most of the powers are painfully weak due to CO's choice, just like CoH's, to use unlimited, additive effect stacking. CO also only really offers three types of attack powers: click powers, maintained powers (hold the button for a continuous effect), and charge powers (hold the button for a greater effect which is released when you left off the button). Because -- at least up to the end of beta -- very few powers had cooldowns, you really only needed one power of each type, because there wasn't a compelling argument to shuffle among multiple powers of the same type. Essentially, CO has a ton of powers to choose from, and you agonize over what to choose because all of the choices are equally poor. I'd often find myself going 4-6 levels without training up because it'd just be a waste of time to grab an extremely situational power or an awful, expensive, useless one.

      I'd argue that there's two reasons why people feel unheroic in CO. One is that it's not clear a passive defensive power is mandatory for soloing, as the damage bonuses from offensive passives aren't high enough to offset the loss of survivability unless you specialize in AE attacks. Towards the end of closed beta, the devs mentioned that they were going to consider making that a bit more obvious. The second reason is that the damage balance across mob types tends to make boss (ahem, "Master Villain") fights boring. Villains have higher sustained DPS than Master Villains, while Master Villains have higher burst DPS. This is no big shock to anyone who plays most MMOs; typically, bosses hit slowly but extremely hard to keep healers from getting overwhelmed. The problem in CO is that you can hold Block to mitigate 50% or more of the damage from those big attacks, and the game tips you off on when to do this. Your passive defensives stack with this, so the overall mitigation is surprisingly high. On the other hand, you can't constantly Block against the Villains, since Blocking is a zero-sum game; you can't attack while blocking, so all you're doing is slowing the loss of HP. Perhaps most importantly, slow attacks are easier to dodge (in CO parlance; in typical design parlance, a CO Dodge is a variable mitigation applied to every attack that scales by opponent attack rate), so you'll generally mitigate more of the attack anyway. The end result is that, generally, the Master Villains end up doing less damage over time than their Villain minions. This is especially noticeable at low levels in Canada, where you fight a fair number of MVs and some, such as Mr. Zombie and the Overmind, generally can't damage you enough to overcome your HP regeneration rate. It's quite unheroic to worry more about the minions than the boss, I'd argue, but that's exactly the way the damage and mitigation mechanics in CO work. To alter this balance at higher levels, the devs made the Master Villains and especially Super Vil

      --
      The Freelance Wizard
    27. Re:My own review by SilverJets · · Score: 1

      Oh, and she can change her build depending on the situation. If lots of pure, brutal damage is needed, she can go into Avenger build and do more damage (but take more). If a balanced mix is needed, Guardian stance, and then Sentinel if she needs to be a tank. Can't change roles like that in CoH.

      Of course you can't do that in CoH. When CoH came out it was meant to be played in groups. If you wanted a healer you looked for a Defender (even though Defenders did more than just heal but if you weren't Empathy no one understood what you could do) for you group. If you needed someone to do crowd control you looked for a Controller. If you needed damage you looked for Blasters and Scrappers. You always had a tank to control the agro. Sounds to me like CO is just an online single-player game. Which is fine if you enjoy playing with yourself ;-)
      But there is something to be said about having a group of people all getting along and working together through the missions....something you can't get playing alone.

    28. Re:My own review by Exitar · · Score: 1

      Honestly I think you give other MMORPGs too much credit with saying that they have interesting/useful buffs, debuffs, defensive powers or crowd control.
      In the end, in any MMORPG, you have:
      - single target attacks
      - AoE attacks
      - movement
      - defense
      - CC
      - buffs to players abilities
      - debuffs to enemies abilities

      Take WoW for example.
      Are the various Lightning Bolt, Fireball, Shadow Bolt, Wrath... *really* different? Or Rain of Fire, Blizzard, Hurricane? Is Hex so much different from Sheep? Corruption from Shadow Word: Pain? Divine Spirit from Arcane Intelligence?

      Taking another game as example, in EQ2 I played a necromancer and all I did was spamming 3 or 4 attacks that was practically the same while my pet (3 types total: 1 tank, 1 melee dps, 1 ranged dps) attacked the mob.

      It's a reasoning similar too "My class has a 5 spells rotation so is *much* harder to play than yours that have only 3!".
      Neither of them are actually difficult to play, but people like to think that what they're playing is different or hard or interesting to give themselves a motivation for going on playing.

    29. Re:My own review by thesandtiger · · Score: 1

      Except you can still group - and should group for bigger things! - in CO. It's just that your role in a group is now much more flexible. And, in my experience, that will lead to more opportunities for grouping, rather than less. In WoW, if you weren't a Tank or Healer you'd be lucky to get a group unless you were REALLY well geared as DPS or part of a guild with lots of tanks/healers. In CoH, I don't really recall *ever* needing to team - except for task forces (which forced a team on you even if you could easily solo all of them), and those were just obnoxiously long, punitively long and boring. Teaming could be fun, but it wasn't necessary.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    30. Re:My own review by ryllharu · · Score: 1

      I agree, it's all about what you want to do with a character. It's very easy to follow the frameworks exactly and end up with a Blaster/Scrapper/Tank and all the normal archetypes, but once you start playing around and choosing other powers from other frameworks, you start to get a unique chararcter that has a distinctive play style. That is where Champions stands out. I developed a regular Sorcery blaster/summoner with debuffs and all the normal things, and while it was *very* powerful through the early teens, it really wasn't very entertaining or fun. I also made a very successful mixed range and powerful charge melee character from the Supernatural pool. For my third attempt, I started with Sorcery, and started pulling in the Supernatural pool powers. What I ended up with is a ranged character that creates a sort of Zone of Destruction. I can snipe enemies from afar, but the real damage starts when they get into melee range. A quick charge brings up a circle of lightning turrets, and my other powers are used to pull back those who try to flee and root them in area, ensuring their quick defeat. It is a lot more entertaining to see a henchmen or villain enemy try to flee outside the area, only to have a ghostly chain (thanks to the power color customization) wrapped around their throat, tossing them back into the circle. While I can provide plenty of direct damage, zone control is a lot more fun, and only comes from mixing the two frameworks.

    31. Re:My own review by KDR_11k · · Score: 1

      Depends, if you just need a few buttons they're more comfortable to hit on a gamepad (using both hands on the keyboard in some games makes me cramp up, I think it's the low position of the arrow keys on the keyboard which mean my wrist no longer rests on my wrist rest) and sometimes analog sticks are useful for movement (e.g. when driving a car that doesn't take kindly to having its controls go from zero to 100% to zero again when you want to make small corrections). Melee based games rarely benefit from mouse control as you don't have to do much aiming while you do have to switch between different buttons with the right timing.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    32. Re:My own review by SilverJets · · Score: 1

      In CoH, I don't really recall *ever* needing to team - except for task forces (which forced a team on you even if you could easily solo all of them), and those were just obnoxiously long, punitively long and boring. Teaming could be fun, but it wasn't necessary.

      As you said teaming was necessary for task forces. But when teamed it became obviously very quickly those players that always played solo and didn't know how to function in a team. The number of tanks I came across that couldn't properly hold agro and the number of defenders and controllers with empathy that would only heal themselves was astounding.

    33. Re:My own review by Darinbob · · Score: 1

      Well, first thing is I never grew up on consoles, and every time I've tried them I got frustrated. I can't even manage a real joystick, much less those tiny knobs. I use a keyboard and mouse everyday, so those feel natural to me.

      Also, I never use the arrow keys on keyboards. For games the WASD works fine, with right hand on mouse. Thus turn and move and do other actions all at the same time. The mouse does feel way too sensitive in Champions Online though, and they somehow forgot to include an option to tweak this (changing it every time you start the game and restoring it when you're done is not a convenient workaround). Then all the other misc keys get mapped to what I'm used to (most were already there). So it mostly feels like other MMOs so far, with lots and lots of handy keybindings (helps if you're a touch typist).

    34. Re:My own review by DerekLyons · · Score: 1

      I never got past level 20 in City of Heroes (and that was on the villain side). Already I see things in Champions Online that fix the problems I saw in CoH, without getting rid of most of the good stuff. Ie, none of those stupid randomized missions that all turn out to be exactly the same.

      The quests feel much more story based, rather than running back to some newspaper reporter to get a scoop for the next mission (or at least the quests rise to the level of comic books, don't expect LotRO).

      It sounds like you never learned to properly use the contact system in CoX - you should (even redside) rarely have to use the paper missions except to get a new contact. (Who then gives you the story based missions.)

    35. Re:My own review by Darinbob · · Score: 1

      I did use the contacts in CoX. Was the thing I didn't like. They were mostly randomized missions, at least once you got inside the actual location. The "newspaper reporter" basically meant that I felt I was just getting random tidbits of info from relatively unimportant people a lot, and that I'm just doing freelance work.

      The few mission chains, and even fewer interesting story lines did get chopped off in the middle a lot when I would outlevel the contact. I hear that the game changed this though, so at least you can see how the story ends.

      There were a few places, oddly, where you were required to use the newspaper/radio missions.

      Maybe it improved at higher levels, but I wasn't going to pay to find out.

  7. Not HERO system, allowed horrid exploits early on. by Shivetya · · Score: 1

    Last I read is that is was not based on the HERO system so where is the appeal other than making the characters look different?

    Also, considering their first week live saw massive exploits of stupid features, think entire groups stun killing everything which conveniently rewarded full experience regardless of player level because of an update not made properly. Throw in that many groups used this to max level nearly instantly before Cryptic shut it off but left all the exploiters with their gains. Apparently they went to the Turbine school of "Exploit Early Exploit Often".

    Top it off with FOTM (think mini maxing) character types and if you want to succeed do you have anything but to be the same build as others - all you have is the choice what color your powers/outfit are. If you don't choose right your stuck, retcon is too expensive and that is it, your done. Roll again the spec that works and pray retcon (or whatever they call it) comes soon enough so you can play what you wanted to play.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  8. What I've liked about Champions so far... by pdboddy · · Score: 1

    A lot of MMOs don't allow you to have travel "abilities" until you get up there in levels. Champions Online lets you have them at level 5. Basically, once you are done the tutorial, you go and "level up", and bamf, you're flying/skating/hoverboarding/webslinging/etc anywhere you want.

    Also, their pre-order offered discounted 6-month subscriptions, and a lifetime (200 bucks) subscription. If Champions lasts more than a year, you've saved yourself a decent pile of money if you're a regular player.

    There's no level limit for joining a supergroup (the Champions version of a guild/clan/etc.), you can join one at level 1.

    Cryptic has taken their experience in creating City of Heroes/City of Villains and created a highly polished and very playable MMO. Yes, there's the familiar grind and questing, but it is much more player friendly.

    IMHO and all other disclaimers apply. :)

    --
    Julie Moult is an idiot.
    1. Re:What I've liked about Champions so far... by brasscount · · Score: 1

      Sure you can join a supergroup. But first you have to get your folks on the same instance. To me it feels like they traded a convenient way to avoid server changes with a way to make it inconvenient for people to play together.

      --
      Confidentiality, Integrity, Availability: without Availability the other two are assured, as is Bankruptcy.
    2. Re:What I've liked about Champions so far... by pdboddy · · Score: 1

      Yes, so instead of having to pay money to switch servers (WoW), you have to click a couple of buttons. Oh my god, so hard.

      --
      Julie Moult is an idiot.
    3. Re:What I've liked about Champions so far... by brasscount · · Score: 1

      Tell me which one you're on right now. Now, tell me which PVP instance for HERO System? Now, show me the documentation to set it up so that we can get in the same instance on the same team. I can create teams across the world, but I can't get them on the same arena team. If you have information on how to do so, please share, since some of us work instead of playing MMO's all day.

      My point is simply that there is no simple means that appears in any of the poorly documented game to help players get together. If we're standing right next to each other its simple. If we're not, then its hard enough that the majority of players haven't figured it out.

      --
      Confidentiality, Integrity, Availability: without Availability the other two are assured, as is Bankruptcy.
    4. Re:What I've liked about Champions so far... by pdboddy · · Score: 1

      Clicking on the server name in the top right-hand corner gives you a "Change instances" link to click. Every time you switch "areas" you're given a choice of which instance you'd like to join. When you go into the Powerhouse (where you choose your abilities) you again can choose which instance of it you want to go to. Whenever you go to one of the "dungeons", you are given a choice of which one you wish to go to. Multiple chances to pick the same instance as your friends. Also, when choosing instances, it tells you in the list which ones have friends or supergroup members in them, allowing you to go to them.

      When you bring up your Social menu (by hitting O or clicking the C in the top right hand corner), you can view your friends list and supergroup members, in that list you can see which server they are on, and can rightclick and join them.

      I haven't tried out the PVP stuff, but for regular missions and so forth, finding friend's isn't hard.

      --
      Julie Moult is an idiot.
    5. Re:What I've liked about Champions so far... by pdboddy · · Score: 1

      I, like you, have a day job. I didn't have to play this MMO "all day" to figure out how to join up with my friends. It is obvious enough.

      --
      Julie Moult is an idiot.
  9. No Server Lag? by VeNoM0619 · · Score: 1

    Unfortunately, there's a fair bit of UI lag. Server lag has been almost non-existent â" amazing as that is to say during the launch period of an MMO â" but the responsiveness of the controls is probably the game's biggest technical fault right now. It can be frustrating at times to have your abilities not work as you expect because of this. There's enough of a delay after hitting the button that you won't be sure if it actually triggered the ability. Many abilities require a button to be held down, so if you press it again and then the original trigger goes through, you've wasted a cooldown. Pressing Block right after charging up a power will also sometimes clip the end of it, and cause it not to fire. I would attribute the majority of my deaths so far to the UI lag.

    Uhh, sounds like it's server lag where the server authenticates the buttons you press... (It is checking if your cooldown is off before allowing you to do it client side) I've seen this in plenty of MMOs.

    Trying to say there is no "server lag", but there is "alternative" lag is a bit misleading to those who don't understand it.

    --
    Disclaimer: I am not god.
    We may not be created equal
    But we can be treated equal.
    1. Re:No Server Lag? by Soulskill · · Score: 1

      It's hard to describe, and I'll grant that I may be wrong, but there is a difference.

      For example, things like moving an item in my inventory -- when I click-hold to drag an item, it often takes close to a second for the item to actually attach to my cursor, but there's no delay when I finally place it in another slot. For all other MMOs I've played, that's been reversed -- dragging is instantaneous, dropping may take a moment. Things like targeting behave slower than I'd expect, too.

      In short, I'm not explicitly referring to the use of abilities, which obviously need to be verified by the server. (Though the lag on abilities is what affects gameplay the most, which is why I mentioned it.) The best analogy I can think of would be playing a poorly-optimized console game on an old, slow wireless controller.

    2. Re:No Server Lag? by American+Terrorist · · Score: 1

      It could just be poor coding. The server doesn't really need to know that your cursor is holding an item but the UI still wants to confirm that you can pick it up. Or maybe the mechanics of the game actually make it important for the server to know what you're picking up. I never played the game, so I don't know.

    3. Re:No Server Lag? by theghost · · Score: 1

      That might be the root cause of it, but it really does feel like a more general UI lag. It's not just abilities - movement feels squishy too, and even opening and closing your inventory seems delayed. If it's doing server checks on that then they really need to re-think some things.

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
    4. Re:No Server Lag? by VeNoM0619 · · Score: 1

      even opening and closing your inventory seems delayed

      Ahh so input lag :P Which there were several articles on here about testing for such things (meaning the code checks button presses too rarely). Which would mean every action/button press takes at least x frames before the game executes it.

      --
      Disclaimer: I am not god.
      We may not be created equal
      But we can be treated equal.
  10. First true MMO innovation I've seen in a long time by hellfire · · Score: 2, Informative

    One of the really good innovations in Champions is what they call the Powerhouse. This is where you go to buy new powers, increase your stats, and upgrade existing powers -- the equivalent of a class trainer in other games. However, the Powerhouse is instanced, and it has a large testing area at the back. You can pick up your new powers, test them, and get rid of them if you don't like them. Changes aren't finalized until you leave the Powerhouse. It's great for trying out new things without worrying that they'll work poorly with your character. The game does have a re-specialization system, appropriately called "retcon," but at current it's ridiculously expensive. Recent power purchases aren't bad to change, but if you want to fix a mistake from early on (when you weren't that familiar with the game), it will likely cost you several times the wealth you've managed to accumulate.

    This is huge. I remember playing Diablo 2 early on, and everyone was making a sorceress and loading her up with Blizzard, a level 24 spell. It was ridiculously powerful, and poorly balanced, and the first patch which came out a month later nerfed this skill into the stone age. In other words, not only was it less powerful, it was now less useful, because the skill above it, Ice Sphere, became the more powerful and useful spell. So now everyone with Blizzard was not the best Sorceress. this pissed off thousands of players who spent their time building a character they liked. Blizzard called this skill "broken" and passing it off as a a bug fix, trying to contain the outcry, but that of course didn't help. Gamers see thru BS like this, a nerf is a nerf.

    Now, You can actually test and work with a power and get to know it and understand it before you commit it to your character. And they are owning up to the fine tradition of nerfing by admitting that they might nerf something, but offering some alternatives so that you don't have to start over from the very beginning. I expect every MMO will be watching this piece of code very closely and will probably immitate it in every MMO from here on out.

    --

    "All great wisdom is contained in .signature files"

  11. Sounds cool by greymond · · Score: 0, Flamebait

    I liked CoH, but it didn't have the depth I was looking for in a "pay to play" game. I'd probably try this game out...but I'm an Apple user now with no PC or Windows Partition and that won't change anytime soon...so I guess I'll stick with WoW...

    1. Re:Sounds cool by cookiej · · Score: 1

      Yeah. I'd switch, but ... No Mac client? WTF?

    2. Re:Sounds cool by An+ominous+Cow+art · · Score: 1

      CoH/V has an OS X version, but it's for Intel only.

    3. Re:Sounds cool by An+ominous+Cow+art · · Score: 1

      Oops, you were referring to Champions, not CoH. Sorry.

      I'd love a PPC OS X version of Champions and CoH/V, but luckily I also have a windows machine for games.

  12. BS by oGMo · · Score: 4, Informative

    there's a reasonable amount of content

    There's not even enough content to cover leveling, as you pointed out earlier in the review. Want to make a new character? Forget a different starting area... you're going to be doing all the exact same quests over again just to make your levels. This is not even mentioning the fact the quests are nothing but "go X kill Y collect Z", where the only variation is whether the "kill" or "collect" steps are included. There is no other gameplay. There's nothing else to do. Even the "large" areas are deceptive... maps appear huge, but you quickly find the screen going black and white long before you reach the edges, leaving only about 2/3 of the actual visible area open. Crafting is a joke, PvP is pointless, and the writing is bland. I don't think I'd qualify this as "reasonable" in the content department.

    --

    Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

    1. Re:BS by Lunoria · · Score: 1

      there's a reasonable amount of content

      This is not even mentioning the fact the quests are nothing but "go X kill Y collect Z", where the only variation is whether the "kill" or "collect" steps are included. There is no other gameplay. There's nothing else to do. Crafting is a joke, PvP is pointless, and the writing is bland.

      This is no different than any other MMO.

    2. Re:BS by justinlee37 · · Score: 1

      I disagree. Fallen Earth has been having an excellent launch this month.

    3. Re:BS by T.E.D. · · Score: 1

      I have found a mild hole around 13-14. For me this is no big deal now that they have the Prison Breakout quest public quest fixed. I'm quite happy to make up the level or so doing the public quest over a few times. You could instead go back and to the latter quests in the alternate starter area until you hit 15. That's what I did when the PQ was broken. For the most part, I have more trouble getting my quest log full (20ish quests I think) and not being able to take the spontanious missions.

      As for crafting, this is actually the first MMORPG ever that I haven't totally bailed on crafting after leveling the first few toons. It is particularly important for weapon-using toons, as it is a very important source of alternate weapon looks. For instance, if you want to use axes (or clubs, or longswords, etc) rather than kitanas in single blade or dual-blade builds, your only sure way to get them is by carfully picking the right crafting discipline. Ditto if you want old-timey guns for your munitions toon, or knives instead of "claws" for your stealthy claws toon.

      PvP I can't comment on (it is pointless in most games, folks still like it. Go figure). However, the writing is anything but bland. I'm constantly chuckling and calling the wife over to look at some clever bit of text on a mission or item. Make sure to read all your item descriptions. Some of them are hilarious.

    4. Re:BS by oGMo · · Score: 1

      This is no different than any other MMO.

      As the other reply pointed out, Fallen Earth indeed is different. There is so much content already that you're constantly tripping over new quests... and they're interesting and well-placed in the setting. Objectives are multiple and varied, and how you accomplish them is often open-ended. Tons of missions are tiny story arcs that lead into bigger things later. Crafting is a huge deal and pervasive; pretty much everything but a few base crafting components can be crafted... and you'll need to. The world is truly giant, reportedly taking 12 hours to cross... and there are things you will find across all of it. In CO, it's constantly "am I there yet?" with the next level, just so you can repeat the process. In FE, you can be surprised by a level ding because you were too involved in what you were doing.

      The true comparison is that, with CO, it's pretty polished, but everyone is left trying to find some reason to actually play, hoping that they will eventually improve the content. With FE, the client has definite issues: framerate, stability, mob sync, etc, but it everyone just wants to play, because it's a compelling environment with so much content.

      CO is only "no different than any other MMO" if that "other MMO" is WoW.

      --

      Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

  13. Customizable? by pauls2272 · · Score: 1

    Is the UI customizable (like WOW) or fixed (like COH)? Wow spoiled me for MMOs - I want to be able to customize it as I want it.

    Does it follow the Champions ruleset or completey dumbed down (like COH which was also supposedly based on Champions)?

    1. Re:Customizable? by geekoid · · Score: 1

      I wouldn't say dumb down. I wuld say different, and in logical ways.
      The game isn't turn based, so some rules and mechanics need to change to reflect that.
      You have some control over your stats, but in increments.

      I would see if you can find someone that has it to check it out before plopping down 50 bucks for 30 days.

      On the plus side, they went to a lot of effort to make you feel like your a hero, and have an effect on the world. The non-heor graphics drive me up the wall, so I stopped playing.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Customizable? by Soulskill · · Score: 1

      Is the UI customizable (like WOW) or fixed (like COH)? Wow spoiled me for MMOs - I want to be able to customize it as I want it.

      You can do a little customization, but nothing extensive. You can move around your frames and re-size them quite easily, and do some neat things with targeting.

      It doesn't measure up to WoW's UI, though. You'll definitely miss some simple things, like focus, target-of-target, health totals, and buff timers.

    3. Re:Customizable? by b04rdr1d3r · · Score: 1

      CoH was supposed to be based on Champions ? can you back this one ? Anyhow, from what I've seen so far of champions during the Closed and Open Beta, I'll stick with CoH ! And where did you see that the interface of CoH was fixed ? you can pretty much put on screen whatever you want and create as many powerbars you need ? and with binds and macros you can combine emotes with powers or chat... what else would you want ?

  14. Re:FIST SPORT by thesandtiger · · Score: 5, Interesting

    It's a tutorial. They need to teach you the basics of the game so that you don't wander around not knowing how to do anything. At least in this game they make it like there's something BIG happening - because you're a super hero already - rather than CoH or WoW's tutorial zones which were pretty much "Oh, hey, dude, great you're here - wanna pick up my drycleaning for me?"

    In this tutorial, I:

    1) Ran into a burning & invaded building the cops wouldn't to retrieve sensitive data, beating up aliens by ripping a streetlamp out of the ground to use as a weapon
    2) Did a lot of "good deeds" - rescued civilians from under giant chunks of debris, rescued a cat for an old lady, fought off invaders to get medical supplies, and helped a tourist get his stuff back
    3) Rescued 2 superheroes who had been captured or otherwise incapacitated
    4) Fought off an enemy invasion and protected a primary defensive system until it was repaired & ready
    5) Personally fought room by room through the Champions' HQ to launch the defenses, defeating a really big boss in the process

    (and, of course, learned about the game mechanics)

    Contrast that with WoW where I... Brought a hot drink to someone, beat up some boars for scraps, picked some flowers, and generally was treated like a child. Or City of Heroes where I... Beat up 5 people infected with a virus, and then beat up another 10 or so to get the formula for the cure, but really, I didn't need to, because the NPC I rescued seemed more than capable of doing that.

    In all those tutorials you learn to play the game, so the only distinguishing things are the game mechanics themselves and the story behind them.

    --
    Since I can't tell them apart, I treat all ACs as the same person.
  15. my character by Anonymous Coward · · Score: 0

    will shoot sonic shockwaves from his butt, along with an area of effect incapacitating cloud.

  16. You could do this in COH too, actually by Moraelin · · Score: 1

    Actually, COH already had that, sorta. You could copy a character to the test server any time you wished and any number of times you wished. So if you wanted to test your next choice of power or your respec, you already could do just that.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:You could do this in COH too, actually by MaskedSlacker · · Score: 1

      By that logic, so did WoW. But copying to the test server, etc. was a chore. Still is.

    2. Re:You could do this in COH too, actually by Moraelin · · Score: 1

      Hmm, you could copy to the test server on WoW whenever you wanted? Interesting. I didn't know that.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    3. Re:You could do this in COH too, actually by quantum+bit · · Score: 1

      No, you can't. The WoW PTR is only active when there's a new patch that they're testing.

      The City of Heroes test server by contrast is available all the time (except during closed betas, which isn't very often). Arena PvP traditionally takes places on the test server, because it's the easiest way for people on different servers to compete against each other since there's no cross-server PvP (yet).

  17. Re:FIST SPORT by ubrgeek · · Score: 5, Funny

    Champions - Where we pretend to do more before 9 a.m. than most people actually do all day!

    --
    Bark less. Wag more.
  18. 8 out of 10 my ass by geekoid · · Score: 1

    More like a strong 6.

    I wanted to like the game, I really enjoy the Champions role playing game.

    While there is some nive costume making, and some of the visually effects of the powers are extremely cool.
    The game becomes boring pretty fast, and the 'comic book' effect on the art is just plain irritating.

    I could play it for longer then two weeks. I was just bored.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:8 out of 10 my ass by MWoody · · Score: 1

      The "comic book" effect on the art can be turned off in visual options. Am I the only one who goes through all the options menus before doing anything else in a new game?

    2. Re:8 out of 10 my ass by theghost · · Score: 1

      Same here. My nutshell review after beta came down to this:
      Character Creation: Fun
      Travel Powers: Fun
      Combat: Boring
      Everything else: Not broken, not awesome. Meh.

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
  19. "expectations...MMO should contain" Really? by Snotman · · Score: 2, Interesting

    I would never hire this guy. The industry is barely a decade old and according to this guy there are paradigms that have been established that hold forever. Apparently, this guy has not heard of creativity and innovation. Why is there something rather than nothing? Those that know the answer are the ones that will create new paradigms. Too bad some people can't see farther than their nose and make so bold and naive claims.

    1. Re:"expectations...MMO should contain" Really? by Soulskill · · Score: 1

      The industry is barely a decade old and according to this guy there are paradigms that have been established that hold forever.

      There are certainly some well-established paradigms, though I don't believe they'll hold forever.

      Think back to Everquest and Ultima Online -- both great games for their time, but there's not much interest anymore besides nostalgia. This is because the industry matured and realized that people didn't want to spend hours and hours beating on a practice dummy or struggling to solo rats five levels below them. With modern games, developers are expected to give enough quest-related content for players to reach the level cap by themselves without that level of monotony.

      And really, it's fine to break that rule if you offer compelling enough gameplay that people don't care. (See This Is The Only Level.) You just need to have more of something than the early games had if you want a successful game.

      "Apparently, this guy has not heard of creativity and innovation."

      Quite the opposite -- I'd say those are two of the "expected" quantities in a new MMO. :)

  20. Its allright except for RETCON! by vertinox · · Score: 1

    If anything wanted me to quit the game it would be the way they handle retcon simply because you can hose a character fairly easy when choosing skills.

    They give you out a testing room (which is nice) but its just a bunch of high level dummies which in no way show how the skills will turn out in real game play.

    So now you need 20 gp to revoke all the skills you took after that and thats usually way more than you will ever see in 6 months of game play and now you have to redesign your gameplay around the mechanics when you feel like it might be worth re-rolling the same damn character.

    Heck... Re-rolling is often faster.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
    1. Re:Its allright except for RETCON! by Anonymous Coward · · Score: 0

      Really, after you pick out your skills you don't then go out to use them and see how they work out in the actual game?

      If you change your mind withing 10 levels it is actually pretty cheep to Retcon something.

  21. Book based RPG by geek2k5 · · Score: 1

    Does anyone know how closely this MMO corresponds to the book based RPGs by the same name? I seem to recall that the character power creation scheme was interesting.

    1. Re:Book based RPG by brasscount · · Score: 1

      It is nothing like the HERO System Champions game.

      --
      Confidentiality, Integrity, Availability: without Availability the other two are assured, as is Bankruptcy.
    2. Re:Book based RPG by Hausenwulf · · Score: 1

      It would be like comparing DDO with D&D. It has a little of the original's flavor, but can't compare with the pencil and paper game played with a bunch of your friends. I know. I gm'd a big game of Champions through my college years and beyond. Nothing beats that experience.

    3. Re:Book based RPG by Anonymous Coward · · Score: 0

      Does anyone know how closely this MMO corresponds to the book based RPGs by the same name? I seem to recall that the character power creation scheme was interesting.

      The game and setting material appear to be based on somewhat failed experiment of Champions: Millennium Edition using the Fuzion system. Fuzion was an attempt to mish-mash R. Talsorian's Interlock system with Hero and it failed in various ways, not the least of which was public opinion.

    4. Re:Book based RPG by sleepdepzombie · · Score: 1

      Cryptic bought the Champions PnP IP that the game is based on.

      Systemically, it is not the same. However, they have left in a lot of flexibility in character generation and advancement. They have also exposed a lot of the numbers in the power descriptions. It is a long way from the HERO system although it is obvious they spent time trying to make it look and feel like Champions within the restraints of an MMO.

  22. Differentiators? by Scraps232 · · Score: 1

    In order for an online game to thrive it needs to fill a niche and fill it well to retain customers, revenue and developers. It sounds like it is 99% the exact same game as City of Heroes, and will have the same problems as CoH as well. How is it different from other MMOs? How is it better? This review is very fluffy and is afraid, unwilling or unaware to answer the most important question:

    Why should someone play this game?

  23. I don't mean to nitpick by rehtonAesoohC · · Score: 1

    Does it seem to anyone else that the graphics engine in this game already seems extremely aged?

    I understand that MMOs have a longer development lifespan than most other kinds of games, but it seems like they started off with a crappy engine, threw some cell shading onto it, and then said "Ok, that looks decent enough, on to the rest!" It may also be an issue of not seeing the graphics in motion or something, but by and large, from the screenshots I've seen, it just seems like some crappy texture work with lines around every outlying polygon.

    Again, I don't mean to nitpick, but you'd think that in today's cut-throat next-gen MMO development environment, they would have put a higher emphasis on better graphics.

    1. Re:I don't mean to nitpick by hodagacz · · Score: 1

      You can turn off the black outlining in the advanced graphics options. I think it looks really good with outlining off.

    2. Re:I don't mean to nitpick by pdboddy · · Score: 1

      Eeh, you can only get so realistic before you start to choke the average computer. MMOs appeal to a wider crowd than just the "hard core" gamers. And this came up recently in an article somewhere, can't find the link currently, about how fun or a good story beat graphics.

      And as mentioned, the outlining can be turned off. I left it on for a reason... it gives a comic book feel to the game.

      --
      Julie Moult is an idiot.
    3. Re:I don't mean to nitpick by jitterman · · Score: 1

      I don't play MMOs so I wasn't going to voice an opinion, but since you ask, why yes, I *do* think the graphics kinda suck, at least in still-frame. I don't think you're nitpicking at all.

      --
      For conscience is the wound, and there's naught to staunch it
    4. Re:I don't mean to nitpick by God+of+Lemmings · · Score: 1

      First of all, the cell shading can be turned off, but I do have to agree that they could have quite easily put better quality textures in it.

      --
      Non sequitur: Your facts are uncoordinated.
    5. Re:I don't mean to nitpick by spyrochaete · · Score: 1

      The game is actually remarkably attractive, and the cel shading makes faraway objects very recognizable. Screenshots never do justice to games these days - you need to see it in action.

    6. Re:I don't mean to nitpick by kannibal_klown · · Score: 1

      You can turn off the black outlining in the advanced graphics options. I think it looks really good with outlining off.

      I had to

      At least at release, my machine was CRAWLING with those enabled. I'm not whining about 20fps, but under 10fps... single-digits. It was stutter city, and I was getting annoyed at the game as a Core2Duo w/ nVidia 8600M + 3GB Ram isn't exactly weak and well-enough above the min requirements.

      But once I turned off the outlining and shadows I'm around where I'd expect to be in an MMOG with its requirements -- smooth save for the occasional lag or insane screens (w/ tons of players spamming their powers).

      If I get a new rig I'd liketo see how the game looks (in motion) with all of that enabled. On one hand I enjoy the screen with all of that enabled, it looks a lot like CoH. On the other, I wonder what I'm missing.

    7. Re:I don't mean to nitpick by Calithulu · · Score: 1

      Thank you for that. I've been enjoying the game quite a bit, but the comic-book look and feel (which I enjoyed for the first couple of gaming sessions) is no longer as interesting to me. I'll be changing that up tonight!

  24. Re:First true MMO innovation I've seen in a long t by murdocj · · Score: 1

    They certainly aren't the first nor will they be the last MMO maker to say that rebalancing (which is what nerfing / augmenting is) is going to occur during the lifetime of a game. And they also aren't the first to allow people to change their skills when rebalancing occurs. WoW routinely refunds all of your talent points and gives you a free respec when they do a major change to a character class.

  25. Re:FIST SPORT by thesandtiger · · Score: 1

    Ha, nice :)

    But it *is* a role playing game, so pretending is kind of the point. Really, all games now are more or less "press buttons at the right time" so what is there to it other than the pretending?

    --
    Since I can't tell them apart, I treat all ACs as the same person.
  26. Re:First true MMO innovation I've seen in a long t by Hausenwulf · · Score: 1

    You can actually test and work with a power and get to know it and understand it before you commit it to your character.

    Kinda.... you can't test all powers unless you get someone else's help. The only powers you can really test on your own are basic damage powers.

  27. Unanswered questions by Locke2005 · · Score: 1

    How many different characters can you create? Where do you get the lifetime subscription? (I don't see it on the website.) Is this a game even an 8-year old can enjoy? And most importantly, how large can you make the female Champion's breasts?

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
    1. Re:Unanswered questions by pdboddy · · Score: 1

      There are sixteen slots for characters.

      The lifetime subscription was for pre-orders only, and ended around Sept. 1st.

      The 8-yo could enjoy the game, yes, if they like MMOs.

      About this big.

      --
      Julie Moult is an idiot.
    2. Re:Unanswered questions by zogre · · Score: 1

      How many different characters can you create?

      8 to start with, eventually they plan to offer additional character slots for a small fee. However, in-game each character can have multiple costumes that are completely different from your original (even down to changing body size and proportions) so it's not quite as inflexible as the 8-character limit initially seems.

      Where do you get the lifetime subscription? (I don't see it on the website.)

      AFAIK, the lifetime subscriptions were only offered up until the official release - so unless you participated in the Beta or the "early start" offered to certain pre-order customers, it wasn't really an option.

      Is this a game even an 8-year old can enjoy?

      There's lots of bang-boom, the controls are fairly simple, an 8-year old that enjoys comics and has the computer skills required to operate the game could enjoy it. I would not let the child play unsupervised, though.

      And most importantly, how large can you make the female Champion's breasts?

      Quite large, but not disturbingly so. There really isn't any 'boob physics' to speak of, like you'd see in a fighting game. They just sort of poke out there like a pair of bulbous road cones.

      I get much more amusement out of making characters that have disproportionate bodies - huge gangly arms with short legs, gigantic melon head, etc.

    3. Re:Unanswered questions by zogre · · Score: 1

      As far as I know, regular subscribers only got 8 - lifetime subscribers received an additional 8 slots as a 'thank you' for dropping $200 on the lifetime subscription.

    4. Re:Unanswered questions by pdboddy · · Score: 1

      Ah, well, I do have a lifetime sub, so I was going with what I saw on my screen. :P

      --
      Julie Moult is an idiot.
  28. Re:FIST SPORT by geekoid · · Score: 1

    Once the game gets to MMO, it's no longer a role playing game, no matter how much you or I would like it to be.
    It's a smash fest with a shiny grab with a bunch of assholes.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  29. Rookie reviewer? by rAiNsT0rm · · Score: 1

    Contradictions and free passes galore. I've worked as a game reviewer and this has all the hallmarks of a rookie trying to cover a massive title like an MMO. Major UI lag, poor quest structuring, lack of starting areas, etc. yet all is forgiven each time and the game still pulls away an 8/10? 7/10 maybe would be a truer reflection based on the text given here, max. Some of the issues raised can be fixed fairly easily via patches, some may be more laborious, but once they have been addressed then maybe an 8/10 is more in order.

    People underestimate the time required for even modest length titles, and MMOs often take weeks of play - not levelling or playing for fun, but dedicated review work where many characters are created and every nook/cranny/feature is tested - and obviously if the reviewer is sitting on a lvl 31 none of this was done. Slashdot has always failed miserably on game reviews and I think it is one of those things better left to the places that do them best.

    --
    http://teasphere.wordpress.com - A little spot of tea
  30. Good to see I'm not the only one by Moraelin · · Score: 1

    Actually, it's good to see I'm not the only one.

    And I don't think it's just the engine.

    When I put the biker vest (as a random example) on a character in the old COH, I can really see the wrinkles and whatnot on it. In CO it just looks a lot more bland and smoothed out, in between those cel shading lines.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  31. Heh. Now that's a new kind of troll by Moraelin · · Score: 1

    The posters problem is that it's not like WoW.
    Clearly he is trying to play it like it is.

    Heh. So, I'm complaining about the difference to _COH_, and your conclusion is that it's about it not being like _WOW_? Well, that's certainly a new kind of troll. The kind who can't even read.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  32. Seems like Just a Console Title by Phrogman · · Score: 1

    The whole look and feel of CO makes it seem like a title designed to be played on a console, not a PC. I was severely disappointed in this title, despite being a big fan of COH/V, because it felt like nothing more than a simplistic console product, aimed at the ADHD crowd. You never seem to stop fighting, everything is a distaster happening now, the whole world is full of a new criminal every 20 feet etc. The simple UI for attacks and blocks was also unimpressive.
    I am not a console player, I like complex games and I like the control to be had from a mouse and a PC-oriented UI. This game seemed to lack that in spades. It felt like I ought to be using a console controller and I just couldn't shake that.

    Now I admit I have a bias against consoles. I have played a lot of them and always lost interest in short order. As a result I lost interest in this game as well, without ever making it out of the tutorial.

    I would give it a 3/10 personally. COH was brilliant and I will likely return to playing it at some point, but this simply failed to make the grade.

    --
    "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
    1. Re:Seems like Just a Console Title by Duradin · · Score: 1

      Hear, hear! Everyone should know by now that requiring every key on the keyboard to have unique bindings for every permutation of shift, ctrl, and alt is the pinnacle of UI design. Only a simpleton could get any enjoyment out of a game where the developer put even the smallest amount of thought into how a player would want to interact with their game.

      We, the elite, proudly suffer the indignities of clumsy and awkward UI just so we can say we're better than everyone else! Can I get a Harumph? Harumph! Harumph! Harumph!

    2. Re:Seems like Just a Console Title by quantum+bit · · Score: 1

      I would give it a 3/10 personally. COH was brilliant and I will likely return to playing it at some point, but this simply failed to make the grade.

      Ironically enough, CoH has gotten a lot better since it was sold to NCSoft and the lead designer left to go make Champions...

  33. No grouping by T.E.D. · · Score: 1

    I'm enjoying the game immensely, but I've seen no mention of the game's most glaring ommision, if not what might actually kill it: Total lack of LFG support.

    Getting out and meeting other players is what MMORPGs are all about. To support this, modern games all come with some kind of built in interface to help players looking for groups and groups looking for more players meet up. Champions has...nothing.

    In a way, it is actually worse than you might imagine. At least in most games you can fall back to spamming global chat with "LFG" messages. However, Champions' shard design means that any such message will only go to the 40 or so players who happen to be on your shard. There could well be 20 people sitting around waiting at the entrance to some group quest and spamming zone chat for teammates, but they will never meet up if the game happened to put them all on different shards. What this means in practice is that groups are very rare. I have seen a few supergroup-tagged heroes running around, but they are a minority. If you want to find a good group, you will probably have to find some offline way to meet up with them. The flip side of this is that once you do find some friends to play with, meeting up with them couldn't be eaiser. Since there are no servers, you don't have the situation where friends get stuck with mains on different servers, or have to develop chars (perhaps the same char!) on different servers so they can play with friends and with their guild.

    You also don't have to do silly things like write down your friend's alt names of a slip of paper to keep track of them all, and add all 30 of them to your friends list. Characters are designed using a "Toon name@account name" format, and adding the account name as a friend (or guildmate) is sufficient to get all of their alts, now and forever. Chats work the same way. You don't have to care about servers or alts; if a friend is playing the game, you can find out and chat with them.

    1. Re:No grouping by God+of+Lemmings · · Score: 1

      I have to agree. The developers really do not understand how big a problem this really is. Unless they fix this, the game will die a slow death, or at least sputter along until they do add it. I figure i'll play it now for a couple months. Then give up if they don't fix LFG. Maybe in a year I'll check back if its still around.

      --
      Non sequitur: Your facts are uncoordinated.
    2. Re:No grouping by vertinox · · Score: 1

      I belong to a supergroup who we do vent, but even then its rare we group up because we can't share missions because they are chained or have level requirements despite the side kick feature.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    3. Re:No grouping by T.E.D. · · Score: 1

      I want to build on this, because it leads to an important implication of the total lack of grouping: no specialization.

      You see, since there is almost no grouping, every toon has to be capable of soloing. By mid levels this means no glass-cannons, no pure DPSers, no support characters or healers. You could try to play a low-DPS tank, but you'd get tired of the slow leveling farily quickly.

      There are all sorts of nifty offensive or support stance-like passive skills that it would be cool to build characters around, but it doesn't matter. Since everyone has to be able to solo, everyone has to use one of the 4 viable defensive passives instead (some would argue there are only 3 or even 2 viable ones). Everyone has to take a self-heal. Everyone needs their own hold of some kind. At higher levels, everyone needs some kind of flight.

      So ultimiately, the lack of grouping support not only isolates the players, but homongonizes the characters as well.

    4. Re:No grouping by Synn · · Score: 1

      Wow, no grouping tools? Yeah, that's death. It's also pretty surprising because in CoH grouping is so easy to do and common place. It was the number 1 reason why I'd resub every now and then, the social aspect.

      Actually, I take that back, it's not surprising. MMO's are 100% a social game yet the grouping in them almost always seems like an after thought. When really, it should be the core the game is built on. Grouping, guilds, auctioning, crafting for other players, PvP interaction... all are pretty core.

    5. Re:No grouping by T.E.D. · · Score: 1

      Well, I was around at release on CoH too, and it also came out w/ no grouping tools. They added the LFG tool soon after release, and improved it with filters and whatnot periodicaly afterwards. I'm assumeing the Champions devs will do the same, because this is such an obvious problem. But for now it is a serious issue.

    6. Re:No grouping by aaron552 · · Score: 1

      IIRC, there *is* a (cross-shard) search tool, but it's rubbish, and the filters don't even work properly. Hit 'O' on the keyboard to open it.

      --
      I had a sig once. It was lost in the great storm of '09.
    7. Re:No grouping by T.E.D. · · Score: 1

      Actually, I just found it this morning (after some cryptic mention of it in yesterday's patch notes). You are right about it needing a lot of work. Everyone I found with it this morning wasn't actually logged on. I know it doesn't just find all players, because I tried searching for my wife's account with it, and got nothing.

  34. Re:First true MMO innovation I've seen in a long t by DerekLyons · · Score: 1

    Gamers see thru BS like this, a nerf is a nerf.

    No, gamers call anything they perceive as a nerf a nerf. Even if the nerfed thing was obviously spectacularly broken.
     
    I remember back when I played UO, the devs released a tame that a) anyone could control, and b) was equivalent in combat power to tames that normally required a fair amount of taming skills (I.E. would normally pretty much require a dedicated tamer). Within hours of the release the devs stated that it was broken and would be fixed - yet, when they did a week later, the cries of 'nerf' were spectacularly loud.

  35. The entire review is BS by SmallFurryCreature · · Score: 1, Interesting

    Read it carefully, remembering things that were said in previous paragraphs and it quickly becomes clear that the reviewer WANTS to be positive. A deadly sin, a reviewer should always be neutral.

    Easily fixable bugs are okay? If they are easy to fix, then why haven't they been fixed?

    He has to grind between content and as you say, there is a reasonable amount of content? Didn't the reviewer say at the beginning that this ain't the dark ages anymore, MMO's have been around for a long time and dev's should know better now.

    CO is Yet Another MMO that doesn't innovate as much as try to chase the twitch/PvP crowd, or worse the console crowd. Others have complained about how simple the game is to play, almost as if designed for a gamepad. No kidding, the game is going to the 360.

    As I like MMO's a lot I have spend a lot of time thinking about MMO's and frankly, I think the drive for both twitch and PvP are hopelessly flawed for an MMORPG.

    Why? The proof is in other games.

    There are TWO games we play often and more importantly for LONG times, long past their graphical lifetime.

    The first are the multiplayer FPS. I have long since grown past it, but you didn't play Quake for the pretty graphics, you played it for the instant hard action. But these games all have one thing in common. You are equal. Think about it, everything about multiplayer FPS games, tries to balance the players to extreme, often by simply making them exactly the same, or by playing both sides of the battle in turns.

    Why is the RTS Starcraft so loved? Because the sides are superbly balanced.

    But this goes against the heart of a (western) RPG, to build your own character, different from others. In a game like Neverwinter Nights, you get to choose from several classes and it is very clear that not all are equal in combat. Dungeon and Dragons Online even warns for this. Some classes are harder to play then others. How do you balance completly different classes with totally different roles? You can't.

    This is like starting a game of counterstrike, and one side is given pistols and the other machine guns. Ouch! But an MMO never forces you to switch side and the session never ends. In multiplayer FPS/RTS any advantage you do take, ends at the end of the session.

    There are however other games we play for long times, but these games tend to be more about strategy, development. Slow process where we carefully plan our actions. Wether that is an empire building game or the sims or a strategy or a (civilian) flightsimulator, in these games we have a set of skills/capabilities and the game is to learn them and how to use them best. Wether that is sorting our what sims need to do what to get all the stuff done and still advance, or plot the course of an aircraft, or direct a battle doesn't matter. These games are NOT about twitch, they are about tactics, stategy and thinking.

    WoW and EQ and all similar games are like this. You have a character, you learn its skills and then you use these skills. It ain't about twisting and turning but using the right skills at the right time. Twitch is NOT what is needed here, it only distracts.

    The proof is in Champions Online "block" skills. As another poster has explained, it has nothing to do with blocking, let alone predicting when an enemy has to be blocked. A meter is displayed, when it is full you should have pressed a button or you take a massive amount of damage. Bugs (mentioned in the review) or design mean your actual skills are interrupted while this is going on. Gone all your plans, all your tactics. And it goes on constantly. The combat quickly ends up as nothing more then pressing your cheap attack, power attack when you got power and BLOCK whenever the light comes on.

    But isn't that fine for dozens if not hundreds of console action games? Yes, but those games ain't player for hundred of hours. Action games come and go very quickly.

    MMO's shouldn't. They are very expensive to develop so a publisher needs the kind of a

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:The entire review is BS by VGPowerlord · · Score: 1

      I'm digressing a bit, but surprisingly, class-based multi-player FPS games work fairly well.

      Team Fortress 2 being my main example here... it's one of the most popular FPS games on Steam, where it fights Counter-Strike and Counter-Strike: Source for most played multiplayer game.*

      Team Fortress 2 doesn't try to balance each class against every other class. Instead, with 9 classes, each class is good at killing 4 classes, and not-so-good at killing 4. Against the same class is an even match. Medic is somewhat exempt from this rule, because even though they are still good at killing certain classes, chances are that they won't be doing that.

      For instance... the Spy (one of TF2's more unique classes) has an instant kill backstab, can disguise as the other team, and has an invisibility cloak (can't attack while invisible). His primary role is to sneak behind enemy lines, disguise as the other team, then backstab members of that team. Taking this into account, Spy is:

      • Not-so-good at killing Scout (Faster than Spy)
      • Good at killing Soldier (Slower than Spy)
      • Not-so-good at killing Pyro (Sets Spy on fire; flames are team colored and show while cloaked)
      • Good at killing Demoman (Slower than Spy; tends to stand in one spot while setting stickybombs)
      • Good at killing Heavy Weapons Guy (Slower than Spy; Slows down even more while firing Minigun)
      • Not-so-good at killing Engineer (Stays near sentry gun)
      • Not-so-good at killing Medic (Faster than Spy; tends to watch for Spies while healing others)
      • Good at killing Sniper (Tends to stand in one spot; slows down while Sniper Rifle is zoomed)

      Essentially, Spies are good at killing slower classes (Soldier, Heavy) and people who stand still (Demoman, Sniper)

      Spies are also good at killing Engineer's sentry guns, but they have one less weapon because of it. Also, the Engineer can kill Spy if he knows what he's doing.

      Note that this is just the baseline, player skill can turn this around.

      *steampowered.com is blocked where I work, or I'd search for the stats page to link here.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    2. Re:The entire review is BS by brkello · · Score: 1

      I have to disagree with you. While certain classes in WoW are less twitchy than others, I found playing PvP to be very twitchy (and I have played competitively in FPS's). I played a rogue and maybe that had something to do with it, but positioning mattered and being able to not only move to the right spot mattered just as much as knowing what skill to use next. And, of course, how good your gear is.

      I think the main issues with MMOs is how do you balance classes for PvP and PvE? It seems difficult to do because any change you make to balance it for one can have an unintended effect on the other.

      Also, gear matters way too much in WoW. They have done a better job of giving PvP rewards for people who do PvP (rather than forcing you in to PvE dungeons to get them). But what I would love to see is a "fair" battlegrounds option. Everyone who goes in to the battleground will have the best (or at least equal) tiered pvp equipment regardless of what they have in game. It would make it fun for people levelling since they wouldn't have to worry about twinks ruining the fun and make the game based more on skill. The twinks would hate that option because only twinks would play in the normal battle grounds, but I think overall it would be more healthy for the game in the long term.

      I think the big problem for game companies making MMOs now that want to beat WoW is that WoW keeps getting better. It was decent when it came out but was still buggy as hell. Now, after years of development, it is much less buggy. So people forget how WoW was and compare the WoW of today to games just trying to launch. There is no way they can compete. There is just too much code and too many players for anyone to nail a release and be better. On top of that, WoW's new expansion is going to re-do the original world so that it will be up to date with all the cool stuff they added in the expansions. How do you beat that?

      WoW really has all the cards right now. If they are smart, they will never need a WoW 2. They can just keep the story going in this world and update graphics, engine, etc as necessary to keep it fresh. No one will be able to deliver the experience Blizzard can because it is a game that has been refined for so many years. The only way they can lose is if they fail to keep the vision they have in the company. I don't see that happening for a long time. But who knows, history has shown us plenty of examples of people on top making mistakes.

      --
      Support a great indie game: http://www.abaddon360.com
    3. Re:The entire review is BS by oGMo · · Score: 1

      Every other is dying or near death and none of made good on their promise "We are totally different from WoW, so everyone will love us".

      Well, don't forget about EVE, which is perhaps the only other "truly different" MMO. Not only is it not dying, it's showing continued growth. But it is different, and by different that means not the same, so it may not appeal to everyone. But you can't ask for an MMO that's different then demand it be like WoW. Personally, I just grew tired of space.

      That said there is also Fallen Earth, which is rather different as well. While it claims to be a FPS MMORPG, that sortof fades into the background as a sortof gimmick of the battle system, but it's not a bad thing---at least in principle. For me what truly sets it apart is simply the depth and breadth of content with the complete lack of necessary direction. They have big plans, and if they can work the bugs out of their client, they might actually pull it off.

      --

      Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

    4. Re:The entire review is BS by bloodhawk · · Score: 1

      If I had mod points I would be modding you up as you seem to have nailed it. I subscribed to CO after all the hype and quite frankly it is a buggy poorly put together piece of crap. With the simplicity of the game and arcade style of it I found myself completely bored within a few hours and within a week I canned my subscription. Even though I have a few weeks left on my free month I doubt I will even log back into before then. This game was a major disappointment.

    5. Re:The entire review is BS by SmallFurryCreature · · Score: 1

      Bit late responding but still. Are you serious? You can't be comparing TF style classes with RPG classes can you?

      I know what you mean, but to translate this to RPG terms, this would mean every class has the EXACT same build.

      Quake and others give you nine weapons, there are differences and they all got their strengths and weaknesses, but balancing 9 weapons/classes that can't be tweaked any further is far far easier then balance a 9 classes with a dozen build differences and outfites and LEVELS!

      Do a simple test, what would happen in TF if a slow class could up its speed?

      In a way, you confirm my point. MMO's are to complex to balance, "simple" fps games can do it because there are only a few variables. In a MMORPG, forget it. Play a druid vs a fighter vs a wizard in a D&D rpg.

      --

      MMO Quests are like orgasms:

      You may solo them, I prefer them in a group.

    6. Re:The entire review is BS by VGPowerlord · · Score: 1

      I probably should have quoted what you said that I actually replied to.

      You said:

      The first are the multiplayer FPS. I have long since grown past it, but you didn't play Quake for the pretty graphics, you played it for the instant hard action. But these games all have one thing in common. You are equal. Think about it, everything about multiplayer FPS games, tries to balance the players to extreme, often by simply making them exactly the same, or by playing both sides of the battle in turns.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  36. No Props for HERO Games and Steve Long? by FellowConspirator · · Score: 1

    C'mon. I'm sure the MMO is nice and all, but give credit where credit's due. Champions and the HERO system games are very good RPGs. I still have a huge collection of d6's from that... Who doesn't love the uber-villain with a 300-point VPP who puts it all into 8d6K+AP+IKB, ... am I wrong?

    Actually, from what I can tell, they mostly borrowed the name and a concept or two from Champions and that's about it. Not much of the ACTUAL Champions game is found in the MMOG

    1. Re:No Props for HERO Games and Steve Long? by pdboddy · · Score: 1

      Hehe.

      Cryptic bought the rights to the HERO system IP, and leased it back to Hero Games, while creating an MMO of it.

      On first blush, there isn't a whole lot of the original Champions system in the MMO, however, there is a huge amount of "power" diversity, in that you can take individual bits and pieces from the other powersets and incorporate them into your own character's powers. Which is a bit of a nod to the original RPG, imho.

      --
      Julie Moult is an idiot.
  37. Re:FIST SPORT by thesandtiger · · Score: 1

    So says you. This might shock you, but there are people who experience different things differently.

    I generally hang in game with a decent bunch of people, and don't experience much of the assholery. Maybe try finding a different bunch of folks?

    --
    Since I can't tell them apart, I treat all ACs as the same person.
  38. Re:First true MMO innovation I've seen in a long t by hansamurai · · Score: 1

    You know, the whole "nerf" thing isn't just used to piss off gamers, sometimes it is really used to fix broken things. Everything you described about the Blizzard spell sounds like it was broken. Not "broken".

  39. Re:First true MMO innovation I've seen in a long t by thaylin · · Score: 1

    I nerf is anything that changes an aspect to a game in which it lowers its power. Blizzard WAS broken, you stated it yourself: "It was ridiculously powerful". If something is ridiculously powerful then it is more then likely too powerful, hence broken. This is why you think it was a BS nerf. Now the players who did not make the sorceress and had to play PVP against them with more balanced skills see this as a bug fix, because it gave them a better chance. In Champions if they change something in a way you dont like you can retcon, same as respecing in wow, but a lot more expensive.

    --
    When you cant win, ad hominem.
  40. What do former Champions players think? by robkill · · Score: 1

    I'd be curious to hear what players of the old pen and paper RPG version of Champions think. The best part of the game was the separation of game mechanics from character type. It sounds like CO got that part right. The differences between normal, killing, no normal defense, and ego/psi attacks also made for interesting character variety. Combat in the original RPG was somewhat tedious and arithmetic-intensive. The review mentions "killing" henchmen. One of the hallmarks of the RPG were characters with "Code Vs. Killing" psychological limitations. What world would accept superheroes who casually walk into a fight and kill their enemies?

    --
    DMCA - Chilling free speech since 1998.
    1. Re:What do former Champions players think? by T.E.D. · · Score: 1

      Just like any other decent MMORPG, the universe of the old product isn't much more than flavor. Games that tie themselves too tightly to lore developed for a totally different medium might as well tie themselves to a boat anchor and be done with it.

      This is precisely why Cryptic gave up on Marvel and bought Champions outright.

  41. Re:First true MMO innovation I've seen in a long t by CodeBuster · · Score: 1

    And they are owning up to the fine tradition of nerfing by admitting that they might nerf something, but offering some alternatives so that you don't have to start over from the very beginning. I expect every MMO will be watching this piece of code very closely and will probably immitate it in every MMO from here on out.

    There have been similar solutions in other MMOs where characters affected by a nerf were offered a limited time opportunity to re-assign skills, powers, etc...Although, in a game like COH, where so many items and enhancements are geared towards certain skills and powers and can only be acquired through play, this remains an imperfect solution. However, those who are affected by a nerf should ask themselves, "Do I really want to play in an unbalanced game where everyone eventually chooses 'the combination' because it is hands-down better than any other possible build"? Ultimately, that is fun for neither those who benefited initially from the unbalanced characters or those who all create new "uber-build" characters with the unbalanced skills and powers.

  42. Too bad I can't play it on the 360 by elrous0 · · Score: 1
    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  43. Re:FIST SPORT by Starayo · · Score: 1

    Foxbat doesn't count as a hero, unless I somehow missed a quest. :P

    --
    Ezekiel 23:20
  44. Re:FIST SPORT by GodfatherofSoul · · Score: 1

    I thought the intro level for WoW was perfect. Enough repetition to allow yo to figure out how to manage your toon, yet not enough to bore you, and not so dangerous that you found yourself dying over and over and becoming frustrated. I remember the first time I played, I was completely sucked in and went 4 hours or so before I forced myself to quit playing. Of course, in the months to come, this self control was completely lost.

    --
    I swear to God...I swear to God! That is NOT how you treat your human!
  45. Glossy, ad-copy writeup overlooks flaws. by Remus+Shepherd · · Score: 1

    The writeup reads like ad copy. I've been reading about CO -- I haven't played it, mostly because of what I've been reading -- and from all reports it's nowhere near as appealing as Soulskill makes it sound.

    The UI is generally described as 'horrible' and 'clunky'. The launch was moderately poor, with a variety of huge early nerfs that caused a minor player revolt. The central mechanism of combat -- attacks that build endurance, so that you can power up to larger attacks -- appears to have basic flaws, in that combats are repetitive clickfests with little strategy. (Yes, even since the end building 'attacks' were changed into toggles to make it feel less tedious.) Ranged characters have overwhelming advantages compared to melee. And worst of all, the open world missions are an invitation to griefing -- your hero might have to queue up in a line to defeat an enemy and finish your mission, or you might get your enemy down to a sliver of health only to have the kill -- and the mission -- stolen from you by another player.

    A side issue is Cryptic's attitude in and out of the game. Deceptive recruiting on the City of Hero forums, astroturfing fan sites, and a character in CO that shouts, "You are as boring as competing MMO!". Unethical companies like that are not ones to whom I want to give money.

    I'm glad people enjoy CO, but let's be honest about its status in the MMO world. Its poor launch and failed, regressive mechanics mark it as a new second-tier MMO. If it is meant to be WoW in tights, it might be barely suitable to those who crave that sort of thing. If it is meant to be a followup to CoH then it fails, as the original superhero MMO is a more evolved, superior game.

    --
    Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
    1. Re:Glossy, ad-copy writeup overlooks flaws. by pdboddy · · Score: 2, Insightful

      Ah, so if I were to type that it was a fantastic, spectacular game and that you need no other game after this, you'd believe me because of what I've said, instead of trying it out yourself? :P

      It's UI isn't "horrible and clunky", it is no worse or better than any other MMO out there (which in my experience tend to be rather cluttered at times). I will agree that it's launch could have gone more smoothly, however, a number of games lately have had less than spectacular launches, and still have done well.

      Your argument that combats are repetitive clickfests is specious in that in that EVERY MMO requires often repetitive clicking to play. WoW, LotRO, CoH, WaR... you click your powers/abilities in a particular pattern. The actual combat is tactics, the strategy comes in (like many MMOs) finding the best angle of attack, pulling (which is an artform) the best number of mobs so as to be able to defeat them efficiently, and so on and so forth. Reading how best to beat the end boss, which abilities work best, how not to TPK, all of that applies to CO.

      As for recruiting, name a corporation that doesn't headhunt? And the character in CO shouting that, that's just funny. I don't see how that is unethical. :P

      It is neither WoW in tights, or a followup to CoH.

      --
      Julie Moult is an idiot.
    2. Re:Glossy, ad-copy writeup overlooks flaws. by Anonymous Coward · · Score: 0

      It's neither WoW nor CoH, but I do wish that CO had taken more of the teaming mechanics from CoH. Right now, it's only slightly better than WoW for teaming, in my limited experience. People do team for things other than instances. But you can't see what missions other people have, and some missions aren't shareable. I don't know if teammates are able to enter those instances or not; since they can't see them, it's herding cats to get them to the spot in the first place.

      All in all, it's gotten a 'meh' from me. Which kinda sucks, since I bought a lifetime sub, but on the bright side there's absolutely no time pressure to log in before my time expires. I'm assuming it's going to get better in at least some ways.

    3. Re:Glossy, ad-copy writeup overlooks flaws. by pdboddy · · Score: 1

      Yeah, I will agree there that the missioning could be better tailored to teams. While there are things like X-fire and Teamspeak to coordinate your team, they could have built something into the game itself to perform the same function instead of relying on external aps. I too have a lifetime sub, it is nice not to have that pressure of having to get my money's worth.

      --
      Julie Moult is an idiot.
    4. Re:Glossy, ad-copy writeup overlooks flaws. by Anonymous Coward · · Score: 0

      I'm just pissed that my wife and I both snagged CO with the expectation that it would blow us away and act as the mechanism that broke our perpetual WoW-itis. Two weeks later we've stopped our subs and are back to WoW. Mostly because the game's UI-lag + server lag plus the fact that we apparently have rigs that are behind the times; we can both run the Aion Beta maxed out with no issues, but CO runs like hell unless we bump the graphics to minimum....gah. I need something more impressive to force me to upgrade my system, alas.

      So Aion will be our next and last hope for a while....

    5. Re:Glossy, ad-copy writeup overlooks flaws. by pdboddy · · Score: 1

      Ah yes, there is trouble with lag and the UI, it is something they are working on, from what I have read. They had similar issues with CoH/CoV initially, from what I remember. I'll have to give Aion a shot, incidentally. :) I hope that Cryptic can get stuff ironed out so that Star Trek Online launches more smoothly.

      --
      Julie Moult is an idiot.
    6. Re:Glossy, ad-copy writeup overlooks flaws. by pdboddy · · Score: 1

      CO topped both Steam and Direct2Drive download charts for last week.

      PC Sales Charts: Still With The MMOs [PC]

      --
      Julie Moult is an idiot.
  46. Re:First true MMO innovation I've seen in a long t by Anonymous Coward · · Score: 0

    You misunderstand. What the GP is saying is that CO is the first to let players try out a new skill/spell before committing to its purchase, not that they were the first to do balancing acts or to offer free respecs after major changes.

  47. Re:FIST SPORT by thesandtiger · · Score: 1

    I was being nice; I have a soft-spot for geeky guys who are completely out of their depth.

    --
    Since I can't tell them apart, I treat all ACs as the same person.
  48. Re:FIST SPORT by Anonymous Coward · · Score: 0

    Once you personally decide not to roleplay, it's no longer a role playing game for you

    That's on the house. Further truth fixes will be billed at $1/word.

  49. Re:First true MMO innovation I've seen in a long t by The+Evil+Couch · · Score: 1

    That's not entirely true; you can test crowd control powers, damage mitigation powers, and self-buffs, too.

  50. Re:FIST SPORT by Daswolfen · · Score: 1

    As a Champions player, I can tell you there are places in the game where role playing is going on. They have built several clubs and other areas for players to gather and roleplay. They do a much better job promoting the RPG aspect of the MMORPG game (notice the last bit... its RPG, stands for ROLE PLAYING GAME) than a lot of other games.

    What it boils down to is, you play how you want to play.

    --
    Don't rush me, Sonny. You rush a miracle man, you get rotten miracles.
  51. Re:First true MMO innovation I've seen in a long t by sleepdepzombie · · Score: 1

    The difference between a free respec in WoW and a full Retcon in CO is that in WoW you're switching different abilities within the same class. After the respec your Rogue (or whatever) is still basically the same character it was before. In CO a full retcon allows you to change nearly everything about the character. The dual wielding sword fighter can suddenly morph into a ranged caster, a healer, a tank, or whatever.

  52. Re:FIST SPORT by VGPowerlord · · Score: 1

    The last new character I played in WoW (before quitting yet again) involved doing generally nasty stuff like killing innocents and destroying cities, ending with you attempting to destroy Light's Hope in Eastern Plaguelands (a battle you can't win) and fighting of the boss's from Naxxramus (a battle you can't lose).

    Granted, this is only for the newest "heroic" class: Death Knight, which required you to have a level 55 character already. So, you were expected to know most of the game mechanics already, and this just introduced your class's abilities and generally explained how a Death Knight became part of the Alliance/Horde in the first place.

    Of course, Blizzard just wrote themselves a blank check when it comes to starting areas with the new expansion... all the areas from the original (pre-expansion) game are being redone. This includes starting areas. Oh, and this change affects everyone, not just those who buy the Cataclysm expansion.

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  53. Ugg... by Datamonstar · · Score: 1

    Cell-shading... No thanks.

    --
    The eternal struggle of good vs. evil begins within one's self.
    1. Re:Ugg... by Anonymous Coward · · Score: 0

      What.

  54. Re:FIST SPORT by Ihmhi · · Score: 1

    Um, I can't think of any game - ever - that doesn't fall under the header of "Press buttons at the right time".

  55. Re:FIST SPORT by david.given · · Score: 2, Informative

    Oddly enough, my copy arrived today, so I've just played through the tutorial. It was slightly less smooth for me.

    The first problem was due to billing; after feeding the serial number into the registration form it asked me what subscription type I wanted: credit card or gamecard. There was no option for 'my copy came with a month's worth of time and I want to see whether I like it before giving you my credit card number'. I eventually had to make a transatlantic phone call to tech support in the USA to get that sorted out. Poor, Cryptic. Very poor.

    The second problem was the 10-minute load time. No, not kidding, it sat there at the loading screen for ten minutes. I've only played it once so far, so I don't know if it's going to do that every time or whether it's just the first time. Either way it's not a good first impression.

    The third problem was getting the graphics set up. I have a 2GB Celeron D 3.2GHz with a 1GB GeForce 9500GT graphics card. Not the latest hardware, sure, but still perfectly reasonable, and it'll run WoW at 1440x900 with all the settings on max. Even with the resolution cranked down and all the settings on minimum, Champions would still chug periodically, and the graphics quality is comparable to World of Warcraft. In particular, loading geometry would cause it to slide-show for a few seconds. Getting out of the starting zone improved things a lot, but it still feels very sluggish. What's more, there wasn't any attempt to autodetect a sane set of, er, settings --- out of the box I was getting a 1fps slideshow.

    Once into the actual tutorial --- yes, the tutorial is indeed very cool. There are some sections where you're obviously being led around by the hand. Fighting through the Champions HQ was more like following Defender around through the pitch black corridors (level design tip: always provide enough light to see the walls by) until he led me to the next plot coupon. But there's a lot of very nice touches; such as the instanced victory parade for you, just you, where all the people you rescued are in the audience making apropos comments (and the guy who's supposed to be going on holiday is dashing off in the distance, late for his plane). That's cool.

    In general I like the idea of the action-packed tutorial. It was certainly fun. OTOH it was also overwhelmingly busy. The WoW tutorial starts you out with an almost completely blank screen which gradually fills with elements one by one as you learn about them. In Champions, on exiting the tutorial at level 5 there's still lots of stuff on the screen which I don't recognise (and the tooltips don't help). I think on the whole I prefer the WoW approach where you at least get a quiet area where you can practice walking before having to take on the alien horde.

    After a couple of hours the gameplay is still unfamiliar, but my first impression is that it's much less smooth than WoW. Little things like when you rotate the viewpoint with the camera and then press 'walk', your character takes a couple of paces in the wrong direction before turning --- I fell off a couple of things because of that. The autotargeting is a good idea; if you press the 'punch' button and nothing's targeted, it will autotarget the closest item. OTOH if you've been using a ranged power on one target and another one jumps you in melee and you start hammering the 'punch' button, nothing happens other than 'target out of range' appearing in tiny letters until you reach for the mouse. All this stuff needs polish.

    The actual UI is clunky and unintuitive and can be largely summed up with the phrase 'Comic Sans'. Everything has a tooltip, but they're uninformative and take far too long to appear. At one point one of the NPCs tells me to press 'i' to bring up my inventory. Well, 'i' doesn't work because I picked the Fantasy keybinding set rather than the Champions keybinding set. Having different keybindings available is a very nice feature --- but it would be nicer if the docs got updated to match. I still hav

  56. Re:FIST SPORT by Chad+Birch · · Score: 1

    Both of those sound better than FFXI's tutorial, which consists of:

    << Welcome to <servername>! >>

    According to update notes, apparently they added a tutorial NPC on Sept 9, 2008 (the game came out on May 16, 2002), but that was a little late for me to experience it.

    --
    Sturgeon was an optimist.
  57. Re:FIST SPORT by thesandtiger · · Score: 1

    That was the entirety of my point, that without pretending, any game is just pressing buttons at the right time.

    --
    Since I can't tell them apart, I treat all ACs as the same person.
  58. Re:FIST SPORT by Anonymous Coward · · Score: 0

    In fairness to the WoW contrast you made, WoW did rethink their starting quests when they introduced their new hero class (death knights). In your first 5 levels (which go by ridiculously fast compared to the very old days), you invade a well defended village, get a free mount to take you places as fast as those areas allow, accumulate powers at a phenomenal rate, and slaughter the elders of a large and well defended town. All while helping the (arguably) most powerful NPC villain in the game, whom you eventually betray.

    I really don't see anything new or impressive coming out of CO, including this whole retcon (Warhammer Online has always done this too, btw) and "epic tutorial" thing. Although I am definitely glad other games are picking up on these properties that gamers want to see in their MMOs.

  59. Re:FIST SPORT by thesandtiger · · Score: 3, Interesting

    Most of the things you describe can be reached through the options menu in game (hit escape until a menu pops up, just like in WoW). I agree some of them are poorly labeled - but keybindings is it's own tabular section in the options pane.

    Here is something for some of your problems:

    1) Tooltips can be set to appear instantly. They are, initially, set to a 1 second delay. There's an option - I think under interface - for "tool tip display delay" or something like that. I set mine to zero, and the tips pop up right away. Found it by mucking around with the interface.

    2) There may be a way to have it automatically change targets to the guy hitting you in melee when you were shooting someone else, but this behavior in CO is exactly the same as the behavior in WoW. If you have a ranged mob targeting you and you hit a melee distance attack, it'll say out of range, so you'd have to handle it how you handled that situation in WoW. There are some control options that you can change around, but they take a bit of fiddling. I completely redid my controls to be more like a shooter, and I use a 360 gamepad with it and it's very easy to do.

    3) UI and camera lag: I keep on hearing about this from people, but I don't experience it. My system isn't all that high end (2.8gz Wolfsdale, nVidia 260 card, 2mb ram, xp sp3) so I don't know if it's the specs or the OS or what - I just haven't had a problem with the camera not turning quick enough or anything like that.

    4) The loading screen - was it patching? You may have been verifying files or something. It shouldn't take that long in future if it's patches, but then, maybe it will - you might have a lot of cruft on your system and are experiencing choked memory, perhaps?

    Generally, the performance has been improving steadily with patches. I haven't had any negative issues with the performance - it was good enough for me at launch, but it's gotten a lot smoother since, which is gravy.

    Graphically, at reasonably low settings, yes, it looks about as good as WoW. I have it running at nearly maximum settings and it looks phenomenal to me - MUCH better than WoW does in pretty much every way. If you can swing it, check out the 260 - it's a decent performer at a pretty reasonable price. I think a lot of the things you experienced in the tutorial might have been things you could change - boost the alpha (the rooms weren't dark for me, though somewhat shadowy, given that many of the lights had been shot out) and I'm also using the better lighting options, so maybe that changes a lot. I get around 30-40fps steadily, regardless of where I am.

    On my roomie's machine, she runs it like a slide-show, though she's got 2gb vista, I think an 8800gt or possibly a 6800gt - it looks about as "good" as city of heroes on her computer, and she's getting 15 or so FPS. She says she's about due to get a new machine (or upgrade various components), and for less than $500 she's going to have a system a bit better than mine when she's done.

    Good luck, and hope your performance issues get resolved, or that you at least have fun :)

    --
    Since I can't tell them apart, I treat all ACs as the same person.
  60. Champions online... How to make a mediocre MMO by ashelton · · Score: 2, Informative

    That was certainly a positive review. Overly positive in my opinion. This game is extremely shallow in terms of content and the questionable mechanics. There's actually a lot less decent character designs (unless you are making furries or robots), the power choices are narrow and repetitive and the gameplay often revolves down to using 3 powers (end builder, single target, AoE) for 40 levels. At which point you discover the end game has only been pencilled in. I mean it's not that bad, though the developers are doing there best to nerf it into the ground because they did little balancing during beta, and you can have some fun playing through it. But it's nothing special and actually less interesting in terms of gameplay than CoH (which at least nailed grouping with it's scaling instances, enough rewards to make it desirable and the MA).

    This was what I wrote for a MMO gaming site to try and collect my thoughts after beta.

    The champions NDA has just come down a week before the game is released. I quite liked City of Heroes, an older superhero MMO, so I applied and got into beta and have been playing it for a while. Sadly it's just not that great a game, IMO obviously. And some of the reasons for saying so are because the design made some questionable decisions, like:

    1. Have a weak, derivative or inappropriate foundation for the game.

    In the case of champions online the original design seemed to be most strongly formed by the console environment and existing material (Marvel ultimate alliance). These are fine as considerations or influences but the design process also has to address what the game will be adding that is new or has interesting gameplay possibilities. Like any large production getting this answer clearly defined in the early stages will save a lot of cost compared to trying to retro-fit a solution later.

    The main gameplay influence was on a more action oriented environment, no doubt encouraged by the console gameplay. Goals included no downtime, high character mobility and more engaging combat in highly varied environments. In practice though some of these things are very hard to do in an MMO environment. And some of them have immediate costs. For example with no downtime how do you encourage a player to manage energy rather than just constantly use their biggest attack? How do you have engaging combat in an environment that has to deal with lag and the resulting uncertainty in character positions. Meanwhile having mobile characters immediately limits how interesting power animations can be. Solving these problems in an interesting way would provide a firm foundation for a game. Or you could...

    2. Build the world first, worry about fun later.

    It was fairly clear that they focused first on getting the engine and world working. When beta started the game world was in a reasonably advanced stage but the mechanics were still quite basic. It felt like they'd been farmed out to different staff members which really limited the cohesiveness of how the powers interacted to form good gameplay. In addition I can assume each developer had a fair amount of grunt work such as fleshing out powers or designing itemization. Faults in the game world, such as the chronically bad UI or massively undocumented powers are more obviously broken, and attract more fault reports, than global things like design weaknesses. This tends to distract developer attention without a core designer tying it all together.

    However the two lead designers for this project were noticeable only by their absence. Major game mechanics remained unexplained and unclear even very late in the beta process. Information on design was more likely to come from Bill Roper doing publicity seeking interviews than any sort of interactions with the beta community. The "State of the game" posts which were probably meant to fill this function were often missing, outdated or more like annotated change notes than anything which would offer insight. It may have been that there was deep design work

  61. Re:FIST SPORT by Starayo · · Score: 2, Funny

    Out of their depth? Have you SEEN what that ping-pong ball can do? If he was a bit more focused, it wouldn't be Dr Destroyer we're worried about.

    --
    Ezekiel 23:20
  62. How I dislike CO. Let me count the ways. by Chas · · Score: 2, Insightful

    1: Fugly. However, I'm prepared to put up with fugly if the gameplay is there.
    1.1: Fugly in a way that interferes with gameplay. This I'm NOT of a mind to ignore. Ever.

    Essentially, two of the major graphical advances being touted with CO (over CoH) were:

    A: Cell Shading
    B: Depth of Field

    Guess what two of the most frequently turned off effects are.

    A: The Cell Shading outline (makes the game somewhat less fugly).
    B: Depth of Field (it interferes with targeting almost anything beyond melee range).

    Pardon me but WHOOPS! The two "big" features (graphically) and people are turning them OFF to play in an acceptable manner?

    2: Teaming is pointless to the extent that you could say it's discouraged.

    Basically, unless you gimp yourself in-game, EVERYONE is a "tankmage". The game doesn't really scale the difficulty of missions to properly account for a team. There's no real in-game benefit to it. You don't make more "money" and don't get more XP than running the same thing solo (due to having larger pools of enemies).

    3: It's a console button-masher. Sure, their XBox port got delayed more or less indefinitely, but the console fingerprints are all over this. Sorry, but I haven't been into button mashers for years (due to CTS). Even though you can auto your endurance-builder attack, it's still annoying.

    4: Wow, eight whole alt slots (16 if you bought the lifetime sub). Sure, to someone fresh from another MMO where you get ONE character per account, this may seem generous. But, even Cryptic admits that, having studied CoH extensively, most players there had an average of SIXTEEN alts. Comparatively, CoH gives you a starting allotment of 12 characters PER SERVER. There are 11 US servers (plus the Test machine).

    11x12=132

    Moreover, you gain character slots as veteran rewards (keeping a continuous subscription), and can purchase more as well. This gives you up to 36 alts per server.

    11x36=396

    This essentially allows you to try any and all crazy builds in the game. Without risk of having to bump a well built character elsewhere to make room for it.

    Moreover, for several issues now, CoH has had dual-builds. In other words, your toon can have a build designed for one thing, then swap out to another build with a different set of power choices and enhancement slotting.

    5: Play is completely repetitive. You run through it once and you're pretty much done with the game. Yes, it's going to take time to fill more content, but even CoH had pathing for various origins so that it was nearly impossible to have a single character who had run EVERY mission/mission arc in the game.

    6: Deceptive recruiting and marketing.
    Needless to say, a certain company tried to utilize a former partner's/competitor's community forums to recruit people for their games. This left something of a bad taste in the mouth of some.

    Also, less than a week (one day) post launch, there was a massive nerf of powers, XP earnings, etc. Now it's possible to RUN OUT OF NEW CONTENT IN YOUR RANGE to level on. This means you have to repeat things and grind to make up the deficit.

    There was another row over their offering of lifetime and six-month deals to bring people in the door. They said nothing about limited quantities, and only placed a time limit on when these packages would cease being offered. Then, almost two weeks to the deadline, they announced that they were "out of lifetime subscriptions".

    ???

    I can see the marketing angle of this. They want to make sure they don't sell too many of them and hurt future profitability. However, they should have been up-front about the fact that they were offering limited quantities.

    7: Not-so-micro transactions. This, in and of itself isn't inherently evil. CoH does it for boosters and expansions. My gripe is simply how miserly the initial offering of CO was compared to what you're going to be expected to buy later on.

    8: Customer-hostile support. Started way back i

    --


    Chas - The one, the only.
    THANK GOD!!!
  63. Re:FIST SPORT by SilverJets · · Score: 1

    City of Heroes where I... Beat up 5 people infected with a virus, and then beat up another 10 or so to get the formula for the cure, but really, I didn't need to, because the NPC I rescued seemed more than capable of doing that.

    They added that NPC to the tutorial a few years after initial release of the game. It used to just be you (or you and a few teammates you picked up in the zone) in there. I couldn't understand why they added the NPC and then realized that someone probably complained about the tutorial being too difficult or something. That's about when I called it quits for MMOs. They start out great and then quickly start dumbing the game down to the lowest common denominator practically handing you everything on a silver platter and players STILL complain things are too hard. WoW was the worst for this.

  64. Demo and EULA by Anonymous Coward · · Score: 0
    Not paying $50 for an MMO without playing a demo first for which none is available (Unless it's buried deeply beyond the reach of mortal souls), subscription fees are also buried at bottom of FAQs, also:

    License Agreement

    7. Upgrades. ... Additionally, Cryptic may update the Game remotely, including without limitation, the software client for the Game residing on Your machine, without Your knowledge, and You hereby grant to Cryptic Your consent to deploy and apply such patches, updates and modifications.

    Terms of Service

    We reserve the right at any time to: ...Change the terms and conditions of this Agreement;... Your continued use of the Service following such changes will be deemed acceptance of such changes. Be sure to return to this page periodically to ensure familiarity with the most current version of this Agreement.

  65. Re:First true MMO innovation I've seen in a long t by Anonymous Coward · · Score: 0

    Planetside used to have the same thing where you had an instanced virtual shooting gallery and could try out any item/weapon without needing the skill for it

  66. Customers vs. Devs by American+Terrorist · · Score: 1

    On the flip-side, it is possible to completely screw yourself over if you pick powers that don't synergize well. If, for example, you are a primarily ranged character (force bolts or something) but you take a melee energy builder attack (the basic attack that powers up your other attacks) you will probably not have much fun because you have to zoom in to build energy, then run away to fight at range. Or, you might make a "glass cannon" build - all offense with no defense. In the first 10 levels or so, you probably won't notice a lack of a passive defensive power, but very quickly after that you'll slam into a brick wall where you are repeatedly killed because mobs scale up under the impression that you will be a bit more well rounded.

    I personally would have never played WoW if respecs cost me 1000 gold. You just gave me all the reason I need to never play this game. Most players aren't devs, didn't play in the beta, and really have no idea what skills are useful. How are people supposed to know which powers synergize never having played the game before?

    Also, the utility of powers will change as you encounter different challenges or levels. The old version of Spirit Tap was great for my low level Priest, but once I hit the level cap (and even long before that) the skill was almost completely useless, and of course I wanted to respec to Blackout instead.

    This system you keep apologizing for seems bent on punishing noobs for making mistakes that they had no way of knowing they were making. Most people don't do 80 hours of research and interviews with top players before attempting to play a video game. Another thing that makes no sense: respecs cost 280 days of play time or free at the next big patch? Yeah, it all makes perfect sense now.

    You sound just like the Everquest devs shooting down all the petitions to make the game suck less to play because it didn't fit their pre-conceived notions of how long it was supposed to take to reach level 50.

    1. Re:Customers vs. Devs by thesandtiger · · Score: 1

      Well, that's cool, since you completely missed my point, and obviously don't know anything about the game. For example:

      - A "full respec" in this game would be the same as changing your class & race in WoW. Would you pay 1000 gold to be able to change from being a level 80 Draeni Paladin to a level 80 Troll Mage? Because THAT is what a "full respec" in CO is like. The only thing that doesn't change is your name & gender. Tell me, how many days of playing WoW do I need to engage in before I can turn my one level 80 character of one race/class into another level 80 character? Oh, what's that you say, I can't, unless I do the faction transfer thing for real money? You mean I'd have to roll *another* character to experience *another* way of getting levels? Oh, what's that, you say - it would be quicker for me to just roll an alt rather than pay to respec completely into an entirely new character? Gee! It's almost as if that was... by design...

      Further, in WoW, there is no "try before you buy" situation. I cannot get any idea - other than by reading forums or asking people - how good certain talents or abilities are before I get them. Can I do that in WoW without a full respec? In WoW, if I fumble finger and misclick when respeccing, can I unspend that point? What happens if I pick a talent that looks good but because of a tooltip erorr it actually sucks? In CO, I can try out any power before I buy it. It isn't perfect, but I can punch out a target dummy or get shot by a laser or duel another player to get at least some idea of how good/bad/useful/fun a power will be before I commit to it. And, I can sell off my most recent couple of powers (basically respeccing the last 5 or so levels of talents & powers) pretty cheaply if I need an undo button.

      I'm not in favor of punishing noobs for making bad choices. I'm in favor of not making it so that anyone with 1 character at max level suddenly and cheaply has *every possible spec* at max level instantly available to them. If I have 1 character in WoW at level 80, do you think I should the ability to spend 100 gold every time I want to switch to be ANY class of ANY race without having to level it up? Because that's what you are arguing for here.

      Further, the game has been out - officially - since September 1st. It is now September 16th. In that time, I have gotten 1 free full respec on all of my characters because of substantial changes made to one particular class of powers. I have seen respec costs drop somewhat. I have seen the policy on respecs go from "ONLY the last 10 choices can be respecced" to "you can respec all the way to zero, but it will cost you." The 280 days of playing figure - I don't even know where that comes from - but even if it is based on the drop-rates, this is an MMO, and given how things have changed in the last 15 days, I really think it's absurd to think things will stay the same for the next 265 of them, you know? Maybe I'm crazy, but as I said before, I just can't get alarmed over something I simply don't think is going to be an issue in the future given that so far it hasn't been an issue, and the things the devs have done have been in the "good" direction rather than the reverse.

      Finally, what's with the bitterness? I'm "apologizing" for a system? Gosh, I thought I was explaining it - because it sure seems like you know absolutely nothing about it, but want to keep on making false assumptions about it and getting all up in arms over your misunderstandings. I never once mentioned doing research or interviewing people about the game, never once mentioned "go to the forums to learn about powers" or anything of the sort - every bit of learning I've talked about doing is stuff that anyone can do in the game itself. I suppose it's easier to get upset at someone when you just make shit up to get upset about, but it's really not particularly helpful, you know?

      --
      Since I can't tell them apart, I treat all ACs as the same person.
  67. Re:FIST SPORT by thesandtiger · · Score: 1

    Ah, you're right - I remember why they added the NPC: it was when they added in the ability to rescue "allies" so that was a demonstration of it.

    The best thing about the COH tutorial is the ability to skip it.

    --
    Since I can't tell them apart, I treat all ACs as the same person.
  68. Presence Attack! by Chelloveck · · Score: 1

    But can I crank up my Presence stat and force my enemies to surrender just due to my shear godliness?

    --
    Chelloveck
    I give up on debugging. From now on, SIGSEGV is a feature.
  69. "So, you just kill and collect?" by EnderTheIrish · · Score: 1

    Let me just deposit my two cents, here, and make sure that I'm understanding what people here are bitching about. *Clears throat and gets onto soap box*

    YOU ARE PLAYING A FUCKING HERO. What the hell else do you expect to be doing as a HERO? Should yahtzee be involved? How about tea with grandma? NO! You're a fucking hero. The only things heroes ever do is beat some ass, retrieve stolen/rare items/hostages or otherwise armageddon-inducing weaponry, and occasionally cry at night with or without your hot significant other who occasionally gets kidnapped. THAT'S IT. Oh, sorry, forgot one. A Hero will also (depending on the circumstances) delve into discovering their mysterious past, known to practically everyone but them.

    If you're looking for something bigger, I mean, maybe you should shift into some other kind of genre. Because when you break it down, that's what you're doing in every mmo. Kill, collect, grind, customize. That's the formula for every MMO; its success is just in the way of how the developers vary the formula. Sure, you can say story has something to do with it. But I know plenty of people who are in ridiculously lore-heavy games, and they click through virtually every ounce of story because your objective will show up in the log. I'm not saying that's what the majority do, but all one has to do is compare the numbers of an rpg server to a pvp server(s). Just saying. *Hops off soap box*

  70. Feed off of it, but won't play it. by Anonymous Coward · · Score: 0

    This game does a handful of things very VERY right. And the rest are bland.

    The good.

    1- All Servers connected... no more 'oh, you're not on my server' nonsense. This needs to be copied and used in any MMO from now on (or ongoing ones)

    2- Naming System... have any name you want (with your account label on it to keep it seperate). Brilliant on two grounds... no more XXXSp1d3rm4nXXX characters, AND no more people making alts to be anonymously annoying. Have the name you want. There should be a way to hide the "@acct" thing, unless there are more then 1 of them in chat... or maybe have it be on mouse over only. However it's done, I want this in all other MMO's

    Other then that, it's CoH 2, and will likely just steal enough customers to hurt both games, but not really get anywhere. The game itself is just... dull. I've seen people bitching about character slots... what on earth would you need multi-characters for? Pick whatever powers you want and put them on one char... take every op power, use it till they nerf it, then respec to the new flavor of the month. I could see leveling 2, MAAAAAYBE 3 characters... 8? what's the point, they barely have that many power sets, and consitering by top level you HAVE to use 2 sets (not enough powers in one tree to JUST be electricity or something). You'll use all the sets you're even slightly interested in within 2 or 3 chars tops.

    Other games need to eat this ones brains to gain it's two good points, but avoid it's attempts at content. The game is just - dull -

  71. Re:How I dislike CO. Let me count the ways. by Anonymous Coward · · Score: 0

    1. Far from fugly. Not fantastic, but it's ok
    1.1 I'd like to know how it interfered with your gameplay

    I play with Cell Shading, cause it give a "Comics" feeling, and Depth of Field (without targeting problem. I can easily target from afar to find boss in mob cluster, with Flying I feel like a bird of prey.

    2. You obsiouvsly have only played Beta. People almost always ask for help when they go fighting master-vilain or huge cluster of henchmen. Passive defenses have been nerfed to oblivion, DPS focused character can't tank 6+ henchmen anymore.

    3. Action-oriented game. 'nough said.

    4.First real argument. Ok, 8 slot sucks. But there multiple builds. You get the second one at lvl15 and the third one at lvl20 I think.

    5.True. Not enough quests, game is very repetitive if you're playing it for the second time. They're working on it.

    6.Ahah ! Who cares except CoH fanboy ?
    Lifetime subscription returned after 24h because people complained.

    7. No reql content is out yet, how can you judge something that doesn't exist ?

    8. Awesome customer support ! They screw up sometimes, but always try to make things better.
    Dev often comment their decisions on the forum and they listen to the community.

    9. True. PvP sucks right now.

  72. Re:How I dislike CO. Let me count the ways. by Chas · · Score: 1

    1: It's my opinion. Nothing more.
    1.1: Depth of field turns everything beyond about 5 feet in front of you into a blurry mess. I'm sure I could bind something to grab an enemy target but..

    2: Pre-Alpha, Alpha, Closed Beta, Open Beta. That was enough for me to decide not to give Cryptic my money. Global nerf bait and switch after the fact is not a reassurance, but merely one more reason to avoid the game for now.

    3: I'm sorry, mashing buttons till something falls down isn't "action oriented". It's button mashing. Nothing more. That's like labeling a wild burst with a machine gun "precision fire".

    4: The others weren't arguments. They're opinions.
    4: And if I don't want to rebuild an existing character? What do those alt builds get me then? 8/16 vs 132/396? Contest? What contest?

    5: I know they are working on it. It's the bugbear of all MMO games. No publisher is EVER going to produce enough content to stay ahead of their voracious player base. However, the game's problem came about because of a badly executed confluence of content planning and badly timed nerfs.

    6: Someone who knows what "ethics" are without having to search Wikipedia for it.

    7: They've made their business model with CO unambiguously clear.

    8: I'll just say your experience is vastly different and leave it at that.

    --


    Chas - The one, the only.
    THANK GOD!!!
  73. But lets be honest by SmallFurryCreature · · Score: 1

    Eve is tiny. Meridian 59 also still has an audience, as does UO and the original Everquest.

    Champions Online did NOT aim to be a niche game. It aims to compete with the big boy. I would say boys but there really only is one.

    In my opinion it will quickly fall down to be another also ran.

    If your goal is 300.000 subscribers, then getting 300.000 is good especially if you keep growing slowly. That is what Eve does.

    If your goal is 1million+ and you get 300.000, then it ain't good. That is what I think CO is going to do.

    Ask SOE about this, they are very experienced with the process.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.