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f13.net General Forums => MMOG Discussion => Topic started by: UnSub on November 13, 2007, 06:23:33 PM



Title: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 13, 2007, 06:23:33 PM
Here's the link (http://www.1up.com/do/newsStory?cId=3164355).

It's possible, but there is also a lot of "No-one would talk to us, so it must be true!".

EDIT - updating the title to reflect subsequent events.

EDIT 2: because "MUO officially dead; Cryptic picks up Champions Online" makes no sense when MUO is being resurrected.

EDIT 3: because September isn't Spring 2009.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on November 13, 2007, 06:30:58 PM
They are on the right track but are looking at it from the wrong side. Think Microsoft and their history with MMOs. On the other hand Cryptic got a bunch of money from their sale of their part of CoH/CoV to NCsoft so they have opportunities to do things without needing a publisher to fund things like before.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 13, 2007, 06:41:20 PM
They are on the right track but are looking at it from the wrong side. Think Microsoft and their history with MMOs. On the other hand Cryptic got a bunch of money from their sale of their part of CoH/CoV to NCsoft so they have opportunities to do things without needing a publisher to fund things like before.


If the rumour is true, hopefully Cryptic isn't facing a lot of bills in paying back to Marvel / Microsoft for the cancelled MUO development.

Again, if the rumour is true, the MUO license is a poisoned chalice that no MMO dev should pick up again. It's been through Vivendi and Sigil before, now Cryptic...

I wonder why MS, who apparently gets online strategy in almost every other area, can't comprehend why they should publish a MMO?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on November 13, 2007, 08:37:20 PM
Quote from: UnSub
I wonder why MS, who apparently gets online strategy in almost every other area, can't comprehend why they should publish a MMO?
I actually think that answers itself. It's easy to think of MMOs as money-printing machines, until you're faced with the daunting task of actually building one, or hosting it. MS seems more appropriately structure to manage multifunctional systems that can deliver content and collect money from it a dozen different ways, for themselves and partners. MMOs are comparatively very vertical. It might just not be a good culture fit at all.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: geldonyetich2 on November 13, 2007, 08:53:45 PM
Still too insubstantial to say if MUO is really in trouble or not.  Just because the local 7-11 clerk and his manager don't feel obligated to give you the time of day (perhaps fearing it would invalidate their greencard) doesn't mean that they're moments away from closing the store.

Not that MUO isn't in trouble.  It's staring down the same barrel that ultimately pillaged Star Wars Galaxies: No game can be developed that will satisfy fan expectations of such a substantial intellectual property.  You might have a chance with a Spiderman game, a rare few of those turned out pretty good, but trying to tackle the entire Marvel Universe in one go is begging for serious compromise.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on November 13, 2007, 09:33:37 PM
I wonder why MS, who apparently gets online strategy in almost every other area, can't comprehend why they should publish a MMO?
I think they do understand that they should it's just that they've been having a hard time finding a good project to support. AC1 was okay, AC2 was a disaster, Mythica got cancelled, Vanguard was another disaster that they wisely unloaded, and now it's very likely they'll back out of MUO as well leaving it up to Cryptic to renegotiate with Marvel if Cryptic still wants to do it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 13, 2007, 10:27:46 PM
I wonder why MS, who apparently gets online strategy in almost every other area, can't comprehend why they should publish a MMO?
I think they do understand that they should it's just that they've been having a hard time finding a good project to support. AC1 was okay, AC2 was a disaster, Mythica got cancelled, Vanguard was another disaster that they wisely unloaded, and now it's very likely they'll back out of MUO as well leaving it up to Cryptic to renegotiate with Marvel if Cryptic still wants to do it.


Marvel signed the licensing deal with Microsoft Games Studios and then MSGS brought on Cryptic. I wonder (even if they wanted to) if Marvel could cut Microsoft out of the deal and go directly with Cryptic.

Of course, Cryptic wants to do more back-end stuff than they did with CoH/V, which this scenario would give them an opportunity to do.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Falwell on November 13, 2007, 11:14:34 PM
The fact that everyone asked about MUO dodges or ignores the question is pretty telling in and of itself.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nerf on November 13, 2007, 11:21:26 PM
Didn't MS publish Asheron's Call 1?  I could've sworn I used to have to login through a Microsoft page, and click the "play" button on the browser window that popped up for Darktide.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on November 13, 2007, 11:28:21 PM
Three posts up.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nerf on November 13, 2007, 11:34:26 PM
Whoops, missed that post.  I think the choice is clear though -  Asheron's Call 3, give us back AC1 skillsets, physics projectiles, and teh shiny, along with d2/HG:L randomized loot tables.  Oh, and naked pictures of natalie portman.

Best MMO -EVER-


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on November 14, 2007, 01:58:54 AM
Hard to get too worked up over this since they never really told us anything about the game.  By the time this thing got released, the 360 would have been nearing the end of its lifespan.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 14, 2007, 02:29:41 AM
Maybe, but the target release for MUO was 2008 and it was also Vista OS-compatible. So not everything hung on the Xbox 360 and it would have been a slight draw towards getting Vista more accepted by gamers.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: cmlancas on November 14, 2007, 05:33:17 AM
I'm with Nerf. But I want some sort of playable PvP that has no bearing on my character at all, via DotA style gameplay.

Oh, and if Natalie Portman is on the box, I'll buy a CE.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nerf on November 14, 2007, 10:25:15 AM
We're going to be in disagreement there then, in _MY_ game, when you die in PvP, we hire someone to show up to your house and kick you in the balls.  However, the first person to reach 10,000 kills gets to stick it in natalie portmans pooper.

I think it's a fair trade, really.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on November 14, 2007, 12:25:07 PM
Maybe, but the target release for MUO was 2008 and it was also Vista OS-compatible.

Yes, and we all know how likely MMO's are to hit their target release dates, especially ones that haven't released any screenshots or gameplay details.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 14, 2007, 04:26:11 PM
Maybe, but the target release for MUO was 2008 and it was also Vista OS-compatible.

Yes, and we all know how likely MMO's are to hit their target release dates, especially ones that haven't released any screenshots or gameplay details.

I'd prefer it if MMOs shut the hell up until they actually had something to say. I'm sick of MMOs launching sites filled with nothing but fluff content years before they ever come close to beta / release.

Besides, we all know how reliable gameplay details are when devs are explaining something that's only been half-implemented and is completely untested.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 14, 2007, 08:18:39 PM
1up's follow-up. (http://www.1up.com/do/newsStory?cId=3164400)

Still lots of unconfirmed sources, but the case against MUO seeing the light of day has grown stronger.

I for one would have loved to have seen the Virtua Fighter / 3D fighter combat mechanic implemented.

My opinion on this project is that, given this information, it looks like there was a lack of clear vision about how MUO should operate. Assuming the sources are accurate, I can only think that there are several very loud voices that have pulled this project in different directions.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on November 14, 2007, 08:53:17 PM
How can you possibly fuck this one up? Jesus Christ.

You made a super-hero MMO that basically let you play as Marvel characters. That's why you GOT the license in the first place. Just take the same game, reskin it slightly, make Wolverine a quest NPC, fix the most glaring flaws and call it a day.

This is like blowing an open dunk.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: geldonyetich2 on November 14, 2007, 09:03:18 PM
The article makes it pretty clear how they screwed up this dish.  Start with too many cooks (Cryptic, Marvel, Microsoft), add a heaping helping of cognitive dissonance (Virtua Fighter combat versus a pushbutton combo system), and put it on the backburner made of insurmountable technical problems (following Spiderman around with 478 friends at 4 FPS) until it's burnt to an inedible crisp.

I'm not sure why management didn't step in and make some solid decisions, but I'm not impressed with their completely hands-off approach.  Maybe it's not too late and they'll do just that.  We can hope so, if we ever want to play in a MMO with Spidy.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on November 15, 2007, 04:10:06 AM
Quote from: GeldonyetichBeta
We can hope so, if we ever want to play in a MMO with Spidy.

(http://www.darniaq.com/Images/spidy.jpg)

Otherwise, anyone surprised given the history?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: MisterNoisy on November 15, 2007, 07:46:51 AM
The article makes it pretty clear how they screwed up this dish.  Start with too many cooks (Cryptic, Marvel, Microsoft), add a heaping helping of cognitive dissonance (Virtua Fighter combat versus a pushbutton combo system), and put it on the backburner made of insurmountable technical problems (following Spiderman around with 478 friends at 4 FPS) until it's burnt to an inedible crisp.

I was really hoping that they'd just do Crackdown-style gameplay + CoH's character creator and instance it to keep latency down to a dull roar.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: shiznitz on November 15, 2007, 09:27:11 AM
How can you possibly fuck this one up? Jesus Christ.

You made a super-hero MMO that basically let you play as Marvel characters. That's why you GOT the license in the first place. Just take the same game, reskin it slightly, make Wolverine a quest NPC, fix the most glaring flaws and call it a day.

This is like blowing an open dunk.

I can imagine MS execs thinking along the same lines but coming to the conclusion:

Since CoX did XXX subscribers, how much more would a Marvel-skinned MMO actually do since anyone who is interested in a superhero MMO already tried CoX?

I don't agree with that logic, but it is certainly a conceivable train of thought for a corporate guy.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: BigBlack on November 15, 2007, 01:49:57 PM
I don't agree with that logic, but it is certainly a conceivable train of thought for a corporate guy.

Well, frankly, it makes sense to me - at least as a reason why you wouldn't simply re-skin CoH.  But the real issue seems to be that fundamental design decisions weren't ironed out nearly as early as they should be.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: geldonyetich2 on November 15, 2007, 01:51:54 PM
I was really hoping that they'd just do Crackdown-style gameplay + CoH's character creator and instance it to keep latency down to a dull roar.
(Crackdown (http://www.klov.com/game_detail.php?letter=C&game_id=7417)?  Oh right, Crackdown (http://www.xbox.com/en-US/games/c/crackdown/).)

Yeah, that would be pretty cool if they had went in that direction.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on November 15, 2007, 02:32:01 PM
I can imagine MS execs thinking along the same lines but coming to the conclusion:

Since CoX did XXX subscribers, how much more would a Marvel-skinned MMO actually do since anyone who is interested in a superhero MMO already tried CoX?

Isn't that something you think about before you sign someone up and begin funding them?

A Marvel-skinned MMO is exactly what Marvel Online was going to be. If there is no money in that then don't start the project.  If you think that CoX defines the upper size of the market and that isn't good enough for you then don't greenlight the project in the first place.

Now I suppose it's possible they out-thought themselves and figured they needed some sort of amazing differentiators. But then, why sign up Cryptic if you don't want them to make something similar to CoX?

This appears to be total mismanagement. Sign up a team because they made a super-hero MMO already, then decide that they have to do something totally different because their first game wasn't popular enough?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: BigBlack on November 15, 2007, 05:40:08 PM
Not to mention that, bringing the team over wholesale after their first MMO, you're essentially begging for the second-system effect to kick in.

I think ten years from now, this sort of mismanagement of the MMO-space by the suits will be rightly seen as clownshoes-level silly.  The market just hasn't produced execs yet who really bring 'veteran experience' to bear in this slice of the industry yet.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 15, 2007, 06:13:40 PM
Not to mention that, bringing the team over wholesale after their first MMO, you're essentially begging for the second-system effect to kick in.

AFAIK, this didn't entirely happen. Jack Emmert, Creative Director went to MUO, as did some of the CoH/V people. However, a lot of established CoH/V people elected to stay / were left on CoH/V. Cryptic then hired a lot of new people, a number of which were those with Xbox360 development experience.

If MS does pull the plug on MUO, they would have done it just over 12 months into official development. That's a pretty short time for a MMO to be developed. Perhaps someone did thing that all Cryptic had to do was reskin CoH/V and throw in the Baxter Building somewhere.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on November 15, 2007, 08:49:41 PM
Quote from: Margalis
Isn't that something you think about before you sign someone up and begin funding them?

You'd certainly think that. But this is the same genre in which a startup of three people secured the Star Trek rights and then hired the people to, like, design the game. This is why I was asking for (http://forums.f13.net/index.php?topic=11347.0) that old Sprite commercial in Gen Disc :) You don't need anything but a handshake to start a relationship and it's entirely believable for a suit to assume (people who made CoX) + (Marvel) > CoX, at least until they realize the latter was never all that huge at a time when Big Company Deep Pockets Success is measured in millions of subs.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: BigBlack on November 15, 2007, 08:51:03 PM
Re: the team switch, I stand corrected.  In that case, it was only a bad idea for all those other reasons.  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Aez on November 20, 2007, 02:33:29 PM
I'm surprised.  Cryptic is(was?) the most professional mmo developper I ever saw in action.  Their community management was AAA and COH was rock solid at release.  I played their game for 6 months, the patches made sense, the updates had good content.  I wish HG:L had bought their engine. The only thing that killed the game for me is that no one used the pvp arena 2 weeks after it came up and NO LOOT.

Anyway, I hope they will make an other game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on November 21, 2007, 01:30:44 PM
Hmmm... I have a different take.

This isn't on Cryptic I don't think. This is on Marvel.

"In City of Heroes, users were able to craft their favorite comic superheroes through the dynamic create-a-character system. Expectedly, our source tell us, you wouldn't have that option in Marvel Universe Online, and "there was bickering back and forth about how much the "real" Marvel heroes would play a part (you can't be Spider-Man, but you can be member #478 of his best friends club and follow him around all day), and scaling it for that many players at once was causing the Live team headaches."

Rule #1 of video games: The player is the star. Judging from that snippet (secondhand and skimpy, I know), it sounds like Marvel wants to  deviate from that central tenet. Instead of designing the game around the player, it seems like Marvel was forcing Cryptic to design the game around the IP. Follow Spider-man around in an MMO? Kee-rist.

This isn't about combat mechanics, or DIKU levels, or loot - that can all be hashed out. My guess is this is about Marvel Mary-Sueing their characters in the game and Stan Lee wanting them to be front and center, not the players, and both Cryptic and Microsoft know that such a project would be an epic fail.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: shiznitz on November 21, 2007, 01:40:13 PM
If that's what Marvel wanted, then they should have just married the Marvel license to CoX in some way and add the MU characters officially into that game as NPCs.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on November 21, 2007, 01:59:50 PM
If that's what Marvel wanted, then they should have just married the Marvel license to CoX in some way and add the MU characters officially into that game as NPCs.

No, my point is that I don't think Marvel/Stan Lee want the IP characters as just "NPC's" in the traditional MMO sense.

Unlike LOTRO, where you can meet up with Frodo, Pippin, Merry etc but they're only a small part of the story from the player's perspective, I think Marvel wants their heroes contingent to BE the story.

I.E. you spend your time running around helping the heroes out and you may even get to save their bacon once in a while, but the focus of the game remains on the Marvel characters. Wonder-twin powers, activate.

I can see Cryptic saying something along the lines of "Ok, we're going to have Spider-man being a quest-giver here and..." and Stan Lee frothing at the mouth that Spidey doesn't delegate assignments or give out quests. Might be true from an IP standpoint but it would make for a terrible MMO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Aez on November 21, 2007, 04:01:10 PM
If that's what Marvel wanted, then they should have just married the Marvel license to CoX in some way and add the MU characters officially into that game as NPCs.

No, my point is that I don't think Marvel/Stan Lee want the IP characters as just "NPC's" in the traditional MMO sense.

Unlike LOTRO, where you can meet up with Frodo, Pippin, Merry etc but they're only a small part of the story from the player's perspective, I think Marvel wants their heroes contingent to BE the story.

I.E. you spend your time running around helping the heroes out and you may even get to save their bacon once in a while, but the focus of the game remains on the Marvel characters. Wonder-twin powers, activate.

I can see Cryptic saying something along the lines of "Ok, we're going to have Spider-man being a quest-giver here and..." and Stan Lee frothing at the mouth that Spidey doesn't delegate assignments or give out quests. Might be true from an IP standpoint but it would make for a terrible MMO.

Might as well turn the major heroes into class.  "Full group LF lvl 30-34 Hulk to tank Magneto in danger room!!!"


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: naum on November 21, 2007, 04:28:40 PM
I thought 1up was already dead… …probably confusing it with some other $game_company…


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on November 21, 2007, 04:48:30 PM
If Marvel did want it that way, I think it could have been workable. It just would have been a LOT of work, and probably far less profitable than CoX. Not being the main characters is something this genre has been dealing with forever. And not having those main characters as static world NPCs isn't necessary a fail. Considering that these were the weakest points of games that (http://www.starwarsgalaxies.com) weren't that successful (http://www.lotro.com) anyway, there's not a lot of player expectations to go by here.

Limited-canned-dialog non-interactve NPCs in a static space is not a win.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 21, 2007, 09:16:33 PM
When Jack Emmert sat on a panel at Comicon (I think), he indicated that the plan was to let players play as the recognisable Marvel characters sometimes, such as in historic events in the Marvel universe (bad luck to the sap who gets to play Captain America during the Civil War missions). For the rest of the time, you'd be playing as your own character.

But this was a verbal discussion on a MMO with no set release date, so it would be very open to change. I have to think that Marvel would want a lot of control over their IP to the point that it could potentially be a sticking point.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: BigBlack on November 21, 2007, 09:23:03 PM
Not to nitpick, because I agree with your general point, but by "games that weren't that successful", you mean "games that produced significant revenue for their owners, but were not WoW"?  Really, by what reasonable business-person's standard is LoTRO not a success?

My personal, basic thought about how you could make CoX into Marvel Universe Online:

A million and one random encounters around town.  Practically every other corner you turn down, you see a Marvel Super Hero doing something interesting.  Fighting someone, in an argument with another hero, or just zipping along - you look up and see Silver Surfer or the Human Torch zipping by in the sky.  Spend tons of time and energy literally coding thousands of these (as opposed to the maybe dozens that were in all CoH zones combined), such that running around the 'shared spaces', you get the sense of a living, breathing Marvel universe that you're a part of.

Make them each have multiple outcomes, so all but the most jaded don't experience a whole lot of "hmm, seen that one before".  Make them mutually exclusive, so you don't see two Wolverines fighting two different bad guys a few feet from each other.

Very basic example:  Jubilee is tangoing with some Sentinels.  She's a bit out-matched.

If the player comes:  Helps fight them off along with Jubilee.  Get some XP if successful.  If you don't overkill the Sentinel robot (i.e. get it down to less than 5% health without killing it entirely?), and you've got someone with tech knowledge with you, you can salvage the CPU core and perhaps get directions to a Secret Sentinel Base instance.

If the player doesn't come to the rescue:  Eventually Wolverine comes dashing in to save the day.  Someone who comes running by well after the battle's started would witness this happening.

If the player doesn't come and Wolverine is busy:  Jean Grey pops in, holds them off for Jubilee to escape, and continues fighting them.

Several thousand flow-charted minor encounters like this.  All going on with relative frequency, all going on whether the player is around or not.  And the odds of any given one happening is rare enough that even if there's a specific one the player's heard about that he wants to experience (say, he wants to check out the Secret Sentinel Base above), it makes zero sense for him to try and search it out, he just has to wait until he happens to be in the right place at the right time.

With more elaborate, in-depth scripts for Marvel heroes to participate alongside the players in CoH-style instanced missions.


With enough polish - the make or break on this design, to be sure, would be a metric fuckton of polish - you'd have a pretty impressive virtual world to offer.

The art and scripting assets involved would be immense, though.  You wouldn't just be re-skinning CoH, with Spidey as Statesman handing out quests - you'd be modeling, animating, and scripting virtually every character even remotely known in the Marvel Universe.

Then, just have the admins force anyone who comes along as XxWolverine2xX to change their name and costume a bit.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Aez on November 22, 2007, 04:20:19 AM
Stuff...

Are you on crack?



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on November 22, 2007, 10:45:03 AM
Quote from: BigBlack
Really, by what reasonable business-person's standard is LoTRO not a success?
Same way SWG wasn't deemed one

The core games and even their deliveries were fine. As generic games they would be deemed successes no problem. But an MMO with the SW license not hitting the all-time record and keeping it? An MMO with the one license anyone who's ever even passed by a fan of fantasy not overtaking all of the predecessors that knocked it off?

These are the sort of promises made to first secure an IP and then to secure the funding. Neither game lived up to its promise. That, in business, is construed often as a failure.

Otherwise, I agree with your thinking on MUOizing CoX. It's a lot of work, but I don't think they need to go as deep as you've described at first. Just having Marvel characters you can help at whim within a CoX-setting (which anyone who's played CoX can see is eminently possible) would be enough of a different to be interesting.

Quality, fun factor and all that stuff TBD ;)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: stray on November 22, 2007, 03:20:30 PM
Eh, I'm not particularly interested to defend SWG or LotRO, but you make too much out of what they're "potential" was supposed to be. This is also the biggest reason why I'm glad that damn SWG thread is dead. It's all anyone kept saying, explicitly and otherwise. WAH! Star Wars. Woulda, coulda, shoulda..

Neither of those licenses guarantee stellar popularity. Whatever "promise" you're talking about barely exists. And whatever good Star Wars or LotR games that exist mostly stand on them being good "games" first, not necessarily good SW or LotR games. What's truly popular in the gaming world comes down to that. Take a look at the most popular games ever made, and the majority of them were brands/IP that popped out of nowhere.. The Sims, Halo, Final Fantasy, Grand Theft Auto, Mario, C&C, Warcraft, quite a lot of Capcom shit, etc..


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on November 22, 2007, 04:39:20 PM
You're talking as a gamer. Nothing wrong with that of course :-) I lived both of these games right alongside everyone else, so know what they ended up like (trainwreck and meh, respectively). Oh, and I'm a big fan of both IPs as well, so I was their customer.

My point above has little to do with gamers and all to do with the business folks that concoct these strategies before there's even a design (same thing happened with STO). People justify an extension of an IP through precedence, project the success based on <precedence>+<megaomg_IP> and when the result is only the precedence (or worse), that can be considered a failure. Otherwise, what was the point of securing the IP, bringing in another fee to eat away the monthly take, and increase both the size of the team reviewing everything that happens, but also the schedule it takes to pull it off?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: stray on November 22, 2007, 05:36:35 PM
These people who concoct things before design probably resemble those corporate dudes in "Big". Which, really, hasn't done much good for gaming OR their pocketbooks. I'm sure it's a fine strategy for toys however.

Anyways, the games I listed are both popular to gamers, but they all make mad amounts of cash as well. If you just want to talk about bottom line, those are still it. No game based off of Star Wars comes close to any of them, even the good ones.

...

I'm sure I'm missing the point here though and not fully understanding you, but I might as well say what I did anyhow.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 27, 2007, 06:27:09 AM
A piece of non-news: the Cryptic forums have been silent of redname posts of substance for about two weeks (at least), or since around the time 1up posted the story. Sure, some of the people have moved to NCsoft NorCal, but the ones who shouldn't have - Sporkfire aka Victor Watcher being the most notable - haven't said a thing in a few weeks after usually being pretty chatty.

 :tinfoil:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: geldonyetich2 on November 27, 2007, 12:43:28 PM
I don't think I'd be too talkative, either, if I had a green light to make a marvel MMOG and lost it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on December 06, 2007, 07:51:07 PM
A piece of non-news: the Cryptic forums have been silent of redname posts of substance for about two weeks (at least), or since around the time 1up posted the story. Sure, some of the people have moved to NCsoft NorCal, but the ones who shouldn't have - Sporkfire aka Victor Watcher being the most notable - haven't said a thing in a few weeks after usually being pretty chatty.

 :tinfoil:

... and as of yesterday, Cryptic is advertising for Online Community Relations Representatives (http://www.crypticstudios.com/index.php?option=com_content&task=view&id=168&Itemid=39). Despite their current ones being very silent.

Again, tinfoil hat time, but it's odd the Cryptic CMs can't even pop up to say "we're not dead".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on December 06, 2007, 09:45:20 PM
Did Cryptic have an CMs? All the CoH/CoV ones were/are NCsoft people (even pre-acquisition).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: geldonyetich2 on December 06, 2007, 10:02:14 PM
It's my fault, really, yesterday's meltdown scared off their previous CMs which were a poor replacement for CuppaJo when she went AWOL over to Tabula Rasa.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on December 07, 2007, 06:05:49 AM
Did Cryptic have an CMs? All the CoH/CoV ones were/are NCsoft people (even pre-acquisition).


They had Sporkfire (Victor Watcher), Kestrel (Christine Thompson) and Diamonds (their web tech guy) who have all been silent for more than two weeks after several months of active chatter. They were specifically hired by Cryptic for Cryptic, with Sporkfire being the MUO CM (at least as I understand it).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on December 07, 2007, 12:09:00 PM
Quote

As work on Cryptic Studios' upcoming projects progresses, we have reached a point where we must focus all of our energies toward ensuring that our presentations of those projects are the absolute best work we can do.

So effective today, we are closing the Cryptic Studios forums and blog.

We're excited about what Cryptic Studios has planned for next year and beyond, but we need to give those plans our undivided attention. There are some great things coming, and we can't wait to tell you about them!

We realize that our presence has been missed on the blog and forums, and we apologize. We have been paying attention though, and your feedback and suggestions have been noted!

Everyone at Cryptic Studios would like to thank you for your support and participation. We will be releasing more information about our projects in the coming months, so please keep checking CrypticStudios.com for information.

Thank you again, and we'll see you in 2008!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on December 07, 2007, 05:05:26 PM
True.  If you're not constantly communicating with your "fan base" you're not doing anything.

<Insert pie reference>


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: stark on February 11, 2008, 08:53:13 AM
Confirmed dead  :cry:

http://kotaku.com/354886/why-microsoft-murdered-the-marvel-mmo


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 11, 2008, 10:13:23 AM
So Cryptic has gone from having two superhero IPs to none?  What does that leave them, just the super sekrit MMO they were supposedly working on along with the now-dead MUO?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: IainC on February 11, 2008, 10:25:10 AM
So Cryptic has gone from having two superhero IPs to none?  What does that leave them, just the super sekrit MMO they were supposedly working on along with the now-dead MUO?

Aren't they widely rumoured to be the recipients of the poison chalice ST:O franchise?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 11, 2008, 11:04:17 AM
I thought they were picking up some of the ex-ST:O devs but whether it was for ST:O 0.20 or something else, who knows?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on February 11, 2008, 11:19:47 AM
Quote
"I don’t think it’s necessarily a case of what went wrong,” Kim told me. “I don’t know that that’s the right way to put it. For us we look at our priorities and all of the things we have to do. It’s a tough space. It’s a very competitive space. And it’s a space that’s changing quite a bit. …When we first entered into the development and agreement of the development of ‘Marvel Universe Online,’ we thought we would create another subscription-based MMO. And if you really look at the data there’s basically one that’s successful and everything else wouldn’t meet our level or definition of commercial success. And then you have to look [and say]: ‘Can we change the business model for that? Is that really viable given how far we are in development? And so forth. Does Marvel want to do that?’ There’s a whole bunch of factors.”


He could have just said "We pussied out" and he would have saved the reporter a lot of typing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on February 11, 2008, 01:22:30 PM
You have to wonder just how many still born MMOGs MS plan to litter the landscape with before they actually release one.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on February 11, 2008, 02:13:04 PM
So Cryptic has gone from having two superhero IPs to none?  What does that leave them, just the super sekrit MMO they were supposedly working on along with the now-dead MUO?

Aren't they widely rumoured to be the recipients of the poison chalice ST:O franchise?

Take this with a grain of salt, but I frequent the same local game stores in the San Jose area as a certain former Red Name on the CoX forums, and the way that he could "neither confirm nor deny" them having that license was awfully smug and cheerful.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WindupAtheist on February 11, 2008, 03:14:14 PM
Quote
"And if you really look at the data there’s basically one that’s successful and everything else wouldn’t meet our level or definition of commercial success."

Quick, someone give this guy the speech about how all those post-WoW games with 100k subs or whatever aren't really failures!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on February 11, 2008, 03:19:26 PM
Quote
"And if you really look at the data there’s basically one that’s successful and everything else wouldn’t meet our level or definition of commercial success."

Quick, someone give this guy the speech about how all those post-WoW games with 100k subs or whatever aren't really failures!
It's Microsoft.  Less than 100% of the market is too little.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 11, 2008, 03:26:49 PM
So Cryptic has gone from having two superhero IPs to none?  What does that leave them, just the super sekrit MMO they were supposedly working on along with the now-dead MUO?

Aren't they widely rumoured to be the recipients of the poison chalice ST:O franchise?

Take this with a grain of salt, but I frequent the same local game stores in the San Jose area as a certain former Red Name on the CoX forums, and the way that he could "neither confirm nor deny" them having that license was awfully smug and cheerful.

Speaking of CoX, resub dammit!  :angryfist:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on February 11, 2008, 03:34:45 PM
So Cryptic has gone from having two superhero IPs to none?  What does that leave them, just the super sekrit MMO they were supposedly working on along with the now-dead MUO?

Aren't they widely rumoured to be the recipients of the poison chalice ST:O franchise?

Take this with a grain of salt, but I frequent the same local game stores in the San Jose area as a certain former Red Name on the CoX forums, and the way that he could "neither confirm nor deny" them having that license was awfully smug and cheerful.

Speaking of CoX, resub dammit!  :angryfist:


I've been spotted!

:ye_gods:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on February 11, 2008, 04:18:31 PM
Quote
"And if you really look at the data there’s basically one that’s successful and everything else wouldn’t meet our level or definition of commercial success."

Quick, someone give this guy the speech about how all those post-WoW games with 100k subs or whatever aren't really failures!

If his definition of success is an income of no less than $100M per month than he's right. Beats me why anyone would build that business plan up front though.

Blizzard didn't, for instance.

This is rather like declaring you are abandoning your plan to make movies because someone already made Titanic.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 11, 2008, 04:37:09 PM
There probably were a lot of factors involved in the decision to cancel. If MS / Marvel thinks that WoW is the only game in the market worth paying attention to, then they aren't ever going to release one. At the same time, if they looked at the Guild Wars model or any other Asian RMT-orientated MMO, then they are probably going to be disappointed there too.

However, what hasn't really been said yet (that I've seen) is that MUO was meant to give the Xbox 360 a MMO. I know that AoC has been announced as an Xbox 360 title, but according to the Technology FAQ on the AoC site (http://community.ageofconan.com/wsp/conan/frontend.cgi?func=publish.show&template=content&func_id=1339&sort=PRIORITY,RELTIME%20desc&table=CONTENT), AoC isn't yet coming out on any consoles. Given that Xbox Live is one of the 360's crown jewels, a MMO seems like a natural fit. But even MS doesn't have confidence in console MMOs, apparently. Which leaves Sony in the driver's seat for console MMO development, with at least The Agency coming out on both PS3 and PC.

Alternatively, I've heard a lot of circumstancial evidence that the Xbox Live architecture doesn't scale well to MMO levels. If that's the case, the first Xbox MMO will probably be closer to Diablo or Hellgate London in terms of lots of instances for small teams. A 'traditional' world-format MMO wouldn't work.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 11, 2008, 04:44:24 PM
On a separate note:

 - the announcement (not of the cancellation, but the fact it went public) probably surprised Cryptic, given that they haven't yet taken down the MUO trailer from their site

 - a rumour on the CoH/V forums is that Cryptic will be announcing a deal with the Champions license on Feb 18th; it's just a rumour

 - some people are grasping at straws and saying how it appears that Marvel and Microsoft appear to be walking away, which doesn't necessarily mean that Marvel and Cryptic have parted ways (but MS has the license rights, so that's not correct)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on February 11, 2008, 05:42:05 PM
Don't forget that this isn't folks talking about the merits of launching a generic MMO. This is all about whether they think their IP with it's XX% awareness and YY% penetration would do any less than WoW, from someone not willing to invest the $100mil in development and probably that also in marketing to pull it off.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 11, 2008, 06:26:04 PM
Quote
"And if you really look at the data there’s basically one that’s successful and everything else wouldn’t meet our level or definition of commercial success."

Quick, someone give this guy the speech about how all those post-WoW games with 100k subs or whatever aren't really failures!

If his definition of success is an income of no less than $100M per month than he's right. Beats me why anyone would build that business plan up front though.

Blizzard didn't, for instance.

This is rather like declaring you are abandoning your plan to make movies because someone already made Titanic.

We going back to Titanic again?

My heart will go on...

If anything games have taught us, it's that IP's don't mean crap.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on February 11, 2008, 06:30:49 PM
Sounds like MS is getting out of the MMORPG business entirely -- not that they were ever really in it in the first place.

You have to laugh at the time and effort they put into various MMOs with nothing to show for it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 11, 2008, 10:37:26 PM
Halo MMOG. Planetside blazed them a trail there.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Dtrain on February 12, 2008, 04:20:19 AM
MS bought Brad McQuaid a lot of drugs. They're obviously good for something. But yes, I see nothing MMO on their horizon for a long time to come. And I still blame Vanguard.

Let's play a game of making predictions for DC Online: Lack of details will continue for another 3 months until the first big group of screenshots come out. No good details about the game for another 3 months, then a bunch of cool sounding details all at once and a firm release date. Release date is pushed back due to a puzzling SWG-esque beta where all those cool sounding details don't quite work right, most of the kinks get ironed out and we see a decent but unremarkable game in about 12 months, at which point the internet promptly farts, rolls over and snuggles up to WoW again.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on February 12, 2008, 11:48:17 AM
I'm actually happy MUO got shitcanned. We don't need another fucking Superhero Diku with a grindy grind leveling curve and 6,000 Wolverines per server.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on February 12, 2008, 12:06:45 PM
But... but... I'm tired of CoX and want a new dress-up MMO! 

No, seriously. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on February 12, 2008, 01:40:41 PM
But... but... I'm tired of CoX and want a new dress-up MMO! 

No, seriously. 

It's called a dresser.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 12, 2008, 01:52:53 PM
But... but... I'm tired of CoX and want a new dress-up MMO! 

No, seriously. 

Paper Dolls Online!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jobu on February 12, 2008, 01:54:18 PM
But... but... I'm tired of CoX and want a new dress-up MMO! 

No, seriously. 

It's called a dresser.

Does your dresser include pirate hats, medieval helmets, angel wings, and pasties? Actually.... don't answer that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on February 12, 2008, 02:04:09 PM
On a separate note:

 - a rumour on the CoH/V forums is that Cryptic will be announcing a deal with the Champions license on Feb 18th; it's just a rumour


A well balanced Champions-esque character creation system would be MMO nirvana. The IP itself is derivative shit.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 12, 2008, 02:20:54 PM
I thought that's what they tried to do originally with City of Heroes, failed, and then we ended up with the AT system.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on February 12, 2008, 02:34:02 PM
But... but... I'm tired of CoX and want a new dress-up MMO! 

No, seriously. 

Isn't Barbie making an MMOG?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on February 12, 2008, 03:50:33 PM
I thought that's what they tried to do originally with City of Heroes, failed, and then we ended up with the AT system.

Pretty much. Instead of power frameworks there were archetypes, and instead of advantages and limitations we just got enhancements.

In all honesty the complete freedom of the Champs system would be a balancing nightmare, but a system with the "illusion" of freedom and the liberal addition of non-grindy character points is a compelling concept. Doubt it will see the light of day though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Aez on February 12, 2008, 04:44:34 PM
What's in it for Crytpic?  At least they would had a popular IP with Marvel.  There's no point doing an other game with a smaller IP.  They should switch for fantasy, science fiction or something original.

I wonder what Cryptic is actually doing.  I hope they have 1-2 years done on something already.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 12, 2008, 06:31:54 PM
I'm actually happy MUO got shitcanned. We don't need another fucking Superhero Diku with a grindy grind leveling curve and 6,000 Wolverines per server.

So, which MMO are you currently looking forward to - the medieval fantasy diku with 6000 xxxBloodforKhornexxxs and a grindy PvP gear curve or the medieval fantasy diku with 6000 ...Crom...s and a grindy PvP gear curve?  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 12, 2008, 06:33:35 PM
I wonder what Cryptic is actually doing.  I hope they have 1-2 years done on something already.

Kestrel, their Community Content Writer, has indicated that Cryptic will be announcing something "soon".

BTW, if anyone sees Victor Watcher aka Sporkfire pop up anywhere, I'd like to know.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Dtrain on February 12, 2008, 10:53:51 PM
Mild mannered Victor Wachter is secretly Lum's alter-ego.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 12, 2008, 10:57:18 PM
I'm actually happy MUO got shitcanned. We don't need another fucking Superhero Diku with a grindy grind leveling curve and 6,000 Wolverines per server.

Ironically, that would keep it in line with about how many Wolverines there seem to be in the comics.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on February 13, 2008, 08:44:20 AM
I'm actually happy MUO got shitcanned. We don't need another fucking Superhero Diku with a grindy grind leveling curve and 6,000 Wolverines per server.

So, which MMO are you currently looking forward to - the medieval fantasy diku with 6000 xxxBloodforKhornexxxs and a grindy PvP gear curve or the medieval fantasy diku with 6000 ...Crom...s and a grindy PvP gear curve?  :awesome_for_real:

Whichever one doesn't suck monkey ass. Which could easily be either, both or neither.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tasmia on February 13, 2008, 05:47:55 PM
Confirmed: It's Champions Online (http://www.gameinformer.com/News/Story/200802/N08.0213.1711.09335.htm)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 13, 2008, 06:24:03 PM
Confirmed: It's Champions Online (http://www.gameinformer.com/News/Story/200802/N08.0213.1711.09335.htm)


My guy is going to have a 100D6 NND Killing Attack, I'm calling him "Rules Rapist".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 13, 2008, 07:52:13 PM
Confirmed: It's Champions Online (http://www.gameinformer.com/News/Story/200802/N08.0213.1711.09335.htm)


That's hilarious.

For some reason I see Jack Emmert waving sadly goodbye to MS / Marvel as they drive off, only to walk into a meeting room to sign on the dotted line and pick up the Champions IP.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 13, 2008, 08:09:29 PM
Confirmed: It's Champions Online (http://www.gameinformer.com/News/Story/200802/N08.0213.1711.09335.htm)


I'm not sure what they have to gain by licensing Champions.  They already have experience in creating a superhero rule set, and Champions doesn't exactly bring a rich world and well known characters to the table.  Is this just some way to avoid stepping on CoH's toes by saying "we aren't competing with CoH by doing a more or less unofficial sequel, we're doing a licensed game"?

To be honest though, my first thought when seeing that cover was that I wanted to hear more about the Aliens game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 13, 2008, 08:46:09 PM
Confirmed: It's Champions Online (http://www.gameinformer.com/News/Story/200802/N08.0213.1711.09335.htm)


I'm not sure what they have to gain by licensing Champions.  They already have experience in creating a superhero rule set, and Champions doesn't exactly bring a rich world and well known characters to the table.  Is this just some way to avoid stepping on CoH's toes by saying "we aren't competing with CoH by doing a more or less unofficial sequel, we're doing a licensed game"?

To be honest though, my first thought when seeing that cover was that I wanted to hear more about the Aliens game.

The way I see it (and having no inside knowledge at all) is this:

1) Cryptic puts a lot of work into developing a superhero MMO that will be MUO. They get various builds up and working on Vista and the Xbox 360.

2) At some point, MS / Marvel decide to pull the project. Someone who is more familiar with the kind of contracts that dev studios and IP licensees hold can fill in the blanks, but Cryptic probably gets to keep their work where it doesn't obviously violate copyright / the contract they signed.

3) Cryptic gets left with a superhero MMO build but no license to hang it off. Do they release an original IP? Do they seek investment from another source?

4) At some point, Cryptic's pen-and-paper connections pay off - Hero Games would just love to get their Champions system online. Hell, maybe these discussions started before the MUO deal popped up. How the bills are being split is unknown.

5) Cryptic is back on track with a superhero MMO release backed up by a less well-known IP but one with more flexibility. Whatever can legally be salvaged from the MUO production is / will be salvaged. Taking a quick scan of the Champions ruleset, it's very close to the AT system CoH/V uses but powersets are more flexible in development. Actually, having the Champions ruleset behind them makes it harder to be sued by NCsoft for creating a similar game because Champions is at least 10 years older than CoH/V.

6) Hero Games gets to make the jump to online (and are announcing it on the 18th (http://www.herogames.com/home.htm;jsessionid=aVlFw_F24rba)). ChampO becomes a new source of income given the poor state of the PnP RPG industry.

I've got to say that Cryptic is run by a bunch of geniuses or a group of asylum residents. Taking on MUO while still developing CoH/V was a masterstroke imo, but a huge risk. Selling CoH/V and losing MUO only to take on ChampO... it's either inspired or insane.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WindupAtheist on February 13, 2008, 09:35:35 PM
WTF is Champions?  Meaningless IP as far as the general public goes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on February 13, 2008, 11:18:45 PM
WTF is Champions?  Meaningless IP as far as the general public goes.

My thoughts exactly. Never even heard of it.

If anything it has negative value. The IP (I hesitate to even call it that) is a rules-set. Does anyone give a shit about what rules-set a MMORPG uses? So they have to do some work to conform to the rules (which may suck in practice) and the upside is...a name nobody has even heard of?

I can't wait for the press releases and forum posts that spin this is a good thing. That will be awkward.

I don't get your enthusiam UnSub. What is the upside here? "Less well-known" is putting it nicely...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lt.Dan on February 14, 2008, 01:10:21 AM
That's the good thing about it - no one has huge expectations (*cough* star trek, star wars, star gate *cough*).

From a dev's point of view though it provides a huuuge leap in terms of crap they don't have to design.  How'd supers come about? check.  What organisations are around? check.  Main villains? check.  Powers, abilities, mechanics? check.  A rules system that has been tested and works? kind of  (if you know the ruleset you know exactly why).

Now the can spend that time making it fun.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 14, 2008, 01:26:56 AM
That's the good thing about it - no one has huge expectations (*cough* star trek, star wars, star gate *cough*).

From a dev's point of view though it provides a huuuge leap in terms of crap they don't have to design.  How'd supers come about? check.  What organisations are around? check.  Main villains? check.  Powers, abilities, mechanics? check.  A rules system that has been tested and works? kind of  (if you know the ruleset you know exactly why).

Now the can spend that time making it fun.

No, it pretty much just provides a ruleset, and that kind of thing needs to get heavily adapted to work as a computer game anyway.  Various supplements were released which allowed you to more or less mimic different comic eras or settings, which is great if you're an RPG gamer and feel like doing Golden Age comic heroes one week, and maybe something closer in tone to the Authority the next, but not so great for developers who are trying to make a setting for a persistant world.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Simond on February 14, 2008, 03:17:50 AM
There probably were a lot of factors involved in the decision to cancel. If MS / Marvel thinks that WoW is the only game in the market worth paying attention to, then they aren't ever going to release one. At the same time, if they looked at the Guild Wars model or any other Asian RMT-orientated MMO, then they are probably going to be disappointed there too.

However, what hasn't really been said yet (that I've seen) is that MUO was meant to give the Xbox 360 a MMO. I know that AoC has been announced as an Xbox 360 title, but according to the Technology FAQ on the AoC site (http://community.ageofconan.com/wsp/conan/frontend.cgi?func=publish.show&template=content&func_id=1339&sort=PRIORITY,RELTIME%20desc&table=CONTENT), AoC isn't yet coming out on any consoles. Given that Xbox Live is one of the 360's crown jewels, a MMO seems like a natural fit. But even MS doesn't have confidence in console MMOs, apparently. Which leaves Sony in the driver's seat for console MMO development, with at least The Agency coming out on both PS3 and PC.

Alternatively, I've heard a lot of circumstancial evidence that the Xbox Live architecture doesn't scale well to MMO levels. If that's the case, the first Xbox MMO will probably be closer to Diablo or Hellgate London in terms of lots of instances for small teams. A 'traditional' world-format MMO wouldn't work.
Minor detail: There's a 360 port of FFXI live right now.  :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Aez on February 14, 2008, 04:18:36 AM
5) Cryptic is back on track with a superhero MMO release backed up by a less well-known IP but one with more flexibility. Whatever can legally be salvaged from the MUO production is / will be salvaged. Taking a quick scan of the Champions ruleset, it's very close to the AT system CoH/V uses but powersets are more flexible in development. Actually, having the Champions ruleset behind them makes it harder to be sued by NCsoft for creating a similar game because Champions is at least 10 years older than CoH/V.

That's a pretty good reason.  They probably don't want to get sued by Marvel again.  Now they can just say : you didn't sue Champion before, we use the same IP, you can't sue us anymore.  Combined with the very open nature of the IP, I'd call the idea genius.  Of course, corporate lawyers will find a bullshit reason to sue no mather what.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 14, 2008, 05:09:56 AM
There probably were a lot of factors involved in the decision to cancel. If MS / Marvel thinks that WoW is the only game in the market worth paying attention to, then they aren't ever going to release one. At the same time, if they looked at the Guild Wars model or any other Asian RMT-orientated MMO, then they are probably going to be disappointed there too.

However, what hasn't really been said yet (that I've seen) is that MUO was meant to give the Xbox 360 a MMO. I know that AoC has been announced as an Xbox 360 title, but according to the Technology FAQ on the AoC site (http://community.ageofconan.com/wsp/conan/frontend.cgi?func=publish.show&template=content&func_id=1339&sort=PRIORITY,RELTIME%20desc&table=CONTENT), AoC isn't yet coming out on any consoles. Given that Xbox Live is one of the 360's crown jewels, a MMO seems like a natural fit. But even MS doesn't have confidence in console MMOs, apparently. Which leaves Sony in the driver's seat for console MMO development, with at least The Agency coming out on both PS3 and PC.

Alternatively, I've heard a lot of circumstancial evidence that the Xbox Live architecture doesn't scale well to MMO levels. If that's the case, the first Xbox MMO will probably be closer to Diablo or Hellgate London in terms of lots of instances for small teams. A 'traditional' world-format MMO wouldn't work.
Minor detail: There's a 360 port of FFXI live right now.  :grin:

I learned that the other day  :oh_i_see:

Pretend I put the term 'next-gen' wherever it makes me appear less stupid.  :-)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WindupAtheist on February 14, 2008, 05:27:44 AM
That's the good thing about it - no one has huge expectations (*cough* star trek, star wars, star gate *cough*).

SWG was reviled for failing to live up to expectations, but it's problem wasn't expectations, it was failure.  This Champions thing is an IP with minimal relevance to the market, period.  It being a legal ass-covering manuver is the most logical explanation I've seen thus far.

My ludicrously early prediction is that it ends up as just another post-Blizzard MMO that bumbles around with fewer subscriptions than prime EQ1, while a bunch of apologists with WoW inferiority complexes insist that it isn't a failure because 100k subs or whatever will turn some sort of profit eventually.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on February 14, 2008, 05:40:50 AM
What's in it for Crytpic?  At least they would had a popular IP with Marvel.  There's no point doing an other game with a smaller IP.  They should switch for fantasy, science fiction or something original.

I don't get it either. I would love to see COH updated and redone as a high fantasy game. Do it on the cheap with the same engine, instance the entire thing and use a free to play with cash shop model, and it would be huge.

All I remember about Champions is a friend trying to get me to play it in high school, we never got to playing, but made characters up and they all turned out as some kind of refugee from the psycho ward by taking all these personality disorders in order to buy more powers. If there was a background I never knew about it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on February 14, 2008, 05:45:56 AM
I'd be interested to find out just how much of MUO actually existed for them to pick up and run with in this new form. Why make another PC game to compete with their home-brewed CoX? Why did they sell CoX anyway? I mean, could they really have thought MUO was going to see the light of day ever when the vast majority of outsiders assumed it be going away? Maybe talk of sales of the IP to NC predated public skepticism...

In any case, if it does come out ever, I'm going to be interested to see how much of the new Cryptic injects some new (ie, non-grindy) thinking into an MMO.

Isn't Barbie making an MMOG?
Been out for awhile (http://www.barbiegirls.com/home.html). Warning: colors.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 14, 2008, 05:46:30 AM
WTF is Champions?  Meaningless IP as far as the general public goes.

My thoughts exactly. Never even heard of it.

If anything it has negative value. The IP (I hesitate to even call it that) is a rules-set. Does anyone give a shit about what rules-set a MMORPG uses? So they have to do some work to conform to the rules (which may suck in practice) and the upside is...a name nobody has even heard of?

I can't wait for the press releases and forum posts that spin this is a good thing. That will be awkward.

I don't get your enthusiam UnSub. What is the upside here? "Less well-known" is putting it nicely...

Champions is an IP that means something to a certain nerd subset, but it's not so restrictive that it locks Cryptic into much in the way of community expectations. Or else we'll find out that Champions has some weird underground cult following ala Shadowrun where apparently everyone is an expert about what the IP should be. For the most part, you're right - no-one will care about the exact nature of the ruleset provided it is implemented in a fun way.

Taking on Champions gives Cryptic a base to work from that they can also mould. If Cryptic has a lot of established materials sitting around for MUO they've now got an IP to hang those things around. That saves a lot of thinking time. Plus Hero Games will want it to do well, so they are likely to throw their time behind it.

Besides all of that, I thought the general consensus on IPs in MMOs is that they are only good for getting your first few customers through the door. I'm happy to see how ChampO turns out because I'm a Cryptic fanboi. Past that point, be it MUO or ChampO, if the game sucks, people aren't going to play it.

Another question is how else Cryptic could have salvaged what happened with MUO. Walking this path seems to be about as good as it would get.

Plus, if Cryptic was going to be cuntish about it, they've cockblocked MUO with another superhero MMO. And while it may not have the same recognition as MUO, it's still more competition that whoever ends up restarting MUO will have to deal with.

My enthusiasm is that I find this announcement hilarious. As I said, it's either genius or it's insane.  :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 14, 2008, 05:53:48 AM
That's the good thing about it - no one has huge expectations (*cough* star trek, star wars, star gate *cough*).

SWG was reviled for failing to live up to expectations, but it's problem wasn't expectations, it was failure.  This Champions thing is an IP with minimal relevance to the market, period.  It being a legal ass-covering manuver is the most logical explanation I've seen thus far.

My ludicrously early prediction is that it ends up as just another post-Blizzard MMO that bumbles around with fewer subscriptions than prime EQ1, while a bunch of apologists with WoW inferiority complexes insist that it isn't a failure because 100k subs or whatever will turn some sort of profit eventually.

SWG managed to fail to live up to the expectations of being a space opera MMO as well as fail in a number of key areas.

Since the Champions IP isn't well known, Cryptic are open to treating it like a new IP provided they pay attention to a few key areas (yeah, I'm thinking about DDO here).

Your predication is a pretty safe one, since no post-WoW MMO has hit EQ1 prime numbers. As for final sub numbers... there's a chance that ChampO could do well on the Xbox 360 which is nearly virgin ground. We'll see.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 14, 2008, 06:28:35 AM
They licensed it probably because it was a cheap way of not having to develop a whole knew background/mythos from scratch again.  Who cares if only a handful of people know the lore right now?  That doesn't seem to be the point of picking up the license.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tasmia on February 14, 2008, 06:32:52 AM
Oh, and can I get a link to information on this "champions" shit so I can judge whether Cryptic is just being punks or not?
http://en.wikipedia.org/wiki/Champions_%28role-playing_game%29
http://en.wikipedia.org/wiki/Hero_system
http://en.wikipedia.org/wiki/Hero_Universe
http://www.herogames.com/get/HeroUniverse1.pdf


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Simond on February 14, 2008, 06:35:09 AM
If there was a background I never knew about it.
From what I can remember from ohgod years ago, it's pretty generic comic stuff & not different from the CoX stuff in any significant way. IIRC, the Big Bads include an Ultron ripoff and a Dr Doom ripoff.

The actual rules are crunchy and very abusable, though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: cmlancas on February 14, 2008, 06:50:13 AM
I think we should have an Internet v Scientology MMO. Make it shitty and flash based, but everyone gets to fight Tom Cruise, Issac Hayes, and John Travolta at the end.

Prepare to engage moneyhattery.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on February 14, 2008, 07:20:42 AM
Champions was a good enough system.  As I recall it was very flexible, in that you could have pretty much any type of character and be in pretty much any type of setting.  I'm pretty sure it was extended into lots of different PNP games, or at least I recall seeing "Based on the Champions Role Playing system" on all kinds of boxes back in the day.

Kind of an antecedent to the current D20 system.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 14, 2008, 07:55:29 AM
It's an obscure little RPG with a rules system that isn't very friendly to CRPGs. (IMO)

The liscence is crap for a MMOG. I hope they got it for cheap.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on February 14, 2008, 07:55:59 AM
Champions was a good enough system.  As I recall it was very flexible, in that you could have pretty much any type of character and be in pretty much any type of setting.  I'm pretty sure it was extended into lots of different PNP games, or at least I recall seeing "Based on the Champions Role Playing system" on all kinds of boxes back in the day.

Kind of an antecedent to the current D20 system.

Champions is still around, and has more support than it did even in the heyday of the 80's.  The core book is just "The Hero System" now, and covers pretty much all mechanics with the sourcebooks being more background info, settings, characters and examples of how to  build different effects using the core system.  It's only of the few RPGs I know of where everything game related is completely contained in the core book.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on February 14, 2008, 07:57:10 AM
It's an obscure little RPG with a rules system that isn't very friendly to CRPGs. (IMO)

The liscence is crap for a MMOG. I hope they got it for cheap.

Well to be fair, amongst Pencil and Paper RPGs, Champions is likely the most famous Superhero RPG ever.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on February 14, 2008, 08:00:27 AM
I've never heard of Champions but I don't care.  Thanks for the Barbie suggestion (smart arse) but I'm not interested.  The models look like crap and I don't want to play an MMO that could land me in jail if I want to talk about my pussies.  I want a proper dress up superhero MMO complete with spandex and cameltoe.  Nothing else will do.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on February 14, 2008, 09:26:59 AM
From the Wiki:
Quote
-the martial artist (or martist for short) - lightly-armored hand-to-hand combatant who fights with skill, quickness, and agility (Daredevil)

-the brick - slower hand-to-hand fighter who relies more on raw strength and tougher defenses (Incredible Hulk)

-the energy projector - primary combat ability is a ranged physical attack, which, despite the name, is not necessarily energy-based (Green Arrow, Cyclops)

-the mentalist - abilities target the mind, not the physical foe (Professor X)

Hey look, Champions has Scrappers, Tankers, Blasters and Controllers. WHO WOULD HAVE THUNK?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on February 14, 2008, 09:27:56 AM
Hey look, Champions has Scrappers, Tankers, Blasters and Controllers. WHO WOULD HAVE THUNK?

Have you played Champions?  There are no classes in it, and while you CAN build all of those things, you can build just about any kind of character you can conceive of in it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on February 14, 2008, 09:48:42 AM
Rather then focus on what does or does come with the choice of IP (I think the legal angle + pre-existing source material is as likely a reason as any), I'm more interested in the "for PC and console" part.

If they manage to release a super hero game with control/combat similar to ONI I will be very excited.  Even if they have to intstance the shit out of everything and do a bunch of other tricks if they can get combat that is more like twitch based then turn based that would be something new and interesting.

And if the system is less restrictive then the CoX AT system, that's just gravy.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 14, 2008, 09:57:20 AM
It's an obscure little RPG with a rules system that isn't very friendly to CRPGs. (IMO)

The liscence is crap for a MMOG. I hope they got it for cheap.

Well to be fair, amongst Pencil and Paper RPGs, Champions is likely the most famous Superhero RPG ever.


I'd aruge that Heroes Unlimited is probably better known, simply by virtue of the fact that it's published by Palladium and has a ruleset compatible with Rifts.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sauced on February 14, 2008, 09:59:13 AM
Champions was a good enough system.  As I recall it was very flexible, in that you could have pretty much any type of character and be in pretty much any type of setting.  I'm pretty sure it was extended into lots of different PNP games, or at least I recall seeing "Based on the Champions Role Playing system" on all kinds of boxes back in the day.

Kind of an antecedent to the current D20 system.

The HERO system.  Built a large fantasy campaign back in the day.  Good support for knockback, stun, bleeding, localized damage effects, that sort of thing.  Multiple 6-sided die system.  Basically each character starts with N points, where N is whatever you want with guidelines for the type of campaign.  150 for Epic/Godly, 100 for Superhero/Fantasy/Cyberpunk, 50 for Modern/Spy, etc.  "Classes" are pre-built archetypes that you buy with points to make it easier, but what fun is that?  Disadvantages were always the best part - you can increase your points by adding things like "Hunted by So and So" or "Extreme limp in cold temps hampers movement".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on February 14, 2008, 10:13:59 AM
i cant wait,


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on February 14, 2008, 10:35:54 AM
The ONLY draw that Champions Online is going to have is a freeform points-based system where you can have total character customization. Anything else and it is dead in the water, because nobody gives two shits about Mechanon, UNTIL and all the other crap they put in the books to give some semblance of story, and if people wanted to be straitjacketed into a DIKU grind they could play COX.

Supposedly it's going to have superhero-supervillain PVP ala COX. My PnP players were very adept at breaking Champions with creative limitations and advantages. I don't see how Cryptic can keep the openess of the Champs system as a draw without it being hopelessly broken by the masses of PVP MMOGtards.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on February 14, 2008, 10:41:04 AM
It's an obscure little RPG with a rules system that isn't very friendly to CRPGs. (IMO)

The liscence is crap for a MMOG. I hope they got it for cheap.

Well to be fair, amongst Pencil and Paper RPGs, Champions is likely the most famous Superhero RPG ever.


I'd aruge that Heroes Unlimited is probably better known, simply by virtue of the fact that it's published by Palladium and has a ruleset compatible with Rifts.

In terms of how well-regarded the ruleset seems to be among the RPG rules wonks, Champions definitely has it hands down over HU.

Also: Pray that we never have an online Palladium game. It will make the worst MMO you can think of look like pure awesome.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on February 14, 2008, 10:47:12 AM
I've never heard of Champions but I don't care.  Thanks for the Barbie suggestion (smart arse) but I'm not interested.  The models look like crap and I don't want to play an MMO that could land me in jail if I want to talk about my pussies.  I want a proper dress up superhero MMO complete with spandex and cameltoe.  Nothing else will do.
Matrix Online? At least as far as dress up, spandex and cameltoes are concerned...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on February 14, 2008, 10:47:19 AM
The ONLY draw that Champions Online is going to have is a freeform points-based system where you can have total character customization.

I would play solely for this. Class-based systems make baby Jesus cry.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 14, 2008, 10:48:16 AM
It's an obscure little RPG with a rules system that isn't very friendly to CRPGs. (IMO)

The liscence is crap for a MMOG. I hope they got it for cheap.

Well to be fair, amongst Pencil and Paper RPGs, Champions is likely the most famous Superhero RPG ever.


I'd aruge that Heroes Unlimited is probably better known, simply by virtue of the fact that it's published by Palladium and has a ruleset compatible with Rifts.

In terms of how well-regarded the ruleset seems to be among the RPG rules wonks, Champions definitely has it hands down over HU.

Also: Pray that we never have an online Palladium game. It will make the worst MMO you can think of look like pure awesome.

Shit. Rifts was just Kevin Siembieda making up stats for Kevin Long's artwork.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on February 14, 2008, 10:57:08 AM
I would play solely for this. Class-based systems make baby Jesus cry.
I dunno, Jesus could mesh with class-based superhero MMO pretty well.

(http://sinfest.net/comikaze/comics/2007-12-09.gif)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on February 14, 2008, 11:27:03 AM
I'd aruge that Heroes Unlimited is probably better known, simply by virtue of the fact that it's published by Palladium and has a ruleset compatible with Rifts.

There are a core group of Palladium fanatics, this is true, but amongst the superhero RPGs Champions is generally considered to be the best of the bunch.  I've found the new Mutants and Masterminds to be a somewhat worthy successor, however.

But Heroes Unlimited, like all Palladium RPGs, is pure garbage system-wise.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on February 14, 2008, 11:30:57 AM
Quote from: Valmorian
Have you played Champions? There are no classes in it, and while you CAN build all of those things, you can build just about any kind of character you can conceive of in it
This would be about the only thing that would make me (and a few others apparently) take a look at Champions MMO. However, I doubt it'll survive transition into an actual playable game. This is just "skills-based" said another way and the last game to give that the ol' college try was canned.

In general, this feels sorta wierd. I guess we're supposed to care because a "veteran" MMO studio announced a new game. Except:

  • The part that CoX got right continued to be the first 1/3 of the game (creation through new abilities). This is about the sum total of any credit "Cryptic" the company name would get.
  • And yet, they sold off all of the rights, including the people (that were left), of everything that was CoX
  • Champions IP has less relevance to modern MMOers than even Conan.

The only excited I have for this genre anymore is when someone completely divorced from the past comes to give it a try. Unfortunately, they're mostly going after a different audience.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 14, 2008, 11:35:57 AM
The ONLY draw that Champions Online is going to have is a freeform points-based system where you can have total character customization.

I would play solely for this. Class-based systems make baby Jesus cry.

Having a good point-based/non-level system would indeed be very nice.  I remain highly skeptical of that ever happening, though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on February 14, 2008, 11:59:33 AM
I would play solely for this. Class-based systems make baby Jesus cry.
I dunno, Jesus could mesh with class-based superhero MMO pretty well.

(http://sinfest.net/comikaze/comics/2007-12-09.gif)



Heh. That reminds me of Champions sessions of yore. We would ask our GM approximately how many points it would take to make Superman  in the Champions ruleset. His answer was always the same: "All of them."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on February 14, 2008, 12:08:57 PM
The ONLY draw that Champions Online is going to have is a freeform points-based system where you can have total character customization.

I would play solely for this. Class-based systems make baby Jesus cry.

Yes. And I think that's the big reason I like this announcement. COH was originally supposed to be like an online version of Champions, only they went the class-based grindy way because of initial beta testing feedback. If they rip out the points-based character creation and class it up, it'll just be COH with a Champions storyline, which is what it may be anyway.

But for fuck's sake, whatever they do, please don't make it as grindy as COH.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: shiznitz on February 14, 2008, 12:28:00 PM
I don't see how the same people that bailed on the points/skill/powers system for CoH because of balance issues are suddenly going to be able to implement it.  This game is bound to have some kind of class system, regardless of what they call it. Jack Emmert has no problem with putting exp grind in a game. He will do it again.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Merusk on February 14, 2008, 02:13:14 PM
My College roommate will be all over this.. (or would be if he still games. No idea.)  Fucker had more "champions" and "Hero system" stories than he had War Games (the little hex maps w/ cardboard counters) stories.

His favorite was the guy who had, "Rex Bannon's ability to pilot any vehicle ever created."  It was just between him and the GM, but damn it sounded amusing.  "Oh fuck, we're trapped and they only way out is 20 stories overhead, accessible only by these weird spider-vehicles."  "That's OK, I know how to work these, get in!"

As flexible as the system was for P&P, it will suffer from CRPGs inherent need to have rules, limitations and structure.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on February 14, 2008, 03:34:35 PM
I don't see how the same people that bailed on the points/skill/powers system for CoH because of balance issues are suddenly going to be able to implement it.

Because it's not the same people, which is what makes this interesting. I believe the only Cryptic folks that didn't take the NC job offer are the folks removed from the function of game design and daily development activities. So it's a whole new game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 14, 2008, 05:52:31 PM
It seems more like a case of (and to pull a number out of the air) having a superhero MMO 40% done, so finishing the superhero MMO with a new coat of paint seems a better idea than scrapping the idea and starting again.

But seriously, MMO studios follow up genre work with genre work. Mythic follows up DAOC with WAR. Turbine has AC, DDO and LOTRO. Not all studios do it obviously and it's the execution that defines how a game turns out, but a lot of studios release same genre follow-ups (but then medieval fantasy is such a diverse genre).

As a side note, Champions did try to get a PC game out before (http://au.gamespot.com/features/pcgraveyard_champions/index.html).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Phred on February 15, 2008, 05:06:47 AM

In any case, if it does come out ever, I'm going to be interested to see how much of the new Cryptic injects some new (ie, non-grindy) thinking into an MMO.

Just curious as to why you would expect any non-grindy thinking from Cryptic at this point. Nothing in their history with CoX supports anything other than increasing the grind as a direction they like to go.

From the initial purple nerf to the relatively recent rebalancing of powers and augments or whatever they were called, every major patch they ever did pushed people more towards the grind and less towards the super hero smashing crowds of villains everyone loved about the game to begin with.




Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on February 15, 2008, 06:04:10 AM
Jack Emmert is still at Cryptic and was working on the design of MUO so I would expect him to continue with that on Champions Online. In other words I don't expect things to change.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 15, 2008, 06:18:52 AM
I don't see how the same people that bailed on the points/skill/powers system for CoH because of balance issues are suddenly going to be able to implement it.

Because it's not the same people, which is what makes this interesting. I believe the only Cryptic folks that didn't take the NC job offer are the folks removed from the function of game design and daily development activities. So it's a whole new game.

Geko, who was the 'powers guy' for all the early life of City of Heroes, is one of the devs who moved over to MUO when Cryptic started development on that (which is why Castle is the 'powers guy' in CoX now).  There were others as well, but Geko stands out because a lot of what's fucked up with game balance in CoX is his fault.  Sure all the devs working on CoX at the time took the NCsoft job, but a lot had already been moved over to the MUO project.  That's why I'm highly skeptical they'll be able to make a freeform/points system work when the same Statesman & Geko failed before.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on February 15, 2008, 06:25:03 AM
It's an obscure little RPG with a rules system that isn't very friendly to CRPGs. (IMO)

The liscence is crap for a MMOG. I hope they got it for cheap.

Well to be fair, amongst Pencil and Paper RPGs, Champions is likely the most famous Superhero RPG ever.


I'd aruge that Heroes Unlimited is probably better known, simply by virtue of the fact that it's published by Palladium and has a ruleset compatible with Rifts.

Going to agree.

Also going to put into the pile of "They should have used", this:

(http://www.pen-paper.net/images/rpgdb/mfg350.jpg)

Quote
Underground is a satirical role playing game released by Mayfair Games in 1993 as a commentary on the politics and society of the early 1990s as expressed through the year 2021. Inspired by the Dark Age of Comic Books, Aeon Flux, and the political and social uphevals of the early 1990s, the game attempts to inspire social and political debate among its players as well as provide entertainment through playing renegade superheroes. Players typically play unemployed, genetically enhanced veterans of corporate wars.

wikipedia article (http://en.wikipedia.org/wiki/Underground_(role_playing_game)).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on February 15, 2008, 08:40:47 AM
I'd aruge that Heroes Unlimited is probably better known, simply by virtue of the fact that it's published by Palladium and has a ruleset compatible with Rifts.

Going to agree.
[/quote]


That's a little like saying that Palladium fantasy is better known than D&D by virtue of it being published by the maker of Rifts.  Seriously, when it comes to Superhero PnP RPGs, Champions has stood out ahead of the pack since the 80's.  I can point you to a half dozen or so groups that play it TODAY at my friendly local gaming store, and while Palladium IS popular I've never once run across a group of people playing Heroes Unlimited.  That's not to say it doesn't get played, but the popularity of Rifts does NOT equate to an equal amount of popularity to the rest of the Palladium line.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on February 15, 2008, 09:06:48 AM

That's a little like saying that Palladium fantasy is better known than D&D by virtue of it being published by the maker of Rifts.  Seriously, when it comes to Superhero PnP RPGs, Champions has stood out ahead of the pack since the 80's.  I can point you to a half dozen or so groups that play it TODAY at my friendly local gaming store, and while Palladium IS popular I've never once run across a group of people playing Heroes Unlimited.  That's not to say it doesn't get played, but the popularity of Rifts does NOT equate to an equal amount of popularity to the rest of the Palladium line.



Considering that the rest of the Palladium can be/is used in rifts...it kinda does. And you got the quotes wrong.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on February 15, 2008, 10:03:56 AM
Rifts is popular?

I picked it up on the tail end of my PNP days and it was interesting but I couldn't get into it.  It pretty surprising to me to hear it's going strong.  I did like rail gun armed cyborgs vs. dragons and what-not though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 15, 2008, 10:25:09 AM
Rifts is popular?

I picked it up on the tail end of my PNP days and it was interesting but I couldn't get into it.  It pretty surprising to me to hear it's going strong.  I did like rail gun armed cyborgs vs. dragons and what-not though.

Yah. It's infamous as the shitty system game with the kitchen sink setting. I think it's 2nd up next to D&D in sales, but I just pulled that out of my ass and wouldn't be surprised to find I'm wrong.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on February 15, 2008, 11:00:29 AM
Rifts is popular?

I picked it up on the tail end of my PNP days and it was interesting but I couldn't get into it.  It pretty surprising to me to hear it's going strong.  I did like rail gun armed cyborgs vs. dragons and what-not though.

Yah. It's infamous as the shitty system game with the kitchen sink setting. I think it's 2nd up next to D&D in sales, but I just pulled that out of my ass and wouldn't be surprised to find I'm wrong.

I don't think Rifts has been 2nd for years, if it ever was. Palladium was almost driven out of business entirely last year due to an employee embezzelling over a million dollars - I think they only recovered something like $50k from him. Some of our local stores don't even carry Palladium stuff anymore. I don't have any official figures, but based on what I see on shelves, I suspect Exalted and GURPS both outsell Rifts at this point, and probably some other lines too.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on February 15, 2008, 11:12:21 AM
They are about to release another robotech game.... There is also 60+ books for rifts alone, not including the rest of the Palladium games that can be mixed with it. I have no idea if rifts was ever #1, 2, 3, or what ever. It really doesn't matter.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on February 15, 2008, 11:19:52 AM
Considering that the rest of the Palladium can be/is used in rifts...it kinda does. And you got the quotes wrong.

So Ninjas and Superspies is the most popular "secret agent" type RPG, Palladium fantasy is the most popular fantasy RPG?  How about Splicers?  How's that doing?  This is just silly.  Palladium has a core of rabid followers, but the majority of Roleplayers out there are NOT Palladium-fanatics.  I'd be SHOCKED if Heroes Unlimited gets more play than Champions, Mutants and Masterminds, hell, even the Marvel Superhero RPGs probably have more players.




Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on February 15, 2008, 11:25:02 AM
Considering that the rest of the Palladium can be/is used in rifts...it kinda does. And you got the quotes wrong.

So Ninjas and Superspies is the most popular "secret agent" type RPG, Palladium fantasy is the most popular fantasy RPG?  How about Splicers?  How's that doing?  This is just silly.  Palladium has a core of rabid followers, but the majority of Roleplayers out there are NOT Palladium-fanatics.  I'd be SHOCKED if Heroes Unlimited gets more play than Champions, Mutants and Masterminds, hell, even the Marvel Superhero RPGs probably have more players.

You seem to have forgotten what was said, and what i was responding to.


That's not to say it doesn't get played, but the popularity of Rifts does NOT equate to an equal amount of popularity to the rest of the Palladium line.

Considering that the rest of the Palladium can be/is used in rifts...it kinda does.
The rest of your rant is well, some form of anger and placing words in people’s mouths.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on February 15, 2008, 11:25:51 AM
Jack Emmert is still at Cryptic and was working on the design of MUO so I would expect him to continue with that on Champions Online. In other words I don't expect things to change.


I don't expect change either, but one can always hope.

EDIT: Also, glad to see someone else has some Underground love. That game was fucking awesome. I played a William Burroughs-esque junkie who exploded things.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on February 15, 2008, 11:29:54 AM
Jack Emmert is still at Cryptic and was working on the design of MUO so I would expect him to continue with that on Champions Online. In other words I don't expect things to change.


I don't expect change either, but one can always hope.

EDIT: Also, glad to see someone else has some Underground love. That game was fucking awesome. I played a William Burroughs-esque junkie who exploded things.

Underground was one of the best RPG settings ever. The system was rather hot too. Love that game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on February 15, 2008, 11:45:03 AM
Rifts is popular?

I've heard of rifts and I haven't played P&P games since the early 1980's.  So yeah, I'd say it at least has a minor following. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on February 15, 2008, 12:22:29 PM
Quote

That's not to say it doesn't get played, but the popularity of Rifts does NOT equate to an equal amount of popularity to the rest of the Palladium line.

Considering that the rest of the Palladium can be/is used in rifts...it kinda does.
The rest of your rant is well, some form of anger and placing words in people’s mouths.

Not angry at all, and what I posted follows from your little comment there.

If Heroes Unlimited is supposed to be popular because Rifts was and the two are compatible, then following that logic every Palladium game world/supplement should have been popular to that degree.  That's just silly.  There's no reason to suspect that every person who owned Rifts owned Heroes Unlimited as well.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: IainC on February 15, 2008, 12:36:23 PM
Heroes Unlimited was ace. My character was a special forces weasel (kind of a ferret thing for you yanks).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on February 15, 2008, 12:39:32 PM
If Heroes Unlimited is supposed to be popular because Rifts was and the two are compatible, then following that logic every Palladium game world/supplement should have been popular to that degree.

I think he's saying it's one way operation.  Any Palladium license can be used in Rifts, not that Rifts can be used in, for instance, Champions.  Thus the popularity of Rifts would then be the sum of all Palladium offerings.

It's still a dumb argument though, just because I can play my Champions character in Rifts doesn't mean I am going to or even want to or care at all for the setting.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on February 15, 2008, 12:51:13 PM
It's still a dumb argument though, just because I can play my Champions character in Rifts doesn't mean I am going to or even want to or care at all for the setting.

Which was the point I was trying to make.  Rifts was popular, but that doesn't mean every other Palladium game was AS popular just because they were compatible. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on February 15, 2008, 12:55:16 PM
It's still a dumb argument though, just because I can play my Champions character in Rifts doesn't mean I am going to or even want to or care at all for the setting.

Which was the point I was trying to make.  Rifts was popular, but that doesn't mean every other Palladium game was AS popular just because they were compatible. 

I understood your point about 5 postings ago.   :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 15, 2008, 01:34:11 PM
That's a little like saying that Palladium fantasy is better known than D&D by virtue of it being published by the maker of Rifts. 

What sort of logic did you use to jump from 'Palladium products better known than Hero Games products', to 'Palladium products better known than TSR/WoTC products'?  And I'm not talking about which is the better system, or which one more people might actually play (although anecdotally, I know people who have blended in stuff from Heroes Unlimited with Rifts or TMNT), I'm saying Heroes Unlimited is likely the better known product by virtue of the fact that it's published by one of the biggest RPG publishers still running today.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on February 15, 2008, 02:06:49 PM
That's a little like saying that Palladium fantasy is better known than D&D by virtue of it being published by the maker of Rifts. 

What sort of logic did you use to jump from 'Palladium products better known than Hero Games products', to 'Palladium products better known than TSR/WoTC products'?  And I'm not talking about which is the better system, or which one more people might actually play (although anecdotally, I know people who have blended in stuff from Heroes Unlimited with Rifts or TMNT), I'm saying Heroes Unlimited is likely the better known product by virtue of the fact that it's published by one of the biggest RPG publishers still running today.

You are, I think, gravely overestimating Palladium's current size and influence. They're very much held back by their production values, which are very low by today's standards (last I heard Kevin Siembieda still did all the layout by hand - it ends up looking something like a photocopied college reader with stuff in different fonts, sizes, etc) and by their refusal to participate in larger industry trends. If they had been willing to try a Rifts d20 book, they could have been printing money hats, I think, but as it is the industry is leaving them behind.

WotC, White Wolf, Green Ronin, Privateer Press, Goodman Games, Steve Jackson Games, these companies are probably all outperforming Palladium, and I'm sure I missed some others that are too.

If I had to hazard a guess as to what the most known/played superhero RPG is these days, I would say it is almost certainly Green Ronin's Mutants and Masterminds.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 15, 2008, 02:21:23 PM
WotC, White Wolf, Green Ronin, Privateer Press, Goodman Games, Steve Jackson Games, these companies are probably all outperforming Palladium, and I'm sure I missed some others that are too.

If I had to hazard a guess as to what the most known/played superhero RPG is these days, I would say it is almost certainly Green Ronin's Mutants and Masterminds.

WotC and White Wolf, likely.  Green Ronin, probably.  Steve Jackson Games I somewhat doubt is outperfoming Palladium.  Likewise Privateer Press unless you're going to count all their miniature stuff also.  As for Goodman Games, I can't begin to guess.  Even halfway decent d20 product probably sell ok, but I'd be surprised if any of their products are as recognizable as some of Palladium's.

Anyhow, I'm not sure how I'm overestimating Palladium's size and influence by saying that their products are better known than Hero Games' products.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 15, 2008, 02:45:13 PM
It's still a dumb argument though, just because I can play my Champions character in Rifts doesn't mean I am going to or even want to or care at all for the setting.

Which would be something resembling a valid point if someone were trying to argue that 100% of Rifts players owned and liked Heroes Unlimited.  Arguing that there aren't a lot of people who looked into Heroes Unlimited because it shared rules with, and could be tied into Rifts is like arguing that there aren't a lot of people who looked into various D&D settings (especially prior to d20) simply for the fact that they used the D&D rules and were made by the same publisher.

Which was the point I was trying to make.  Rifts was popular, but that doesn't mean every other Palladium game was AS popular just because they were compatible. 

It means most of Palladium's settings are better known or more recognizable than stuff from publishers like Hero Games.  Trying to figure out which Superhero RPG actually gets played more is just about irrelevant.  It's a niche within a niche, and isn't going to make an ounce of difference in the MMO's success.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on February 15, 2008, 03:52:11 PM
An ttrpg with a good setting would be a better canidate for an MMO than one with good mechinics.  The mechanics are going have to gutted to be a MMO.  No matter what.  But the majority of the setting can be kept.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WindupAtheist on February 16, 2008, 04:33:09 AM
There are only three tabletop RPG settings that matter outside of pen-and-paper enthusiast circles.  Dungeons & Dragons, Masquerade, and Battletech.  Most of everything else mentioned on this page is stuff I've never heard of, and I reside deeply enough in the general-purpose geek camp that this should worry you if you're thinking of trying to develop a game based on one of them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on February 16, 2008, 06:16:00 AM
I would add Shadowrun to that list, along with the other three it's had a couple of successful games based on it (and a couple not so successful).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 16, 2008, 06:26:52 AM
There are only three tabletop RPG settings that matter outside of pen-and-paper enthusiast circles.  Dungeons & Dragons, Masquerade, and Battletech.

There's only one PnP RPG system that has really crossed over into pop culture - Dungeons and Dragons. All the others - Vampire, Giant Robots Shooting Each Other, Warhammer - have their niche crowds, but the normals will never have heard of them and will only understand them in vague terms, should you manage to corner one and try to talk to them about it. Or maybe normals are just vague about it because being cornered by an obese, sweaty manchild wearing dandruff-covered black clothes who's trying to pretend he's actually a sexy, sophisticated creature of the night makes them nervous.

... but I digress. For the most part, PnP RPG settings have no market pull compared to huge pop culture IPs like Star Trek or Buffy. But PnP RPG IPs are cheap, have the lore written and have already taken a stab at letting people play in their world, which gives MMO devs a place to start.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Phred on February 16, 2008, 03:58:26 PM
Jack Emmert is still at Cryptic and was working on the design of MUO so I would expect him to continue with that on Champions Online. In other words I don't expect things to change.


I don't expect change either, but one can always hope.


That's like hoping Brad McQuaid ever finishes a game.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Phred on February 16, 2008, 04:03:07 PM
There are only three tabletop RPG settings that matter outside of pen-and-paper enthusiast circles.  Dungeons & Dragons, Masquerade, and Battletech.

There's only one PnP RPG system that has really crossed over into pop culture - Dungeons and Dragons. All the others - Vampire, Giant Robots Shooting Each Other, Warhammer - have their niche crowds, but the normals will never have heard of them and will only understand them in vague terms, should you manage to corner one and try to talk to them about it. Or maybe normals are just vague about it because being cornered by an obese, sweaty manchild wearing dandruff-covered black clothes who's trying to pretend he's actually a sexy, sophisticated creature of the night makes them nervous.

... but I digress. For the most part, PnP RPG settings have no market pull compared to huge pop culture IPs like Star Trek or Buffy. But PnP RPG IPs are cheap, have the lore written and have already taken a stab at letting people play in their world, which gives MMO devs a place to start.



I'd say Warhammer might have a bit more awareness share just from the number of PC games shipped based on it. I've never heard of any of the other systems you guys have been mentioning but I know warhammer and to a smaller extent White Wolf based only on the  computer games I've played based on them.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on February 16, 2008, 05:26:16 PM

Warhammer at least has a rich and reasonably consistent lore that can be re-used. I've actually played PnP champions (albeit many years ago) and I can't remember any lore at all. Meanwhile the rules are going to need a lot of changes to work in a MMORPG (so exploitable).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Evildrider on February 16, 2008, 05:44:50 PM
The Marvel RPG was superrior to both Heroes Unlimited and Champions.   :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 16, 2008, 07:39:58 PM
The Marvel RPG was superrior to both Heroes Unlimited and Champions.   :awesome_for_real:

FASERIP amirite?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Evildrider on February 16, 2008, 09:21:29 PM
The Marvel RPG was superrior to both Heroes Unlimited and Champions.   :awesome_for_real:

FASERIP amirite?

Bingo!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Fordel on February 17, 2008, 01:04:59 AM
I would say most gamers know what BattleTech is as soon as you tell them "It's Mechwarrior". Then they start swearing allegiance to their respective Clan/House/MercUnit etc...  :wink:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on February 17, 2008, 03:21:29 AM
I started rattling off what FASERIP stands for, and it came out in my head like what SHAZAM stands for. FIGHTING! AGILITY! STRENGTH! ATLAS! ZEUS! ACHILLES! MERCURY! Then I remembered how I remembered Thieves' skills; PeePee Ol' FaRT Miss'd HiS DindiN; Claw ReaL. Holy fuck everybody shutup you're making me want my 80's back!!! Gonna watch old episodes of You Can't Do That On Television now, and reminisce how we bought every Palladium book just in case we wanted to put ninja cyborg elven Veritech-piloting sorceresses in our Rifts campaign.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on February 17, 2008, 08:05:29 AM
I don't know what anyone is talking about anymore.  As far as I'm concerned, you are all babbling incoherently.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 17, 2008, 11:30:48 AM
I made a Wing Commander game for the Mekton 2 ruleset using the hella kool blueprints with stats that came with the game.

Good times.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 17, 2008, 05:21:29 PM
I don't know what anyone is talking about anymore.  As far as I'm concerned, you are all babbling incoherently.

Sadly I do know what they are talking about.

... also goes to show that a lot of MMO players cut their teeth playing PnP RPGs.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 17, 2008, 05:43:56 PM
Normal people cut them playing old RPGs on consoles.

 :awesome_for_real: :awesome_for_real: :awesome_for_real:

'Normal' and 'RPG' don't go together. You're just one of us Schild. Don't deny your true self.

ONE OF US! ONE OF US! ONE OF US!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 17, 2008, 06:25:10 PM
In other news, Hero Games' first big announcement is that the 6th edition of the Champions PnP  (http://www.herogames.com/forums/showthread.php?t=63462) ruleset is due out in mid-2009.

Also, apparently Hero Games will be uploading the presentation to their website of their second big announcement scheduled for 10am PST on the 18th. This is the expected ChampO announcement.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on February 17, 2008, 08:24:16 PM
I played 3 hours of D&D total in my life, mostly in 10 minute sessions I couldn't wait to get away from. And forget the rest of the PnP stuff people are talking about. The moment someone uses the local comic book store as an example of market penetration, the reference is way too small to be considered AAA MMO viable insofar as IP equity is concerned.

"Champions" feels like an excuse. To get any numbers that exceed CoX, they need to not make the same mistakes (grind, all customization before you launch the game only, etc), and do a heck of a lot of marketing. Otherwise they'll just cannabalize CoX, which isn't a huge market to begin with. They'll get some attention for being on a console at all, if that happens. But they need to hoof it to launch or lose even that edge.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 18, 2008, 04:30:22 AM
What do Cryptic care if they eat into CoH/V's population? They sold that IP to NCsoft. If the talk about the MMO dev watercooler is true, WoW brought a lot of new players into the MMO genre, some of whom will at least check out what a new MMO has to offer. So, weak IP or not, I think ChampO has a better shot at a bigger audience than CoH had on launch.

Apparently the following appeared up on the Hero Games website when they changed to a new homepage, but got scrubbed from the FAQ shortly after:

Quote
Q: What's the relationship between the Champions Online MMO and the Champions roleplaying game?

A: In late 2007 Cryptic Studios was looking for a comic book-style setting for its next massive multiplayer online roleplaying game. Several of Cryptic's designers and administrators are long-time Champions fans, so naturally they thought of using the Champions Universe. They opened up negotiations with us, and the end result of those negotiations was that Cryptic bought the Champions and Dark Champions intellectual property from us. They didn't buy the HERO System rules, just the Champions and Dark Champions IP (the characters, places, events, and so on). Under the terms of our agreement they license back to DOJ the right to produce roleplaying game books for Champions and Dark Champions.

The Champions Online MMO is going to be based on the Champions Universe setting and characters, so it will contain a lot of people and places that Champions fans know and love - Dr. Destroyer, Millennium City, Mechanon, VIPER, Vibora Bay, and so on. However, characters and organizations in the game may not be exactly like they are in published Champions books. The needs of an MMO and of a paper-and-pencil roleplaying game aren't always the same, and as the owners of the Champions Universe IP Cryptic Studios can change things around however it sees fit. However, we're working closely with them, and they're always interested in our ideas. So it's safe to say that Champions fans will instantly recognize a lot of what's in the MMO, and that reading our Champions books will give you some insight on the content of the MMO. Going forward we'll work with Cryptic so that new Champions books we publish "match up with" the MMO as much as possible, both graphically and in terms of content.

Another thing to remember is that the Champions Online MMO is not a "HERO System MMO." It doesn't use the HERO System rules, and the full rights to those rules are still owned by DOJ, Inc. Players of the MMO won't be able to use the HERO System rules to design their characters, for example. But once the MMO is available we'll publish a book that shows how to build Champions Online powers and abilities in HERO System terms so you can easily re-create your MMO character for your tabletop RPG game if you want.

It fits the timeline that MUO was rumoured to be cancelled and Cryptic got left with a superhero MMO but no IP to work with.

Also, it would seem to fit that if the 6th ed rules of Champions are to be launched mid-next year, they'd try to time the MMO launch with that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on February 18, 2008, 07:40:22 AM
Seems like a big waste.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 18, 2008, 07:44:16 AM
Also, apparently Hero Games will be uploading the presentation to their website of their second big announcement scheduled for 10am PST on the 18th. This is the expected ChampO announcement.

Is that what we're going to call it? Sounds like a brand of dog food.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on February 18, 2008, 07:45:21 AM

Quote
Another thing to remember is that the Champions Online MMO is not a "HERO System MMO." It doesn't use the HERO System rules, and the full rights to those rules are still owned by DOJ, Inc. Players of the MMO won't be able to use the HERO System rules to design their characters, for example. But once the MMO is available we'll publish a book that shows how to build Champions Online powers and abilities in HERO System terms so you can easily re-create your MMO character for your tabletop RPG game if you want.
[/quote]

DOA. Nothing to see here, move along.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 18, 2008, 07:46:54 AM
What do Cryptic care if they eat into CoH/V's population? They sold that IP to NCsoft. If the talk about the MMO dev watercooler is true, WoW brought a lot of new players into the MMO genre, some of whom will at least check out what a new MMO has to offer. So, weak IP or not, I think ChampO has a better shot at a bigger audience than CoH had on launch.

Two quotes in a row. I need to get to work.  :ye_gods:

This has been my "big" question. No doubt the MMOG players will be inclined to check out a new MMORPG, but will the bulk of WoW players give a shit, if it isn't WoW?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on February 18, 2008, 08:00:58 AM

Quote
Another thing to remember is that the Champions Online MMO is not a "HERO System MMO." It doesn't use the HERO System rules, and the full rights to those rules are still owned by DOJ, Inc. Players of the MMO won't be able to use the HERO System rules to design their characters, for example. But once the MMO is available we'll publish a book that shows how to build Champions Online powers and abilities in HERO System terms so you can easily re-create your MMO character for your tabletop RPG game if you want.

DOA. Nothing to see here, move along.

Then what the fuck is the point? Geez, we bought an IP and the only thing worth a shit out of it, we can't use. That's the kind of announcement that could ruin a wet dream.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 18, 2008, 09:04:00 AM
They needed characters and they needed them fast, that's the only reason they bought the IP.  That's the way I read it at least. 

If this new game doesn't have a very comprehensive character generation and customization, it's going to tank hard.  If it has levels and grind, it's going to have a very hard time but could still maybe do ok if it scores big on the first point and the grind isn't too horrible.  Since they state up front that they won't be using the Hero system mechanics, it seems highly unlikely we'll see a good free-form character builder with no levels and no grind.  How then is it going to be any better than CoX?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 18, 2008, 10:02:28 AM
How then is it going to be any better than CoX?

"A dynamic, ever-changing world of adventure where you can heroically fight evildoers with your friends!"

*grind grind grind*


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: waylander on February 18, 2008, 11:09:57 AM
Seems like a big waste.

I agree. City of Heroes/Villains is about all the comic book MMO's the marketplace is likely to support. They hover around 150k subs, its a good casual game, and a new comic book MMO is going to have to offer radically different gameplay to make people move from COH.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on February 18, 2008, 12:59:30 PM
I agree. City of Heroes/Villains is about all the comic book MMO's the marketplace is likely to support. They hover around 150k subs, its a good casual game, and a new comic book MMO is going to have to offer radically different gameplay to make people move from COH.

Offer a slightly improved costume generator, a smoothed treadmill, and more variety.  You'll win the majority of their subscribers over.  Add balanced pvp and an endgame and it's a sealed deal.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on February 18, 2008, 01:51:48 PM
I knew people who played Champians.  They never mentioned the setting once.  I thought it was like Heroes Unlimited and had no specified setting.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tasmia on February 18, 2008, 03:37:28 PM
http://www.herogames.com/forums/showthread.php?t=63478
Quote
The meat of the announcement is that Cryptic is indeed going to be coming out with a Champions MMORPG called Champions Online, probably due out in 2009, though that is a WAG on my part. In an interesting twist, rather than Cryptic licensing the Champions Universe from DoJ, they are buying the Champions and Dark Champions IP (except Harbinger of Justice ), and as part of the deal are licensing the rights to print RPG books for those IP back to DoJ in perpetuity (and DoJ doesn't have to pay for it).

DoJ and Cryptic will be working closely together to help insure that any changes to the CU for Champions Online get reflected in the CU books that DoJ will be publishing. Both content-wise and appearance-wise.
Important Note: Cryptic is NOT buying the Hero System IP, just the Champions and Dark Champions IP.

Another Important Note: Champions Online will not be a Hero System MMORPG. My understanding is that Hero is planning on releasing a guide to allow players of Champions Online to recreate their characters in the Hero System at some point after CO comes out, but that it will NOT be using the Hero System itself.

Cryptic has also licensed the Hero System from DoJ so that they can use HERO terminology to describe things. Cryptic has also said that their plan is that CO will have an unprecidented level of customizability in character creation. There is the chance that if Cryptic and DoJ agree that the level of customizability is up to the standards of the HERO System the game may also get hung with the title of HERO Online. Though DoJ retains the right to say "no" on that.

One of the design features that Darren mentioned that Cryptic is looking at implementing that would allow you during character creation to create your own nemesis.

There is also every chance that there will be DoJ produced books that have bits and peices that will be useful for the CO players. Behind the scenes type things.

Oh, and Important Thing: DoJ will be getting access to Cryptic Studios art for publishing in their books.

Important Note from Steve: HERO 6th will in no way be "dumbed down" to make it more appealing to MMO players. I'll note he says this as an MMO player himself.

Also:
Quote
There was some stuff and some nice looking screenshots from the Game Informer article:

# The game has classes, but every class has access to every power. Class defines how many points each power costs for your character.

# Graphics are a 3D/cell shading hybrid that Cryptic calls "comic shading".

# The underground arena circuit allows PvP.

# Only heroes at launch. Dark Champions as an expansion later.

# Fully customizable characters AND powers AND movement types(floating,running on four legs).

# Secret identities.

# Customizable arch-nemesis. If you ever decide to kill off or incarcerate your AN, you get to create a new one.

# The game will take place world wide, not in just one city.

# Planned zones: underground cities, dinosaur-infested island, secret desert military base.

# The game has been created with Cryptic's proprietary game engine called "Game Tech".

# The game will also include voice dialogue and cutscenes.

# Scheduled for a 2009 release.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on February 18, 2008, 04:07:11 PM
Goddammit. I knew Cryptic would throw something up there to give us hope. Somebody must be reading the board.

Must resist fanboying out on this...

Edit - megaprops to Steve for not pulling a WOTC on 6th edition. No talent trees in my Champions, kthx.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 18, 2008, 04:09:08 PM
Tasmia beat me to it.

Apparently the screenshots et al won't be released until Wednesday when they appear on the Cryptic site.

I agree. City of Heroes/Villains is about all the comic book MMO's the marketplace is likely to support. They hover around 150k subs, its a good casual game, and a new comic book MMO is going to have to offer radically different gameplay to make people move from COH.

Like DAOC and WoW offered radically different content from EQ? :-)

A lot of people here seem confused by the Champions IP. In reality, it's pretty unimportant. If it helps, think of this MMO as CoH 2.0, where the dream is Cryptic take everything they learned from CoH and refine that into a new game.

Power customisation and full character customisation will be huge selling points for this MMO. If costume customisation was CoH's killer app, then full customisation will be even more so for ChampO. I'll be interested to see how the 'classes but with full access to powers' system works out.

EDIT - And apparently Cryptic plans to self-publish all their MMOs from now on (which I've known they've been moving to for a long time). As I said before: either inspired or insane.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on February 18, 2008, 04:31:30 PM
Quote
# The game has classes, but every class has access to every power. Class defines how many points each power costs for your character.


WHY??????

Jesus fucking christ, will anyone ever make a skills-based MMOG ever again? Is it really that hard to create some skills, take a whack at balancing them, then release them to the wolves in alpha/early beta to find the unbalancing bits?

Trust your players. They don't need to have their fucking hands held. Let them create something with their imagination, not some archetype.

There are a couple of different ways to do it- EVE style (everyone can get any and all skills eventually, it just takes a lot of time and ingame currency), or UO style- large list of skills, but only a subset are being used/improved (IIRC, Guild Wars was like that too).

Don't make me gimp my character because I want him to have abilities that are 'outside his class'. All we will get is ANOTHER game full of cookie cutter clones.


MEH.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on February 18, 2008, 04:32:53 PM
Hmm...there *are* classes. Lame.

Different costs for different powers means the following: tank classes will have cheap tanking powers and expensive blasting powers, which means the optimal build will be a straight tank.

So you can be creative as long as you are willing to gimp yourself. Otherwise you follow the intended template. Awesome.

Edit: Beaten to the punch! I don't get it, it seems like the power customization feature is the main benefit of the IP and they are dumping it? So what's left?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on February 18, 2008, 04:44:40 PM
I'm willing to give them the benefit of the doubt for now.

Should a character with long range energy blasting powers be able to buy high defenses at the same cost  and same extent as a melee character? I would say not. A Champions GM would nix that, I don't see why the MMO should be any different.

Letting everyone make tank-mages isn't the answer to class-itis.





Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on February 18, 2008, 05:07:24 PM
I appreciate their position. They had a suddenly huge gaping hole and needed to be in a position to recoup for 2009 fy it sounds like. But nothing written or leaked so far points to anything but the game they already did. In 2009, an MMO for Xbox 360 will still be unique. But given that history, I wouldn't be surprised if that single point of differentiation went away too.

What I think really odd is that they're even going so far as licensing enough rights from the HERO engine to talk about it, without actually, like, using the engine itself. Where's the sense in that?

Classes that can be customized sounds a bit like Ryzom, but there's another game I'm thinking of. Can't divine the name though, not even sure if it was MMO. But you effectively could make any character anything, it was just a question of stat expense.

If this game has any sort of PvP at all, that won't make a difference.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 18, 2008, 05:08:19 PM
Don't make me gimp my character because I want him to have abilities that are 'outside his class'. All we will get is ANOTHER game full of cookie cutter clones.

In any char development system cookie cutter builds exist. UO, grand-daddy of freeform charcter development, had the best known cookie-cutter build of all in the tank mage.

I'll wait to actually play the system before deciding if it works or not.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on February 18, 2008, 05:14:38 PM
I'm willing to give them the benefit of the doubt for now.

Should a character with long range energy blasting powers be able to buy high defenses at the same cost  and same extent as a melee character? I would say not. A Champions GM would nix that, I don't see why the MMO should be any different.

Huh? Why would a blaster want high defenses? The reason glass cannons might exist in a game is natural: they fight from far away so they put points into offense.

There is no need to enforce it if you design the game right. it's a natural outgrowth of the rules. But besides, why would a GM nix defense on a blaster? I thought the whole point is that you can choose powers freely. Superman has laser vision and he's practically invincible; same with Silver Surfur.

Now I'm even more confused about what the point is. It's a flexible system that lets you choose powers except GMs won't let you actually do that and neither will Cryptic? Well then...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 18, 2008, 05:15:30 PM
What I think really odd is that they're even going so far as licensing enough rights from the HERO engine to talk about it, without actually, like, using the engine itself. Where's the sense in that?

Because they don't want the HERO system, they want the Champions / Dark Champions IP.

... having just seen some scans of the Game Informer article, it looks like Dual Lightsabers will be an available power choice.  :drill:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on February 18, 2008, 05:23:21 PM
Because they don't want the HERO system, they want the Champions / Dark Champions IP.

What IS the IP?

Characters? Setting? Name a famous Champions character.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 18, 2008, 05:25:52 PM
Huh? Why would a blaster want high defenses? The reason glass cannons might exist in a game is natural: they fight from far away so they put points into offense.

There is no need to enforce it if you design the game right. it's a natural outgrowth of the rules. But besides, why would a GM nix defense on a blaster? I thought the whole point is that you can choose powers freely. Superman has laser vision and he's practically invincible; same with Silver Surfur.

Now I'm even more confused about what the point is. It's a flexible system that lets you choose powers except GMs won't let you actually do that and neither will Cryptic? Well then...

Going way back, this form of power customisation was the original design for CoH. You pick an origin which determines the width and depth of your powers. In later refinements of the system, Cryptic also toyed around with setting 'roles' for the character (i.e. What is the character best at? What are they second best at? etc) but eventually went with ATs because it was a system that stopped players gimping and tank-maging themselves within the same system (or at least made it harder).

The ChampO system seems to be a mix of these - you pick a 'class' which determines overall what you are best at, but then you can pick powers to complement or build out of that shell. If you want to be a pure Blaster, you can, but if you want to have some defence, maybe some hand-to-hand combat, you can also build that in while sacrificing your long-range offensive power.

The point is that any system that offers complete freedom also opens the door to lots of abuses. Champions is a system where a low-point character can be designed who will destroy the universe if they ever use their powers (destroying the universe has a huge negative point cost) unless the GM stops them from being so stupid. Cryptic have had a lot of time to think about how to get such a powers system in place - it'll be interesting to actually design a character under those rules and see how well it works.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 18, 2008, 05:47:10 PM
Because they don't want the HERO system, they want the Champions / Dark Champions IP.

What IS the IP?

Characters? Setting? Name a famous Champions character.

Well, there's Seeker, the Australian Ninja... (I wish I was joking about that  :uhrr:)

It's not the IP that's being used to draw players in. The IP is being used as a framework to get the game launched which will then be hopefully good enough to get players involved.

Given the timeline, it's my assumption that when Cryptic lost MUO, they had a superhero game engine with no IP to hang it off. Since they sold off CoH/V, that ship had sailed, and they wanted to self-publish. But it would take time to come up with a whole new universe and characters. A quicker path would be for them to buy an existing IP. Given the PnP RPG history of some of Cryptic's staff, Champions was known to them and they'd already talked to Hero Games before about doing a CoH PnP RPG (that went to Eden Studios in the end, for a net result of one free online pamphlet being released). Champions gave Cryptic what they needed - a world with an established background and characters with designs they could copy that would get their MMO back on track.

So Cryptic bought the Champions / Dark Champions IP from Hero Games so they had complete control over the IP (perhaps the Marvel / Microsoft experience left a nasty taste in the mouth) and now can re-build a world around that.

Someone else can correct me, but I think this is the first time a MMO is going to be based on an IP with minimal player pull due to its name, but that wasn't the point of the purchase anyway.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 18, 2008, 06:28:41 PM

Should a character with long range energy blasting powers be able to buy high defenses at the same cost  and same extent as a melee character? I would say not. A Champions GM would nix that, I don't see why the MMO should be any different.

Letting everyone make tank-mages isn't the answer to class-itis.


Why not? The Champions system (and games like that in general) can circumvent high defense with unusual attacks. Gas or radiation. Specific or unusual vulnerabilities. Wouldn't that be more interesting than HPs vs. DPS?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on February 18, 2008, 07:15:15 PM

Should a character with long range energy blasting powers be able to buy high defenses at the same cost  and same extent as a melee character? I would say not. A Champions GM would nix that, I don't see why the MMO should be any different.

Letting everyone make tank-mages isn't the answer to class-itis.


Why not? The Champions system (and games like that in general) can circumvent high defense with unusual attacks. Gas or radiation. Specific or unusual vulnerabilities. Wouldn't that be more interesting than HPs vs. DPS?

Sure would. Up until the point you cancel because PVP combat has devolved into special effect Russian roulette.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on February 18, 2008, 08:00:13 PM
Why not? The Champions system (and games like that in general) can circumvent high defense with unusual attacks. Gas or radiation. Specific or unusual vulnerabilities. Wouldn't that be more interesting than HPs vs. DPS?

Sure would. Up until the point you cancel because PVP combat has devolved into special effect Russian roulette.

So...PvP is best if there's just one attack and one defense type?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 18, 2008, 09:56:18 PM
The Hero system gets around the problem by simply charging more build points for the armor piercing and resistance circumventing powers.  So you could have a regular high damage attack that may or may not be resisted or lower damage unusual attacks that pretty much guarantee damage but it's always going to be for less damage even when it hits a soft target.  It's a trade-off.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 19, 2008, 12:33:06 AM
I agree. City of Heroes/Villains is about all the comic book MMO's the marketplace is likely to support. They hover around 150k subs, its a good casual game, and a new comic book MMO is going to have to offer radically different gameplay to make people move from COH.

Disagree.  There's a lot of people who'd be willing to play a comic book MMO (myself included) who don't play CoH because it's repetitive as hell.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: IainC on February 19, 2008, 01:18:51 AM
What IS the IP?

Characters? Setting? Name a famous Champions character.

I think the main point of the IP is what it isn't rather than what it is.

it isn't Marvel or DC or random_litigious_comics_publisher_01. They could invent their own IP with minimal effort but they'd risk sailing through the reefs of plagiarism suits. Or they can pick an existing IP no-one's ever heard of* and safely hang their game off that without being any more creatively limited than if they were making it up from scratch.



*People who played obscure PnP RPGs 20 years ago aren't exactly a core demographic. And I say that as someone who played a lot of obscure PnP RPGs 20 years ago.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 19, 2008, 03:31:10 AM
What IS the IP?

Characters? Setting? Name a famous Champions character.
They could invent their own IP with minimal effort but they'd risk sailing through the reefs of plagiarism suits. Or they can pick an existing IP no-one's ever heard of* and safely hang their game off that without being any more creatively limited than if they were making it up from scratch.



*People who played obscure PnP RPGs 20 years ago aren't exactly a core demographic. And I say that as someone who played a lot of obscure PnP RPGs 20 years ago.

It's talk like that that means Tunnels and Trolls Online, Paranoia Online and Macho Women with Guns Online will never be a reality.  :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Phred on February 19, 2008, 04:47:55 AM
What do Cryptic care if they eat into CoH/V's population? They sold that IP to NCsoft. If the talk about the MMO dev watercooler is true, WoW brought a lot of new players into the MMO genre, some of whom will at least check out what a new MMO has to offer. So, weak IP or not, I think ChampO has a better shot at a bigger audience than CoH had on launch.

Two quotes in a row. I need to get to work.  :ye_gods:

This has been my "big" question. No doubt the MMOG players will be inclined to check out a new MMORPG, but will the bulk of WoW players give a shit, if it isn't WoW?

Not if Statesman put's in his usual grind.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: IainC on February 19, 2008, 04:58:20 AM


It's talk like that that means Tunnels and Trolls Online, Paranoia Online and Macho Women with Guns Online will never be a reality.  :grin:

Hey, if I had any programming skills whatsoever, then Bunnies and Burrows Online would already be paying for my villa in the sun.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: cmlancas on February 19, 2008, 05:10:56 AM
Can you include goat shepherding? I also want to put in my Belgian shepherd, Link.

 :drill:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bokonon on February 19, 2008, 08:52:52 AM
You know, all these complaints of balance could be alleviated in a comic book setting, IMO, by making powers cause weaknesses when in use? Want to be a rad fire blaster? Cool, but for 5 seconds you have less resistance to water, ice, and wind (for the sake of an example). Make all toggles active use for similar reasons.

Does anyone think this would increase the likelihood of character variety? Or would people just complain anyway?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on February 19, 2008, 09:00:40 AM
Does anyone think this would increase the likelihood of character variety? Or would people just complain anyway?

People want to pwn with impunity.  Anything that allows them to die 50% of the time will result in immediate complaints.  While people clammor for balanced gameplay, very few really want it.  This is evident in games with class disparity.  You'll always see more people playing the classes perceived as being overpowered. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: cmlancas on February 19, 2008, 09:04:00 AM
I personally don't think that a character should be punished for developing the ability to pwn with impunity. Shit, if you invest 600 hours in a character, he/she better be at least marginally better than Random_Player_01 who only has 30 hours. It's called retention, damnit.

That being said, there's no reason why Player_02_600_Hours_Played should be necessarily "broken." I agree with sublevels and the AA system. I'm fine with giving a player +10hp every time he levels up after he has 10khp.

Then again, I think we've made too many mistakes since we've gone away from MUDs. I still think there should be tiers divided by sublevels so everyone can play together without this shit business of grinding up characters. (Every time I make this argument I think of DotA and how much fun it is/was.)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on February 19, 2008, 09:18:31 AM
I personally don't think that a character should be punished for developing the ability to pwn with impunity. Shit, if you invest 600 hours in a character, he/she better be at least marginally better than Random_Player_01 who only has 30 hours. It's called retention, damnit.

Marginally better.  That's fine with me.  Sadly, it's not the case in the more popular MMO's.  Time = power being the current paradigm that has turned the MMO genre into the shitty catass grindfest we all know it to be. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on February 19, 2008, 09:24:16 AM
If this game has the Champions IP but doesn't use any part of the Hero System, then I'm considerably less interested.  Champions has always been about the system and never really about the IP.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on February 19, 2008, 09:28:31 AM
Quote
# The game has classes, but every class has access to every power. Class defines how many points each power costs for your character.


WHY??????

FFS, QFT.

Seriously, if you can buy any power, just make it a goddamn skill system. Do something fucking different. This is World of Heroes, i.e. City of Heroes the Sequel. They just didn't want to call it a sequel and couldn't because they sold the IP to NCSoft.

All the power customization will mean fuckall if they don't remove the problems COH/V had in the first place, i.e. the only thing to do was fun but got entirely too repetitive and required too much time to level up. If they don't fix THAT issue, it doesn't matter what kind of character system they create.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on February 19, 2008, 10:20:44 AM
What do Cryptic care if they eat into CoH/V's population? They sold that IP to NCsoft. If the talk about the MMO dev watercooler is true, WoW brought a lot of new players into the MMO genre, some of whom will at least check out what a new MMO has to offer. So, weak IP or not, I think ChampO has a better shot at a bigger audience than CoH had on launch.

Two quotes in a row. I need to get to work.  :ye_gods:

This has been my "big" question. No doubt the MMOG players will be inclined to check out a new MMORPG, but will the bulk of WoW players give a shit, if it isn't WoW?

Not if Statesman put's in his usual grind.



Can you really call it his "usual" grind if he's only done it once? Was he ever even involved with an MMO before CoX?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Arrrgh on February 19, 2008, 10:56:09 AM
What do Cryptic care if they eat into CoH/V's population? They sold that IP to NCsoft. If the talk about the MMO dev watercooler is true, WoW brought a lot of new players into the MMO genre, some of whom will at least check out what a new MMO has to offer. So, weak IP or not, I think ChampO has a better shot at a bigger audience than CoH had on launch.

Two quotes in a row. I need to get to work.  :ye_gods:

This has been my "big" question. No doubt the MMOG players will be inclined to check out a new MMORPG, but will the bulk of WoW players give a shit, if it isn't WoW?

Not if Statesman put's in his usual grind.



Can you really call it his "usual" grind if he's only done it once? Was he ever even involved with an MMO before CoX?

There were also the frequent and excessive nerfs. Since you're going down the "but he only made one mistake in one MMO!" road.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on February 19, 2008, 11:23:07 AM
What do Cryptic care if they eat into CoH/V's population? They sold that IP to NCsoft. If the talk about the MMO dev watercooler is true, WoW brought a lot of new players into the MMO genre, some of whom will at least check out what a new MMO has to offer. So, weak IP or not, I think ChampO has a better shot at a bigger audience than CoH had on launch.

Two quotes in a row. I need to get to work.  :ye_gods:

This has been my "big" question. No doubt the MMOG players will be inclined to check out a new MMORPG, but will the bulk of WoW players give a shit, if it isn't WoW?

Not if Statesman put's in his usual grind.



Can you really call it his "usual" grind if he's only done it once? Was he ever even involved with an MMO before CoX?

There were also the frequent and excessive nerfs. Since you're going down the "but he only made one mistake in one MMO!" road.

That's actually not what I said at all, but OK. Alleged nerf mistakes and the grind mistake are not related in any particular way.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 19, 2008, 11:37:02 AM
What do Cryptic care if they eat into CoH/V's population? They sold that IP to NCsoft. If the talk about the MMO dev watercooler is true, WoW brought a lot of new players into the MMO genre, some of whom will at least check out what a new MMO has to offer. So, weak IP or not, I think ChampO has a better shot at a bigger audience than CoH had on launch.

Two quotes in a row. I need to get to work.  :ye_gods:

This has been my "big" question. No doubt the MMOG players will be inclined to check out a new MMORPG, but will the bulk of WoW players give a shit, if it isn't WoW?

Not if Statesman put's in his usual grind.



Can you really call it his "usual" grind if he's only done it once? Was he ever even involved with an MMO before CoX?

There were also the frequent and excessive nerfs. Since you're going down the "but he only made one mistake in one MMO!" road.

It could be argued that it was poor initial design that was the mistake, not the generally necessary nerfs.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: stray on February 19, 2008, 11:40:14 AM
I think by usual, it's meant that Statesman doesn't know how to leave things alone. Whenever he talked, it'd always be about balance. Seemed obsessive about it. And he has a habit of chipping away rather than building upon things.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on February 19, 2008, 12:28:28 PM
"Nerfs" Equating to "Mistakes" is a very subjective thing. Players my not like them sometimes, but many times, its the best thing for the Game/Project.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: stray on February 19, 2008, 12:30:14 PM
Players are the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on February 19, 2008, 12:31:40 PM
Players are the game.

Changes are necessary.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: stray on February 19, 2008, 12:34:28 PM
Fair enough. But when a "superhero game" changes into "not really a superhero game", it's a detrimental change.

[edit] Yes, I'm still bitter.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on February 19, 2008, 12:48:31 PM
Fair enough. But when a "superhero game" changes into "not really a superhero game", it's a detrimental change.

[edit] Yes, I'm still bitter.

My comment wasn't really trying to apply to any one instance. That would create endless debates for years to come.

But, with out tying it to any one instance, "Nerfs and buffs" are necessary things, and are not bad things.

The only exception to that, IMO, was the NGE. That was just a mistake in every way, (lol)  But also a completely different magnitude of "Change".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Phred on February 19, 2008, 02:17:26 PM
"Nerfs" Equating to "Mistakes" is a very subjective thing. Players my not like them sometimes, but many times, its the best thing for the Game/Project.

In the case of CoH I'd argue we've had enough time to determine that many of the nerfs were mistakes. You can be as fair and open minded as you like but I am certainly not playing another game Statesman has charge of unless the word of mouth is overwhelmingly good on it and even then I'll give it a year to see how badly it gets nerfed first.





Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on February 19, 2008, 02:25:27 PM
The combat special effects system is borked beyond belief.  That they never learned the concept of diminisioning returns (e.g. you can stun/be stunned permanently) is just fucked up.  I hope he gets it right this time around.  I also hope that he makes knock down a fun mechanism this time around, rather then a way to annoy melee fighters (hint: giving melee fighters a quick way to close the distance to a nearby target makes knockback less annoying, using knock back to juggle enemies is an interesting way to fight multiple opentents at the same time).  I also hope that he does something creative with AOE and fighting multiple enemies at the same time that does not including the number of enemies that can be effected at the same time.

I'm just full of hope!  Storm-calling damage dealer here I come!  I believe!

2009?  Hmph, fucking vaporware!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Chenghiz on February 19, 2008, 03:11:38 PM
I want an MMO that's an exact replica of the Hero System. That would be the most hilariously broken game in existence.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on February 19, 2008, 04:13:43 PM
I want an MMO that's an exact replica of the Hero System. That would be the most hilariously broken game in existence.

Of course it wouldn't. It would be the greatest game ever because there would be no classes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 19, 2008, 07:59:28 PM
I want an MMO that's an exact replica of the Hero System. That would be the most hilariously broken game in existence.

Of course it wouldn't. It would be the greatest game ever because there would be no classes.

Also, players would balance themselves in order to best meet their character RP concept.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on February 19, 2008, 08:16:24 PM
It could be argued that it was poor initial design that was the mistake, not the generally necessary nerfs.
Not having an aggro cap was a design mistake. ED, among other things, was a global nerf, pure and simple, because people were killing too many enemies per unit time -- i.e. they were having too much fun. And no, the IO system (which came well after) does not make up for ED unless you happen to have a billion or so influence/infamy lying around (the amount needed to perma things that were perma-able before ED).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on February 19, 2008, 08:35:25 PM
I'm willing to give them the benefit of the doubt for now.

Should a character with long range energy blasting powers be able to buy high defenses at the same cost  and same extent as a melee character? I would say not. A Champions GM would nix that, I don't see why the MMO should be any different.
Huh? Why would a blaster want high defenses? The reason glass cannons might exist in a game is natural: they fight from far away so they put points into offense.

There is no need to enforce it if you design the game right. it's a natural outgrowth of the rules. But besides, why would a GM nix defense on a blaster? I thought the whole point is that you can choose powers freely. Superman has laser vision and he's practically invincible; same with Silver Surfur.

Now I'm even more confused about what the point is. It's a flexible system that lets you choose powers except GMs won't let you actually do that and neither will Cryptic? Well then...
A GM wouldn't nix defense on a blaster unless of course the blaster was piling on the attacks and/or STR and was piling on the disadvantages to make a true tank-mage -- i.e. Superman. Under the Champions/Hero System points system for a "normal" Hero (i.e. not a total munchkin) if you go for high defense you would have to give up something. In the case of the blaster that would probably mean your blast attacks are weaker.

The easy way to balance ranged attacks with melee attacks in a game like CoH with no character stats like STR, DEX, etc. is to make ranged attacks cost more per unit damage. By attacking at range you gain all sorts of advantages such as being out of range of PBAoE attacks so the ranged attacks should cost more. So a melee attacker with the same DPS as a ranged attacker would have more points left over for defenses or HP boosts or whatever.

As for having "classes" (i.e. archetypes) with power discounts I don't have a problem with that in general. The problem with *not* having some sort of "bundle" discount system is that people gravitate towards "generalist" templates where nobody specializes or is particular good at any one thing and the game become City of Soloing Generalists, which is fine if it's a single-player game, not so good if it's an MMORPG. Cryptic already "messed up", in some ways, the design of CoV where they made all the archetype solo-friendly (though obviously a lot of people like it that way). As a consequence grouping is much less common Villain-side than it is Hero-side.

Not having classes also can make forming groups incredibly time-consuming since you have to go through everybody's powers and figure out what you may need. That's assuming people actually do group regularly in a classless system.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 19, 2008, 08:47:22 PM
It seems likely that the official Champions Online site will be http://www.champions-online.com, registered on December 19 2007.

The first major materials should be released tomorrow.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 19, 2008, 08:57:42 PM
Not having classes also can make forming groups incredibly time-consuming since you have to go through everybody's powers and figure out what you may need. That's assuming people actually do group regularly in a classless system.

Of course, the AT system in CoH/V still suffers from the problem of Defenders being widely regarded as Healers, yet not all Defender sets having healing powers. I'm sure that an even less class orientated system is going to confuse people even more.

Not having an aggro cap was a design mistake. ED, among other things, was a global nerf, pure and simple, because some ATs like Tankers were killing too many enemies per unit time -- i.e. they only needed team mates to stand around while they trained and fought the entire map themselves.

FIFY.

ED / GDN was caused by initial design mistakes, but it was necessary to reduce the gap between the top and bottom percentiles of AT power.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on February 19, 2008, 09:44:34 PM
The herding nerfs were separate from ED. ED was because Statesman was unhappy people were taking on more than 3 minion-equivalents at one time.

Edit: to put it another way, ED nerfed *everybody*, not just Tankers.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 20, 2008, 01:17:17 AM
It seems likely that the official Champions Online site will be http://www.champions-online.com, registered on December 19 2007.

The first major materials should be released tomorrow.

They're up right now, including a number of screenshots.

Edit:  It's got sort of a cel-shaded look which I like, but the character designs themselves seem a bit awkward.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 20, 2008, 01:33:53 AM
Eh, I can't imagine that it's any worse than people at Bungie having to work on three Halo games in a row, and at least Crytic is sticking with a niche nobody else is really doing (we've just seen more screenshots of Champions Online than we have of DC Online).  Would you rather be working on a dev team's second Superhero MMO, or random dev team's Yet Another Fantasy MMO?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 20, 2008, 01:44:48 AM
Maybe you missed the part where I said that they are direct competition with their own game.

I'm not sure why that would make it a better or worse place to work at or how it's really much different at the end of the day.  If you're working on a sequel (or spiritual successor to a game or whatever) I imagine you'd generally want to it be a decent improvment over the previous one.  I would think the same goes for the team here.  That it's going to be direct competition to a game they no longer own, that will be at least five years old and showing its age by the time Champions comes out, shouldn't be all that discouraging to the team.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 20, 2008, 02:03:35 AM
Statesman being at the helm is probably the biggest reservation I have about this game (although there are several other potential issues as well).  Regardless, given a choice between Cryptic doing an incremental improvement on CoH, or moving on to something else and leaving CoH as likely the only Superhero MMO to ever see release (as you can seem I'm pretty sceptical that the DC game will ever make it past the vaporware stage), I'd rather go with the incremental improvement.

I don't really get the Okami comparison as far as cel-shading goes.  It's a completely different art style.  My biggest problem with the screenshots right now, is every single background looks like a rehash of CoH.  We have the cave background, the lab background, the warehouse background, the industrial background..., fuck, mix it up a little bit here guys.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 20, 2008, 02:13:24 AM
I'd almost perfer it if they reskinned the character models.  I'm so sick of seeing those backgrounds though after seeing them probably over a hundred times each in the short amount of time I played.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 20, 2008, 03:21:19 AM
Their first article on combat (http://www.champions-online.com/articles/superheroic_combat_in_champions_online):

Quote
Up until now, the combat mechanics of one MMO has been a lot like the next. A player selects a target, triggers an attack and either uses another attack or waits for the first one to recharge. In some cases, the game even provides players with an auto attack feature so that they don’t need to keep mashing the same attack key again and again. Auto-attack is so common that players have even come up with a nickname for this gameplay: click "A" and pray. Yawn.

This all changes with the debut of Champions Online! Players instantly leap into action as soon as they hit a button. Once an animation completes, the player can attack again. There are no lengthy recharge times, and no boring auto attack. Instead, Champions Online has the fast-paced gameplay normally found only in fighting or action games. Years of work on the Cryptic Engine has allowed us to create combat unlike any other MMORPG on the market.

Combat in Champions Online is breathless and action packed, but it's much more than mindless button mashing. Every encounter also requires strategy. Champions Online delivers villains with unique abilities that players must take into account. Each battle requires the player to utilize his or her powers to the fullest in order to triumph. Players need to stay sharp, to use the environment, and to plan thoroughly before they leap into action. But even the best plan can go awry when face to face with the enemy, so players must be prepared to improvise.

Players square off not only against hordes of henchmen and their leaders, but also countless costumed villains drawn from the rich lore of Champions. Doctor Destroyer. Grond. Foxbat. Menton. Anklysaur. Mechanon. Firewing. And many, many more.

Some battles will be more difficult than others, and many will test even the most battle-hardened heroes. And sometimes, it will help to have a superteam of friends to back you up when the going gets tough!

In Champions Online, the epic fights between heroes and villains are unforgettable from one adventure to the next. Every battle will be different, but they will all have one thing in common: the stakes are high, the action electrifying, and the pace exhilarating!

That's a whole lotta words to not say much of anything.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Phred on February 20, 2008, 03:40:27 AM
Doesn't matter. The boredom must be setting in on a portion of the team.

At least Cryptic sold off their other game before they had to directly compete with it. Heh.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 20, 2008, 04:59:05 AM
The Cryptic team working on this only has a few members who worked on CoH/V - most of the people on that went to NC^2. It'll be the case of competing on their former product for very few of them.

Having had a close look at the screenshots, they're nice and all, but the cel shading leaves it looking flat. I'll have to see what it looks like in motion.

This bit interests me:

Quote
This all changes with the debut of Champions Online! Players instantly leap into action as soon as they hit a button. Once an animation completes, the player can attack again. There are no lengthy recharge times, and no boring auto attack. Instead, Champions Online has the fast-paced gameplay normally found only in fighting or action games. Years of work on the Cryptic Engine has allowed us to create combat unlike any other MMORPG on the market.

I've often thought that a Dynasty Warriors-esque battle system would be fun in a MMO. We'll see, of course.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sunbury on February 20, 2008, 05:20:37 AM
No mention if you can queue up attacks ahead of time, or if some attacks can only be used as counters to opponents attacks.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 20, 2008, 06:32:56 AM
Quote
Anklysaur.

Beware Anklysaur, destroyer of ankles!

First impression after looking at the site:  Total customization is the reason I remain curious about the game.  The blurb on attacking is too vague to form an opinion yet beyond that it sounds very console-ish.  I don't like the cell shading effect they're using based on those screenshots, but seeing it in motion might change my mind (the old Fear Effect looked like ass in screenshots but wasn't too bad in motion).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on February 20, 2008, 09:04:28 AM
Quote
This all changes with the debut of Champions Online! Players instantly leap into action as soon as they hit a button. Once an animation completes, the player can attack again. There are no lengthy recharge times, and no boring auto attack. Instead, Champions Online has the fast-paced gameplay normally found only in fighting or action games. Years of work on the Cryptic Engine has allowed us to create combat unlike any other MMORPG on the market.

I've often thought that a Dynasty Warriors-esque battle system would be fun in a MMO. We'll see, of course.

Actually, that sounds EXACTLY like City of Heroes combat system.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: stray on February 20, 2008, 09:10:43 AM
Uh... I'm not saying CoH combat is all that terrible, but it sure isn't "instant action" or Dynasty Warriors like by any means. Not sure what game you were playing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on February 20, 2008, 09:13:44 AM
The description listed sounds exactly like City of Heroes, not the Dynasty Warrior hope.

In COH, there is no auto attack. You hit a button, the animation plays out as the attack goes on, and you can't trigger another attack until the animation is done. The only difference is he said there were no recharge times, which I guess means no cooldown on certain powers. I'm sure if that's the case, it'll get nerfed as people do nothing but spam the same power over and over again.

But really, that describes the COH combat system (minus cooldown timers) to a tee. They can claim it's like a fighting game or an action game, and it may be, because COH wasn't that far from it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on February 20, 2008, 10:03:18 AM
Another feature of the CoH combat system- fighting the same 5 enemies on the same 5 maps until the sun goes cold. Or you manage to slit your wrists with your CoH DVD.



Yes, I realize they have added stuff since I quit, but the grind is still there in full force. Grindy, class-based system and no economy? Be still my heart.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on February 20, 2008, 10:25:46 AM
I'm not worried about the cell-shading, that stuff always looks better in motion than in screenshots.  However, the reskinned CoH environments seem very, very, meh.

The underground one?  Yeaah, I did that in CoH, 32000 times.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on February 20, 2008, 11:34:37 AM
I'm not sure there's a whole lot you can do to make "modern world city" backgrounds all that different from each other. One alleyway looks very much like another in the US. I guess they could set it in Europe or something.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Phred on February 20, 2008, 11:58:23 AM

Yes, I realize they have added stuff since I quit, but the grind is still there in full force. Grindy, class-based system and no economy? Be still my heart.

When I went back last year one of the things that basically drove me away again was how little had changed about missions. I think I might have seen one or two new tile sets and partly I suspected they were already in the game, only showing up in the mid 40's.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Aez on February 20, 2008, 06:55:09 PM
CoH is the best mmorpg I played.

I have zero interest for that game.  Been there done that. 
The differences I saw between the two games from the official page :

- No recharge timer skill - replaced by combo.  Now you have to press hotkey 1 + hotkey 2 to get your big attack instead of having it on hotkey 3 with a long recharge timer. No real difference there.
- More customization - good but could have been achieved by an CoH expansion.
- A loot system that let you get new costume pieces has you grind missions - good I guess, still doable in a CoH expansion.
- Suckier lore.  Defender and Doctor Destroyer? Please.  The artwork for Defender is terrible.  He looks like a generic sidekick.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on February 20, 2008, 07:23:47 PM
Quote
Players square off not only against hordes of henchmen and their leaders, but also countless costumed villains drawn from the rich lore of Champions. Doctor Destroyer. Grond. Foxbat. Menton. Anklysaur. Mechanon. Firewing. And many, many more.

Hard to imagine someone writing this with a straight face. A few months ago it was Doctor Doom and Magneto, now it's Doctor Destroyer and Mechanon.

Rich lore? I've never heard of any of these guys. It smacks of utter desperation.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: stray on February 20, 2008, 07:36:53 PM
I think Mr. Furious, the Spleen, and Casanova Frankenstein could actually be taken more seriously than any of that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on February 20, 2008, 07:50:59 PM
What about Ms Indestructible, Deadly Girl and The Weevil?

Or The Evil Midnight Bomber, Barry and The Hotel Manager?



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: cmlancas on February 20, 2008, 08:03:34 PM
Peter Griffin?  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on February 20, 2008, 08:25:59 PM
I never played CoX so I'm kind of looking forward to this. Also I like cell-shaded graphics and these look pretty nice even in stills. I'm not sure how well a Marvel-based game would work anyway. "Professor X wants you to collect ten wolf hides!"

I think the IP is terrible but whatever, makes no difference to me, Marvel was never a draw for me personally anyway.

So despite all my mean words I'm kind of excited.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ragnoros on February 20, 2008, 10:38:02 PM
Didn't see this mentioned anywhere. Another bullet point.

# Fat Lewt. With the ability to turn the graphics on or off.

Personally I'm stoked. The Marvel IP was meh for me. And with the DC MMO being total vapor :heartbreak: having something on the horizon in tights is nice.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Fordel on February 20, 2008, 11:45:59 PM
I'm not sure there's a whole lot you can do to make "modern world city" backgrounds all that different from each other. One alleyway looks very much like another in the US. I guess they could set it in Europe or something.


Isn't that why people pay artists and shit? Style, Flair, Flavour? Maybe not have the game revolve around Caves, Alleyways and Warehouses?


Having to look at generic city scene 42 again will suck the life out of me incredibly fast.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sjofn on February 21, 2008, 12:04:10 AM

Hey, if I had any programming skills whatsoever, then Bunnies and Burrows Online would already be paying for my villa in the sun.

I would be your most loyal customer ever.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on February 21, 2008, 02:56:59 AM
The description listed sounds exactly like City of Heroes, not the Dynasty Warrior hope.

In COH, there is no auto attack. You hit a button, the animation plays out as the attack goes on, and you can't trigger another attack until the animation is done. The only difference is he said there were no recharge times, which I guess means no cooldown on certain powers. I'm sure if that's the case, it'll get nerfed as people do nothing but spam the same power over and over again.

But really, that describes the COH combat system (minus cooldown timers) to a tee. They can claim it's like a fighting game or an action game, and it may be, because COH wasn't that far from it.
No it's not. The cooldown timers are what make it different. In CoH you spend a significant amount of time in your early levels standing around twiddling your thumbs waiting for your powers to refresh. Even Brawl the most basic attack that everybody gets has a 2 second refresh time. Eventually as you get enough powers to fill out an attack chain you can chain one attack after another without having to wait in between but even then you still have to wait on individual powers to refresh. The system that's described above is like the one used in the X-Men Legends and Marvel Ultimate Alliance games where you can keep spamming the same button over and over if you wanted to. In CoH if you tried that you would drive yourself insane listening to the "refresh" alert sound.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on February 21, 2008, 03:09:16 AM
They're up right now, including a number of screenshots.

Edit:  It's got sort of a cel-shaded look which I like, but the character designs themselves seem a bit awkward.
Right now I'm kind of "meh" on the whole cel-shaded look. While I do like the look when done well the style they are showing in the screenshots is seriously conflicting with all the eye-candy they are layering on top of it -- e.g. the bloom effects on Defender and the reflections on Doctor Whatshisname. When covered with all teh shiney the cel-shaded textures just look like somebody didn't spend a lot of time on the textures to make them look nice.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 21, 2008, 05:56:58 AM
Everything they've talked about so far has been mildly interesting but you know the one thing that might actually get me to really take notice of the game?  If they vastly improve the npc AI so missions don't consist of repeatedly seeing a big group of retarded crash test dummies all standing around waiting for you to blow them up.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on February 21, 2008, 06:10:28 AM
Meh, when City of Heros went to City of Slightly Better than Normal People is when I lost interest.  Since it's the same people with the same concepts of balance and thoughts on what constitutes a 'fun' play session I doubt if this game will do anything I'm interested in.

I think I figured out that one of the things I like about Eve, at least for the moment, is that I can take my lone ship in and battle 40 or 50 baddies and with some prior planning and, admittedly, a bit of gameyness come out on top.  It's one of the things that endeared me to CoH at first and then completely sucked the life out of me when they changed it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sunbury on February 21, 2008, 06:30:17 AM
Quote
In CoH if you tried that you would drive yourself insane listening to the "refresh" alert sound.

Actually in LOTROL which I just played in late beta and 'friend key' mode for a month or so, I got so tired of staring at the little special attack icons to reactivate, I just stopped looking at them, instead just 'drummed' the 1-2-3 keys and let them take care of themself.  I was a warrior so they helped, but the specific timing was not that critical, at the low levels I was at.

Oddly, I didn't have that problem in CoH.  I played a fire-ice blaster until getting bored in the late 30s.  In combat, I mostly looked at the 3D display, not having to watch special attack icons nor scrolling damage screens to see what was happening.  I only had a couple of 'long timer' skills which I checked before starting the next fight.

My dream MMOG does not have icons that light up or with timers, and does not have the scrolling damage log windows, but you can play actually looking at the damn 3D graphics.  If there are game elements related to that, they should be reflected in a more 3D / Natural way, somehow...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on February 21, 2008, 07:20:13 AM
Quote
In CoH if you tried that you would drive yourself insane listening to the "refresh" alert sound.
Oddly, I didn't have that problem in CoH.  I played a fire-ice blaster until getting bored in the late 30s.  In combat, I mostly looked at the 3D display, not having to watch special attack icons nor scrolling damage screens to see what was happening.  I only had a couple of 'long timer' skills which I checked before starting the next fight.
You need to read what I wrote more carefully.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 21, 2008, 01:52:04 PM
Interesting read. (http://www.gamasutra.com/php-bin/news_index.php?story=17549)  Now the question is: Will he learn from his mistakes?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on February 21, 2008, 01:58:25 PM
I'm not sure there's a whole lot you can do to make "modern world city" backgrounds all that different from each other. One alleyway looks very much like another in the US. I guess they could set it in Europe or something.


Isn't that why people pay artists and shit? Style, Flair, Flavour? Maybe not have the game revolve around Caves, Alleyways and Warehouses?


Having to look at generic city scene 42 again will suck the life out of me incredibly fast.

I guess superhero games aren't for you on some level. The City (...my "The City") is a central theme in the genre, it isn't really abandonable.

For all of the complaining about CoH's lack of maps, there are actually quite a bit more than 5:

office building (couple different wall types)
ruined office building
warehouse
ruined warehouse
sewer
rocky/wet cave
sandy cave
science lab
council base
oranbega
freight ship
arachnos base
rikti base
bank

There are also a bunch of 'special' villain group related updates to some of these, like the Freakshow warehouse, the Tsoo tattoo parlor warehouse, etc. I'm sure I left some other maps out as well. And that's not including all the 'outdoor' maps from train missions, mayhem/safeguard missions and the like. There are probably at least another 20+ of those. And then the newer zone TFs have special maps, like that giant robot council base one. And they've probably added more since I canceled like a year ago.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on February 21, 2008, 02:01:45 PM
Maybe it's the fact that you have to grind the selection of maps so many times to get anywhere that makes the selection appear more limited.  I also think that CoH is hurt by the fact that there are few different encounter types beyond: run to an instance, kill x/find x/escort x/clear.  Having to do these missions many many times to level after 35 makes the game seem a lot less varied than it may actually be. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on February 21, 2008, 03:05:39 PM
Interesting read. (http://www.gamasutra.com/php-bin/news_index.php?story=17549)  Now the question is: Will he learn from his mistakes?

Quote
The net effect of the updates was high retention versus a "typical" MMORPG from month one to month two -- a rate of about 90 percent, Emmert said, high above his colleagues' two thirds loss on other games. The retention month after month continued to be static, moreover. "The people who remain, you can't get rid of them... it's absolutely impossible to do it because they're so used to the pain and agony of the gameplay that they love it."

Quote
Finally, consider player nature. "People will make it as un-fun as they possibly can if they think there's something to gain by that," Emmert added, concluding, “Worry about the players you've got. Don't worry about the players you don't have. You are what you are at launch," advised Emmert.

My guess would be that's a negative.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on February 21, 2008, 03:09:19 PM
Quote
Don't worry about the players you don't have. You are what you are at launch," advised Emmert.

Blizzard disagrees. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: cmlancas on February 21, 2008, 03:10:40 PM
So would Sony, I bet, with EQ2.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on February 21, 2008, 03:57:13 PM
So would Sony, I bet, with EQ2.
Or wouldn't, with SWG.

Some change is okay, and over years the playerbase will transform, but major changes for the sake of chasing new players will fail.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ragnoros on February 22, 2008, 01:26:11 AM
Fucking interwebs ate my post.

Anyway I was going to make one about the lack of backdrops for missions, but when it comes down to it no one really gives a fuck. The problem is
<snip> missions consist of repeatedly seeing a big group of retarded crash test dummies all standing around waiting for you to blow them up.
NOTHING fun or interesting happens in missions. There are a couple exceptions, but we're talking a bit of dialog here, nothing ground breaking.
"Arrest" everyone. "Arrest" everyone. Click the box and  "Arrest" everyone. Click the NPC. are about all the variety you get. 
They need to spend a big fucking portion of their dev time making missions fun. They can take the easy way out and throw more dialog in and some cutscenes. Which from the article in GI sounds like what they are going to be doing. Or they can go the hard way and put some truly fun, dynamic shit in that makes you make decisions.

Arriving at the warehouse you got a tip on from one of your more reliable informants you survey the scene. Several startled and rather unpleasant looking thugs are pointing some high tech weaponry at you. Maybe crashing in on the party through the skylight was not the wisest of plans... The rest of the thugs - who are  less impressively armed - are making a run for the unmarked vans they were loading the equipment into. If they get out of sight and split up it's unlikely you will catch more then one or two of them, if that. And lastly, aww crap. Hostages...
Just as you begin to formulate a plan the wall next to you explodes into a shower of bricks and a large angry man steps into the room through the newly made door. Fantastic, they brought muscle. Whatever is in these crates must be worth a fortune to someone with all the effort put into this heist.

At this point you would have to prioritize between saving the hostages, catching the thieves, avoiding being shot, and dealing with the guy trying to rearrange your face.

Lastly they could put in some truly groundbreaking PvP with people playing heroes fighting other people playing villains in missions for rewards and XP as it SHOULD be in a superhero game. But that would be far to epic if done right.

Basically combat is fun. Be it watching the awesome particle effects as you blast your enemies into dust, sending your zombie horde to rip them limb from limb, or wading your skinny ass into a mob of a dozen guys (ED can suck my ass, but we are not talking about that here) and beating them all down with your bare hands is fucking fun.
Doing the same mission for the entire game is not.

(It's late I'm tired, forgive me now and I'll edit this into something coherent tomorrow.)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on February 22, 2008, 01:33:18 AM
Some change is okay, and over years the playerbase will transform, but major changes for the sake of chasing new players will fail.

Wow has barely changed at all since release. The main thing I gather is that world PvP got shafted in favor of arena-type stuff. But there haven't been any major system changes. And PvP was in at release, they just changed the focus. A lot of the growth has been new markets.

EQ is probably the best example of building an audience but that was done more with incremental improvements. I think the point he was trying to make is that adding new systems or dramatically altering old ones is typically going to do little to increase subs.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 22, 2008, 07:51:13 AM
He's talking about that game with Dark Helmet.  :drill:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 22, 2008, 12:36:48 PM
Here's another article on that Jack Emmert talk. (http://www.massively.com/2008/02/22/gdc08-jack-emmert-on-cryptics-success-and-failure/)  The Q&A at the end wasn't mentioned in the other article.  This quote boggles my mind.

Quote
Q: You admit that you aren't the most perfect designer... how do you get people to stick around in your games?
A: I had a vision for the game. In action/RPGs, there aren't any items with stats. Why do we need all of those numbers?

Which RPGs is he playing that don't have items with stats?  If he clings to that 'players don't need to see the numbers' crap in Champoins, it's going to suck.

Edit:

They have their first trailer already. (http://xbox360.ign.com/articles/854/854285p1.html#)  The bits and pieces of the actual game looks pretty.  That cell shading in motion does look better than the stills, which seems par for the course with cell shading.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 22, 2008, 01:39:06 PM
Here's another article on that Jack Emmert talk. (http://www.massively.com/2008/02/22/gdc08-jack-emmert-on-cryptics-success-and-failure/)  The Q&A at the end wasn't mentioned in the other article.  This quote boggles my mind.

Quote
Q: You admit that you aren't the most perfect designer... how do you get people to stick around in your games?
A: I had a vision for the game. In action/RPGs, there aren't any items with stats. Why do we need all of those numbers?

Which RPGs is he playing that don't have items with stats?  If he clings to that 'players don't need to see the numbers' crap in Champoins, it's going to suck.


He might be talking about games like Zelda, where your bow and boomerang don't have "+100 versus Dodongos" on it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 22, 2008, 01:46:16 PM
I'll take a Mass Effect over a Zelda any day of the week, personally.  Of course, I also think items in a superhero game is stupid.  But I damn well want to see the numbers on my powers.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on February 22, 2008, 02:18:36 PM
I'll take a Mass Effect over a Zelda any day of the week, personally.

FPSes are feeling more like role playing games than RPGs these days. (I'd love to play an Ultima that uses Half-Life 2's engine....)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Fordel on February 22, 2008, 03:40:03 PM


I guess superhero games aren't for you on some level. The City (...my "The City") is a central theme in the genre, it isn't really abandonable.

For all of the complaining about CoH's lack of maps, there are actually quite a bit more than 5:

etc.


Maybe if all those maps didn't look like something I could make out of a NWN tileset editor, I might agree. It's like those non-instanced caves in WoW. Sure they might have a different colour, an extra tunnel or a few added stalagmites, but they are the same damn cave. CoH always felt like the same cave, over and over again. and again.

Warehouse = Cave
Ruined Warehouse = Ice Cave



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 22, 2008, 03:54:56 PM
(I'd love to play an Ultima that uses Half-Life 2's engine....)

Here we go again...  :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 22, 2008, 03:58:13 PM
I guess superhero games aren't for you on some level. The City (...my "The City") is a central theme in the genre, it isn't really abandonable.

Ironically, the Tick did abandon The City in the comic.

But while you obviously can't do a Superhero game without cities, that doesn't mean that's what the genre limits you to, and that Cryptic couldn't have come up with more screenshots to show off that weren't reminiscent of CoH (especially when they've said the game won't take place in just a city).  Look at the Marvel Universe for example and you could do the Negative Zone, Asgard, Latveria, various alien planets (or even Ego the living planet), Deviant Lemuria, etc.., and show off different areas that fit within the genre but don't look quite so familiar.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on February 23, 2008, 06:14:04 AM
If you weren't limited to one city, you could use the archectectural style of Rome, Paris, NY, Hong Kong, etc, etc, etc, to help you create different city maps.

I'd agree that, without a fantastic imagination, a warehouse is a warehouse is a warehouse, but a city street need not and should not be just a city street.  And to give CoX some props, I think they figured this out when they started introducing missions that used parts of the zones as instance maps.  Hopefully they take this concept a but further in CO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on February 23, 2008, 07:01:58 AM
Quote
Don't worry about the players you don't have. You are what you are at launch," advised Emmert.

Blizzard disagrees. 

In terms of numbers Blizzard disagrees. But in terms of type of player, type of game, Emmert is 100% correct.

See: SWG.

If you accidentally launch a game with a different focus to what you intended, you can't change it later.


EQ2 changed after launch, but it changed from shit to not shit. It is still fundamentally about grouping, levels & loot.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on February 23, 2008, 09:31:02 AM
EQ2 changed to try and make a better game for their fans. SWG changed to try and get new ones.

And Blizzard doesn't disprove based on raw numbers. They distribute on the growth curve, as does any game that grows after launch. CoH did not. It was one of the first to launch big and start a decline almost right away.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sjofn on February 26, 2008, 02:30:32 AM

Maybe if all those maps didn't look like something I could make out of a NWN tileset editor, I might agree. It's like those non-instanced caves in WoW. Sure they might have a different colour, an extra tunnel or a few added stalagmites, but they are the same damn cave. CoH always felt like the same cave, over and over again. and again.

Warehouse = Cave
Ruined Warehouse = Ice Cave

I hated the caves almost as much as I hated Orange Bagel. I think there was more variety than you're giving them credit for, but seeing as how you barely even got a travel power during your time in CoX, I'm not real surprised.  :heart:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 26, 2008, 07:48:26 PM
An interesting take on in-game balance: (http://forums.champions-online.com/showthread.php?p=36719#post36719)

Heretic (aka Geoff Tuffli)
Quote
We've made the deliberate decision to allow for a massive amount of customization and power flexibility. Even where this flexibility won't be total, the reality is that this will - not might, but absolutely will - allow for players to gimp themselves and for min-maxing in various forms to occur.

Trying to balance this with traditional conceptions of balance is clearly going to be an uphill battle. What we are focusing on, instead, is to try to make it so that there is as wide an array of viable choices and options as possible. What I do not want to see is a system where while a player can theoretically choose a million different options, in reality all but one of those options is completely gimping themselves.

What does this mean in practical terms?

We are going to provide as flexible and as customizable a system of power selection as we can offer while preserving good gameplay for a majority of builds and approaches. Some builds will inevitably fall between the cracks of our expectations for normative gameplay, and we're just going to accept that as an inevitable price for experimentation.

Translation: we aren't going to be able to balance this, so we're not going to try. Gimp and min/max away!

It's an interesting position to take.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on February 27, 2008, 04:12:53 AM
I like it, because I think it implies that their will be a large number of power combinations and that they will not be spending massive development cycles screwing with balance.  A couple of (obvious) things:

1) They definitely need a way to respec that doesn't invovle cutting off testicles
2) They probably shouldn't put alot of effort into making 1v1 PvP mean anything (if they include PvP at all)
3) People, including myself, that fall in love with sub-nominal builds need to accept that they are playing on 'hard mode', or move on
4) People, including everyone but myself, should get over the 'omg flavor of the month!' crying.  There is a significant portion of the player base that wants to play a powerful build.  they don't enjoy min/maxing, they don't enjoy playing sub-nominal builds and they don't enjoy waiting for the developers to fix their first choice of power selections.  [Note: I dont ever create a character based upon buzz that it's 'uber', but I also don't get all the hate for the folks that gravitate to builds that are powerful]


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on February 27, 2008, 04:15:52 AM
I like it, because I think it implies that their will be a large number of power combinations and that they will not be spending massive development cycles screwing with balance.
This is a Jack Emmert game we're talking about here.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on February 27, 2008, 04:27:57 AM
I like it, because I think it implies that their will be a large number of power combinations and that they will not be spending massive development cycles screwing with balance.
This is a Jack Emmert game we're talking about here.


 :oh_i_see:

Stll, I like the genre (MMO super hero), and CO is the only new game in town right now.  So if I'm not going to be optimistic in this honeymoon-anythings-possible early stage... well, that just seems broken to me.  Granted, I'm not rocking back and forth in front of my computer dreaming big dreams, but it's more pleasant to imagine that Jack will cherry pick the stuff that was good about CoX (character creation/customization + engaging combat) and learn from the stuff that wasn't so good about CoX (archtypes, nerfage, lack of depth, repitition).

Edit: added "new", because we obviously already have CoX


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 27, 2008, 08:07:33 AM
Quote
We are going to provide as flexible and as customizable a system of power selection as we can offer while preserving good gameplay for a majority of builds and approaches.

I approve. If the focus is on fun stuff to do, instead of spending tons of time fiddling with 0.005 dps differences in character builds... We'll see if this concept survives beta... (assuming they get to beta.)



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 27, 2008, 08:55:23 AM
This article is mostly a rehash of what we already know (http://www.massively.com/2008/02/22/champions-online-and-cryptic-studios-information-bonanza/), but there are some interesting tidbits.

Quote
Basic details on the controller layout for the Xbox 360 version of the game have now been revealed. The two analogue sticks are used in typical action game fashion -- left stick is movement, right stick is camera. Pressing the A button will make your character jump, while one of the face buttons is a default attack (X button?) that gives you an immediate punch, kick or single blast of some kind. Holding down the right bumper puts your superhero into a guard stance. Anytime you achieve success in attacking or defending, a blue bar representing your power fills up -- allowing superpowers to be unleashed via any of the other mapped face buttons. Holding down the left trigger will act as a shift-function, which makes your face buttons change into other mapped powers on the fly. None of these powers have recharge timers, so if you've got the blue energy to pull it off you can do so instantly and to your hearts content.

That whole blue bar endurance/power thing sounds like what Guild Wars did with Warriors and their adrenaline-based attacks.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on February 27, 2008, 08:56:50 AM
Quote
We've made the deliberate decision to allow for a massive amount of customization and power flexibility.

Quote
The game has classes, but every class has access to every power. Class defines how many points each power costs for your character.

 :uhrr:




Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Merusk on February 27, 2008, 09:22:07 AM
Quote
We've made the deliberate decision to allow for a massive amount of customization and power flexibility.

Quote
The game has classes, but every class has access to every power. Class defines how many points each power costs for your character.

 :uhrr:




Nah, makes sense from a "world" standpoint.  Some people are just better at things than others.  One of the fundamental gripes I have about games these days is the P.C. position of "everyone can be equally good at everything!"   Really?  Ok, explain to that 5'-2" woman how she's going to lift that 300# crate unassisted, and then tell that 6'-4" 325# guy he's got to clean out the fuel tanks on a cargo jet.

Yeah.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on February 27, 2008, 09:32:31 AM
I always liked games where your size and race determined your ability to do things.  It made you make choices that were cost/benefit later in the game.  I can see how this would be problemmatic though... people make a choice early and then lament that choice later.  The evolution of game mechanics through nerfs and fixes can effect this as well. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on February 27, 2008, 11:15:48 AM
Quote
Ok, explain to that 5'-2" woman how she's going to lift that 300# crate unassisted

Um, she's a superhero?  :drill:

Making people choose a class at the beginning of their character's life that affects everything they do from then on is bullshit when you are preaching customization to the high heavens. If a class MUST be assigned, it should be done by the game system automatically, and well into the character's career. Take a look at what skills the character has, and how often they use them. Then maybe assign a class to them that allows them to discount future skills/upgrades that fit.

Pigeonholing characters is crap, but if it must be done, let players test drive the varied skills first and then imprison them in a class. Just a horrible artificial game mechanic that is a crutch for people that don't want to do the heavy lifting of balancing skills.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 27, 2008, 01:25:41 PM
Respecs are good mmkay? Systems with a massive amount of skills and a cap are good, too.

Making a grindy and/or raid-style respec is FUCKING BAD, MMKAY, JACK? (So are class-based systems when you have access to all the skills  :uhrr: )


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on February 27, 2008, 01:40:05 PM
If they use the hero system rules at all the archtypes will be a very lose thing. Its more to help give a guideline for newer players than anything really hard coded. I am guessing one of the archetypes will be more generalist type who gets no big negatives for point costs on powers but no big pluses either so you could make him whatever you wanted.

It really depends on how big of a difference point wise it makes for picking something not "ideal" for your archetype. If its minor then only the uber min maxers will really care. If its sever then that could really gimp somebody who does not follow their class but I do not expect that. The hero system really does not go much for the hard class type their archetypes were more a visualization aid more than anything to focus new players.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 27, 2008, 03:02:35 PM
Quote
Ok, explain to that 5'-2" woman how she's going to lift that 300# crate unassisted

Um, she's a superhero?  :drill:

Making people choose a class at the beginning of their character's life that affects everything they do from then on is bullshit when you are preaching customization to the high heavens. If a class MUST be assigned, it should be done by the game system automatically, and well into the character's career. Take a look at what skills the character has, and how often they use them. Then maybe assign a class to them that allows them to discount future skills/upgrades that fit.

Pigeonholing characters is crap, but if it must be done, let players test drive the varied skills first and then imprison them in a class. Just a horrible artificial game mechanic that is a crutch for people that don't want to do the heavy lifting of balancing skills.

Well, ideally you should be able to have a rough concept of what your characters is like in your head, based on the game. (A big guy who smashes things!, a ninja with a chainsaw!, rocket charlie from outer space!) and have some basic choices at character creation to set you on your path to smashing/sneaking/rocketing around.

Bait and switch (or 'gimping' if you prefer) should'nt happen to the extent that it does in some games. (Stat allocation at character creation is ridiculous. I put fucking points into charisma on my Ranger in DAOC for gob's sake!  :tantrum:)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 27, 2008, 07:03:50 PM
To summarise other dev comments from ChampO (I won't link each one by one, unless there's clamouring demand for it):

 - The idea with the powers system is to make each power have a point so you'd consider taking it, rather than balancing them to uber-flatness

 - The classes are meant to be templates that suggest where a character's strength lies, but if you want to be a high damage dealing meatshield, you can, regardless of class

 - It looks like points will be allocated as part of a lvl based system, with every lvl you receive some more points to spend on powers

 - Emmert keeps promising that he's learned from past mistakes

 - PvP is meant to be an included part of the game at launch, with the guy behind it being a fan of Shadowbane and EVE

Of course, it's early days and talk is cheap. We'll see.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on February 27, 2008, 07:24:02 PM
- The classes are meant to be templates that suggest where a character's strength lies, but if you want to be a high damage dealing meatshield, you can, regardless of class
I wanna see that one. If that's true everybody will be tank-mages.

Quote
- Emmert keeps promising that he's learned from past mistakes
ED is Emmert learning from past mistakes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 27, 2008, 07:40:36 PM
- The classes are meant to be templates that suggest where a character's strength lies, but if you want to be a high damage dealing meatshield, you can, regardless of class
I wanna see that one. If that's true everybody will be tank-mages.



Not everybody in UO were tank-mages.  :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on February 27, 2008, 07:40:49 PM
Quote
Basic details on the controller layout for the Xbox 360 version of the game have now been revealed. The two analogue sticks are used in typical action game fashion -- left stick is movement, right stick is camera. Pressing the A button will make your character jump, while one of the face buttons is a default attack (X button?) that gives you an immediate punch, kick or single blast of some kind. Holding down the right bumper puts your superhero into a guard stance. Anytime you achieve success in attacking or defending, a blue bar representing your power fills up -- allowing superpowers to be unleashed via any of the other mapped face buttons. Holding down the left trigger will act as a shift-function, which makes your face buttons change into other mapped powers on the fly. None of these powers have recharge timers, so if you've got the blue energy to pull it off you can do so instantly and to your hearts content.
With no refresh timers and a blue bar to worry about (again) it sounds like you'll be spamming your basic attack until your blue bar fills up and then unleashing a big attack, and then it's back to spamming the basic attack. Otherwise if the big attacks had a net positive blue bar gain (or at least had a net gain of zero) you would just spam those all day.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 27, 2008, 10:24:01 PM
With no refresh timers and a blue bar to worry about (again) it sounds like you'll be spamming your basic attack until your blue bar fills up and then unleashing a big attack, and then it's back to spamming the basic attack. Otherwise if the big attacks had a net positive blue bar gain (or at least had a net gain of zero) you would just spam those all day.

Yes, that's right. Apparently there will be ranged and melee basic attacks that add to the endurance bar.

It reminds me of the Fury system, which had some value (obviously however, Fury overall sucked, but it had some good ideas mixed in) in that it rewarded you for playing, not for hiding for a while.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on February 28, 2008, 07:58:45 AM
Quote
- It looks like points will be allocated as part of a lvl based system, with every lvl you receive some more points to spend on powers


Classes AND levels? What will these crazy innovators think of next?

 :sad_panda: :sad_panda: :sad_panda: :sad_panda: :sad_panda:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 28, 2008, 09:23:09 AM
It occurs to me that if you're making an online version of Champions, you should use the rules of the game Champions, since they have been play-tested for 17 years. And that would be Champions, not CoX2. Someone needs to tuck in their ego and do the job they were hired to do imo.

I never played Champions, I was more of a V&V guy back then.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on February 28, 2008, 09:56:35 AM
Quote
- It looks like points will be allocated as part of a lvl based system, with every lvl you receive some more points to spend on powers


Classes AND levels? What will these crazy innovators think of next?

 :sad_panda: :sad_panda: :sad_panda: :sad_panda: :sad_panda:

I can understand the archetype (class) restrictions for balance issues. Levels is just sheer laziness.

Instead of ChampO we should be calling it CINO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on February 28, 2008, 10:16:23 AM
I can understand the archetype (class) restrictions for balance issues. Levels is just sheer laziness.

When I said as much on the forums over there the reaction I got from the peanut gallery was similar to what I would expect if I had stapled baby Jesus to Santa Claus and set them both on fire.  So yeah, not likely the devs will change their minds on levels.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on February 28, 2008, 10:56:57 AM
Obvious MMOG design is obvious.

There must be a book of MMOG blueprints that are floating around among MMOG developers that reads like a checklist for boring, unoriginal gameplay.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 28, 2008, 11:10:15 AM
Obvious MMOG design is obvious.

There must be a book of MMOG blueprints that are floating around among MMOG developers that reads like a checklist for boring, unoriginal gameplay.
Everything changed in this post-11/23/04 world.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 28, 2008, 06:03:31 PM
It occurs to me that if you're making an online version of Champions, you should use the rules of the game Champions, since they have been play-tested for 17 years. And that would be Champions, not CoX2. Someone needs to tuck in their ego and do the job they were hired to do imo.

To clarify: Cryptic bought the IP rights to Champions, not the Hero System. So they're able to use all the characters, settings and terms of the Champions world, but aren't actually bound to the Hero System rules.

And, as was said elsewhere, the Hero System can be wonderfully abused by rules rapists everywhere. A direct port wouldn't work. However, exactly what kind of port it's going to be remains to be seen.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on February 28, 2008, 06:13:53 PM
Didn't they license the rights to talk about the Hero system though, and could license the system for use if they wanted to?

I think this is more a case of bootstrapping an IP on the MUO system they already had. Ripping apart class/archetypes to give everyone access to everything with some qualifiers isn't the same thing as going from a class based game to a total-customized UO-style skills-based one. So I suspect they either intended this all along with MUO, or had built MUO on this foundation and just loosened the restrictions as a mere homage to the Hero system.

And all of that is because they want to launch a game this year rather than build a brand new one.

In theory.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 28, 2008, 06:38:47 PM
Didn't they license the rights to talk about the Hero system though, and could license the system for use if they wanted to?

I think this is more a case of bootstrapping an IP on the MUO system they already had. Ripping apart class/archetypes to give everyone access to everything with some qualifiers isn't the same thing as going from a class based game to a total-customized UO-style skills-based one. So I suspect they either intended this all along with MUO, or had built MUO on this foundation and just loosened the restrictions as a mere homage to the Hero system.

And all of that is because they want to launch a game this year rather than build a brand new one.

In theory.

Yep, that's how I see it. They apparently can change the name to "Hero Online", but then that'd be called HO and no-one wants that.

And yes, this is more than likely retrofitting a lot of the development work done for MUO. Apparently after CoV didn't set the world on fire and NCsoft helped to cut the CoH/V dev team by 75%, Cryptic set on updating their internal game engine / toolset for next-gen. They've used some internal projects to help refine these improved tools / engines (or: worked on internal projects while this updating process was going on) but then MUO came along and seemed like a great license to work on.

History happened, so Cryptic probably now has to remove all the MUO aspects, develop the Champions apects, redo all the graphical content that could be seen as Marvel-esque and extend the PC compabitibilty to XP and Vista (because MUO was going to be Vista-only).

In theory - that's just what I've pieced together.

Power customisation would have been in MUO. If there was one request that started up on day 1 on the CoH/V forums and still hasn't stopped it was being able to customise your superhero's powers.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 28, 2008, 06:42:05 PM
Most ridiculous rumour currently on the ChampO forums: that Marvel is speaking / has spoken to SOE about doing a joint Marvel / DC MMO. I can see Microsoft / Marvel getting together with SOE / DC to happily create one game together, can't you?  Even is MS was cut out of the picture, I doubt DC and Marvel would get into bed together on this.

Slightly more believable rumour from the same poster: DCO will have a major announcement in April. It'll probably be "we're not dead, really".



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 28, 2008, 09:24:01 PM
I can see Microsoft / Marvel getting together with SOE / DC to happily create one game together, can't you?  

Yeah, that would be pretty rediculous.  Right now I think they still aren't even doing comic book crossovers with each other since Didio apparently can't stand Quesada.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WindupAtheist on February 29, 2008, 05:58:33 AM
Apparently after CoV didn't set the world on fire and NCsoft helped to cut the CoH/V dev team by 75%,

Auto Assault and Tabula Rasa didn't exactly pan out either.  Is it me, or is NC basically just using Lineage profits to fund failure after failure?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sunbury on February 29, 2008, 06:01:22 AM
Why don't they stay true to comic books, and drop all this levels / classes / picking skills stuff?

You log on and are given a normal human character.  As you wander the game world, you get:

     zapped by radiation, bit by a spider, find / are given alien tech, research and produce super tech, etc, and pick up a random super-power.

You have to figure out by trial and error what that power is, and you have to decide what to do with that power.

Isn't that how super hero comics are for the most part?

Wouldn't it be fun to join a world and start playing without pre-planning all kinds of 'progression paths' and 'optimal skill sets' and correct stats?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ajax34i on February 29, 2008, 06:04:34 AM
You have to figure out by trial and error what that power is, and you have to decide what to do with that power.

And, and, you have to make yourself a costume!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sunbury on February 29, 2008, 06:19:58 AM
You have to figure out by trial and error what that power is, and you have to decide what to do with that power.

And, and, you have to make yourself a costume!

That goes without saying.  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on February 29, 2008, 06:54:37 AM
Obvious MMOG design is obvious.

There must be a book of MMOG blueprints that are floating around among MMOG developers that reads like a checklist for boring, unoriginal gameplay.

I'm pretty sure you've argued this before so I won't ask you to write it up again, but do you have a link where you argued for and explained a better system for an MMOG?  I'd like to read it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 29, 2008, 07:09:44 AM
And, and, you have to make yourself a costume!
(http://www.georgehernandez.com/h/aaBlog/2004/media/04-21_TronCostumeByJayMaynard.jpg)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 29, 2008, 07:59:21 AM
Jesus christ. That dude's camel toe haunts my nightmares.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on February 29, 2008, 08:01:36 AM
Classic.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on February 29, 2008, 09:11:40 AM
Jesus christ. That dude's camel toe haunts my nightmares.

That's moose knuckle.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 29, 2008, 10:07:32 AM
Jesus christ. That dude's camel toe haunts my nightmares.

That's moose knuckle.

We shouldn't even be having this conversation. (http://en.wikipedia.org/wiki/Dance_belt)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on February 29, 2008, 10:44:08 AM
I guess we shouldn't ask how you know those exist?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on February 29, 2008, 11:02:59 AM
I guess we shouldn't ask how you know those exist?

An internet thread where someone posted Tronman, and another guy mentioned the dance belts, which were a part of the original Tron costumes.

What did you expect?  :grin:



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on March 02, 2008, 03:00:48 PM
What did you expect?  :grin:



I'm not sure, and I'd rather not contemplate it.  :uhrr:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on March 14, 2008, 01:02:02 PM
New Q&A (http://www.champions-online.com/node/36)

Some highlights:
  • The power creation system might actually resemble the Hero System somewhat, but it won't be identical.
  • There will be a skill system.
  • The 'death penalty' was stolen straight from WoW.  In other news, having superheroes that dependent on 'gear' sounds like ass.
  • The game will have standard MMO auto-targeting, so no dodging fireballs by strafing to the side.  Apparently there are 'charged' and 'maintained' attacks that a character can block or break line of sight with, though.
There's some other stuff in the article as well.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Chenghiz on March 16, 2008, 11:25:10 AM
Gear? Hero doesn't have gear. D:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on March 16, 2008, 03:34:49 PM
Prediction: they license CoX back from NC to create an Xbox 360 comic-based MMO.

You heard it hear first!  :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 16, 2008, 11:07:54 PM
Gear? Hero doesn't have gear. D:

I like the idea of having separate gear to pontentially make up for gaps in your powers. Gear should never be as good as having actual powers, but there's no reason a melee based character can't carry an M60 in battle when the need arises.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 24, 2008, 06:27:00 PM
Jack Emmert wrote up a day in the life at Cryptic (http://www.champions-online.com/node/39).

Of note:

 - ChampO seems to be in playable alpha

 - Cryptic has two other MMO projects on the boil, both in pre-production but no real further details exist


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ragnoros on March 24, 2008, 10:08:00 PM
Begin obligatory ED rant.
Quote from: Jack Emmert
And I want to make sure it's fun enough. I can't spill the beans too much, but I was running around Slither Beach battling the hordes of VIPER.
(random font size changes mine)

Dunno Jack, not sure if fighting more then 2 mobs at once is balanced.
/EDrantoff


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: DarkSign on March 26, 2008, 10:15:08 AM
I was a long-time watcher and player of CoH, but havent until recently looked at Champions Online because I  didnt want to be disappointed from my tabletop days.

I havent read a stitch about this, but the pics look a lot like CoH to me. Perhaps thats just the intern-made coffee talking.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on March 26, 2008, 10:24:28 AM
It's CoH meets The Incredibles.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: DarkSign on March 26, 2008, 10:35:57 AM
You know, that's an even better description. Someone found the code (they've got it for Torque too) that surrounds a 3d character with a cartoony, black line to make it look like line art...and went nuts with it.

Grrrrr.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on March 27, 2008, 04:40:25 AM
Begin obligatory ED rant.
Quote from: Jack Emmert
And I want to make sure it's fun enough. I can't spill the beans too much, but I was running around Slither Beach battling the hordes of VIPER.
(random font size changes mine)
Dunno Jack, not sure if fighting more then 2 mobs at once is balanced.
/EDrantoff
He never said he was :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Big Gulp on March 29, 2008, 07:34:20 PM
I never played Champions, I was more of a V&V guy back then.

I like Villains and Vigilantes, but Champions was simply the best superhero system there was.  Hell, I still think the Hero System was better than GURPS when it came to baseline RPG rules.

There was one caveat, though, and that was that you had to lay down the "No!  Redo it!" stick whenever someone wanted to min-max the system.  If you were creative with disadvantages you could really make those character points go a long damn way and come up with a Galactus killer.  Without a fairly stern GM willing to call players on their bullshit during character creation that game system was way abusable.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on March 31, 2008, 08:54:12 AM
As long as the GM made the player justify his min-maxing with a plausible backstory, you were usually safe. Not being laughed out of the room is important even to munchkins.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on March 31, 2008, 03:09:31 PM
The problem with that, though, is that with so many disadvantages piled on, all the adventures become about that player. In a group setting that's a problem.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on March 31, 2008, 04:49:32 PM
Well, in an online setting a few things can happen.  One, limit the number of disadvantages allowed to take.  Two, randomize the enemies for those disadvantages.  The baddies on the map happen to target six of your two dozen weaknesses?  Sucks to be you, but at least you're on a first name basis with that cute nurse at City General.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 31, 2008, 07:55:23 PM
Well, in an online setting a few things can happen.  One, limit the number of disadvantages allowed to take.  Two, randomize the enemies for those disadvantages.  The baddies on the map happen to target six of your two dozen weaknesses?  Sucks to be you, but at least you're on a first name basis with that cute nurse at City General.

I think this is one of the reasons that customisation is being built on several different versions of a similar power (e.g. ice blast, dark blast, fire blast, etc) rather than the Champion default 'energy blast'. That way the devs can tweak which blasts get access to which tweaks and how much they effect the power rather than having a much more abuseable open door policy.

I find it interesting that one stated tweak will be related to the time of day (e.g. night or day) that you use the power.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: DarkSign on April 17, 2008, 06:23:01 PM
Morbius, anyone?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 17, 2008, 06:24:40 PM
In general news, ChampO's new community relations manager is Razor, best known from Razorwire on Warcry.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ragnoros on April 17, 2008, 10:54:31 PM
In general news, ChampO's new community relations manager is Razor, best known from Razorwire on Warcry.

Good? Bad? Should I care?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: DarkSign on April 18, 2008, 04:34:48 AM
Hey...

leave Ashen Temper out of this.  :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 18, 2008, 06:43:13 AM
In general news, ChampO's new community relations manager is Razor, best known from Razorwire on Warcry.

Good? Bad? Should I care?

You can see his work on http://razorwire.warcry.com.

At the very least, you can chart the progress of someone who goes from fansite to official community guy.

(Full disclosure - I've written some things for Warcry in the past, but appear to have lost article privileges)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 26, 2008, 07:01:39 AM
 ... apparently I'm the ChampO stalker. Oh well.

1up Preview (http://www.1up.com/do/previewPage?cId=3167585)

Highlights:

*MUO described as "debacle" by Cryptic CEO Michael Lewis

*ChampO is going to be more Marvel: Ultimate Alliance / X-Men Legends in combat style

*ChampO is going to have a lot more complex systems than CoH/V at launch - loot, nemesis system (which could be a excellent mini-game or a huge waste of time) and so on

*Emmert is trying to put all the stuff he learned from CoH/V into ChampO


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on April 29, 2008, 08:40:13 AM
*Emmert is trying to put all the stuff he learned from CoH/V into ChampO

Too bad he never learned that fast leveling = gud.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on April 29, 2008, 12:01:43 PM
*Emmert is trying to put all the stuff he learned from CoH/V into ChampO

Too bad he never learned that fast no leveling = gud.

Even better.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on May 04, 2008, 11:29:58 AM
The latest update (http://www.champions-online.com/dev_blog/Ask_Cryptic_05-02-08) to the website answers a question about choosing powers from outside your archtype.

Basically what it says is that if you choose a power outside of your archtype it functions without a bonus.  Example is with a ranged blast.  Everyone gets the same basic blast power, except the "blaster" archtype which gets a bonus.

I think it sounds like a reasonable tradeoff between flexibility and balance.  They also mention that they are continuing to tweak what the archtypes will be.  Given this system, I'm not all torqued up about archtypes being restrictive, because I think that they are decently within the genre and that they likely make it a bit easier for them to have something that isn't totally out of balance.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on May 05, 2008, 05:09:54 AM
A bit more clarification on ChampO char design aims: (http://forums.champions-online.com/showthread.php?p=132247#post132247)

Quote
You will be able to select powers of every type for every character - defenses, attacks and other powers. If you wish to make an Energy Projector who has high defenses, you will be able to do this. The opposite is similarly true.

If you wish to make a Brick who can dish it out as well as they take it, you will - absolutely - be able to do this. Yes, a Brick who maximally optimizes for defensive capabilities will be somewhat better at that than, say, a Mentalist who tries to maximally optimize for defensive capabilities.

Note the operative words here: somewhat and maximally

Philosophically, we want Bricks - on average and with everything else being equal - to be a bit better at taking damage than the average Mentalist. However, you will absolutely be able to build a Mentalist who is far better at taking damage than the average Brick if you sufficiently optimize and maximize the various customization choices and focus on defense - and that's exactly why we are spending so much effort at this approach that allows for and gives the player as much customization and as many alternate choices for both character and individual character powers as we can.

What we are shooting for here is tendencies and edges - not rigid definitions as we have implemented in past games. This is a fundamentally different design philosophy, not simply a cosmetic touch-up.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on May 05, 2008, 05:14:31 AM
Go go tank mages!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hutch on May 05, 2008, 07:44:44 AM
OK, I wasn't paying attention during the CoH beta, but I've read tales and rumors of the original power selection system. Didn't they originally start off letting players pick whatever powers they want? And after players rolled tank mages and started scything through the content, they decided to put in the Archetypes that we now know and love?

I wonder if they can really pull this off. I mean, if players can pick any powers they want, they'll figure out the most effective way to spend their points. We did it back in Asheron's Call, and it will happen again here.

I'm not advocating that they go with rigid archetypes. Far from it. I am predicting a caterwauling on the official Champions Online boards from players who built gimpy characters, and are jealous of being out-performed by min-maxers. I am predicting that the dev team will do some datamining and learn that, yes, letting a Blaster Energy Projector pick whatever defensive powers he wants does break the game.

The question is, can they handle it. Can they turn this system loose, and resist the urge to nerf the tank mages? Can they design content that's challenging for the role-players and the min-maxers alike?

Will they let you respec your character out of the box? I'd like to think that this will be one of the "lessons" that they learned from CoH.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on May 05, 2008, 08:53:36 AM
A bit more clarification on ChampO char design aims: (http://forums.champions-online.com/showthread.php?p=132247#post132247)

Quote
You will be able to select powers of every type for every character - defenses, attacks and other powers. If you wish to make an Energy Projector who has high defenses, you will be able to do this. The opposite is similarly true.

If you wish to make a Brick who can dish it out as well as they take it, you will - absolutely - be able to do this. Yes, a Brick who maximally optimizes for defensive capabilities will be somewhat better at that than, say, a Mentalist who tries to maximally optimize for defensive capabilities.

Note the operative words here: somewhat and maximally

Philosophically, we want Bricks - on average and with everything else being equal - to be a bit better at taking damage than the average Mentalist. However, you will absolutely be able to build a Mentalist who is far better at taking damage than the average Brick if you sufficiently optimize and maximize the various customization choices and focus on defense - and that's exactly why we are spending so much effort at this approach that allows for and gives the player as much customization and as many alternate choices for both character and individual character powers as we can.

What we are shooting for here is tendencies and edges - not rigid definitions as we have implemented in past games. This is a fundamentally different design philosophy, not simply a cosmetic touch-up.


I applaud this. If they can get rid of the aggro, tank spank'n heal gameplay that would be awesome.

I'm still skeptical though that they'll be able to do it to the degree that he says.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: shiznitz on May 05, 2008, 08:59:09 AM
The first 6 months of ChampO will be based in Nerf City.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on May 05, 2008, 11:08:08 AM
OK, I wasn't paying attention during the CoH beta, but I've read tales and rumors of the original power selection system. Didn't they originally start off letting players pick whatever powers they want? And after players rolled tank mages and started scything through the content, they decided to put in the Archetypes that we now know and love?
I think they got rid of it fairly early, maybe alpha or the design stages, but yes.  SWG did the same.

I wish games would let us make those choices, but I fall pretty far on the "Sandbox.  Yay!" side of the spectrum.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on May 05, 2008, 02:47:30 PM
Interesting system. As long as it can properly direct players towards roles (for those who want such direction) while also giving maximum choice to players, could be cool.

If it survives to launch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on May 05, 2008, 09:41:23 PM
OK, I wasn't paying attention during the CoH beta, but I've read tales and rumors of the original power selection system. Didn't they originally start off letting players pick whatever powers they want? And after players rolled tank mages and started scything through the content, they decided to put in the Archetypes that we now know and love?

The free form character creation system didn't outlast CoH's friends and family beta testing. The issue wasn't just tank mages - the other end of things were players who put all their points into Flight, so could fly very well but not do anything else. There are some articles (http://rpgvault.ign.com/articles/434/434111p1.html) that go into the reasons behind the change. Not stated is that CoH was running over-schedule and probably over budget, so they had to move quickly and get things playable in order to avoid becoming vapourware.

As for nerfs: yeah, possibly. Hopefully beta is largely devoted to seeing what kind of power combos skew the game, but I also believe that achieving perfect balance isn't one of Cryptic's aims for ChampO. They appear to be aiming more for an 'everything is unbalanced' style of power development.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on May 06, 2008, 12:39:38 AM
Guide to the original CoH trailer (http://boards.cityofheroes.com/showflat.php?Cat=0&Number=7059002&page=0&fpart=1&vc=1)

Download site for trailer (http://public.www.planetmirror.com/pub/3dgamers/games/cityofheroes/) (it's no longer available on the CoH site)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hutch on May 06, 2008, 09:13:22 AM

As for nerfs: yeah, possibly. Hopefully beta is largely devoted to seeing what kind of power combos skew the game, but I also believe that achieving perfect balance isn't one of Cryptic's aims for ChampO. They appear to be aiming more for an 'everything is unbalanced' style of power development.

"Let things be unbalanced" is a great attitude to have. I had a nice long incoherent screed written about devs and nerfing and betas and retail, but I will summarize: I remain skeptical. I think no one yet has figured out how to have a skill-based no-archetype mmog without the character base devolving into a handful of tank-mage builds. And these guys aren't Blizzard. I predict that the official beta, as well as the unoffical paid beta (aka early retail) will be a period marked by profound nerfing, and a great gnashing of teeth.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: cmlancas on May 06, 2008, 09:16:10 AM
It really doesn't have to be that way. I've played MUDs for years that have struck a balance between tank mages, tank warriors, and tank rogues. It all works, just MMOG designers haven't found the balance yet.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ragnoros on May 06, 2008, 12:48:46 PM
I would remind everyone that this is not Fantasy Diku. This is a SUPERHERO DIKU! Why do we fucking need the Tank-Healer-Mage setup?

Let EVERYONE be super.  :ye_gods:

It really shouldn't be THAT hard to make reasonably balanced.  :grin:

Sure there will be a "best" build, there always is. But as long as you give your average player some direction. Or better yet, the inability to screw themselves over. You're Golden.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hutch on May 06, 2008, 01:18:28 PM
I would remind everyone that this is not Fantasy Diku. This is a SUPERHERO DIKU! Why do we fucking need the Tank-Healer-Mage setup?

Let EVERYONE be super.  :ye_gods:

It really shouldn't be THAT hard to make reasonably balanced.  :grin:

Sure there will be a "best" build, there always is. But as long as you give your average player some direction. Or better yet, the inability to screw themselves over. You're Golden.

I want there to be tank mages, don't get me wrong. I just have my doubts whether the devs can handle the idea. I envision thus: a few months after retail, they will nerf a fun but unbalancing aspect of gameplay, and utter an apology along the lines of "we never thought players would build characters to be as powerful and weakness-free as the game will let them, even though some of us have had some experience in the design and post-launch support of mmog's in the past."

If they're going in with the mindset that unrestricted skill selection will lead to players rolling up tank mages, and that's ok, then great. Perfect. Now test the hell out of it, and create gobs and gobs of content that can stand up to the tank mages, without simultaneously crushing the role-playing gimps.

This is where the true challenge lies for the dev team, and I think it's a huge, paradigm-breaking challenge. Thus my hefty skepticism.

As far as letting the players screw themselves over, that's why there should be respecs available.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on May 06, 2008, 05:05:59 PM
It shouldn't be that hard to figure out a character's rough DPS and damage soaking capabilities and adjust enemies accordingly.  We've been stuck in staticly designed enemy land for far too long.

CoX does it with their giant monsters and a couple of other things based on levels.  Now figure it out based on the actual abilities of the character.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ragnoros on May 06, 2008, 06:26:11 PM
It shouldn't be that hard to figure out a character's rough DPS and damage soaking capabilities and adjust enemies accordingly.  We've been stuck in staticly designed enemy land for far too long.

CoX does it with their giant monsters and a couple of other things based on levels.  Now figure it out based on the actual abilities of the character.

I think that would be a nightmare to try and balance. And the players would exploit the system, as always.

Lastly you would have the Oblivion effect. You would never feel like you were getting stronger. And worse case if it was poorly designed like the system in oblivion, you might actually get weaker as you gained levels.

Edit: I know personally in oblivion towards the middle of the story I nearly gave up as I had basic skills in everything, which inflated my level, meaning my meager skills in any given field could not best them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on May 06, 2008, 06:47:28 PM
Here's a topical analogy: who'd win in an unplanned fight: Superman vs Batman, Spiderman vs Wolverine, Iron Man vs the Thing. Fantasy has already had clear roles and responsibilities for classes. Comics have always had specific roles per comic IP. Crossing over them in a generic lateral experience is asking for trouble. As a result: CoX.

It's not impossible. It's just hard, with no guarantee it'll work, which is just what money folks like hearing.

I'm with those predicting something similar to CoX.

But then, I also don't think ChampO will ever launch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on May 06, 2008, 09:19:47 PM
Lastly you would have the Oblivion effect. You would never feel like you were getting stronger. And worse case if it was poorly designed like the system in oblivion, you might actually get weaker as you gained levels.
Oblivion was a very poorly done version of this.  It just counted your total skill points and it didn't matter if they were in axe swinging or flower picking.

My suggestion would be to figure out the player's actual capabilities.  It's not hard to calculate DPS or resistances.  If they want to get more accurate the game can even track power usage.  WoW and other games have plug-ins that do this for entire raid groups, so it's not that complicated.

That gives a baseline.  Now randomize from there.  Enemies could still be weak or crushingly overpowered.  Then resistances and weaknesses kick in.  The power adjustment doesn't have to be linear either.

Since it's based on each character a truly gimpy one will have a fighting chance and can contribute a little.  The point isn't to completely flatten the difficulty, just to keep the extremes able to function.  (I'm thinking the low end of things, although it could place a soft cap on abilities, too.)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on May 07, 2008, 02:53:34 PM
That actually sounds very much like Diablo 2. Semi-randomized content in instances based on your personal or group makeup. And it did result (for me anyway) in the problem Ragnoros raised: that you never feel like you're getting stronger because the challenges in front of you always scale to your current level. D2 did put upper and lower limits on just how much a zone could be scaled, the same way CoX instances do.

It's harder to balance because you're working more in formula/procedural land, but it's also less taxing on the content-creation side of the equation. I prefer static content that is properly utilized to convey your strength. For example, I like games with critical social/commerce junctures. High levels return and can periodically toy with the stuff around such places that used to give them headaches during the formative levels. But of course, the games I like are also the most expensive to make  :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on May 07, 2008, 03:44:56 PM
I'd prefer scaling that threw different types and numbers at you - similar to CoX's minion/leutenant/boss structure.  And while we're wishing, I wish the leutenants and bosses actually started to use thier minions in a clever way as the encounters scaled up higher.

So, when you are "level appropriate" you get a minion.  You face off against multiple minions if you are above the "level appropriate" level.  And so on.  In this way, nearly every level is "level appropriate".  This would (theoretically) make it more natuaral to have characters of diverse levels fighting in one area, - they'd just need to adapt their tactics.  (In this "only in my head" game there aren't tanks/healer/dps'rs, players need to use abilities to seperate, incapacitate and brute-force mobs.  Retreat should always be a possible necessity).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on May 07, 2008, 06:53:03 PM
If you're going for a level-based system (*gag*) then that could certainly be an additional weighting factor.  There are plenty of ways to balance it if you want players to be able to return to previous areas and kick some bad-guy around.  Those are design issues though.  CoX has scaling, but it also lets players adjust their difficulty.  There's no reason not to give such an option in a system that can dynamically adjust mob capabilities on a per-character basis.

I'm simply saying it is possible to adjust every mob to match the player in an intelligent way if that is what is desired.  It can take the edge off poorly made and min/max builds and let players play the game without worrying so much about their capabilities.

For difficulty I would really like to see improvements in AI.  I always hear about devs scaling it back because it's too smart for players.  Let's get some of that in games for those who want a challenge.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on May 08, 2008, 07:03:56 AM
Yea, that's come up before actually. Mob AI certainly could be smarter. But as this genre has devolved from choice to planned acquisition along linear paths, the mobs are merely content gates. And I think that's ok.

To actually make an immersive world where choices matter, you need to do a lot more than just smarter AI. You need to change the entire concept of XP generation to unlock skills, most of what passes for "quests" nowadays to move away from Kill X/Trigger Y stuff, and in general provide more relevant use of combat in the total game world.

Right now, 99% of what players actually do in a game is combat. And that's driven by the need to personalize a character. And that's limited by the choices we can make. And that's limited by the convention of designing against Time and Stats rather than by Skill and Choice. All of this leads to a game solely about NPC genocide, with the negative connotation mitigated by respawn.

So for what the popular games are today in the West, dumb AI is the more appropriate choice.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on May 23, 2008, 05:01:48 PM
Lead dev says "We might take archetypes / classes out altogether... but we haven't decided yet". (http://www.champions-online.com/dev_blog/evolution_of_game_design_rethinking_archetypes)

I don't care either way, but not having ATs / classes probably makes the char development system more flexible. On the other hand, having a class / AT forces a choice and arguably reduces cookie cutter designs (or, in reality, creates a cookie cutter design or two for each class to line up on).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on May 29, 2008, 08:39:20 AM
Lead dev says "We might take archetypes / classes out altogether... but we haven't decided yet". (http://www.champions-online.com/dev_blog/evolution_of_game_design_rethinking_archetypes)

I don't care either way, but not having ATs / classes probably makes the char development system more flexible. On the other hand, having a class / AT forces a choice and arguably reduces cookie cutter designs (or, in reality, creates a cookie cutter design or two for each class to line up on).

If they follow through I might actually play. Is there any PvP? PvE + classes = dead to me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on June 01, 2008, 09:13:20 PM
Yep, PvP is being taken into full consideration - the dev behind that side of things is a big PvP fan from Shadowbane and Eve.

Other notes:

1) Those people going to Gencon or PAX (http://www.champions-online.com/node/71) will get to see the first live playable demos of ChampO. If someone is going, I'd like to get a report back.

2) Cryptic picked up at least one person from Perpetual Entertainment (http://www.champions-online.com/articles/meet_dennis_associate_producer_of_champions_online). If they picked up one, they probably picked up more. Still doesn't answer the question if they have the STO licence or not.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on June 02, 2008, 11:08:44 AM
Meh, not really about ChampO so I'll just start a new thread.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on June 12, 2008, 06:18:04 PM
The ChampO website has a counter on it with about 45 days on the clock. This (apparently) takes us to about July 28, which is after the San Diego Comic Conference.

So, something important to be announced in 45 days for ChampO. Hopefully beta, but we'll see.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on June 12, 2008, 07:03:02 PM
The ChampO website has a counter on it with about 45 days on the clock. This (apparently) takes us to about July 28, which is after the San Diego Comic Conference.

So, something important to be announced in 45 days for ChampO. Hopefully beta, but we'll see.

That counter is under games. Champ O is already listed.

Bwa?

EDIT: Got over my temporary retardation - the counter is up on the Cryptic site under 'Games' and is listed as separate from ChampO. Yeah, it probably isn't a beta countdown for ChampO, but a countdown for STO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on June 19, 2008, 07:40:41 PM
Unofficial ChampO PC specs have been posted... kinda (http://forums.champions-online.com/showthread.php?p=161204#post161204). Katalyst, a community rep, has posted her new PC specs that will / does allow her to play ChampO on it.

Quote
I'm all about wanting to help , so while I can't post any specs for the game just yet (those will be coming at a later date), I can post the specs for the new computer that I'm going to be getting for my personal use at home.

Again...DISCLAIMER: these are NOT "the" specs for the game. These are merely the specs for MY new personal PC.


Intel Core 2 Duo E8400 (3.0ghz)
Asus P5KPL-VM motherboard
4gb RAM
Nvidia GeForce 8800GT (512mb) video card
565w Enermax Power Supply
DVD-R/W
500gb Western Digital Hard Drive
Windows XP 32bit

And yes, I will be able to play the game on it. I hope this helps a little itty bit.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on June 19, 2008, 07:47:50 PM
Okay, that was really not helpful. She should nix her own post.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on June 19, 2008, 07:55:09 PM
I agree - posting system specs that haven't been officially vetted can / will create a lot of problems.

I posted them here as a point of interest and in case they disappear from the official forums.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on June 20, 2008, 05:52:53 AM
ROTFL what game won't that computer play.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on June 20, 2008, 12:52:59 PM
Why does she have 4 GB of RAM to run XP 32?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on June 20, 2008, 03:42:36 PM
Why not? It's easier to order 2 2x1 GB kits than to go with 2x1 GB and 2x512 MB (I'm not even sure places like Dell offer a 3 GB RAM option).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 03, 2008, 09:53:17 PM
Emmert posts one new way Cryptic is trying to keep ChampO polished for launch. (http://www.champions-online.com/dev_blog/something_new_at_Cryptic) According to another dev post, the Champions team spent over 800 hours collectively playtesting the zone over two weeks.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 10, 2008, 07:05:44 PM
Continuing in my quest to post about MMOs no-one else cares about:

Gamespot gets an exclusive video to show off (http://au.gamespot.com/pc/rpg/championsonline/news.html?sid=6193627&tag=topslot;title;5&om_act=convert&om_clk=topslot) - looks like CoH/V, if a bit faster paced and with more enemies.

2K to publish ChampO (http://au.gamespot.com/pc/rpg/championsonline/news.html?sid=6193627&tag=topslot;title;5&om_act=convert&om_clk=topslot) - an interesting choice, after they made a big song and dance about self-publishing. No official comment as to why this decision was made, but the forums are thinking that ex-SOE now-Cryptic CEO John Needham has decided against the risk of self-publishing. Also interesting is that ChampO on the Xbox 360 isn't yet MS approved - I don't think I've ever seen such a disclaimer before.

Interesting, in that if 2K is bought by EA, ChampO gets WAR as a stablemate.

EDIT - Interesting point was made that 2K could give ChampO an easy entry onto Steam.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 10, 2008, 07:43:26 PM
Quote
We stopped by Cryptic's office to get a first look at Champions, which also happens to be the first-ever cross-platform MMOG.

What? No it's not.

Yeah, well, it is Gamespot...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on July 10, 2008, 08:00:52 PM
They must be losing people left and right.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 10, 2008, 08:09:02 PM
They must be losing people left and right.


Gamespot, Cryptic or 2K?

If you were talking about Cryptic: maybe. The forum mods for ChampO have gone dead silent. They are / were online, merging threads and such, but have said nothing. They didn't even create an official link for a forum discussion about the 2K announcement, which is the first time they've neglected such a thing. Katalyst, a mod / CM who has a thread devoted to what she is doing at the moment - twitter-like, I guess - hasn't said a word.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on July 10, 2008, 08:12:51 PM
I meant GameSpot.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on July 11, 2008, 10:40:08 AM
Gamespot gets an exclusive video to show off (http://au.gamespot.com/pc/rpg/championsonline/news.html?sid=6193627&tag=topslot;title;5&om_act=convert&om_clk=topslot) - looks like CoH/V, if a bit faster paced and with more enemies.

That looks nothing like City of Heroes/Villains.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jimbo on July 11, 2008, 03:52:07 PM
I'll be at GenCon in Indy, hopefully we can get to see some stuff.  Looks cool, but then again I love CoX.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 11, 2008, 11:17:06 PM
As an update, there's a huge press push (http://www.champions-online.com/node/95) covered on the ChampO site. From one of those articles (http://www.gamearena.com.au/news/read.php/4739814), 2K's and Cryptic's relationship is meant to reflect that of Blizzard / Vivendi - Cryptic is full service, 2K handles marketing and distribution.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on July 12, 2008, 02:55:05 PM
Quote
I love CoX.


 :hello_thar:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 17, 2008, 05:42:48 AM
Fan videos of ChampO at GenCon (http://forums.champions-online.com/showthread.php?t=8175) in a thread.

Now, I've only watched the YouTube versions, but combat looked a lot slower than for DCUO, there are some obvious bugs (e.g. picking up a box left a copy of the box on the ground and another box in the hands of the character) and super speed really needed to be accompanied by Yakkity Sax.

I must admit I was expecting something ... quicker.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on August 17, 2008, 05:52:13 AM
PC Gamer this issue had a hands-on, and they said the combat felt more like Diablo 2 than CoX, both for the instantaneous response of actions and the ability to spam them. They also said the customization exceeds even that of CoX. Otherwise, everything else was a bunch of typical MMO stuff being quasi-marketed.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 17, 2008, 06:47:56 PM
Maybe the play experience is better than the videos show - we've had that discussion before on f13 - but I have to say that DCUO looks a lot prettier. The only way ChampO 'wins' in that regard is if it can play on PCs with lower specs than DCUO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jimbo on August 17, 2008, 08:29:41 PM
Quick stuff,
I spoke to two of the designers and got to play it a couple of times, really nice guys:

1.  Played more like Diablo II then click and attack/turn based.  You could miss if you didn't get close as you were swinging, more like X-men or Marvel Ultimate Alliance in how it played.

2.  No arch types or classes.  You can generalize and do a lot of everything, or go down one area and specialize, I suck at names but the two gentlemen I talked to said they have stuff for solo or groups, and that if you want to make it a healer, ranged, melee, go for it.  Specialization helps, but isn't needed.

3.  Loot, it will help but not be an end all, plus you can equip diffrent loot to do diffrent jobs.

4.  They want to make it for the xbox 360 and the PC and have that at release.  It is up to the xbox people on getting it a go, as they allready have it easy to play on an xbox360 controller.  I forgot to ask about voice over internet...

5.  The world will be that if you kill enough of one type, a boss will be triggered and come out to you.  The arch bosses didn't seem that hard, but we were set up on solo mode.

6.  They have a wide range of powers, with a lot of diffrent ranged, buffs, heals, melee, AoE, and Cone attacks.

7.  Group size is set at 5 now, not sure if they will make it bigger for grouping or if plans were in for raiding and how large groups would work.

8.  Super Groups and Bases are in, but they couldn't show us that.

9.  Customization of everything is supposedly in on your hero, but they couldn't show us that either.

10.  Travel powers for now are super speed, super jump, flying, and teleport.

11.  You will have cut scene loading between the areas, but the zones were pretty big.

I wish I had written down a lot of people's name, GenCon was fun and the playtest was pretty fun too.  We missed the meetings with Jack too...instead we were beating each other up with foam weapons we  made or playing some of the new card games (Call of Duty TCG was fun!).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 18, 2008, 07:59:33 AM
A better video at 10TonHammer. (http://www.tentonhammer.com/node/41258) Obvious auto targeting has issues if the dev can't hit what he is aiming for reliably.

Quote
8.  Super Groups and Bases are in, but they couldn't show us that.

According to other info I've seen, bases aren't in at launch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on August 18, 2008, 09:57:11 AM
Fan videos of ChampO at GenCon (http://forums.champions-online.com/showthread.php?t=8175) in a thread.

Hmmm. What a surprise, it looks like City of Heroes with different skins.  I think I could only be less enthused if we were talking about Star Trek Online.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on August 18, 2008, 10:01:44 AM
Hmmm. What a surprise, it looks like City of Heroes with different skins.  I think I could only be less enthused if we were talking about Star Trek Online.

Make a spaceship tile set and put little A's on the uniforms in the character creation system... DONE!  They even have pointy ears for you vulcan lovers.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: justdave on August 18, 2008, 10:12:30 AM
3.  Loot, it will help but not be an end all, plus you can equip diffrent loot to do diffrent jobs.

This covers so much unspecified ground that it might as well be the 'Miracle occurs here' box in the flowchart. :|


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jimbo on August 20, 2008, 05:49:37 AM
3.  Loot, it will help but not be an end all, plus you can equip diffrent loot to do diffrent jobs.

This covers so much unspecified ground that it might as well be the 'Miracle occurs here' box in the flowchart. :|

I found a glove that did 10% chance of root when landing a hit.  I took it off and killed baddies, I put it on and killed baddies, I guess it helped if I wanted to keep something at range, but I noticed I was pretty strong with ranged and melee attacks.  Basically they wanted another area you could customize your powerset, since you can build up with powers however you want, they wanted the gear to help customize in ways you would like to use them.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on August 20, 2008, 05:38:28 PM
Has anyone mentioned the fact that when you make a character you also create your arch-nemesis? Sounds pretty cool to me, especially because character creation is the most fun part of CoX.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jimbo on August 20, 2008, 05:55:50 PM
They were talking about the arch nemesis, at level 30 (game will release with 40 levels--subject to change though) you get to set up the arch nemesis for you.  You will get to decide what he or she will do to you, from ambushes, trying to screw up your missions, breaking into your base, stealing your gear, etc...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 20, 2008, 06:02:04 PM
They were talking about the arch nemesis, at level 30 (game will release with 40 levels--subject to change though) you get to set up the arch nemesis for you.  You will get to decide what he or she will do to you, from ambushes, trying to screw up your missions, breaking into your base, stealing your gear, etc...

Sounds like an auto-creating endgame mechanic produced by the players.  Interesting concept (if they get it right).  Conceivably you could have near infinite amounts of different group endgame oriented battles with peoples' nemesis's's's... er nemesi... wtf is the plural of nemesis?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: justdave on August 20, 2008, 06:23:14 PM
3.  Loot, it will help but not be an end all, plus you can equip diffrent loot to do diffrent jobs.

This covers so much unspecified ground that it might as well be the 'Miracle occurs here' box in the flowchart. :|

I found a glove that did 10% chance of root when landing a hit.  I took it off and killed baddies, I put it on and killed baddies, I guess it helped if I wanted to keep something at range, but I noticed I was pretty strong with ranged and melee attacks.  Basically they wanted another area you could customize your powerset, since you can build up with powers however you want, they wanted the gear to help customize in ways you would like to use them.



Okay, I can see that...I just hope they successfully walk teh fine line of 'interesting but not mandatory'.

The arch-nemesis sounds like it has potential.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on August 23, 2008, 07:28:00 AM
Quote
You will get to decide what he or she will do to you, from ambushes, trying to screw up your missions, breaking into your base, stealing your gear, etc...

This sounds very cool, but the first thing that ran through my mind was D.E.B.S.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on August 23, 2008, 01:48:15 PM
They were talking about the arch nemesis, at level 30 (game will release with 40 levels--subject to change though) you get to set up the arch nemesis for you.  You will get to decide what he or she will do to you, from ambushes, trying to screw up your missions, breaking into your base, stealing your gear, etc...

Sounds like an auto-creating endgame mechanic produced by the players.  Interesting concept (if they get it right).  Conceivably you could have near infinite amounts of different group endgame oriented battles with peoples' nemesis's's's... er nemesi... wtf is the pural of nemesis?

Viewing this purely as 'CoX2', this mechanic has a lot of potential.

The elder game of CoX is raidiing ArchVillian missions with different heroes and groups. If it works this would be the closest anyone has ever come to 'design your own raids' ie. true player generated content. Perhaps the crucial reason this might work is that in the CoX concept, the reason you fight ATs is because it is fun, you don't do it for loot.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: SnakeCharmer on October 13, 2008, 02:09:11 PM
Rawr.  Back to life.

Anyway, Cryptic is taking beta apps (http://www.champions-online.com/).



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on October 14, 2008, 10:41:10 AM
Thanks for the link. One of the app questions was how many hours a week you spend playing MMOGs. Pretty easy for me to estimate atm since I am not playing any  :drill:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on October 14, 2008, 07:12:06 PM
For those keeping score, beta at this point would make it appear that Cryptic is determined to get this title out in Q2 2009, as previously indicated.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sunbury on October 15, 2008, 06:34:45 AM
I like the fact there are more varied zones now, but downer its still zones and not a 'seamless' world, I guess tech has not reached 1999 levels yet...

Also I don't like the move and click fest in combat in online games, the #1 reason I never bought DDO.  Unless you have very low ping, no packet loss, and a super machine, its just too irritating guessing where the mob is, where your char is, when to swing, etc with all the shifting and jumping around accounting for latency and server - client sync up.

If my command is:  select mob, attack mob, queue specials, the client - server can sort it all out for me, even with client lag, low ping, packet loss, etc.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on October 15, 2008, 07:05:30 AM
ChampO is using auto-targeting to pick up the target closest to you - you can see it in the previously released videos.

However, it is meant to be a more action orientated game, so we'll see how it plays out on lower-end machines.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on October 15, 2008, 07:17:39 AM
ChampO is using auto-targeting to pick up the target closest to you - you can see it in the previously released videos.

I can see the potential for this mechanic becoming very, VERY annoying.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on October 15, 2008, 07:56:37 AM
:awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on October 15, 2008, 10:13:02 AM
ChampO is using auto-targeting to pick up the target closest to you - you can see it in the previously released videos.

However, it is meant to be a more action orientated game, so we'll see how it plays out on lower-end machines.

Immensely disappointing.  I was hoping they'd use a mechanic similar to Marvel: Ultimate Alliance (or Diablo) where everything is directional.  Combine the DIKU method in with some actual situational awareness, ala Tabula Rasa or AoC and allow the ranged folks to exhibit some targeting skill and the melee folks to showoff their footwork and blocking.  (sigh)

another lost opportunity...

So, what we've got here is just another version of CoH right?  Just has the fancy PnP created Champions system lying underneath.

So I'll be holding out for JE and KOTORO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: NiX on October 15, 2008, 07:43:41 PM
Am I the only one incredibly underwhelmed by the TenTon Hammer video?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hutch on November 03, 2008, 10:00:17 AM
Bill Roper joins the Champions dev team. (http://www.gamasutra.com/php-bin/news_index.php?story=20923)

I guess he needed the work.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on November 03, 2008, 02:21:35 PM
Like Hutch said he needs a job. Also he probably wants to stay in the Bay Area.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hutch on November 03, 2008, 02:32:45 PM
I was wondering about that too. If they needed a "design director", at this stage in the game's development, why didn't they already have one?

I think they just needed a warm body, another pair of hands, if you will. And hey, he's got industry experience. In fact, he's got both the best and the second best kinds of industry experience!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on November 03, 2008, 02:57:49 PM
If they needed a "design director", at this stage in the game's development, why didn't they already have one?
:awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on November 03, 2008, 03:03:02 PM
Frak, who WOULDNT want to work for Cryptic right now?  I mean cmon, we all know what types of personalities generallly make up this industry (both dev and player).  Give them the chance to work for a company that's producing both Champions Online AND Star Trek Online and corduroy pants are immediately jizzed in.

Hopefully Roper can lead them back more towards the realm of real-time combat rather than the direction they seem to be going. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 03, 2008, 05:10:25 PM
I think they just needed a warm body, another pair of hands, if you will. And hey, he's got industry experience. In fact, he's got both the best and the second best kinds of industry experience!

It's this. Cryptic needs experienced people to pull off the kind of plan that gets ChampO out early 2009 and STO later on. I've go no idea what the status of their funding must be, given that they are an independent studio who sold off their major revenue stream (although CoH/V still licenses the Cryptic Engine from Cryptic, so they'd be getting some cash in from that).

Roper failed in the management of HGL, but a lot of the design worked. ChampO is meant to be an action RPG, so he can add a lot there (potentially) in enhancing that experience. If he's learned his lessons, he won't be building things from scratch (and probably wouldn't have to, given the alleged systems in place within the Cryptic Engine Mk II).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on November 03, 2008, 09:38:00 PM
(sarcasm detector has gone off)

Alrighty, well... besides Blizz which studio (if any) would you like to be a part of?
I'm just saying dork nirvana's capital will be Cryptic in '09.  They've got IPs that represent the bookends of that market; comic-oriented superheroes (via tabletop gaming) and Star Trek.  You cant tell me it wouldnt be at least mildly entertaining to work for them.   Shyt, I'd have a field day in that place.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on December 09, 2008, 05:24:34 PM
Apparently those in ChampO alpha / beta can say they've been in the ChampO alpha / beta, but nothing more (http://forums.champions-online.com/showpost.php?p=292378&postcount=708).

I've been in the ChampO alpha / beta for several months now.

And now, my opinions:  :nda:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on December 09, 2008, 05:35:01 PM
Don't do that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on December 09, 2008, 05:39:10 PM
Until they drop the NDA, I'm not saying anything else. If you are interested, sign up for beta.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on December 09, 2008, 07:19:49 PM
I signed up for beta the first day.  I've yet to hear anything from them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ragnoros on December 09, 2008, 09:41:33 PM
I signed up for beta the first day.  I've yet to hear anything from them.

This.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 02, 2009, 08:21:18 AM
ChampO wishes everyone a Happy New Year (http://www.champions-online.com/node/179)

*sigh*


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on January 02, 2009, 09:04:08 AM
ChampO wishes everyone a Happy New Year (http://www.champions-online.com/node/179)

*sigh*

1997 called and wants its website design back.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: shiznitz on January 02, 2009, 10:11:03 AM
ChampO wishes everyone a Happy New Year (http://www.champions-online.com/node/179)

*sigh*

1997 called and wants its website design back.

So does CoX.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on January 03, 2009, 08:26:25 AM
ChampO wishes everyone a Happy New Year (http://www.champions-online.com/node/179)

*sigh*

1997 called and wants its website design back.

1997 called again, and wants its meme back along with that website design. The whole year is starting to sound pissed at us.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on January 04, 2009, 02:36:49 AM
Guys, I keep trying to maintain hope that this title will be awesome.

You're ruining it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Arnold on January 04, 2009, 02:58:21 AM
How can you possibly fuck this one up? Jesus Christ.

You made a super-hero MMO that basically let you play as Marvel characters. That's why you GOT the license in the first place. Just take the same game, reskin it slightly, make Wolverine a quest NPC, fix the most glaring flaws and call it a day.

This is like blowing an open dunk.

Speaking of blowing open dunks, I'm still waiting for my basketball MMO that lets me play in a league with my "team" (guild), or pickup games (random pking), build my mansion and pimp out my ride (house/vehicle customization), or design my own shoes (guild crest).  Seems pretty fun, simple, and way easier than trying to do the same thing for football, baseball, or hockey, since basketball only has 5 players.

Motor City Online, eat my ass, NBA Online could definitely make a profit.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on January 04, 2009, 03:00:34 AM
Guys, I keep trying to maintain hope that this title will be awesome.

It'll be exactly as awesome as CoX in its day.

Which is to say, moderately awesome, and will have sidekicking. Plus they seem to be including some other stuff that wasn't in EQ.

If more than a couple of mmogs in the last five years had been even moderately awesome, and had sidekicking, and had at least one other feature missing from EQ, the genre wouldn't be such a fucking farce. So... reasons to be hopeful.


I'm looking forward to this - but not expecting it to be anything more than a place to take vacations from EVE.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Arnold on January 04, 2009, 03:01:22 AM
They were talking about the arch nemesis, at level 30 (game will release with 40 levels--subject to change though) you get to set up the arch nemesis for you.  You will get to decide what he or she will do to you, from ambushes, trying to screw up your missions, breaking into your base, stealing your gear, etc...

Umm, how about something much cooler?  Why not select a REAL arch-nemesis from a lineup?  Computer opponents are just plain retarded.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on January 04, 2009, 03:08:28 AM
Why do you need a game mechanic to do that?

Just pick someone and agree to fight them a lot.


The point of nemesis system is to add flavour to co-op pve missions. Which I suspect is the core of this game. If pve is 'retarded' don't buy games focussed on co-op pve.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: NiX on January 04, 2009, 12:41:15 PM
Yeah, I think the point is that at any given time your Arch-Nemesis could show up and you'll have to fight him/her. It would be very annoying to have to show up randomly to be someones Arch-Nemesis. Plus, NPCs aren't douchebags and won't grief me "for teh lulz."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bokonon on January 16, 2009, 11:07:09 AM
Some in-game footage from an msnbc story on the game:

http://www.msnbc.msn.com/id/21134540/vp/28627999#28627999

Seems rougher than the DCUO vid from CES.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on January 16, 2009, 11:18:57 AM
Huh.  Some of those scenes looked very rough, a couple were decent.  Not sure what to think. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on January 16, 2009, 01:33:54 PM
It really does look just like CoX 2.0, only with that crappy cell shading.  There was that one shot of someone picking up some object and throwing it, but it was hard to tell if there was really interaction with the environment like with DCUO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on January 16, 2009, 01:37:50 PM
CoX with more interesting environments. 

Should be like the original: First month with the costume creator. Second Month finding a build I like.  Third month getting bored with the leveling grind and quitting.   


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 16, 2009, 09:58:10 PM
That's a bit of an old video, since Sporkfire (Victor W.) has moved on to another company.

Here's a newer one. (http://www.tentonhammer.com/node/61545) Both use some of the same footage. Run and gun is the term being used for the ability to attack and move at the same time with most powers.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on January 17, 2009, 05:43:32 AM
Everyone else just calls them "instants"  :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on January 17, 2009, 05:53:06 AM
I think he actually means you can move during cast time, not cast time = 0.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 17, 2009, 06:09:45 AM
That's it - run and attack at the same time. No stopping for the most part if you want to keep moving while attacking, much like Tomb Raider or God of War.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on January 17, 2009, 10:14:13 AM
I think he actually means you can move during cast time, not cast time = 0.

Yea, I was just being snarky ;-) Honestly, it's something I've wanted more of in these games. To date though we mostly only get run and gun when it involves an actual gun in that type of setting. More spells-while-moving please.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 18, 2009, 04:40:40 AM
Any other F13ers in yet? If enough have, it might be worth having a separate sekret beta board. We can make a request for one, apparently.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on January 18, 2009, 04:58:54 AM
Not worth a separate board :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on January 18, 2009, 09:09:41 AM
Ah, I hadn't caught that you could say you were in beta, the NDA itself is kind of unclear. I just got in last week.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: SnakeCharmer on January 18, 2009, 09:29:22 AM
Applied, but no answer as of yet.

Maybe some day.  :heartbreak:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Evildrider on January 18, 2009, 09:59:50 PM
I keep getting these messages telling me that I'm invited to do some preview days, but I'm not in beta or have a key.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on January 18, 2009, 10:11:12 PM
For a game supposedly so close to release, there is very little info out about this.  Is it not possible to play a villain?  That gives DCUO a huge advantage right from the get-go. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nonentity on January 19, 2009, 07:57:37 AM
I think he actually means you can move during cast time, not cast time = 0.

Yea, I was just being snarky ;-) Honestly, it's something I've wanted more of in these games. To date though we mostly only get run and gun when it involves an actual gun in that type of setting. More spells-while-moving please.

You know... you could cast spells while moving in Vanguard.  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on January 19, 2009, 03:02:13 PM
I keep getting these messages telling me that I'm invited to do some preview days, but I'm not in beta or have a key.

Email them, and they'll get you a key.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 19, 2009, 04:16:57 PM
For a game supposedly so close to release, there is very little info out about this.  Is it not possible to play a villain?  That gives DCUO a huge advantage right from the get-go. 

No villains at launch for ChampO afaik.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: stray on January 19, 2009, 05:44:29 PM
Microsoft can neither make nor distribute an MMO, and it'll all turn out to be complete and utter horseshit. DC will release, however, no matter tight lipped they are about it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on January 19, 2009, 05:57:56 PM
Quote
You know... you could cast spells while moving in Vanguard.
I was never able to move without crashing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on January 19, 2009, 06:04:25 PM
Microsoft can neither make nor distribute an MMO, and it'll all turn out to be complete and utter horseshit. DC will release, however, no matter tight lipped they are about it.
Take-Two is publishing Champions Online. Microsoft dropped out a long time ago (back when it was still Marvel Online).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: stray on January 19, 2009, 06:07:30 PM
Doh. Well, good thing then.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 19, 2009, 06:18:45 PM
Microsoft can neither make nor distribute an MMO, and it'll all turn out to be complete and utter horseshit. DC will release, however, no matter tight lipped they are about it.
Take-Two is publishing Champions Online. Microsoft dropped out a long time ago (back when it was still Marvel Online).


Atari is publishing ChampO, since Infogrammes bought Cryptic. Take-Two was dropped. Keep up!  :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on January 19, 2009, 06:19:34 PM
Microsoft can neither make nor distribute an MMO, and it'll all turn out to be complete and utter horseshit. DC will release, however, no matter tight lipped they are about it.
Take-Two is publishing Champions Online. Microsoft dropped out a long time ago (back when it was still Marvel Online).
Atari is publishing ChampO, since Infogrammes bought Cryptic. Take-Two was dropped. Keep up!  :grin:
Oh yeah, heh.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on January 20, 2009, 08:52:54 AM
Any other F13ers in yet? If enough have, it might be worth having a separate sekret beta board. We can make a request for one, apparently.

I applied on the first day of beta signups, but I have yet to be invited.  :sad_panda:

There must be someone from Cryptic lurking here and they're sick of me bitching about how awful the cell shading looks.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 20, 2009, 04:05:59 PM
Especially when they can read that kind of message continually on their own official boards.  :grin:

I can point to this pic that appears to lack the comic shading effects of some of the other shots:

(http://www.comicbookresources.com/images/games/champions/CO-Screenshot-3.jpg)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 21, 2009, 05:25:50 PM
If you are interested in seeing how much costume customisation is in ChampO, check out Rate My Champion (http://www.champions-online.com/rate_my_champion?champ=2123) which is made up of existing beta characters.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on January 21, 2009, 05:36:34 PM
If someone had told me that was rate my (city of) Hero, I wouldn't have blinked.

Not that this is a problem.


As for the cel shading, till I see it animated and full resolution, I can't judge.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on January 21, 2009, 07:31:38 PM
If you are interested in seeing how much costume customisation is in ChampO, check out Rate My Champion (http://www.champions-online.com/rate_my_champion?champ=2123) which is made up of existing beta characters.
I went through twenty.  The highest any of those outfits deserved was a 2, and that is being very, very generous.  That's only because a few were better than most, which deserved a 1.  All of them should be normalized to lose a star because most weren't even worth 1.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Xerapis on January 21, 2009, 08:57:37 PM
I was underwhelmed.

Of course, I can't be sure that the system is to blame. Maybe they just don't have any testers with creativity.

Some of those either deserved negative stars, or should have the age or IQ of the tester as explanation for why they deserved even one star.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on January 21, 2009, 10:14:25 PM
Wow, those are the kind of heroes you see in crowd hero shots in poorly drawn 1960s-era comics. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Fordel on January 22, 2009, 01:08:59 AM
They look like the same Heroes that populate 95% of CoH currently.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on January 22, 2009, 07:45:34 AM
Wow, those are the kind of heroes you see in crowd hero shots in poorly drawn 1960s-era comics. 

Apparently this is the effect the designers have been trying to achieve.

As for the cel shading, till I see it animated and full resolution, I can't judge.

The only reason this game is even on my radar at all is because I know cel shading usually looks much better in motion.  On the other hand, I've been underwhelmed by the videos released so far.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on January 29, 2009, 12:19:59 AM
ChampO given just enough Rope(r) to hang itself

http://www.allakhazam.com/story.html?story=16753

 :ye_gods:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on January 29, 2009, 12:25:13 AM
He's not the problem.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on January 29, 2009, 05:43:24 AM
In the immortal words of George Costanza, it doesn't help.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on January 29, 2009, 05:51:35 AM
That's true.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 29, 2009, 05:59:37 AM
He's not the problem.


Who would you say is? No points for originality if you say "Jack Emmert" or mention "because I didn't like some of the changes to CoH/V".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Falconeer on January 29, 2009, 07:46:05 AM
Did Bill Roper just became a disgrace to the videogame world in your books thanks to the failure of HG:L, or do you hold personal previous grudges?

That said, from the interview:

Quote
Tamat : Creating your own Nemesis sounds like a great idea. Can you give us any more details on this aspect of the game? Will this enemy be with you for the long haul, such as through future expansions?

Bill Roper : The Nemesis system allows players to create a series of villains that become a part of their personal storyline and challenge them unlike any other enemies in the game. Players create a customized Nemesis, including their costume, power set, minions and THEIR power sets, and their motivation. We'll have reasons for you not only to defeat your Nemesis, but to create others once you lock your first away in Stronghold. Best of all, this is just the foundation of the future for the Nemesis system. It’s a big part of our current and future plans for the game, so expect to see them with you for a long time.

In this sentence, what I hate about recent MMOs. This is exactly the kind of cool innovative feature (on paper) that won't make it in at launch, will be delayed indefinitely, and ultimately dumbed down and slapped in with the evacuation patch that comes with the server merger, right before terminal shutdown. Bets?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on January 29, 2009, 05:04:57 PM
ChampO given just enough Rope(r) to hang itself

http://www.allakhazam.com/story.html?story=16753

 :ye_gods:

Did you just want to use a funny analogy or was there something Roper said that I missed where he threw Cyrptic under the bus? Seemed like the usual tame interview stuff to me. Even the statement that "it would be almost impossible for any MMO to compete with WoW" is basically conventional wisdom for anyone whose got a business interest in this specific segment of the genre.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on January 29, 2009, 05:17:02 PM
The sentence I was referring to in the interview as terrible was the sentence where it said Bill Roper works on Champions Online.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 29, 2009, 05:32:51 PM
I mean sure, Hellgate: London flubbed it up big time, but I don't actually think the game was THAT bad. The game in its final version before it died was actually fairly entertaining to play (at least mechanics wise, the levels were repetitive and there wasn't enough to do, but I though the mechanics were quite solid myself).

Anyway, whether Roper is involved in this project or not, I'm not sure if I'll be interested.  Super hero MMOs are interesting because in my opinion they are one of the few MMO settings where its actually appropriate for everyone to be silly powerful and well, heroic.  In fantasy and sci fi settings, i like to be able to play an "average" person, but in a super hero MMO, i don't feel that pulling at me.

If it is fun, I will play it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 29, 2009, 05:38:31 PM
The sentence I was referring to in the interview as terrible was the sentence where it said Bill Roper works on Champions Online.

They aren't using him as a business manager. As a developer, he could be exactly what ChampO needs given his action RPG background.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on January 29, 2009, 06:37:26 PM
The sentence I was referring to in the interview as terrible was the sentence where it said Bill Roper works on Champions Online.

They aren't using him as a business manager. As a developer, he could be exactly what ChampO needs given his action RPG background.

Not if he has a gypsy curse on him when it comes to online games.  Which I think is very likely.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Falwell on January 31, 2009, 12:49:10 AM
I still give Roper a helluvah lot of credit for knowing how the minds of action gamers work. As a business manager of any kind, not so much.

Short opinion, good pickup for Cryptic and a chance at redemption for a guy who's done quite a bit for (and in) this industry.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on January 31, 2009, 12:59:23 AM
His total failure with Hellgate seems like a square peg / round hole problem. He's probably one of those guys who needs a couple of more pessimistic, grounded in reality types who can slap him around when he proposes making a game with no revenue model and then creating an entirely separate game just to test the networking layer.

Something you see a lot is that one member of a collaboration spins off on their own and without boundaries strays off into crazy land. As long as they keep him doing what he's good at it's probably a good pickup. Then again, who the hell really knows how integral he was to the success of Blizzard products? Perhaps he's a guy that was a good public face and talked a good game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 08, 2009, 06:08:30 AM
In the same vein as the DCUO stuff coming out of NYCC, ChampO has a new if brief (http://www.youtube.com/watch?v=bn3wqYjzBkk) video showing some in-city fighting. Also, some new demo footage (http://au.gamespot.com/xbox360/rpg/championsonline/video/6204324) from NYCC

Also, a few new images of Millennium City at the top of the screenshot page (http://www.champions-online.com/screenshots). If you look, it appears that they've toned down the comic shading / black outlines in these pictures to make them a little less cartoony.

Gamestop has ChampO pre-orders for a launch on June 2. It hasn't been confirmed, so I'm guessing someone just wants some pre-order money.

Overall, it looks like DCUO is certainly more the fan favourite title thus far, but that might be because 1) the IP and 2) they've got longer until launch so can promise more.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on February 08, 2009, 06:46:46 AM
Thanks for posting. ChampO definitely feels more like the throwback of the two. Targetlock/stand-in-place/slower-paced. For fans who don't want console-y action. this is probably the better option. But I am beginning to suspect that the vast majority of players will go for DCUO instead. Unless something gets really screwed up, like they add in punitive death penalties or the leveling speed gets nuked.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 08, 2009, 06:53:48 AM
Also, some new demo footage (http://au.gamespot.com/xbox360/rpg/championsonline/video/6204324) from NYCC



:ye_gods:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on February 08, 2009, 08:20:02 AM
To me, both look exactly like they are trying to be CoH2, with DC dumbed down somewhat for consoletards.

DC is certainly being marketed better, because 'SOE marketing vs Atari marketing  lol'.

The shading effects look fine to me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 08, 2009, 08:20:55 AM
The real problem is keyboard controls for something like DCUO, since all the gameplay is currently being done on PS3 controllers. ChampO is at least showing off mouse and keyboard controls at this point.

The other thing is that DCUO (at this point) seems a lot less customisable than ChampO in terms of powers.

It'll be interesting to compare them side by side when they launch. The area being demoed by DCUO is the same area they've demoed for about 6 months, while ChampO has shown off a few more areas. DCUO will have 6 - 12 months post-ChampO's launch to see what works and what doesn't.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on February 08, 2009, 08:24:56 AM
DCUO will have 6 - 12 months post-ChampO's launch to see what works and what doesn't.

You appear to be under the illusion that MMOG developers are capable of learning from the experience of others.

If only it were so.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 08, 2009, 08:34:23 AM
DCUO will have 6 - 12 months post-ChampO's launch to see what works and what doesn't.

You appear to be under the illusion that MMOG developers are capable of learning from the experience of others.

If only it were so.

No, no - they don't learn from their own experience at all. But other titles are a rich bounty of education (EQ for WoW) even if you learn the wrong lessons (WoW for WAR).  :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on February 08, 2009, 06:15:49 PM
I played this game today.   :ye_gods:  Don't get your hopes up.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on February 08, 2009, 07:11:47 PM
I played this game today.   :ye_gods:  Don't get your hopes up.



Ever notice the worse a game is, the more NDA breaks you have?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on February 08, 2009, 07:39:44 PM
I played this game today.   :ye_gods:  Don't get your hopes up.
Ever notice the worse a game is, the more NDA breaks you have?
He played it at New York Comic Con.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on February 09, 2009, 09:15:53 AM
What was wrong with it?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Big Gulp on February 09, 2009, 09:22:52 AM
What was wrong with it?

(http://www.signonsandiego.com/uniontrib/20040726/images/2004-07-26ptech_emmert.jpg)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: raydeen on February 09, 2009, 12:28:06 PM
Well, I like the idea of things being classless. CoX is fun and all, but at the end of the day, you're pigeon-holed into certain bulds and abilities. If I understand that ChampO is pretty much open to all possibilities, then I'm there. I don't mind CoX 2.0. Though I doubt I"m going to jump right in like I did with CoH. Can lightening strike twice? Nature and history say the odds are against it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on February 09, 2009, 12:52:47 PM
I wouldn't mind a CoX 2.0, either, but I'd still like to know what's wrong with it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on February 09, 2009, 01:20:46 PM
Bad controls, animations were jerky in some parts, it plays exactly like WOW without loot.  At least that's what I got from playing it a few minutes and talking to the neckbeard at the booth.

Here's a video I took before I got yelled at.
http://www.youtube.com/watch?v=thjoUP0CCdk

That person jumping around is just like that WOW pvper that constantly jump in combat, it's totally not necessary.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on February 09, 2009, 01:37:01 PM
Oh dear.   :ye_gods:  And I was hoping for some sort of loot!  I love loot.  Maybe there will be a miracle build. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Xanthippe on February 10, 2009, 06:53:02 AM
MMOs, even superhero MMOs, must have loot.  Especially if it's in a crate or a box or something that you have to open.

From what I've seen of the game so far, why would a person play this instead of CoX?



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on February 10, 2009, 07:17:50 AM
MMOs, even superhero MMOs, must have loot.  Especially if it's in a crate or a box or something that you have to open.

I agree.  I don't know why, but CoH would be so much better if there was something available as loot beyond just the invention enhancements.  Even stupid things like more costume pieces, trinkets for your stronghold, or trophies would help.

(The invention costume stuff is a nice start, but I want more!)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: raydeen on February 10, 2009, 07:21:19 AM
Bad controls, animations were jerky in some parts, it plays exactly like WOW without loot.  At least that's what I got from playing it a few minutes and talking to the neckbeard at the booth.

Here's a video I took before I got yelled at.
http://www.youtube.com/watch?v=thjoUP0CCdk

That person jumping around is just like that WOW pvper that constantly jump in combat, it's totally not necessary.


Eh, some like their Wire-Fu. ;) If it makes you feel more heroic, then jump brother, jump!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 10, 2009, 06:43:59 PM
MMOs, even superhero MMOs, must have loot.  Especially if it's in a crate or a box or something that you have to open.

From what I've seen of the game so far, why would a person play this instead of CoX?

There are items (ergo: loot) in ChampO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on February 18, 2009, 04:05:18 PM
Champions is supposedly getting a June release (http://www.1up.com/do/newsStory?cId=3172872).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 18, 2009, 05:27:06 PM
GameStop have had ChampO available on pre-order (http://forums.champions-online.com/showthread.php?t=13541) for June 2 for a while.

However, I'll await for official word from Cryptic, not Atari.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 05, 2009, 04:15:44 PM
Video of ChampO's underwater zone, Lemuria. (http://au.pc.ign.com/articles/959/959164p1.html)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on March 06, 2009, 04:21:07 AM
Video of ChampO's underwater zone, Lemuria. (http://au.pc.ign.com/articles/959/959164p1.html)

Never, in the history of the genre, has there ever been a good underwater zone.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on March 06, 2009, 06:24:41 AM
Oh great, Murlocs.  :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 06, 2009, 06:47:17 AM
This game just keeps looking worse and worse  :ye_gods: And to think, I was excited about this a couple months ago.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on March 06, 2009, 07:22:24 AM
I don't care.  I'm going to play it anyway.  If it's crap, I'll quit in a huff.  As usual. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on March 06, 2009, 09:07:11 AM
I agree with eldaec. Underwater zones so far have been ground zones with bubbles. Nothing has ever given the sense that it being in water matters. Fireballs and grenades still work. Fights are still planar. The breathing thing is just a bit of gear or potion away from being solved.

I'm not looking for some sim action here or anything. But I lump "water zone" into the same category as weather effects: I don't give a crap unless it affects the game somehow, and so far none of them have. I think the last game I had to care about the weather and environment conditions from freakin' Myth: The Fallen Lords. Flaming molotov cocktails landing in water or thrown in rain will go out.

Man I miss that game sometimes.

I am biased here though. I couldn't care any less about ChampO, and wouldn't even if it was a faithful depiction of the original game system, which I never played nor care to either. I just don't get any sense that ChampO is bringing anything new to the table.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on March 06, 2009, 09:14:26 AM
Kedge Keep was definitely 3D. As for fireballs working underwater: it's magic, duh!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on March 06, 2009, 09:40:40 AM
Kedge Keep was definitely 3D. As for fireballs working underwater: it's magic, duh!


Kedge Keep was ok as far as being underwater goes.  It sucked as a zone because the pathing was atrocious and the loot was mediocre but it was the only place where battles could happen below your feet or over your head and you did have to pay attention to your air spells or whatever.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: stark on March 06, 2009, 09:59:14 AM
Never, in the history of the genre, has there ever been a good underwater zone.

Has there even been a good underwater zone in the history of gaming?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on March 06, 2009, 10:05:23 AM
Has there even been a good underwater zone in the history of gaming?
Daggerfall. Maybe my favorite moment in dungeon crawling, when I fell like 40 stories down a well in the middle of a dungeon. Well, fell maybe 20 stories and had to swim 20 more to find the outlet into the bottom (?) of the dungeon, work my way back up through 20 submerged levels to get to the aerated portion of the dungeon, then explore like mad to find a way out.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 06, 2009, 10:17:57 AM

I'm not looking for some sim action here or anything. But I lump "water zone" into the same category as weather effects: I don't give a crap unless it affects the game somehow, and so far none of them have.

I disagree a huge amount.  They make you move slowly and awkwardly, they are disorienting, and generally have you facing off against enemies that are about 100 times more suited for their environment than you are.  So, in fact, if effects the game a lot, just very negatively.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on March 06, 2009, 11:01:29 AM
Has there even been a good underwater zone in the history of gaming?
Daggerfall. Maybe my favorite moment in dungeon crawling, when I fell like 40 stories down a well in the middle of a dungeon. Well, fell maybe 20 stories and had to swim 20 more to find the outlet into the bottom (?) of the dungeon, work my way back up through 20 submerged levels to get to the aerated portion of the dungeon, then explore like mad to find a way out.

Jesus I remember doing something similar. I spent most of a day practicing swimming so I could get swim through a totally submerged tunnel without blacking out/dying.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on March 06, 2009, 12:02:33 PM
Kedge Keep was definitely 3D. As for fireballs working underwater: it's magic, duh!


As hard as it was, I thought Kedge was fucking awesome. It required actual thought and effort from the players to do anything right, and not just because the pathing was dick even for EQ1. Unfortunately, most MMOG players are completely retarded pussies who can't accept challenge, so I only got to raid there a few times, and I had to make special guild events just to get people to go.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on March 06, 2009, 01:15:08 PM
Ditto on Kedge. Despite the shitball pathing, it was a cool zone and interesting experience.

And I feel the same way about pussified mmo players, but to be fair, that was back when dying was a kick in the fucking junk, with losing levels and whatnot.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on March 06, 2009, 01:51:10 PM
Hrm, obviously don't remember Kedge the way you guys do. Wonder if I skipped that? I do remember the bitching about the pathing though, something on the order of Unrest iirc :-) Only "underwater zone" I remember from EQ1 was The Grey, that outdoor vacuum. Looking over at EQAtlas I think I must have missed The Deep too or something.

I'm not looking for some sim action here or anything. But I lump "water zone" into the same category as weather effects: I don't give a crap unless it affects the game somehow, and so far none of them have.

I disagree a huge amount.  They make you move slowly and awkwardly, they are disorienting, and generally have you facing off against enemies that are about 100 times more suited for their environment than you are.  So, in fact, if effects the game a lot, just very negatively.
We're not playing in the same underwater zones maybe. The only difference I've seen with enemies are those that naturally breath underwater as opposed to I who needed to bring waterbreathing pots. The disorientation I can see if you're playing in first-person, but I haven't done that since, actually, EQ1 :-)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on March 06, 2009, 03:39:04 PM
Hrm, obviously don't remember Kedge the way you guys do. Wonder if I skipped that? I do remember the bitching about the pathing though, something on the order of Unrest iirc :-) Only "underwater zone" I remember from EQ1 was The Grey, that outdoor vacuum. Looking over at EQAtlas I think I must have missed The Deep too or something.
Unless you were working on epics for yourself or your guildmates you probably didn't bother with the zone. It was a lot of work to get people equipped to go down there (e.g. camping Hadden for the Fishbone Earring).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Shrike on March 07, 2009, 03:03:53 AM
I remember Kedge and I don't remember much good about it. It did have some interesting dynamics, but mostly it was just a pain in the ass.

The Grey was sorta similar, but lacked the pathing problems and the extra axis to worry about (the interesting part). By Luclin, water/no-breathing wasn't so much of an issue as it was back before Kunark.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hindenburg on March 07, 2009, 03:06:20 AM
most MMOG players are completely retarded pussies who can't accept challenge

Can't accept heavy punishment for their failures, not the challenge itself.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on March 07, 2009, 06:48:32 AM
Ah ok that makes sense. I didn't join EQ1 until Velious launched.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Koyasha on March 09, 2009, 12:42:41 AM
most MMOG players are completely retarded pussies who can't accept challenge

Can't accept heavy punishment for their failures, not the challenge itself.
Both, really, considering they bitch and give up after a few failures in WoW, and there's effectively no punishment for failure there.

Curiously, I found people were more stubborn and less willing to give up after a few wipes, back in EQ, where the penalty was significant.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 09, 2009, 01:06:36 AM
That said, EQ was home to all manner of death-avoiding tactics as well. No-one wanted to lose several hours work to an unfortunate death.

I'm all for a light death penalty provided the game experience is packaged well. Ultimately it is up to the game to convince me to spend what I have to in order to make that lost time back up.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on March 09, 2009, 05:43:06 AM
I think games need a wider variety of risk reward.  There's something about the tension that EQ created during a dungeon crawl that made it an exciting experience that I haven't felt since.  I'm not saying that entire games should be filled with the soul crushing time sinks that EQ had.  I'm just saying that there should be some VERY difficult encounters that cater to player skill rather than gear. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on March 09, 2009, 05:53:12 AM
The players of EVE just started screaming blue murder because a tiny subset of mobs got given an AI that assesses threat rather than just blindly locking the nearest player. Oh, and because they now use remote repair modules on each other. Apparently a standard fit Raven can't solo any number of the things without having to modify tactics in any way.

This is the players of EVE. Do you really think any element of uncertainty or challenge is going to be accepted in diku-land any time soon?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: DLRiley on March 09, 2009, 06:10:09 AM
most MMOG players are completely retarded pussies who can't accept challenge

Can't accept heavy punishment for their failures, not the challenge itself.
Both, really, considering they bitch and give up after a few failures in WoW, and there's effectively no punishment for failure there.

Curiously, I found people were more stubborn and less willing to give up after a few wipes, back in EQ, where the penalty was significant.

For players who actually want a challenge or at least some general level of breathing room, they general hate heavy punishments for failure, though how "heavy" the punishment is kind relative to each players individual sense of "it's not that bad". However most mmo players don't play mmo for the sake of a challenge. Because mmo's are far removed from the incentives that drive most games. Hence, they will scream bloody murder if you raise the difficulty. There is also alot of deep seeded reasons why even players who are normally inclined for a challenge turn off their brains come mmo time. For one mmo traditional don't reward the best players. Your goal isn't getting better at the game, your goal is to reach the next loot/reward. Two considering what is generally accepted as great gameplay in mmo land I have more fun playing snes megaman on hard mode, than doing anything remotely difficult using the crapstic skills and classes mmo's make you use.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on March 09, 2009, 09:29:38 AM
I was always surpised that COH did not do any underwater zones. The whole game is setup for people who can fly/levitate/jump far so the game/AI and movement is designed with z axis movement in mind. Kedge keep was fun but it also showed why they did not do many underwater dungeons. The AI pathing the way eqlive did pathing really really really DID NOT LIKE Z AXIS movement. They had a hell of a time after it was first implemented and populated with mobs just suiciding like crazy due to pathing issues.

COH and champions online both already have to deal with those issues due to all the flying and alternative movements and if you can do that fine and have the AI handle it may as well do underwater.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on March 09, 2009, 11:44:56 AM
(e.g. camping Hadden for the Fishbone Earring).
Back then I was a lot more hardcore and had Hadden perma-camped on our server. I gave out fishbones to my friends and was selling them on ebay because I was only working part-time as a DJ. I was one of only a couple high-level wizards, and he was an easy farm. It made me feel dirty.

Then I started playing a necro later on, and the Kedge rule was to evac when I FD'd. At the time my rl buddy was the evac wizard, and we usually played in the same room. We seldom died down there.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on March 09, 2009, 12:48:20 PM
most MMOG players are completely retarded pussies who can't accept challenge

Can't accept heavy punishment for their failures, not the challenge itself.

I will grant that EQ1 had some SERIOUS issues wth over punishment for death. I was and am one of the most vocal assholes about having light death penalties. But Kedge wasn't even about the death penalty - most of the higher level raids in the game were in places that a raid wipeout would make corpse retrieval a fucking chore. Planes raids, both of the old world dragon raids, shit just regular dungeon crawling in places like Lower Guk or Mistmoore or Unrest or Solusek A or B were set up so that recovering from a wipe was tought.

No, Kedge was mostly just pussy MMOG players who didn't want a challenge of any kind. Bad enough you needed to be on your toes with water-breathing spells and potions if you couldn't get Hadden's earring (and as Sky said, most servers it was permacamped anyway). But then you had to worry about things coming at you from all angles, you had to move differently, and some fish would explode upon death, meaning you had to watch your adds, AOE spells and such. It took more effort than just pull, mez, assist and med. The gear that dropped was decent, but until you went deeper in, there was better gear in easier to deal with dungeons like Sol B, and easier experience to camp for in those dungeons as well. Combine that with the fact that it was well away from most population centers AND a pain in the ass to find without a map and people just wouldn't go there without someone leading an expedition. Most of those pain in the ass factors, I can understand, but I always felt that the experience (not the Xp bar kind, but the actual fun and strategy of the place) was worth the effort, more so than most MMOG dungeons.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: shiznitz on March 09, 2009, 02:14:15 PM
Even if a game offered zones with tougher death penalties itemized with better loot, players would still avoid them for the most part. Those kind of zones also make itemization harder overall. EQ2 kind of does this by offering X2 encounters that a good single group can potentially beat.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on March 10, 2009, 07:26:16 AM
most of the higher level raids in the game were in places that a raid wipeout would make corpse retrieval a fucking chore.
Hur, again...I was a necro by the time we were doing Kedge :P My wiz buddy and I never had a problem!

The things you list about Kedge are the reasons I liked it. It was interesting, most people avoided it and it was off the beaten path. Because seriously, fuck most mmotards, ignoring them makes the genre palatable.

Shiz, notice me deftly avoiding a rant about itemization progression.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 11, 2009, 07:30:34 PM
Xbox 360 version delayed. (http://www.eurogamer.net/articles/champions-onlines-bill-roper-interview?page=2)

Interest in playing diminishing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 11, 2009, 11:05:42 PM
Perhaps.

However, I'm annoyed that 1) Cryptic was all over an Xbox 360 launch until what is three months until launch and 2) it's yet another PC MMO in a market full of existing and upcoming MMOs, whereas on the Xbox 360 the competition is FFXI, which is the equivalent of a overweight mall guard with heavy asthma.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on March 12, 2009, 06:57:07 AM
So they'll "streamline" the shit out of the game to get it to run on a console, then release as pc exclusive?

LAWL WHAT COULD GO WRONG?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Musashi on March 12, 2009, 11:01:57 AM
Starting to get that ol' familiar preparation for let down feeling once again.  I'd say huge let down, but really I don't care that much already.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cadaverine on March 12, 2009, 10:36:55 PM
I have one buddy key to give away for the Preview if anyone is interested.  Feel free to fight amongst yourselves for this incredible honor.   :awesome_for_real:

Edit: Given away


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 12, 2009, 11:06:25 PM
I've also got a buddy key. PM me if interested.

Gone baby gone.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on March 12, 2009, 11:18:27 PM
If we are that close to release, is there a non-NDA-breaking power or skill list anywhere?  I've heard surprisingly little on that front. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Le0 on March 12, 2009, 11:59:02 PM
I wouldn't mind a preview key if possible!
But I'm from Europe is it okay or won't it work?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on March 13, 2009, 03:33:45 AM
Xbox 360 version delayed. (http://www.eurogamer.net/articles/champions-onlines-bill-roper-interview?page=2)

Interest in playing diminishing.
I'd be shocked if any MMOGs really ever hit the 360 at all, not counting XI and Phantasy Star Universe. The companies making MMORPGs simply don't have the support infrastructure necessary to do console stuff, SOE and Sony notwithstanding since they're one in the same now.

Development cycles for MMO's are still too long to really work on consoles.  With no certainty that the next generation of systems will have BC, that gives developers only a small window of time to release an MMO while a console is still in its prime.  The Agency for example, was announced just over 2 years ago, and has presumably been in development since before the PS3 was released.  There hasn't been any news on it in half a year, not even a vague idea of a release date, and by the time it gets released, the PS3 might well be more than halfway through its lifespan.  That's a pretty shitty proposistion, when a decent MMO on the PC can last for years.

For a 3rd party developer it's even harder.  If you want to get the game out there early in the generation, you've either got to go multiplatform, or you've got to try to predict early on which console is going to take the lead.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on March 13, 2009, 06:49:35 AM
I'd check it out, not sure I have the time for it, though. I did love CoH.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on March 13, 2009, 07:55:55 AM
The best option for consoles would be a pseudo-mmo like DDO where its all instanced so you can keep things under control to match the console needs.

Take COH, remove the city other than Atlas and make everything instanced. Run it as cash shop/rmt. I think it would be moneyhats.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on March 13, 2009, 10:30:04 AM
I always thought Guild Wars or a Guild Wars type game could work on console, because of the way they did the skill loadout.  CoH has way too many powers to work well on a console, imo.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on March 13, 2009, 04:49:30 PM
It's not the tech that makes MMOs on consoles a challenge. It's the business model. Consoles rely on title churn from different developers and publishers paying separate residuals. And the X360 specifically has a tiered subscription structure already. So putting an MMO on that not only brings obsessive behavior that doesn't compel users to buy further titles, it also asks them to pay for XBL and a monthly fee, or additional into microtransacations.

Plus, there's the other problem that most people in the west who have a console probably have a computer capable of running MMOs anyway.

"Someday" it'll happen. Maybe DCUO will actually be hugely successful on PS3. But it's not really as straightforward as some think it is. And tech is merely a secondary problem.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on March 13, 2009, 06:44:30 PM

I hope it's good, I certainly didn't mind the gameplay or environment of champions. Just disliked the lack of progression and repetition. Maybe this time with more experience and a larger budget they can make something even better. Of course more likely it will be another example of second-system effect. The fact they're actually focusing on the PC version first is another very encouraging sign.

I'm signed up for the beta, but if someone has a buddy key I certainly wouldn't say no.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jimbo on March 13, 2009, 07:03:07 PM
Well for NDA, all we can say is that we are in the beta, and that is it.  So me, UnSub, and Cadaverine are in it, any one else?  I have a buddy key available too, so someone pm that is willing to try it out too.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on March 13, 2009, 07:18:03 PM
I'm glad for the PC version, too.  I haven't tried it yet, but I'm pretty certain I want to play it on the PC.  I keep resubbing to CoH when I get bored with WoW or whatever else I'm playing.  It's always good fun for at least a month or so at a stretch, but then I wander off.  I'm definitely hoping one of these superhero games will endure a bit longer.  I really do enjoy the whole superhero thing.  It's much cooler than wandering around with pointy ears and giant sword named Johnson.  Happy it's coming out in June, too.  (allegedly).  I'm sure CoH won't last me even that long.  My times in the game get shorter and shorter - I know it too well, I think.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 13, 2009, 08:53:48 PM
If we are that close to release, is there a non-NDA-breaking power or skill list anywhere?  I've heard surprisingly little on that front. 

I find that interesting too. Betaleaks did have some stuff up on it, but I've go no idea what Betaleaks and MMOHell are currently up to given that both sites redirect to each other with no additional content that I can see.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on March 13, 2009, 11:05:57 PM
I'm in the beta too.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 14, 2009, 07:57:38 AM
Well for NDA, all we can say is that we are in the beta, and that is it.  So me, UnSub, and Cadaverine are in it, any one else?  I have a buddy key available too, so someone pm that is willing to try it out too.

Are they giving them out frequently...actually you probably can't answer that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: sam, an eggplant on March 14, 2009, 11:17:39 AM
I'm in it also, but no buddy key as far as I know.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: stark on March 14, 2009, 05:25:30 PM
I have a key up for grabs too claimed



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: palmer_eldritch on March 14, 2009, 05:42:39 PM
Hey Stark, if it's still available and you've got nothing better to do with it. I'd appreciate it!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: NiX on March 14, 2009, 07:59:09 PM
If anyone has a spare key, let me know.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on March 15, 2009, 07:01:08 AM
It's not the tech that makes MMOs on consoles a challenge. It's the business model. Consoles rely on title churn from different developers and publishers paying separate residuals. And the X360 specifically has a tiered subscription structure already. So putting an MMO on that not only brings obsessive behavior that doesn't compel users to buy further titles, it also asks them to pay for XBL and a monthly fee, or additional into microtransacations.

This is no different to PCs.

PC manufacturers rely on churn through steadily higher spec games to sell upgrades. Even without residuals, the effect is the same.

And just like PCs, the game publisher doesn't give a rat's ass if the hardware OEM gets enough cash (or at least, he shrugs his shoulders and views OEM hardship as a tragedy of the commons).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on March 16, 2009, 07:21:32 AM
I'd love to have a buddy key if anyone has. There does feel like some uniqueness here.

@eldaec: wuh? PCs don't turnover as quickly as console software. How much money from a RAM or hard drive upgrade goes back to the original label on the PC (assuming it's not a custom job)? The game publisher may not care, but it's built into the ability to make a console game because Nintendo, Microsoft and Sony control that channel almost entirely (alongside retailers).

Basically, I'm not seeing where there's any parallel except in the most abstract "well they all make games" sense.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: sam, an eggplant on March 16, 2009, 09:21:47 AM
It's not the tech that makes MMOs on consoles a challenge. It's the business model. Consoles rely on title churn from different developers and publishers paying separate residuals. And the X360 specifically has a tiered subscription structure already. So putting an MMO on that not only brings obsessive behavior that doesn't compel users to buy further titles, it also asks them to pay for XBL and a monthly fee, or additional into microtransacations.
I disagree. MS and Sony would absolutely love to get successful MMOs on their systems. Just thinking about the next WoW exclusively on their console gives them mahogany. They could take a cut of however the game is monetized, whether it's subscriptions, buying silly hats, or whatever. The real problem is the locked-down console security model and certification process. You can't just push changed code to a console, it needs to be certified, and both MS and sony are incredibly slow at doing so. That's why neither console has been successfully or pervasively hacked to run unsigned code.

Well, the 360 was hacked a couple of years ago via the king kong game, but it was patched right away and never went anywhere. Its security model isn't inherently flawed like the previous generation of consoles.

To properly support a MMO, the developers must have the ability to patch at will, particularly in the first couple months of operation. The certification process isn't an insurmountable problem, but it is a sizable one. Any successful console MMO would either need to somehow run in its own hypervised DMZ or MS/sony would have to be willing to give up some degree of control.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on March 16, 2009, 10:00:21 AM
To properly support a MMO, the developers must have the ability to patch at will, particularly in the first couple months of operation. The certification process isn't an insurmountable problem, but it is a sizable one. Any successful console MMO would either need to somehow run in its own hypervised DMZ or MS/sony would have to be willing to give up some degree of control.
No MMOs doen't need to be patched anymore than any other console game in their first months.  The mindset of developers that they have such leeway does need to change, however.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: sam, an eggplant on March 16, 2009, 10:45:15 AM
In principal I would agree. But of course you can't offer any examples of that actually happening, because it never has.

Also there's a distinct need to leverage players for test servers, the ability to rapidly patch ingame exploits and dupes, and so on.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on March 16, 2009, 10:54:12 AM
I can barely give examples of non-DIKU MMOs either.  A lack of evidence doesn't mean it's not possible.  It just means accepted standard practices need to raise their standards.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: sam, an eggplant on March 16, 2009, 11:00:49 AM
Absolutely, and I would love to live in that wonderful world. So, how do I make it through that door? Every time I get within reach, the rainbow disappears and I fall back to this boring old stuffy planet.

:(


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on March 16, 2009, 11:20:56 AM
So the reason this is a business decisions is because of the "locked down security and certification process". If they truly wanted to suck players into one game to rule them all, they could, ya know, change the process. Sony is already doing that, but of course playing the homefield advantage, as they have the right to.

But I contend that they don't because of what I said above. Which actually corrolates with what you just said about there being no precedent. There isn't, so it makes it hard to change the thinking when a) things are working so well for them already (Xbox Live is an uncontested marketplace unto itself); and, b) Wii rolled the evolutionary clock back by a few years (man I hate the Wiicade setup... it's like some mid-90s website... bleh!).

Which ultimately means that it's not a "console" problem, but rather, a Microsoft and Nintendo problem. And no single solution works for either one. Microsoft was probably hoping for VG to be their card to play in the "homefield advantage" thing, their DCUO. And Nintendo just doesn't seem to really care at all right now, because they don't need to.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on March 16, 2009, 11:28:31 AM
I'm sure they can find a way to put parts of the code outside of the certification process, while keeping enough inside to hold the game hostage and milk residuals. Which is all certification is about anyway.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: sam, an eggplant on March 16, 2009, 11:40:41 AM
Well no, they need to maintain system security. Like I said, it's not insurmountable, but it is a major obstacle to getting MMOs on current-gen consoles. Of course it's a business decision, everything is. But saying that they don't want a successful MMO on their console because people tend to focus on their drug of choice to the exclusion of other games is pretty silly.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on March 16, 2009, 12:46:04 PM
Sillier than saying the only thing preventing MMOs on consoles is the same rules they themselves wrote?  :grin:

In all seriousness, where do you think they'd get more money? Monetizing a single MMO or constantly pushing a new drug. X360 is as much a retail channel as it is a game device, and some of the same rules. This is not some additive business for them that churns pure profit.

But anyway, sounds like are positions are set, so at least we have that :wink:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on March 17, 2009, 12:34:44 AM
MUO officially...alive?

http://kotaku.com/5171366/marvel-universe-back-from-the-dead

 :heart:




Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on March 17, 2009, 05:57:54 AM
I was reading this earlier but for some reason I thought we already knew this.  Am I getting all my superhero MMOs confuzulated?   :ye_gods:

I'll play them all.  Maybe one will stick.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: sam, an eggplant on March 17, 2009, 08:58:35 AM
In all seriousness, where do you think they'd get more money? Monetizing a single MMO or constantly pushing a new drug.
Well both, of course. There are plenty of people who play WoW and nothing else, ever, but many of those people weren't gamers before WoW anyway. That's one major reason why the consoles desperately need a successful MMO. To bring in a new audience.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on March 17, 2009, 10:58:49 AM
MUO officially...alive?

http://kotaku.com/5171366/marvel-universe-back-from-the-dead
This game comes back from the dead more times than a character in the Marvel Universe.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on March 17, 2009, 06:06:39 PM

... I can't believe anyone really cares. An IP is just a skin over the game. It's not like you are going to be able to play as or kill / influence any of their named characters(tm)(c). I don't care if it's Darth Vader / Spider man or Billy McGeneric telling me to go and kill 10 sand people / street muggers / rats. Slightly more important is whether the IP gives an interesting world to live in (a negative for Marvel because its a disjointed mess set in the present time and poorly suited for an MMO, though star wars is worse). The only question I care about is if the gameplay is good.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on March 17, 2009, 06:25:20 PM
Star Wars actually is a good setting for an MMO. You just need to find the right time period and ensure the people who show up get the game they expect. I actually think SWTOR is going to be closer to the mark. Even though I suspect in the end I'll have enjoyed SWG more, it was more because the world I loved was much more to do with it being UO2 with sci-fi overtones than anything evocative of the IP.

As to MUO, yea read that on Kotaku earlier. Don't really care. And it's not because of the IP. You can make that part work. Nah, it's because it's still in the STO was before Cryptic took it: a pipedream driven until taken on by a serious developer who knows what they're doing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on March 17, 2009, 08:35:09 PM

... I can't believe anyone really cares. An IP is just a skin over the game.


Have you not read Triforcer's posts?



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 20, 2009, 10:13:07 AM
Other ChampO stuff: launch will have a lvl 40 cap, not lvl 50 like originally indicated. (http://www.videogamer.com/pc/champions_online/preview-1567-2.html)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on March 20, 2009, 01:31:17 PM
Cryptic did the same thing with City of Heroes.  The original cap was 40, then it was increased to 50 when they got that content finished.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on March 20, 2009, 02:30:09 PM
Geez.  This is really going to be a CoXy experience.  Well, at least I'll get some new tile sets to look at!  That'll keep me entertained for a while.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on March 21, 2009, 12:15:08 AM
Quote
Layered then onto that is the ability to choose for a vast majority of the powers, emanation points, where that power is coming from. So if a force beam normally comes from your hands, I could instead choose to have it come from my eyes or a chest plate. So if I'm thinking my idea behind my guy is that he's a power armoured guy with this big chest cannon, I'm going to find a costume that represents that and I'm going to put that force beam that I have on that chest cannon piece.

Am I the only one thinking what I'm thinking?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: raydeen on March 21, 2009, 05:23:57 AM
Quote
Layered then onto that is the ability to choose for a vast majority of the powers, emanation points, where that power is coming from. So if a force beam normally comes from your hands, I could instead choose to have it come from my eyes or a chest plate. So if I'm thinking my idea behind my guy is that he's a power armoured guy with this big chest cannon, I'm going to find a costume that represents that and I'm going to put that force beam that I have on that chest cannon piece.

Am I the only one thinking what I'm thinking?
Because there aren't enough cock beam jokes on the internet, rite?

There will be now.

http://www.wtfcostumes.com/costumes/orgasmo_costume.jpg (http://www.wtfcostumes.com/costumes/orgasmo_costume.jpg)




Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Furiously on March 22, 2009, 11:19:05 PM
Quote
Layered then onto that is the ability to choose for a vast majority of the powers, emanation points, where that power is coming from. So if a force beam normally comes from your hands, I could instead choose to have it come from my eyes or a chest plate. So if I'm thinking my idea behind my guy is that he's a power armoured guy with this big chest cannon, I'm going to find a costume that represents that and I'm going to put that force beam that I have on that chest cannon piece.

Am I the only one thinking what I'm thinking?
Because there aren't enough cock beam jokes on the internet, rite?

There will be now.

http://www.wtfcostumes.com/costumes/orgasmo_costume.jpg (http://www.wtfcostumes.com/costumes/orgasmo_costume.jpg)

Sounds like a most worthy prey... (http://www.channel101.com/shows/view.php?media_id=368)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on April 08, 2009, 08:02:10 PM
For people who care, a new interview with Bill Roper  :why_so_serious:

http://www.rerollz.com/2009/04/08/interview-with-bill-roper-on-champions-online/

Quote

Regardless of the differences do you see City Of games as direct competition? What are you planning or actively doing to make sure you have the majority of the market share?

We’re excited that both MMOs and Superheroes have become such a huge part of our social consciousness because it really sets the stage for the launching of Champions Online. We know that gamers who play the City Of games love both of these elements, and we hope that they’ll come and help build a great new universe with us.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lt.Dan on April 09, 2009, 02:01:06 AM
Quote
Layered then onto that is the ability to choose for a vast majority of the powers, emanation points, where that power is coming from. So if a force beam normally comes from your hands, I could instead choose to have it come from my eyes or a chest plate. So if I'm thinking my idea behind my guy is that he's a power armoured guy with this big chest cannon, I'm going to find a costume that represents that and I'm going to put that force beam that I have on that chest cannon piece.

Am I the only one thinking what I'm thinking?

I was thinking that it was one of those features that'll get a lot of interest then get cut in the crunch to release. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on April 09, 2009, 02:05:28 AM
That's not what eldaec was thinking :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: raydeen on April 09, 2009, 03:38:00 AM
Set the controls for the heart of the MASSIVE COPYRIGHT INFRINGEMENT!!!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 09, 2009, 08:58:19 AM
Set the controls for the heart of the MASSIVE COPYRIGHT INFRINGEMENT!!!

Will they be making all player-generated characters and likenesses the sole property of Cryptic?
If so, then I could agree. 

Otherwise, it'd be the equivalent of saying every superhero made in the pnp version of Champions was infringement... which obviously, it's not.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on April 09, 2009, 09:34:28 AM
I want so badly for this game not to suck, but every video I've seen and every interview I've read leaves me thinking its going to be quite mediocre :(


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on April 09, 2009, 09:35:11 AM
Anyway, the copyright thing is a complete non-issue.  Marvel and Cryptic quietly dropped all pretense at such things once they realized it would harm them more than help them.

Sure, Marvel could have got CoH to change the outfit of anyone resembling a Marvel property.  This would have been immediately followed by Marvel going broke licensing one of the other 5 quadrillion costumes that Cryptic has covered whenever they wanted to change a look or create a new hero/villian.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on April 09, 2009, 12:40:31 PM
I want so badly for this game not to suck, but every video I've seen and every interview I've read leaves me thinking its going to be quite mediocre :(
Goodness, I know. All I want is a better CoX, but every new thing that comes out is just Bill Roper saying "Hey, this game is action-packed."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on April 09, 2009, 04:14:26 PM
Anyway, the copyright thing is a complete non-issue.  Marvel and Cryptic quietly dropped all pretense at such things once they realized it would harm them more than help them.

Sure, Marvel could have got CoH to change the outfit of anyone resembling a Marvel property.  This would have been immediately followed by Marvel going broke licensing one of the other 5 quadrillion costumes that Cryptic has covered whenever they wanted to change a look or create a new hero/villian.
NCsoft *does* change your costume and/or name if it resembles existing Marvel properties. Trademark/copyright infringement is still trademark/copyright infringement. What the lawsuit was about was trying to make Cryptic/NCsoft a reponsible party as well since they make available the tools that makes this possible (i.e. there's no point going after the "little guy" aka the players for infringement, better to go after the deep pockets). That never happened.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 09, 2009, 06:13:09 PM
Anyway, the copyright thing is a complete non-issue.  Marvel and Cryptic quietly dropped all pretense at such things once they realized it would harm them more than help them.

Sure, Marvel could have got CoH to change the outfit of anyone resembling a Marvel property.  This would have been immediately followed by Marvel going broke licensing one of the other 5 quadrillion costumes that Cryptic has covered whenever they wanted to change a look or create a new hero/villian.
NCsoft *does* change your costume and/or name if it resembles existing Marvel properties. Trademark/copyright infringement is still trademark/copyright infringement. What the lawsuit was about was trying to make Cryptic/NCsoft a reponsible party as well since they make available the tools that makes this possible (i.e. there's no point going after the "little guy" aka the players for infringement, better to go after the deep pockets). That never happened.



I repeat my prior question.  If Cryptic doesnt claim "ownership" of a player's in-game assets, namely custom characters, then would Marvel even have a case?  (I know this is a moot issue; but it's a hypothetical that keeps creeping up over and over again on the news)
Really, if they just made our creations our own then this wouldnt be an issue.
Lucasarts cant sue little Johnny for making a Millenium Falcon out of generic Legos.  Nor can they sue Lego.   However, when Lego sells those Star Wars Lego sets... then they have to pay a licensing fee to Lucas or get sued.

Personally, I dont blame Marvel for wanting a lawsuit for such things, because in the end it all boils down to asset ownership.  MMO players have always wanted more control over their own assets, so one of the few things in their corner are suits like Marvel vs. NcSoft.  If a player makes a likeness of a Marvel character and NCSoft is making money from it while claiming ownership of that character from the player, then that's wrong and Marvel has a legitimate beef. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on April 09, 2009, 06:18:17 PM
Lucasarts cant sue little Johnny for making a Millenium Falcon out of generic Legos.
Yes they can as it's an unauthorized derivative work. They just don't bother cause it's not worth their time and money.

Edit: unauthorized


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 09, 2009, 06:32:15 PM
Lucasarts cant sue little Johnny for making a Millenium Falcon out of generic Legos.
Yes they can as it's an unauthorized derivative work. They just don't bother cause it's not worth their time and money.

Edit: unauthorized


What if the Falcon was named "Space Nipple" and just LOOKED like the Falcon?   :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on April 09, 2009, 06:43:51 PM
Trademarks and copyrights are different. The name "Millennium Falcon" would be a trademark (though it looks like that trademark has been expired/cancelled) while the design falls under copyright.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on April 09, 2009, 06:50:05 PM
Do what I do: Claim that everything is parody.  That always works.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on April 09, 2009, 06:54:53 PM
Do what I do: Claim that everything is parody.  That always works.
Unless you are playing in somebody else's sandbox where they restrict that (the NCsoft CoH EULA forbids parodies).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on April 10, 2009, 08:41:45 AM
To be honest, it really pissed me off when they deleted my Man of Iron character. He was a cool energy blaster, and it was enjoyable to play him. Gave the game something beyond 'dude in tights' for the imagination to latch onto. Now it's Iron Man fighting in repetitive locations!

I'll totally give them the deletion of Captain A-Hole, though. Even if he was the best Captain America analogue in CoH. I thought it was pretty funny, though. (and that answers your parody issue, anyway)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on April 11, 2009, 04:07:37 AM
I repeat my prior question.  If Cryptic doesnt claim "ownership" of a player's in-game assets, namely custom characters, then would Marvel even have a case?  (I know this is a moot issue; but it's a hypothetical that keeps creeping up over and over again on the news)

Marvel doesn't have a case full stop.

This has been beaten to death in any number of court cases, not least of which was Marvel vs Cryptic round one, and the settled view of common law, is that Cryptic are fine so long as they offer a reasonable way for copyright holders or others to report infringement, and then remove the material that is reported.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 11, 2009, 08:12:42 AM
I repeat my prior question.  If Cryptic doesnt claim "ownership" of a player's in-game assets, namely custom characters, then would Marvel even have a case?  (I know this is a moot issue; but it's a hypothetical that keeps creeping up over and over again on the news)

Marvel doesn't have a case full stop.

This has been beaten to death in any number of court cases, not least of which was Marvel vs Cryptic round one, and the settled view of common law, is that Cryptic are fine so long as they offer a reasonable way for copyright holders or others to report infringement, and then remove the material that is reported.

Then that means Marvel DOES have a case, they just dont get paid money.  They get "paid" by the fact that they (Marvel) can take a character like "Sky's" Man of Iron and force Cryptic to have him deleted.
And with Marvel wanting its own MMO, I foresee them chomping at the bit with this down the road.  It aint so bad NOW, but when millions are on the line with a competing game then dont doubt the hammer will fall on CoX and ChampO.

So, do I need to repeat my questions again?  I'm trying to get at the simple fact that Marvel SHOULDN'T have access to the characters we make (as long as they're ours), and the more we fold and compromise with this the worse it gets in the future due to precedent.

Basically, what's gonna happen is Marvel can force asset-removal from a competitors' game so the end-users are compelled to play/use Marvel's products only:  "we dont want you making sandbox Supermen (even if just a likeness),  you gotta pay us to play with him in OUR sandbox."

In the end everyone loses.  No one will use Marvel's product due to their BS and Marvel wont let anyone use anyone elses.
And the simple solution is still the same:  let the players own their own shyt.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 11, 2009, 08:34:46 AM
And the simple solution is still the same:  let the players own their own shyt.

Problem: players aren't playing their own shit. They are playing Marvel's shit.

In the first Marvel vs. NCsoft / Cryptic (according to Lum, NCsoft ponied up for the legal bills) Marvel tried to claim that Cryptic / NCsoft wasn't a service provider. If they'd proved that, Cryptic / NCsoft would have been directly responsible for every single IP violation Marvel could find and that would have been that for CoH. The judge threw that claim out and also threw out a whole heap of other claims due to the fact that Marvel lawyers were the ones creating cloned characters that they used in the lawsuit.

Marvel and Cryptic settled. Cryptic was a bit more stringent on IP violation issues as a result.

Here's the thing: no-one wants to be the defendant in a lawsuit just so Jonny ADHD can play as Wolf-O-Rine, the Toronto native with an unbreakable titanium skeleton. Easier to just generic the name of the character and avoid the potential legal costs (and some of CoH's official lore changed because of the suit: Bastion changed his name to Citadel because Marvel has a character called Bastion).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on April 11, 2009, 09:03:46 AM
Basically, what's gonna happen is Marvel can force asset-removal from a competitors' game so the end-users are compelled to play/use Marvel's products only:  "we dont want you making sandbox Supermen (even if just a likeness),  you gotta pay us to play with him in OUR sandbox."

In the end everyone loses.  No one will use Marvel's product due to their BS and Marvel wont let anyone use anyone elses.
And the simple solution is still the same:  let the players own their own shyt.

1) I don't see how it makes any difference who owns the shyt.

2) As has been demonstrated over and over, there is plenty of room in 'superheroes' without making every third character 'W01v3rinez_111'.

3) Bullshit claims like Statesman = Captain America consistently get thrown out of court as laughable.


The sky is not falling on this issue. Most IP law is stupid and designed purely as a form of corporate welfare, but the courts have dealt with this particular problem, and found sensible answers simply by asking themselves 'what is the only approach to this problem that is not fucking stupid'.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kovacs on April 11, 2009, 09:14:26 AM
And the simple solution is still the same:  let the players own their own shyt.

This seem a case of the cure being worse than the disease.  Yes, it sucks when a copywright/trademark holder enforces his rights over something you'd rather infringe upon but allowing players ownership of NC Soft's IP, that is the character's they play, opens up a can of worms the industry appears to be trying their damndest to keep well closed. 

Wouldn't this, off the top of my head, make RMT issues less murky, and not in the way I'd want them too?  Wouldn't taxing in game activities become more 'real' as the player owns more of his virtual world?  I'm not talking about just the realized gains from RMT but the potential taxation of a supposed increase in value of your virtual property.  Hacking wouldn't be hacking if it allows access to your own property would it?  How many issues would suddenly become unclear if that was my property being stored on your servers?  What sort of access rights can the owner of virtual goods assert?

For a guy who doens't even play a lawyer on the internet this seems a fairly predictable recipe for disaster.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on April 11, 2009, 09:30:38 AM
And the simple solution is still the same:  let the players own their own shyt.

This seem a case of the cure being worse than the disease.  Yes, it sucks when a copywright/trademark holder enforces his rights over something you'd rather infringe upon but allowing players ownership of NC Soft's IP, that is the character's they play, opens up a can of worms the industry appears to be trying their damndest to keep well closed. 

And players owning it wouldn't make Cryptic any more or less responsible for what they store on their servers, or for what they serve up to other players.

Plus, even if it did, do you really think that Marvel going after random_idiot_001 who created 'Man of Iron' in game would have a better outcome for limiting intellectual property overreach?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on April 11, 2009, 09:58:36 AM
Quote
Wouldn't this, off the top of my head, make RMT issues less murky, and not in the way I'd want them too?

Owning the items in game as if they were tangible objects is completely different from owning the IP to the designs you create within a game. Second Life has its problems, but it got this one right. If you upload a piece of IP to their servers you give them an unlimited license to use it in their game, but you retain the IP rights to your design.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on April 13, 2009, 08:37:11 AM
random_idiot_001 who created 'Man of Iron'
HEY!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 13, 2009, 09:21:29 AM
Quote
Wouldn't this, off the top of my head, make RMT issues less murky, and not in the way I'd want them too?

Owning the items in game as if they were tangible objects is completely different from owning the IP to the designs you create within a game. Second Life has its problems, but it got this one right. If you upload a piece of IP to their servers you give them an unlimited license to use it in their game, but you retain the IP rights to your design.



THIS.

Basically, if NCSoft or Cryptic did the same thing with their sandboxes they'd be limiting their exposure and we wouldnt be having these stupid ass lawsuits that cost everyone money no one has.  btw, did MMOs suddenly become lucrative enough for these lawsuits??  uhh no  (aside from Blizz)

Look, this is the way these CEOs think:

Scenario 1)  Cryptic owns all, including all their players' creations.  So, since they're making beaucoup dollars doing-so and I'm Marvel, I'll sue and take a bit off the top of that since half of those players are making supers with my IPs likenesses.  And hey, even if it just gets settled for legal fees.  We get our counselors' retainers renewed for free!  Even better, maybe they'll kick us back after the settlements with cash or a lower legal fee. win win win.
Scenario 2)  Player owns his/her own characters as IP or otherwise.  So, since the player isnt making any money doing-so, and I'm Marvel, why the phuck would I bother suing "Sky" for his Ironman?  Aint no money there.  Maybe I'll just send him a stern email.  Besides, his copyright infringement actually generates free advert. for our next Marvel movie.  woot! 
Scenario 2b)  Players own their own shyt.  So, since the player isnt making any money doing-so, and I'm Uncle Sam, why the phuck would I bother taxing "Sky" for his Ironman?  Aint no money there.

I work with these people all the time (y'know, the ones who ruined our country presently).  I know how they think. They dont give 2 rat's asses if you play with their stuff in a sandbox, they only care (i.e. get jealous) if you're making money from it and/or stealing money directly from their coffers.  It almost doesnt even matter if they make any money in the lawsuit or not; it's basically a rich man's pissing contest.  CoX only was threatened after the initial success of their title.  Now that it's "nothing" basically, it's not worth the effort.

ChampO (if they design it the way they should) will be the greatest supers toolkit ever made, only Cryptic wants all teh phat lootz from it including all their endusers' IPs (your characters, arch-villains, and missions).  Thinking that Marvel/DC wont file lawsuits after it releases is naive.  They will... especially if it becomes popular.  And the more popular and successful it gets, the more lawsuits ensue - taking money from Cryptic's bottom-line... which in turn gives us, the end-user, a shittier product since they cant invest in their own service whilst in the throws of legal suits.

(sigh)  I'm ranting, again.  Anyways, I just think this game is gonna be rife with folly legally if it becomes successful on PC and Console (especially).  It's the same clusterscrew the pnp games had to deal with, only multiplied by infinity.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on April 13, 2009, 09:39:45 AM
Cryptic would still be liable in option 2.

Or at least they would be, if this exact problem hadn't already been solved in CoX.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on April 17, 2009, 08:33:00 AM
Rumor has it that more invites went out in time for a stress test tonight...how many people are in beta now (roughly)?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on April 17, 2009, 08:36:38 AM
1562


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 19, 2009, 06:37:29 AM
So ChampO will have flight, superspeed, teleport, superleaping and ... swinging (http://au.pc.ign.com/dor/objects/844881/cryptic-studios-mmo-project/videos/champions_trl_swinging_041709.html;jsessionid=231g0oohc49u).

(Pretty sure all of these have been formally announced.)

EDIT: Also: burrowing (http://au.pc.ign.com/articles/973/973116p1.html).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Dtrain on April 19, 2009, 08:00:43 AM
So ChampO will have ... swinging (http://au.pc.ign.com/dor/objects/844881/cryptic-studios-mmo-project/videos/champions_trl_swinging_041709.html;jsessionid=231g0oohc49u).

Do I want to click that link?  :ye_gods:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 19, 2009, 08:39:22 AM
So ChampO will have ... swinging (http://au.pc.ign.com/dor/objects/844881/cryptic-studios-mmo-project/videos/champions_trl_swinging_041709.html;jsessionid=231g0oohc49u).

Do I want to click that link?  :ye_gods:

Would it help if I said it involves rope?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on April 19, 2009, 10:05:25 AM
That was cool.  I want to do that!  Even though they all have the look, that trailer was the most CoH looking that I've seen yet. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Koyasha on April 19, 2009, 09:15:30 PM
I don't know why, but swinging bugs me more than it probably should.  Especially how in the trailer it was blatantly obvious that you weren't actually swinging from anything, you were just shooting ropes UP into empty sky.  I know, it's a superhero game, and that's beside the point but still...it just bugs me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on April 19, 2009, 09:18:44 PM
Wow.  I didn't watch the trailer (at work) but assumed you have to actually swing from buildings.  That is a bit lame. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on April 20, 2009, 12:08:53 AM
Requiring swinging to be off buildings would either greatly constrict the level designs or make the power useless in many areas.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 20, 2009, 12:39:34 AM
Requiring swinging to be off buildings would either greatly constrict the level designs or make the power useless in many areas.

This.

It works for Spider-Man because generally we don't care where he anchors his line. If a player has to anchor every line and couldn't use the power outside of cities, it would be a worthless power to take.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on April 20, 2009, 02:57:57 AM
I am buying this game for one simple reason.  They have sharks.  with.  lasers.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on April 20, 2009, 06:34:52 AM
Hey, he probably ran out and bought that new Queen song in 1997  :grin:

Wow.  I didn't watch the trailer (at work) but assumed you have to actually swing from buildings.  That is a bit lame. 
Watch the whole video. Your question (and others) is answered there. Which is good because I'm biting my tongue  :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kovacs on April 20, 2009, 09:04:42 AM
Requiring swinging to be off buildings would either greatly constrict the level designs or make the power useless in many areas.

A Champions game with power limitations :-o.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cadaverine on April 20, 2009, 04:20:38 PM
Now to combine the swinging with powers emanating from specific areas of the body, and we have a whole new level of disturbing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on April 20, 2009, 06:32:11 PM
I am buying this game for one simple reason.  They have sharks.  with.  lasers.

You're buying a game because of a joke from 1997?

Really?
stupid beer


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 22, 2009, 05:16:58 PM
Requiring swinging to be off buildings would either greatly constrict the level designs or make the power useless in many areas.


If you've played any lower level CoX, you know how hard it is to get around town quickly.  Personally, I'd take the skill in a hot minute if it was cheap enough... rather than wasting tons of stats to fly or run fast.  Remember, leveling quickly requires speed.
Also, there's conceivably many creative ways to implement this "swinging" that'd make gameply pretty interesting.  Useless, I think not.

Are we to assume climbing on walls is useless because there wont always be walls?  Or psychokinesis is useless because there might not be shyt lying around to throw?

In order for there to be an appropriate "synergy" with supers gaming, players HAVE to be useless in many areas... or else it'll suck

I'd go as far as saying the grittier this thing is the better it'll be.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: misrossk on April 23, 2009, 09:00:47 AM
Would anyone else happen to have a buddy key they don't mind sharing? :D, I really want to try out and test stuff in Champions. Im majoring in Game Design at my private college AIA, and would really like a chance at this. So pleease, if anyone has another key, please allow me to use it :)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 23, 2009, 09:10:30 AM
I have to wager that - if Spring 2009 is still the launch goal - open beta isn't far off.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: misrossk on April 23, 2009, 10:59:38 AM
I know, but im craving for some superhero action :D I used to play CoX, but the constant grind gets to ya :D


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 23, 2009, 06:11:17 PM
I know, but im craving for some superhero action :D I used to play CoX, but the constant grind gets to ya :D

How long ago? A lot has changed.

Also they have sent out a large number of beta keys recently. Make sure you are signed up and check your spam filters.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: misrossk on April 23, 2009, 06:33:06 PM
Well, I played on and off constantly. I don't have all the vet rewards, but I have alot. Brother plays alot also, so I still see what goes on in CoX :D. Im using gmail, do you know if my filters need to he changed at all be default?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jamiko on April 24, 2009, 08:11:30 AM
At an event taking place in the UK today, Cryptic’s Design Director and Executive Producer, Bill Roper, informed Strategy Informer that Champions Online would be released in the US and Europe on 14th July 2009.

http://www.strategyinformer.com/news/4062/champions-online-dated-releases-14th-july-2009-in-us-and-europe


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ashamanchill on April 24, 2009, 08:22:58 AM
Thank fuck.  It feels like we've been wandering around in an mmo wasteland lately, with no no titles at all.  (And no I don't count Dark-I'll charge you twice on your credit card and still not give you play access-fall).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on April 24, 2009, 09:28:00 AM
Wait until the NDA comes off before rejoicing. I'm not saying one way or the other whether the game is good or bad, but until you actually hear something about the way the game plays, don't get excited.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ashamanchill on April 24, 2009, 10:02:02 AM
I can't help it.  I'm a naive sucker.  I know it's not going to be the saviour of MMOs, and save the market, and stride through the town on a robot raptor proclaiming all will be well.  I just want something to play for three weeks with my buddies where we can meet at the pub afterwards, and discuss it's flaws/virtues (if any).
This came can flop on it's ass in beta, declare Paul Barnett is the new talent director, announce a Lineage 2 style xp curve, and I will still be forced to play it because it has no competetion.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on April 24, 2009, 10:09:07 AM
Yeah, unfortunately there is basically no information out about this game.   It has the ILLUSION of releasing information because every so often they say, oh look, new screenshots of pretty stuff.  But who knows how the game will actually play.  The few videos I have seen on youtube, etc, seem kinda lackluster though.  They keep trumping up this action-oriented combat system, but I don't see it being anything all that new or exciting, then agian, who knows.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on April 24, 2009, 10:10:45 AM
I have a friend that is in the beta.  While he hasn't said anything about the game to me at all, I do notice that he spends most of his free time playing CoH. 

I wonder if he's telling me something without telling me anything.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on April 24, 2009, 10:14:33 AM
I have a friend that is in the beta.  While he hasn't said anything about the game to me at all, I do notice that he spends most of his free time playing CoH. 

I wonder if he's telling me something without telling me anything.

 :headscratch:

I got to play this game briefly at NYCC as I've written in this thread.  I wasn't a big fan of CoH to begin with so I don't think I'd be a fair reviewer with the time I got with the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 24, 2009, 10:24:48 AM
If this game follows the IP's tenets, than really it'll mostly be focusing on the aspects of merely CREATING supers and their archvillains and fooling around with their powers.  Gameplay is second fiddle to this, if I had to take a guess as to the design of this sucker.  Even still, it'd be worth playing if they pull it off just for the chargen aspect (just like CoX @ release).  Being able to flesh out a super in a system like Champions, Wild Talents, M&M, etc. and then actually PLAY with that super in a virtual space is worth the price of admission if you asked me.

If they fail in this regard though, the game will be a worse disaster than if the gameplay was good and the chargen was bad imo. Just Let em produce this little ditty and then get on with the real business, which is STO.  I seriously doubt Cryptic desires to tow the line on 2 HUGE MMO titles.  ChampO was never designed to be a big game for this simple fact.  Just a nice, small, fun, superhero character generator and playpen.  When they want big they can turn to the Federation of Planets.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 24, 2009, 10:26:15 AM
I have a friend that is in the beta.  While he hasn't said anything about the game to me at all, I do notice that he spends most of his free time playing CoH. 

I wonder if he's telling me something without telling me anything.

 :headscratch:

I got to play this game briefly at NYCC as I've written in this thread.  I wasn't a big fan of CoH to begin with so I don't think I'd be a fair reviewer with the time I got with the game.

So, you're saying the game sux?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on April 24, 2009, 10:29:00 AM
I wasn't inspired to play more.  Then again I was tossed into a pre made character and fiddled around with it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on April 24, 2009, 01:01:45 PM
Website now gives a release date of July 14th

Gah, read the thread Monty...

Maybe I'm numb after the AOC and WAR failures but there's nothing about this game that is making me want to get it, and I played Champions the RPG for several years. It just screams "salvage project" to me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on April 24, 2009, 02:19:01 PM
AoC and WAR took a lot out of me regarding the MMO genre.  High hopes and dashed dreams, all around.  I suspect the same happened to quite a few others. 

I know I'm very wary of pretty much all the titles coming out in the next couple years.  I'll be reading beta experiences a whole lot closer going here on out. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on April 24, 2009, 05:13:41 PM

I thought it had been covered earlier in the discussion that they didn't license (or intend to implement) the champions ruleset. The game was already well under development when marvel walked away so what they needed was an IP and the legal protection in brought. I certainly can't think of any other reason they'd buy the champions IP which is unknown and very silly.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 25, 2009, 06:46:08 AM
Cryptic bought the Champions IP within a month of losing the Marvel contract.

I'm off to look at the beta board's reaction to this announcement. I can't wait for the NDA to drop.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 25, 2009, 07:47:46 AM

I thought it had been covered earlier in the discussion that they didn't license (or intend to implement) the champions ruleset. The game was already well under development when marvel walked away so what they needed was an IP and the legal protection in brought. I certainly can't think of any other reason they'd buy the champions IP which is unknown and very silly.


I dont look at it as silly, even though the IP itself is mainstream unknown. 
One IP locks your game into specific lore (Marvel) and sends your game down a particular path; probably constrained by the rules of the IP.  Another IP (Champions) is more open and sandboxey.  Even if the game is coded pretty much the same for both, the ideals themselves shape the overall flavor.  Personally, I'd rather not do missions for *insert random marvel toon* in my aspirations to be *insert random marvel toon*.  Flexibility is key here.

And realize this, there's nothing that says they cant do a Marvel version of Champions as an expansion (which is what I'd do if I was cryptic/Marvel), once the engine is proven.  People do it in the pnp game all the time.
I mean, do you know how much extra WORK it'd entailed having the Marvel moniker on their gamebox?  It's kinda like having to deal with the Star Trek IP.  Legions of fans dissecting each and every pixel and character of your game for historical accuracy and relevance, etc.  Quite literally, it'd be like creating TWO games in one.

So silly?  Nope.  I'd say it was pretty smart.  If Champions works well they could possibly parlay it into a Marvel partnership, and Cryptic would be the mecca for all dorkdom.  Even if they didnt intend to use Champions, it's still the smarter choice for now imo.  If they had unlimited time, money, and patience in dealing with Marvel then sure, Marvel: Online might've been a reality... but they didnt.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 25, 2009, 08:51:04 AM
It's characters like this (http://www.champions-online.com/rate_my_champion/33500) that really impress me about the ChampO char creation system:

(http://gic.champions-online.com/headshot/33500_imgWidth-930.90909090909_imgHeight-1024_jpgTexName-headshot_background_comicpanel_blue_01.jpg)

It's hideous, sure, but it's impressively hideous!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 25, 2009, 09:06:49 AM
It's characters like this (http://www.champions-online.com/rate_my_champion/33500) that really impress me about the ChampO char creation system:

(http://gic.champions-online.com/headshot/33500_imgWidth-930.90909090909_imgHeight-1024_jpgTexName-headshot_background_comicpanel_blue_01.jpg)

It's hideous, sure, but it's impressively hideous!


See, if that pic actually shows off the chargen system then why didnt they put it in the trailers?  All the supers in the vids. I've seen are pretty much clones, so the vids have been umimpressive.  They need to show this shyt off.  hmmm, I wonder if we can make vibrating tentacle monsters   :drill:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: NiX on April 25, 2009, 09:27:19 AM
I want in the damn preview! I can't imagine how long I've been signed up. Of course it was based off my old computer, so awhile.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on April 25, 2009, 05:10:16 PM
Okay, I have to ask because I'd like for a supers MMO to be decent. Why in the Hell do we think Emmert is going to do a good job with this? Or maybe good's not the word for it... what makes anyone think it's going to be different from CoH? I've seen no indication that Emmert has learned any lessons from City... indeed, most people I know who still check it out think City's done better since he's moved on.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on April 25, 2009, 05:26:55 PM
The combat is different than CoH -- it's much more button mashy, there are no cooldown timers. It's more in the style of console button mashers like X-Men Legends or Marvel Utlimate Alliance.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: AutomaticZen on April 25, 2009, 05:43:58 PM
Okay, I have to ask because I'd like for a supers MMO to be decent. Why in the Hell do we think Emmert is going to do a good job with this? Or maybe good's not the word for it... what makes anyone think it's going to be different from CoH? I've seen no indication that Emmert has learned any lessons from City... indeed, most people I know who still check it out think City's done better since he's moved on.

For better or for worse, everything good or bad about CoH has been thrown out for Champions Online.  So they say.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on April 25, 2009, 07:13:43 PM
Well, the look hasn't been thrown out.  They look just the same to me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jimbo on April 25, 2009, 08:23:51 PM
I can't say much other than I did play it at Gen Con and got into the beta, but I'm itching to tell all once the NDA stops.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 25, 2009, 08:48:06 PM
I can't say much other than I did play it at Gen Con and got into the beta, but I'm itching to tell all once the NDA stops.

You can say as much as you want as long as it's not anything specific about the game.  Your impressions, etc. dont break NDAs.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 25, 2009, 09:46:06 PM
indeed, most people I know who still check it out think City's done better since he's moved on.

To some extent, Emmert got to be the fall guy for every unpopular decision, even after handing control over to Matt Miller. Plus Miller could have reversed any of those unpopular decisions like GDN or ED. He hasn't.

I'm not saying that Emmert didn't make mistakes - he did - but I do like people to try to take a balanced view of things. Yeah, I'm aware this against the rules of the internet. Or that Miller has done the ED equivalent to PvP that, for the time being, gutted that scene, or has made introduced several new systems that keep screwing with CoH/V's in-game economy to a stupid extent.

EDIT: As for Emmert's Cryptic to make ChampO different from CoH/V, the stated intent is much closer to CoH/V v0.5, where there was a much more free-form character creation system. Combat is meant to be faster and a lot more things are meant to be streamlined based on their CoH/V experience plus 5 years of industry progression.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on April 25, 2009, 10:15:22 PM

Trying to connect the designers stated intentions with what actually releases can make an entertaining hobby. They have all these entertaining dreams and then the crunch comes and they all evaporate.

I'd imagine Bill Roper is a bit nervous though, he's accepted being the public front for CO's design and I imagine he'd rather not have another flawed game to his name.

I look forward to the NDA dropping so the truth can come out, always an interesting discussion.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 25, 2009, 10:20:22 PM
I'm going to write something and I'm going to link it to what was promised originally (http://www.champions-online.com/game_features) and also about how the alpha / beta went.

Quote
The First True Action MMORPG

* Hi-Octane Excitement: Champions Online delivers furious, fast-paced encounters previously reserved for action and fighting games. No more boring auto attacks and lengthy recharge times. Champions Online combat is instantaneous — and electrifying!

* Brains required: Every enemy and super-powered threat in Champions Online has its own unique abilities and combat specialties. Use your head — or wind up dead!

* Bring friends, make friends: The Champions Online universe will be jam-packed with thousands of heroes, facing thousands of threats. Join up with other heroes, create your own superteam, and prepare to take on the ultimate threats!

Be the Hero You Want To Be

* Total customization, at your fingertips: Choose from hundreds of different costume pieces, colors and body types to create your character's one-of-a-kind costume and look. There are billions of possible combinations, and in a universe brimming with the fantastic and the unforgettable, you can still be completely unique!

* Your powers, on your terms: There are a multitude of astonishing powers to choose from in Champions Online, and its flexible character creation system gives you total control over your hero's abilities. You can even pick the appearance of your powers. Do you want purple force fields? Green fire blasts? Jet black claws? In Champions Online, you decide!

* Keep your enemies close: Every hero must have an archenemy. In Champions Online, you design your character's supreme adversary, choosing a name, powers and costume for a superpowered foe to bedevil your hero throughout his or her career.

* Bigger and better: Vanquish evil, and your successes will be rewarded with costume pieces to enhance your powers and abilities. Then customize the appearance of those rewards to your vision of your hero's look and abilities!

Vast Universe

* Endless exploration: The battle against evil in Champions Online rages across the world into outer space and alternate dimensions. No other MMOG offers players the chance to explore such diverse realms — from the shining skyscrapers of Millennium City and the frozen wastes of Canada to the interstellar gladiatorial arena on the moon, the hidden underwater city of Lemuria and the foul mystical dimension known as Qliphotic.

* Evil most foul: Battle supervillains, aliens, giant monsters and secret, sinister organizations. Doctor Destroyer is launching new plans to conquer the world. VIPER lurks in the shadows, seeking chances to strike at humanity. The ancient Lemurians are plotting a return to power. And Mechanon won't stop until it has wiped all organic life from the planet. Can you stop these heinous threats to humanity?

* Make your mark: The story of Champions Online is constantly changing, continually evolving. Villains are defeated. Heroes rise and fall. Cities transform. Your actions may decide the future!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on April 27, 2009, 12:13:49 PM
Quote
The First True Action MMORPG

I heard the Phantom is also being released soon.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: NiX on April 27, 2009, 02:14:12 PM
I think my younger brother still has the Phantom shirt I got at E3 2003.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 28, 2009, 06:13:12 PM
A lot of info. in the DevBlog yesterday:
http://champions-online.com/dev_blog/ask_cryptic_04-27-09

A few new screenies:
http://champions-online.com/screenshots?img=199
(i love how the ingame screenies look like concept art.  should be fun just creating interesting "moments" to post on the web)

I kinda wish powers would scale so we could focus on one distinct ability, rather than having to create an overall "theme" for a character and then being forced to choose powers we might not necessarily be interested in.  Should be interesting how they get around this; I'd expect many of the powers from different tiers, etc. to overlap.  Perhaps different sources for the same power with a slightly different focus?    They say only 1 movement power is available, but that's not to say there may be something movement oriented in another set. 

(sigh)  why didnt they just copy the damned pnp version? 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 28, 2009, 06:50:35 PM
(sigh)  why didnt they just copy the damned pnp version? 

Because it is the kind of system that is highly exploitable as well as being highly gimpable.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 28, 2009, 06:54:18 PM
(sigh)  why didnt they just copy the damned pnp version? 

Because it is the kind of system that is highly exploitable as well as being highly gimpable.

And that's the whole point of Superheroes; exploits and gimps.
tbh I was never really a fan of the Champions system anyways.  I highly recommend those interested in this kinda thing check out "Wild Talents" (2nd edition if it's out)  It's an absolutely beautiful gaming system.

Ahh, in digging around the "who's who" of the site I found this on the Lead Designer Randy Motiondz:
Quote
Q: You've done a lot of writing for tabletop RPGs. What are some of the games you've written for?
A: Before working in video games I worked as a freelance writer and editor for Pinnacle Entertainment Group, a pen-and-paper game company run by Shane Lacy Hensley. I co-wrote a number of books for the Savage Worlds game system including Necessary Evil (a supervillains RPG), The Savage World of Solomon Kane (an RPG based on the Robert E. Howard character) and Noble Deceit (a fantasy RPG adventure). I edited 50 Fathoms (a fantasy pirates RPG) and Rippers: The Horror War (Victorian horror skirmish game).

I've got a LOT of Pinnacle stuff and it's ALL very good.  Savage Worlds is basically the cat's meow right now and I'd say Solomon Kane and 50 Fathoms are some of their best stuff.  These games have won a lot of awards also.
If he can translate the quality of his Savage Worlds stuff into ChampO it'll be win-win.  But, that's unlikely.  Nevertheless, you can see some theme overlap in the way ChampO is designed:  "Fast, Furious, Fun" supposedly... less about the crunch, more about the game (an oxymoron to the Champions system).  You can get creative with the characters, but not so much so with the numbers and specifics.

I think this proves the game really has nothing to do with the IP 'cept for name.  Cant say that's good or bad.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 29, 2009, 06:30:25 AM
I think Cryptic has always been pretty open that the Hero System and the Champions IP are viewed as two different entities and that ChampO wouldn't be using the Hero System. The timing of it pretty much indicates that Cryptic went looking to grab a superhero IP to develop their next title for, since the alternative was either scrap the project (probably not viable given they were self-funded at the time) or try to develop their own universe again (which would have required a ton of extra work).

Randy posts as Arkayne on the ChampO forums. If you are interested in Pinnacle, Shane Hensley is the lead at Superstition Studios (which is owned by CME / FireSky - HAHAHAHA) and trying to get a Deadlands MMO up.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on April 29, 2009, 07:59:04 AM
Quote
Are hero names exclusive to an individual, like in City of Heroes, or can two heroes have the same name? (Nexus)

Rejoice, the days of name-squatting are over! In Champions Online, character names are unique to a single player's account. Everyone can now be "Odysseus." Each account can only have one "Odysseus," though. If Champions Online can't figure out the precise character you're referring to, you specify the player who owns the character. This is done by appending the player's  handle (also call an @name or public name) to it. For example, "Odysseus@poz," "Odysseus@Simmons," and "Odysseus@Homer."

Oh boy...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 29, 2009, 08:19:11 AM
Randy posts as Arkayne on the ChampO forums. If you are interested in Pinnacle, Shane Hensley is the lead at Superstition Studios (which is owned by CME / FireSky - HAHAHAHA) and trying to get a Deadlands MMO up.

Good things come to good companies with good people.  Deadlands?  Now that they've expanded it a bit, is probably Pinnacle's (and savage world's) best product, even though it really started as a D20 game.  It'd take a total phuckin retard to screw up an MMO for it, and even more of a tool to mess up the marketing.  The "Weird West" is a genre that somehow just grabs everyone it touches.

Quote
Are hero names exclusive to an individual, like in City of Heroes, or can two heroes have the same name? (Nexus)

Rejoice, the days of name-squatting are over! In Champions Online, character names are unique to a single player's account. Everyone can now be "Odysseus." Each account can only have one "Odysseus," though. If Champions Online can't figure out the precise character you're referring to, you specify the player who owns the character. This is done by appending the player's  handle (also call an @name or public name) to it. For example, "Odysseus@poz," "Odysseus@Simmons," and "Odysseus@Homer."

Oh boy...

I'm chalking this one up as something that's gonna get axed in beta.  Seriously doubt we'll see stuff like:
"BEHOLD!  I am Galacticus@Finklestein!"


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: raydeen on April 29, 2009, 08:25:29 AM
Randy posts as Arkayne on the ChampO forums. If you are interested in Pinnacle, Shane Hensley is the lead at Superstition Studios (which is owned by CME / FireSky - HAHAHAHA) and trying to get a Deadlands MMO up.

Good things come to good companies with good people.  Deadlands?  Now that they've expanded it a bit, is probably Pinnacle's (and savage world's) best product, even though it really started as a D20 game.  It'd take a total phuckin retard to screw up an MMO for it, and even more of a tool to mess up the marketing.  The "Weird West" is a genre that somehow just grabs everyone it touches.

Quote
Are hero names exclusive to an individual, like in City of Heroes, or can two heroes have the same name? (Nexus)

Rejoice, the days of name-squatting are over! In Champions Online, character names are unique to a single player's account. Everyone can now be "Odysseus." Each account can only have one "Odysseus," though. If Champions Online can't figure out the precise character you're referring to, you specify the player who owns the character. This is done by appending the player's  handle (also call an @name or public name) to it. For example, "Odysseus@poz," "Odysseus@Simmons," and "Odysseus@Homer."

Oh boy...

I'm chalking this one up as something that's gonna get axed in beta.  Seriously doubt we'll see stuff like:
"BEHOLD!  I am Galacticus@Finklestein!"

Dibs on the username URMOM.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 29, 2009, 08:38:28 AM

Dibs on the username URMOM.

I've thought about using Shonuff@Harlem


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on April 29, 2009, 09:03:12 AM
So... I could be in a group with 5 toons named "Fartman", they will just have different tags on their names?  Odd.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on April 29, 2009, 09:41:08 AM
Good things come to good companies with good people.  Deadlands?  Now that they've expanded it a bit, is probably Pinnacle's (and savage world's) best product, even though it really started as a D20 game.  It'd take a total phuckin retard to screw up an MMO for it, and even more of a tool to mess up the marketing.  The "Weird West" is a genre that somehow just grabs everyone it touches.

Deadlands did not start off as a D20 game.  It was re-released as a D20 game at some point, but originally it had it's own very unique game mechanics.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 29, 2009, 10:46:51 AM
Good things come to good companies with good people.  Deadlands?  Now that they've expanded it a bit, is probably Pinnacle's (and savage world's) best product, even though it really started as a D20 game.  It'd take a total phuckin retard to screw up an MMO for it, and even more of a tool to mess up the marketing.  The "Weird West" is a genre that somehow just grabs everyone it touches.

Deadlands did not start off as a D20 game.  It was re-released as a D20 game at some point, but originally it had it's own very unique game mechanics.

Yah, I realized my error in that assumption post-post.  Thing is though, I dont think the game really set off until it became D20.  Yah, people played it and liked it but not like they're liking it now as D20 or Savage Worlds.  I see now why Pinnacle kinda dropped the ball with support for their Deadlands product though (even though it was vastly superior); a big chunk of their staff are building damned MMOs now.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on April 29, 2009, 11:39:01 AM
I have mixed feelings about the naming policy.  On the one hand I see where it's going to be very, very bad.  On the other, with the CoX reactivation I tried to make the original Tanker I wanted.  Invul/Dark where the Dark was actually gravity manipulation for flavor.

Dark Matter
Dark Materia
Darkmatter
Strange Matter
Quark
Various fundamental particles, variations thereof, physics concepts relating to gravity and condensed matter, etc.

I must have tried thirty friggin' names.  And in a super hero MMO, the name is incredibly important to the concept.  Who cares if there are five hundred Wolverines?  Not like any of them are worth talking to.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on April 29, 2009, 04:38:51 PM
The name thing is interesting. My first reaction was "that will never work" but really, maybe it will. It seems like there's some griefing potential there though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on April 29, 2009, 05:43:14 PM
Quote
Are hero names exclusive to an individual, like in City of Heroes, or can two heroes have the same name? (Nexus)

Rejoice, the days of name-squatting are over! In Champions Online, character names are unique to a single player's account. Everyone can now be "Odysseus." Each account can only have one "Odysseus," though. If Champions Online can't figure out the precise character you're referring to, you specify the player who owns the character. This is done by appending the player's  handle (also call an @name or public name) to it. For example, "Odysseus@poz," "Odysseus@Simmons," and "Odysseus@Homer."

Oh boy...

Makes sense, it's not too much of a stretch from COH's global handle system, and yeah coming up with names in a 2-3 year old game was craptacular.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Koyasha on April 29, 2009, 09:39:12 PM
I fully support character names not being unique, but there being a global chat handle to differentiate which version of that name you're talking to.  I've always found unique character names to be an annoying part of post-UO MMOG's, and a global chat handle resolves the problems of being able to uniquely identify a character, while allowing infinite numbers of the same name.  This should be the standard.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: FatuousTwat on April 29, 2009, 10:50:21 PM
You are all over-reacting.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on April 30, 2009, 07:00:09 AM
I can see the appeal of being able to pick any name you want regardless of how many other people have the same name, but losing some of the uniqueness of your character has its downsides as well.  It's not a clownshoes decision by any means (I never said it was), but they're going to be trading one set of issues for another.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Merusk on April 30, 2009, 07:33:00 AM
That's pretty damn nice. I'd like to see more MMOs do it.   I'd much rather see a thousand "Killers" than  "Kiilar" "Kíller" etc.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 30, 2009, 08:09:12 AM
All this mechanic really does is make 2 screenames instead of 1.  It's the equivalent of having first and last names (which many games have done in the past, like Tabula Rasa).   I just think it's dumb and unimmersive presented this way though. 

Why not just do like most Supers games do and have REAL NAMES as well as Nicknames?

Are we trapped into using our Login name as our public tag?  Or it the tag completely customizeable (either per character or per account)?  It's kind of an ambiguous mechanic.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on April 30, 2009, 08:29:23 AM
It'll probably be something like your global name in CoX.  Something you can set once but then you're stuck with it*.

*In CoX you can change your global name once, but once in a blue moon they give you another chance to change it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on April 30, 2009, 10:01:48 AM
I can see the appeal of being able to pick any name you want regardless of how many other people have the same name, but losing some of the uniqueness of your character has its downsides as well.  It's not a clownshoes decision by any means (I never said it was), but they're going to be trading one set of issues for another.
I agree and I'm interested in seeing how it pans out from a purely academic standpoint.

Mainly because unlike global handles in CoX, they'll be forcing it for the server players are on.  Tabula Rasa did handle it well, though making all heroes have the same last name doesn't really work here.  If it's going to require meta-gaming for chatting though, they should just allow an account handle without the "longassnamehere@account".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on April 30, 2009, 10:51:02 AM
I'd rather spend an hour coming up with a good name than have fifty people all going by my handle and I'm stuck with Cosmic Anomaly@stupiddevidea. I still come up with good names for EQ2, after a server merge and years of characters being created. Sure, I get blocked a few times, but I'm not shooting for Raistlin, either. Non-unique names is a horrible, horrible idea I hope dies before release.

Those screenshots linked a few posts back were the first I've actually seen of the game. Looks hot, I'm interested now. :)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 30, 2009, 11:12:33 AM
Lotta videos here (http://media.pc.ign.com/media/844/844881/vids_1.html) that arent present on the ChampO site.  Some rather enlightening.  They've also got some screenies that are pretty informative also.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Merusk on April 30, 2009, 11:46:30 AM
Zone Trailer (http://pc.ign.com/dor/objects/844881/cryptic-studios-mmo-project/videos/lemuria_trl_ntrailer_030409.html)

It boasts "...a pit so deep that there is no escape. Not even death."  So they took the Darkfall 'you will fall forever and we can't stop it' bug and turned it into a feature?   :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on April 30, 2009, 12:23:57 PM
My first reaction to the naming thing is really negative. Yes, I am lucky. I snagged Kathy (my name) on my server in EQ2 and pretty much nobody else is interested in Numtini. But I'd rather be Kathliene which is my usual misspelling if I can't snag Kathy than kathy@numtini. I also really see much potential for griefing--"Hi, i'm the guy who stole your name, pay me 10 gold and I'll delete the character and you can have your name back"


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: shiznitz on April 30, 2009, 12:40:35 PM
The naming system is brilliant. Your customers should be able to name their character what they want. That said, it could hurt initial box sales because we all know at least 10 people who buy every MMO just to name-claim.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on April 30, 2009, 01:00:36 PM
I'd have a game mechanic to force the players to duke it out for the right to have the name; just like when pretenders show up in a comic and the super has to deal with him/her.  Like, the top ranked Spiderman gets to keep his name... while all the rest are merely denoted as clones e.g. Spiderman@johnny

I'd start with level first... and then use pvp rank, rep grinds, and gear.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ashamanchill on April 30, 2009, 01:37:16 PM
I'd have a game mechanic to force the players to duke it out for the right to have the name; just like when pretenders show up in a comic and the super has to deal with him/her.  Like, the top ranked Spiderman gets to keep his name... while all the rest are merely denoted as clones e.g. Spiderman@johnny

I'd start with level first... and then use pvp rank, rep grinds, and gear.

That's an interesting idea.  It would probably fuck me over, as I'm a lazy casual gamer, but I would be willing to put up with that. 

Using their current mechanic, what happens when you snag the hame you want for your handle, then want to use it for your toon as well?  Like Batman@batman or something?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 30, 2009, 06:11:18 PM
I'm pretty sure you could do that. Or it would make sense to because you aren't really breaking any kind of common sense rules.

It's a nice solution to CoH/V's issue of running out of good names, but it does leave the door open for confusion between players at a glance. You'd have to make pretty good use of your friend list to ensure you caught the 'right' one.

EDIT: Meant to say that if you compare the newer screenshots with the older, first released ones, the comic shading has really dialled back and it looks like they've tried to make things a little less cartoony.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Velorath on May 03, 2009, 03:20:14 PM
I'd rather spend an hour coming up with a good name than have fifty people all going by my handle and I'm stuck with Cosmic Anomaly@stupiddevidea. I still come up with good names for EQ2, after a server merge and years of characters being created. Sure, I get blocked a few times, but I'm not shooting for Raistlin, either. Non-unique names is a horrible, horrible idea I hope dies before release.

Like Lanty said, there's a pretty big difference between coming up with an actual name, and coming up with a superhero name (which is much more tied in to your character's concept).  If you're playing EQ2, there's practically an infinite number of names you can come up with.  If you're playing a superhero game and you and your friends want to make a Confederate superhero team, you're pretty much fucked when your sonic powered character can't get the name Rebel Yell, and the guy who transforms into rock can't get the name Stonewall.  Then you have to come up with a whole new concept, and go through character creation again, and hope this time your names aren't picked.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on May 03, 2009, 04:12:55 PM
Can't say I ever found it that hard to come up with a decent name in CoX.

And the solution, having a clunky addition to charname which will have to visible everywhere you see names of players, seems worse than the problem.




Title: Re: Champions Online: The No-NDA Merged Edition
Post by: FatuousTwat on May 03, 2009, 04:14:45 PM
I'm not gonna say much, but you guys are getting one of your basic assumptions wrong.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: MisterNoisy on May 04, 2009, 12:47:03 PM
NDA was dropped.

Have at it.

:awesome_for_real:

I think it's the press NDA/embargo only.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on May 04, 2009, 12:48:41 PM
NDA was dropped.

Have at it.

:awesome_for_real:

I think it's the press NDA/embargo only.

You were That Kid in school, weren't you?  :tantrum:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hutch on May 04, 2009, 01:22:42 PM
NDA was dropped.

Have at it.

:awesome_for_real:

I think it's the press NDA/embargo only.

Edit:  I'm sure of it, actually...  :nda:
Man, I've screwed this up for like every game ever.

I always forget that I "count as press." :|

I'll let Trippy handle this one then, he's "press" too.

... so if there's a "press NDA", and it's been dropped, and you count as press, what does that mean, exactly? Are you allowed to write a front-page article about it, as opposed to, say, posting in a forum? What is the distinction?



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on May 04, 2009, 01:23:07 PM
I'm wearing a fedora, that makes me press!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nonentity on May 04, 2009, 01:28:44 PM
Yeah, I was looking at this thread and went hunting for information today, it's Press NDA only.

C'mon, you silly press, spill it!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: SnakeCharmer on May 04, 2009, 01:43:27 PM
So if it's all flowers and chocolates, you're not breaking the NDA.
If it's THISGAMESUCKSDON'TBUYFUCKERFUCKINGFUCKITYFUCK, you ARE breaking the NDA?

Nice.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on May 04, 2009, 03:45:28 PM
NDA was dropped.

Have at it.

:awesome_for_real:

I think it's the press NDA/embargo only.

Edit:  I'm sure of it, actually...  :nda:
Man, I've screwed this up for like every game ever.

I always forget that I "count as press." :|

I'll let Trippy handle this one then, he's "press" too.
There's of course no official word on the Web site or forums but I think this only applies to the "press" people that got invited to a preview event recently.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: raydeen on May 04, 2009, 03:50:11 PM
What if we only use emoticons to describe our feelings about the game? Would that still break the NDA?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 04, 2009, 03:57:43 PM
I know I have a blog (somewhere).   I ARE PRESS!
Gimme beta key!

p.s.
for those not in the press... just give your feelings to said press (ala Schild, Trippy, etc.), let em edit it for personal flavor, and voila, no NDA breakage.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on May 04, 2009, 03:59:17 PM
What if we only use emoticons to describe our feelings about the game? Would that still break the NDA?
Don't.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on May 04, 2009, 04:17:09 PM
If they're this finicky about the NDA, then that can't be a good sign.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 04, 2009, 04:47:11 PM
A few reviews are already out:
http://www.mmocrunch.com/2009/05/04/champions-online-preview-weekend/

http://www.massively.com/2009/05/04/massively-hands-on-the-first-five-levels-of-champions-online/

http://www.tentonhammer.com/node/67551

http://www.tentonhammer.com/node/67553


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on May 04, 2009, 05:15:39 PM
Quote
I really would liked to have tried it as I’ve never played a MMO where I could fly around, so I’m not sure how that would translate in PvP.

Apparently the mmocrunch guy never played CoH either.  I think that will make a difference.

I want to hear from CoH/CoV vets to hear how the game is different/better.  It would suck to buy this to find that it's little more than CoH v2.0 with few changes beyond graphic glitz.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on May 04, 2009, 05:24:36 PM

I'm really surprised they dropped the press NDA this early, unless there are significant conditions and vetting rights on what they produce. It pretty much does confirm they're in the last stages of their release process though.

very much looking forward to the general NDA dropping.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 04, 2009, 05:37:48 PM
Combat review:
http://www.massively.com/2009/05/04/massively-hands-on-combat-in-champions-online/


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 04, 2009, 05:55:27 PM
Is there any talk with this title eventually offering player made "Secret Lairs?"  Or at the very least guild housing?
One thing I hated with CoH was that cramped feeling of nowhere to go.  The world wasnt very big, so at least a personalized place to go would make things a bit more homey-feeling.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on May 04, 2009, 06:37:47 PM
No guild housing on launch, I believe.

I'm amazed they let the press in at this stage, even for lvl 1 - 5. Amazed.

I've got a write-up half done for when the actual NDA drops.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on May 04, 2009, 06:44:57 PM

I'm really surprised they dropped the press NDA this early, unless there are significant conditions and vetting rights on what they produce. It pretty much does confirm they're in the last stages of their release process though.

very much looking forward to the general NDA dropping.

They didn't drop the press NDA. They dropped what they felt comfortable with.

Tortage here we come!  :drill:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 04, 2009, 07:13:17 PM

I'm really surprised they dropped the press NDA this early, unless there are significant conditions and vetting rights on what they produce. It pretty much does confirm they're in the last stages of their release process though.

very much looking forward to the general NDA dropping.

They didn't drop the press NDA. They dropped what they felt comfortable with.

Tortage here we come!  :drill:

Eh, not with this game methinks.  It's not like the thing is truly written from scratch.  They're using a lot of proprietary tech. (and lore) from earlier titles and the game has been in the works for quite a while.  My cynical side agrees with you, but the logical side says the probability of another Tortage is not high.

Regardless, 95% of this thing is gonna be the chargen aspect; and judging from the reviews so far it looks to be ridiculously robust and equally entertaining.  The "custom framework" aspect is a big plus (my fears have been laid aside with that one).  My last fear is whether or not you can lock in a character name if your char. isnt completely built.   :uhrr:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: AutomaticZen on May 04, 2009, 07:36:35 PM
A few reviews are already out:
http://www.mmocrunch.com/2009/05/04/champions-online-preview-weekend/

http://www.massively.com/2009/05/04/massively-hands-on-the-first-five-levels-of-champions-online/

http://www.tentonhammer.com/node/67551

http://www.tentonhammer.com/node/67553

Huh. Sounds like they only got the tutorial to play.  Interesting.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on May 05, 2009, 02:04:22 PM
I've got a write-up half done for when the actual NDA drops.

Mine is done. It doesn't take long to write one sentence.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on May 05, 2009, 03:49:46 PM
No more foreshadowing please.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on May 05, 2009, 08:48:00 PM
CoX only _____.

When the NDA drops you can fill in the missing word.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 05, 2009, 10:52:06 PM
First impressions from escapistmagazine (http://www.escapistmagazine.com/articles/view/editorials/op-ed/6040-Champions-Online-Press-Weekend-Impressions).  Kind of a bland review, you can tell the press is a bit restrained in these mundane writeups.  I'm not even gonna waste my time lookin for this crap anymore.  Wake me up when there's some real press... or I get a damned beta key 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on May 06, 2009, 06:23:32 AM
If they can fix the grind problem (more interesting content), then it's win.

If not, it's CoX2.

Pretty easy call imo.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on May 06, 2009, 11:18:04 AM
Restraining the press to just the tutorial area is both genius and high cocksuckery.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on May 06, 2009, 05:44:38 PM
ChampO to have no server shards, just multiple instances of the same zone. (http://www.massively.com/2009/05/06/champions-online-has-no-server-shards/)

Theoretically it will be easy to flip between them so you can play with friends and guilds.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on May 06, 2009, 05:48:38 PM
The Guild Wars model then. That should work decently well. It also avoids sever merge/close doom drama in forums.  :wink:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on May 06, 2009, 08:59:16 PM

Once upon a time I might have argued "server communities" but that seems like such a quaint relic from a bygone age. Now this sort of scheme makes good sense, scales better and avoids the problem of levelling your characters on a sickly / poor server.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on May 07, 2009, 04:04:56 AM
I think "server communities" depend on the type of game. In WoW and EQ2, I have been on servers with a solid community and with raiding, having a reputation still helps. In COX? It's 100% instanced anyway, so who really cares much?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Koyasha on May 07, 2009, 04:18:39 AM
Communities will form one way or another, whether by server or some other division.  I'd disagree that CoX communities are irrelevant, especially since my experiences in that game have been heavily social, with a lot of people who play primarily to hang out in the D and/or their guild/allied bases.  Since they're not planning on having names be unique, that's fine by me, since the main reason I'd want different servers is so I can get whatever name I want even if someone else has taken it already.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Yegolev on May 08, 2009, 06:30:20 AM
Once upon a time I might have argued "server communities" but that seems like such a quaint relic from a bygone age. Now this sort of scheme makes good sense, scales better and avoids the problem of levelling your characters on a sickly / poor server.

Also you don't have to announce that you are shutting down ten servers at some point after release.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on May 08, 2009, 06:32:35 AM
Once upon a time I might have argued "server communities" but that seems like such a quaint relic from a bygone age. Now this sort of scheme makes good sense, scales better and avoids the problem of levelling your characters on a sickly / poor server.

Also you don't have to announce that you are shutting down ten servers at some point after release.

I still don't understand why AOC didn't go for something like this. They already had the instancing thing built in, and it would have saved them a lot of drama.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 08, 2009, 07:23:03 AM
Once upon a time I might have argued "server communities" but that seems like such a quaint relic from a bygone age. Now this sort of scheme makes good sense, scales better and avoids the problem of levelling your characters on a sickly / poor server.

Also you don't have to announce that you are shutting down ten servers at some point after release.

I still don't understand why AOC didn't go for something like this. They already had the instancing thing built in, and it would have saved them a lot of drama.

pvp issues


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on May 08, 2009, 09:49:23 AM
Speaking of pvp, is there any in this game? cause that char creation review almost has me hooked.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ragnoros on May 08, 2009, 10:45:49 AM
Yes*

*In CoX the pvp experience ranged from passably fun to horribly broken. Also there were never any rewards associated with it besides some temp powers (read:consumables).

So as usual it will come down to execution.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on May 08, 2009, 08:27:31 PM
PvP will be arena / scenario-based. No open world PvP given that all characters are meant to be heroes (at this time, anyway).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: jayfyve on May 16, 2009, 03:48:11 PM
Champions Online - Due out Fall 2009 (http://forums.champions-online.com/showthread.php?t=18858)

Quote
“It is critically important for an MMO to be as good as it possibly can be at launch. Through our constant dialogue with our vocal and supportive community of beta testers, we quickly realized that in order to implement certain features that we all considered important the development of Champions Online would require more time. So that's what we're going to give it. Cryptic has a proven track record of releasing solid games and we want to maintain that with Champions Online.”
-Bill Roper, Design Director and Executive Producer

I was looking forward to trying a new MMO out sooner than that. It seems like any MMO that announces a release date changes it at least once. Oh wells, better later than never and better finished than failed.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on May 16, 2009, 06:11:36 PM
I'm willing to bet that more time isn't going to help with the success of this game.  Any takers?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Koyasha on May 16, 2009, 08:21:56 PM
Fall means more competition with other upcoming MMO's (Aion comes to mind, for me at least), and it'll probably coincide or be not-long-after WoW's next big patch.  Summer would be better in my opinion, but it really depends on what these important features they're working on are, and what their actual state of readiness is.

Also, the fact that all characters are meant to be heroes at this point drops my interest dramatically.  Not that I had that much interest in Champions Online to begin with, but if all characters have to be heroes, unless I'm particularly bored when it comes out I may not muster enough interest to try it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Big Gulp on May 16, 2009, 08:59:43 PM
Also, the fact that all characters are meant to be heroes at this point drops my interest dramatically. 

No shit.  Wasn't that a major failing of City of Heroes the first time around?  And this is the same team making that call?  Pffft.

Plus, y'know, Emmert had a hand in making this, so I'll be avoiding this game like genital warts.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on May 16, 2009, 09:01:12 PM
Wow, this will end up being quite the AAA dry spell.  Wake me in two years when DCUO and SWTOR finally see the light of day.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 16, 2009, 10:03:58 PM
(sigh)
Looks like they're dropping the ball as usual.  Really, how much money do we all think they just blew by not making a Summer release?  Quite an assload if you asked me.  Major screw up.  Now let's see if JGE has the same fate.  I'm willing to bet they will (if they dont, they're sitting pretty).  So really, is there not a SINGLE title releasing this summer season (assuming JGE doesnt)???  Wow... just wow.  How phucked up is the MMO genre when not a single AAA title releases in a summer??  Let alone pretty much a year.

Y'know, I'd say they'd be better off not trying to release right after Aion (in sept.).  Might as well wait for the holiday season and perfect the game, 'cause at this point there's no real reason to even try to make a September release.  Their bottom-line would do much better with a holiday release and a more solid game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on May 16, 2009, 11:49:04 PM

The "we listen to our beta testers" line is such a smokescreen though.

If they thought the game was in even reasonable state they would have launched on time.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ashamanchill on May 17, 2009, 12:06:55 AM
So nothing at all out this sumemr then huh?  I'd take anything at this point, even an AoC expansion  :cry:.  Please don't tell me I might have to go outside for my entertainment.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on May 17, 2009, 12:09:24 AM
It should mean the open beta will start in August at the latest.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on May 17, 2009, 04:40:15 AM
This was a good move. It might be due to their beta testers. Or maybe their marketing/publishing arm said meh, not enough here yet. And we're not talking a Spring to Fall slip here. The launch date moved to July 14th awhile ago. Moving to Sept 1 is just another six weeks.

However, I'm not convinced it'll be Sept 1 either.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 17, 2009, 07:58:48 AM
This was a good move. It might be due to their beta testers. Or maybe their marketing/publishing arm said meh, not enough here yet. And we're not talking a Spring to Fall slip here. The launch date moved to July 14th awhile ago. Moving to Sept 1 is just another six weeks.

However, I'm not convinced it'll be Sept 1 either.

The difference between July 14th and Sept 1st (especially for a damned superheroes game) might as well be an entire year; it's a loss of box sales.  And this is w/o even considering the amount of tension built up for another aaa MMO, which Cryptic now probably wont be able to take advantage of.

Also, how many folks do we all know who were willing to try this thing just because it was all that was out there? (a helluva lot probably)  I'm one of em.  But, if I'm playing JGE and/or Aion and I'm a happy gamer... I just might not buy ChampO, even if the beta is really good.
I'm with you though, I dont believe Sept. 1 is gonna happen either if there's any truth to Emmert's betatester comments.  Usually when testers rant that a game should be delayed, 6 weeks isnt enough to fix the issues they've brought up (miracle patch or not).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on May 17, 2009, 08:49:09 AM
Considering how much griping we do about companies not delaying until they're ready, I'm not going to fault them.  Not knowing the state of the game I cannot say if it is a sufficient delay.  I do know I would rather they do so if it improves the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on May 17, 2009, 09:39:51 AM
MMOs are never fully done on launch, it doesn't stop them from actually launching. So if they decide to push the release date back (not really unusual, most of them do it) ... it just makes one wonder how terribly incomplete it must still be at the moment.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 17, 2009, 09:58:45 AM
If it's so terribly incomplete then their original published launch dates were terribly wrong (and woefully unprofessional)...  unless they blew smoke up their pubby's ass to get a nice contract done, assuming they're not smart enough to factor this B.S. in the 1st place.  They must be working with an uncharacteristically small Dev team, because really... this game has been in the works for what?? 5 years now?  Using proprietary tech., an older engine, and a complete IP.  Granted, they didnt secure the IP till last year.  I'd say buying STO had something to do with it also.

(ahh whatever, browser-games ftw)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Koyasha on May 17, 2009, 10:02:57 AM
It's all about what they're pushing it back for, how bad it is, and how much it's going to improve.  If they're delaying it to attach some things they feel are important but the game is otherwise working well, that's not a good thing considering the current market situation.  They'd be in a better position to gain/keep players if they released earlier and added these systems in the first patch.  On the other hand, if there's major flaws with the game that might drive customers away, maybe they're right delaying because a shitty launch is suicide and you don't want to have major problems with your game at launch, even if it means getting less box sales due to bad timing. Cause major launch problems translates to quick spreading of the word that this game sucks, which means that even after the problems are fixed there'll be this perception hanging eternally over your head, like Anarchy Online had.  No matter how much time passed, how much they fixed, or how much better the game got, everyone's first thought about AO tends to be how it didn't work on launch.

Since most of us don't know the current state of the game, we can only speculate as to what the reasons for the delay are, and it seems there's a general perception it's the former.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 17, 2009, 10:15:57 AM
They should've pulled people off of STO to make sure the game made a Summer release.  Twas my company, that's what I would've done given the market right now.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on May 17, 2009, 11:04:16 AM
This was a good move. It might be due to their beta testers. Or maybe their marketing/publishing arm said meh, not enough here yet. And we're not talking a Spring to Fall slip here. The launch date moved to July 14th awhile ago. Moving to Sept 1 is just another six weeks.

However, I'm not convinced it'll be Sept 1 either.

The difference between July 14th and Sept 1st (especially for a damned superheroes game) might as well be an entire year; it's a loss of box sales.  And this is w/o even considering the amount of tension built up for another aaa MMO, which Cryptic now probably wont be able to take advantage of.

What and what?

This is a shift from mid-summer to holiday season. Publishers dream of having that flexibility to get into the holidays. That's when all the retailers do their own big campaigns, making it the best time to draft off of the general attention being drawn to the store. It's not like a Publisher is the only one doing marketing on the game.

As to the "amount of tension"? Consider whose watching and what else they'll be getting. No DCUO. No WoW expansion. Probably no JG:E. No Agency. No Huxley. No SWTOR. ChampO didn't move from having a nice plumb lonely spot in the middle of a dead season to up against the next WoW expansion. This isn't a mass market title. This is specifically for folks like us here who'll be paying as much attention to it in July as September.

So I see a net loss of zero.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on May 17, 2009, 11:45:04 AM
I agree.  They won't lose anyone over this, and may in fact gain some through retention.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on May 17, 2009, 12:55:21 PM
I agree.  They won't lose anyone over this, and may in fact gain some through retention.

You know what "they" say. You only get one chance to make a first impression. If 6 weeks can help them bring the game from polished to "spit shine" (which I doubt) I can't see it being anything but a good thing. Also, as someone else said, it depends on what the delay is for. If they feel "hey we need a few more weeks to polish this thing" thats awesome. If its a more WAR type delay as in "omg pathfinding is broken, the servers cant support our main feature" then 6 weeks wont do jack shit.

Lets just hope they have more than 3 star talent.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 17, 2009, 01:12:06 PM
I just figured a Supers game (whose target audience is kids and young adults in school) would be much better served releasing in the Summer (also when there's nothing else out there), not at the start of a school season while competition mounts.  And as far as MMOs are concerned, the "holiday season" isnt effective unless it's post-thanksgiving or your game is WoW quality.

But hey, if they're delaying long enough to polish the game well enough to carry players through the holiday season, then maybe they'll take advantage.  I sure hope so.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on May 17, 2009, 02:39:19 PM
They should've pulled people off of STO to make sure the game made a Summer release.  Twas my company, that's what I would've done given the market right now.

Adding people to the end of a project only works if those people are doing QA or other tasks that require minimal understanding and ramp-up time. Otherwise it's usually a net loss in productivity.

A loss in box sale can be made up with 4 months of retention. Both WAR and Conan had pretty impressive initial box sales - however the business model of MMOs is reliant on continuing revenue, not initial sales. Trying to push something out the door to hit a release window is usually not a good idea for any game, let alone a game that relies strongly on retention and word of mouth.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on May 17, 2009, 03:01:19 PM
I just figured a Supers game (whose target audience is kids and young adults in school) would be much better served releasing in the Summer (also when there's nothing else out there), not at the start of a school season while competition mounts.  And as far as MMOs are concerned, the "holiday season" isnt effective unless it's post-thanksgiving or your game is WoW quality.

Yes, as you know, college kids are well known for playing more computer games during exams and sunny weather.



Anyway, I don't even consider this a delay. It's the inevitable 6 to 18 months you apply to all MMOG titles. If there were a bunch of new games launching in September, this would still be a good move, as anything scheduled for September won't arrive till March.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: AcidCat on May 17, 2009, 05:44:59 PM
This has to be for the best. Though I was not in beta, the "word on the street" that I heard was overwhelmingly that the game needs a lot of polish still.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on May 17, 2009, 06:40:43 PM
You don't have to look any farther than the WAR and AoC forums to see why morgs require near-complete state at launch.  Seriously.  I don't care who you are anymore; those two games burned a lot of people. 

I, for one, will be waiting to see what beta news comes out on morgs from here on out before buying. 

Sure, it's a loss of box-sales.  But I'd wager that most that were going to buy it now are still going to buy it later.  Unless you die, that is.  But that shouldn't be too many people in the interim. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on May 17, 2009, 06:43:21 PM


Also, how many folks do we all know who were willing to try this thing just because it was all that was out there? (a helluva lot probably)  I'm one of em. 

And how many of them would quit in disgust before the first month is over and then complain loudly that the game needed more time in beta? hint: you are probably one of them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on May 18, 2009, 05:42:43 AM
Since I'm lazy: who does ChampO give ground to by waiting until September to launch? Jumpgate was still launching before them (apparently) and Fallen Earth is meant to launch some time in Q2 (allegedly) but I don't see ChampO really giving up any ground here.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on May 18, 2009, 06:40:40 AM
Given how harsh the marketplace is for MMO's first debut these days I can see them taking a few weeks more to try to get as good a launch as possible. There are no second chances both war and AOC found this out the hard way.

There are no other real big MMO releases this summer to steal any thunder from Champions and hell by sept baring some crazy uber patch in wow there are going to be a lot of burned out folk looking for something new by then.

I am not sure what features they felt they could not get added in time but during the preview blog stuff one key thing that did not appear to be active yet was the make your own power set ability and if thats not fully functional yet that would deffinately be a cause to hold release until thats in and working fully. The premade archtypes are fine but one of the huge selling points of this game is the create your own framework ability and I was pretty surpised that did not seem to be fully active yet.

We shall see COH had a pretty damn fun beta and a solid release if they can do the same for champions coming into a pretty open market in time for the start of the holiday shopping stuff they could wind up doing really well from this delay.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on May 18, 2009, 06:43:09 AM
It doesn't matter how perfectly streamlined and polished CO is, it's still going to be niche.  Granted, that's more than enough of a marketshare to survive.  I'm just not sure that it will satisfy the investors. 

I hope that they realize this going in.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on May 18, 2009, 07:30:07 AM
Any publisher that goes into an MMO expecting wow numbers deserves what they get. I think champions can do 150 to 200k users pretty easily if its amusing enough and is not as repetitive as COH was. I LOVED coh but the way missions were done got so repetitive that I just could not play in more than 3 or 4 month bursts.

Still COH wins for my most resubbed game usually once I leave an MMO I never go back again. I have gone back to COH 2 or 3 times now and enjoyed it when I did until the repitition got to me again.

COH was the only beta I ever really enjoyed playing a lot. Most betas are so buggy its to frustrating to play but COH I had found  steady group by pugging and we wound up playing together constently had a blast doing stuff. Was fun when the powers were in flux the original varient of tornado was hilariously dangerous to use but amusing power. It was one of those fun to use but pisses your team off kind of abilities but used out in the open it was always a hoot kicking hoodlums over small buildings with it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: DLRiley on May 18, 2009, 02:43:14 PM
I think if Champions Online was nothing more than a casual mmo like CoH ultimately is, then it will be successful. I say 250k active subs at any given time with a playerbase closer to 400k. I don't expect Champions Online to solve the age old "content that players can play forever" dilemma so its better for their business and probably a step in the right direction for mmo's in general to be a game you play for a few months, unsub then come back when your willing to hop on the pony again.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Soln on May 18, 2009, 02:56:55 PM
I have no idea what this is even about.  Marvel or DC MMO?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on May 18, 2009, 04:35:53 PM

They wish. Losing the marvel IP license they bought the champions IP, an obscure pen and paper system. Which they're only using for characters not game mechanics.

I don't see this game being too much of a challenge to CoX or surviving too well against DCUO. I'd say peaking just over 200K and stabilising well under.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on May 18, 2009, 07:24:22 PM
I think the initial box sales will be pretty good - WAR and AOC both sold over a million - but it is probably likely that retention will be an issue, regardless of game play.

As for payment, I'm kinda hopeful they'll go down the GW-with-a-smattering-of-microtrans route, but it will probably still be $15 a month.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on May 19, 2009, 05:21:24 AM
Honestly from what I have seen of DCO I would be pretty surpised if Champions does not do quite a bit better if for no other reason than it will be easier to create the heroes you want to create and less locked into standard DC templates.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 19, 2009, 07:58:47 AM
Honestly from what I have seen of DCO I would be pretty surpised if Champions does not do quite a bit better if for no other reason than it will be easier to create the heroes you want to create and less locked into standard DC templates.


THIS.

Really, why is everyone so up  DC's jock?  Everything they've shown us about the game so far sux ass, including the planned design.  They've got a long ways to go.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on May 19, 2009, 08:01:28 AM
Because they all want to be The Batman. (http://www.clipartof.com/images/emoticons/xsmall2/387_smiley_face_batman.gif)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on May 19, 2009, 08:41:40 AM
(http://www.clipartof.com/images/emoticons/xsmall2/387_smiley_face_batman.gif) - I'm Batman.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on May 19, 2009, 09:08:06 AM
Batman?

http://www.youtube.com/watch?v=8rQBQkSSCf8


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 19, 2009, 09:24:06 AM
Batman's an asshole (it's only right that Bale plays him).
Green Lantern ftw!
btw:  word is Chris Pine (Star Trek) is gonna get to be Green Lantern in the upcoming movie.

So not only does this guy get to play Kirk, he gets to play the Lantern.  And not too long ago he was selling exercise equipment for a relative.   :why_so_serious:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on May 19, 2009, 12:01:35 PM
Our YA librarian isn't real familiar with comics and is doing a trading night for the kids. She even got some donations from the local comic shop. I oohed over a few of them, some decent issues from McFarlane's Marvel era and a few others I'd have been interested in if I were still collecting. Then another librarian noted there seemed to be an intense rivalry between Marvel and DC. Apparently so, because I instantly said, "Yeah, DC SUCKS!"  :why_so_serious:

(I did like Swamp Thing, some really great artists have done him)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on May 19, 2009, 05:51:33 PM
Then another librarian noted there seemed to be an intense rivalry between Marvel and DC. Apparently so, because I instantly said, "Yeah, DC SUCKS!"  :why_so_serious:

You nerded out a librarian. Congratulations!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on May 20, 2009, 10:21:18 AM
I'm willing to bet that more time isn't going to help with the success of this game.  Any takers?

It doesn't matter what time the train gets to the end of the tracks...the results are the same.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on May 20, 2009, 09:54:27 PM
Sometimes, when you tell the press the NDA is lifted, they post stuff they probably shouldn't (http://www.incgamers.com/Features/205/Bill-Roper-On-Champions-New-Date). But it's public domain now!

Quote
The big news this past week is the shift in our release date to September 1st. We've been getting some great feedback from all of you, and you've been seeing us implement changes based on it. We now have the chance to take the time to get things done right. This means adding a few last things to really smooth out the play experience, as well as doing huge amounts of balance, tuning, and polish. In fact, here's an idea of what we're all getting out of the extended schedule:

First and Foremost - TONS of Bug Fixes and Polish!
We want our launch to be as smooth as possible, with the game as polished as it can be. We're glad to have the extra time to do so.

Crisis in Lemuria
This intense, story-driven introduction to Lemuria has groups of heroes directed to the lost undersea kingdom to assist a relief mission that has been attacked. Here they discover the dark secrets behind the violent civil war in Lemuria.

Crisis in Monster Island
This over-the-top, story-driven introduction to Monster Island sees groups of heroes taken to a mysterious tropical island where they uncover and thwart a plot to unleash giant monsters against the world. Ever wonder where Qwijibo and Megaterak come from? Now you'll know.

Patrol Missions
These are random, instanced missions that are gained through rescuing civilians and uncovering evidence.

The Millennium Race
This is a city-wide challenge that is set on a series of different courses around Millennium City where heroes race against a clock to get the best daily time which is tracked on a leader board.

More Variety in Core Power Sets
Additional types of powers that enhance and augment the current power sets. This will allow more customization within our current sets, granting more options for players and increasing the overall appeal and flexibility of the powers system.

More Variety in Travel Powers
More unique travel powers, such as Ice Slide or Tunneling, are immensely popular with our players and allow for increased customization of heroes.

More Variety in Upgrades
The more hand-crafted, unique items we can offer players, the happier you are. We'll be doing this in all areas of the game, especially crafting.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on May 21, 2009, 06:08:02 AM
Why shouldn't they have posted that?  It looks like the kind of thing you'd want people to know if you're pushing back the release date.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on May 21, 2009, 06:36:12 AM
Tunneling? Really? Do tell.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on May 21, 2009, 07:11:25 AM
http://pc.ign.com/dor/objects/844881/cryptic-studios-mmo-project/videos/championsonline_trl_tunneling_50809.html   Here you go the vid on tunneling.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on May 21, 2009, 07:26:33 AM
http://pc.ign.com/dor/objects/844881/cryptic-studios-mmo-project/videos/championsonline_trl_tunneling_50809.html   Here you go the vid on tunneling.

HA! not what i was thinking, a little more unimpressive than i had in my head while reading it, but still, that's really awesome.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hutch on May 21, 2009, 08:45:10 AM
http://pc.ign.com/dor/objects/844881/cryptic-studios-mmo-project/videos/championsonline_trl_tunneling_50809.html   Here you go the vid on tunneling.

Dibs on the Bugs Bunny costume.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on May 21, 2009, 08:52:15 AM
Yup that was my first thought when I saw that pop out and mention something about taking a wrong turn at Albuquerque.


 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on May 21, 2009, 12:46:35 PM
How else would you make tunneling look in a video game?

I wonder if you can tunnel indoors, that would just be  :uhrr:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: jayfyve on May 21, 2009, 03:13:24 PM
New Power Armour Video (http://xbox360.ign.com/dor/objects/844880/cryptic-studios-mmo-project/videos/championsonline_trl_powerarmor_52109.html) just released.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cadaverine on May 21, 2009, 03:28:28 PM
Dunno what game they showed in that video, but I'd sure like to play it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on May 21, 2009, 03:43:54 PM
Anyone else get kindof a Blizzard feel from that?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Koyasha on May 21, 2009, 04:08:15 PM
The graphics to this game look good, and they look properly superhero-y.  That's going to be one of the major things that does attract people to it, because most of the powers I've seen in the videos have some level of interaction with the target that makes them look "right."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on May 21, 2009, 04:13:39 PM
Anyone else get kindof a Blizzard feel from that?

I'm pretty sure they where fighting in Hellfire Peninsula.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Soln on May 21, 2009, 04:15:55 PM
is there PvP? 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 21, 2009, 05:07:26 PM
New Power Armour Video (http://xbox360.ign.com/dor/objects/844880/cryptic-studios-mmo-project/videos/championsonline_trl_powerarmor_52109.html) just released.



So ChampO just became an online Gundam/Evangelion creator (god help us all).  Christ, you could make a game just based on that.   Indeed, so far I see why most of the testers thought the power armor supers were the best to play.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on May 21, 2009, 06:38:01 PM
is there PvP? 

Yes. But in a world full of heroes, don't expect open world battles.

Why shouldn't they have posted that?  It looks like the kind of thing you'd want people to know if you're pushing back the release date.

Because it wasn't released through public channels. However, since the NDA dropped for the press, someone thought they could post it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jimbo on May 21, 2009, 07:40:48 PM
We still can't make any statements on what is going on in beta of Champions Online...

Meanwhile, City of Hero's/Villain's turned 5 years (I can't believe I've been subscribed to it for that long!), and announced an expansion Going Rogue (http://www.cityofheroes.com/)  ;D


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ragnoros on May 21, 2009, 08:00:17 PM
We still can't make any statements on what is going on in beta of Champions Online...

Meanwhile, City of Hero's/Villain's turned 5 years (I can't believe I've been subscribed to it for that long!), and announced an expansion Going Rogue (http://www.cityofheroes.com/)  ;D

Woo! That was cool! To bad the actual implementation will be a couple samey missions and some text boxes...

Disclaimer. I love CoX, but I know it's faults.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on May 22, 2009, 06:01:36 AM
The champions online devs seemed fine with that info being released though. One of those blogs about the delay was stickied in their forums and devs were commenting in those threads and it did not seem like it was something they did not intend to release. Maybe it kicked off a bit earlier than they were expecting but overall from the reaction I saw on their forums it looked like it was data they expected people to see.




is there PvP? 

Yes. But in a world full of heroes, don't expect open world battles.

Why shouldn't they have posted that?  It looks like the kind of thing you'd want people to know if you're pushing back the release date.

Because it wasn't released through public channels. However, since the NDA dropped for the press, someone thought they could post it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on May 22, 2009, 06:07:42 AM
Forgot to talk about the new power armor video. After watching the video I have a strong urge to make a power armor character. The animations and powers looked very very very well done. Its nice to see a good high tech power set available I always like the spider archtype from COX but hated being stuck with that specific look.

Being able to make the power armor or robotic looking character I want with cool gattling guns and rockets appeals to me a lot.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on May 23, 2009, 06:53:20 PM

New generation graphics = everything has a mirror finish shine on it. Nice video though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on May 23, 2009, 07:20:16 PM
I don't get why so many modern games have such crazy specular highlighting on them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Koyasha on May 23, 2009, 07:29:11 PM
At least we seem to have moved away from the days where everything must be real, and real is brown.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on May 23, 2009, 07:43:44 PM
I don't get why so many modern games have such crazy specular highlighting on them.
Anytime the graphics engines programmers get their hands on a new "shiney" they always have to use it as much as possible, just because. I blame Unreal for starting the trend with lens flares. Bloom and depth of field two that are currently popular that piss me off. My eyesight is bad enough without the game engine making everything blurry.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ashamanchill on May 23, 2009, 07:54:43 PM
At least we seem to have moved away from the days where everything must be real, and real is brown.

Seconded.  We get it.  The real world is gritty, and their is no lustre (metaphorical or otherwise) on things.  There is only so many shades of brown you can down.  Can we go back to games that actually stress my graphics card please.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Fordel on May 23, 2009, 08:29:52 PM
The real world is full of colour though  :angryfist:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ashamanchill on May 23, 2009, 09:44:22 PM
The real world is full of colour though  :angryfist:

I agree.  The world as we see it.  Not the world as jaded cynical video game programmers who didn't meet a character death they didn't like see it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 23, 2009, 10:40:17 PM
I love games that stress my card, but only if done-so in the right ways for the right reasons.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ashamanchill on May 23, 2009, 11:39:47 PM
Can we go back to games that actually stress my graphics card please.

What the hell are you talking about?

I don't actually mean games that technically stress my graphics card, just games that use more than four or five shades of brown and grey.  When it just has to render those colors, it seems like your graphics card is just phoning it in.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: NiX on May 24, 2009, 02:13:54 AM
I don't actually mean games that technically stress my graphics card, just games that use more than four or five shades of brown and grey.  When it just has to render those colors, it seems like your graphics card is just phoning it in.

Easy fix: Stop gaming on a PC.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on May 24, 2009, 09:18:22 AM
Phuck the graphics card anyways.  Stress my CPU.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on May 25, 2009, 09:49:16 PM
Power armor heroes look like  :heart:. I'm afraid they might be ChampO's Huntard or Emoknight, cause I'd really like to play a power armor character.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: shiznitz on May 26, 2009, 07:27:35 AM
Dunno what game they showed in that video, but I'd sure like to play it.

Yup. This game just got my attention.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on May 27, 2009, 08:01:45 AM
I don't get why so many modern games have such crazy specular highlighting on them.
Anytime the graphics engines programmers get their hands on a new "shiney" they always have to use it as much as possible, just because. I blame Unreal for starting the trend with lens flares. Bloom and depth of field two that are currently popular that piss me off. My eyesight is bad enough without the game engine making everything blurry.

Gawd yes. I just reloaded CoH last night to see what's changed, and the bloom is all the heck over the place.

Gotta say though, CoH is still as smooth a UI as I remember.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on May 27, 2009, 11:12:05 AM
I don't actually mean games that technically stress my graphics card, just games that use more than four or five shades of brown and grey.  When it just has to render those colors, it seems like your graphics card is just phoning it in.

Easy fix: Stop gaming on a PC.

Incoming Sky and TV remark in 3.....2....


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on May 27, 2009, 11:16:34 AM
Eh, no. That was a remark about gpu, not monitors.

But yeah, running at 1280x720 helps keep the gpu unstressed. 1080p would be stressful imo. So there, I found a way to work it in.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on May 27, 2009, 11:26:34 AM
I don't actually mean games that technically stress my graphics card, just games that use more than four or five shades of brown and grey.  When it just has to render those colors, it seems like your graphics card is just phoning it in.

Easy fix: Stop gaming on a PC.

'Cause console games are completely immune to the BROWN BROWN AND MORE BROWN issue, am i rite?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on May 28, 2009, 03:31:42 AM
'Cause console games are completely immune to the BROWN BROWN AND MORE BROWN issue, am i rite?
I think it's more along the lines, they have a GPU too but technically not in form of graphics card. :why_so_serious:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hutch on June 11, 2009, 08:41:29 AM
Champions Online box art revealed (http://www.champions-online.com/node/70029)

Link to full-sized image (http://media3.champions-online.com.s3.amazonaws.com/img/co_box_061009_01_bg.jpg)



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on June 11, 2009, 08:54:32 AM
Champions Online box art revealed (http://www.champions-online.com/node/70029)

Link to full-sized image (http://media3.champions-online.com.s3.amazonaws.com/img/co_box_061009_01_bg.jpg)



 :oh_i_see:

They go so far out of their way to promote their comic book style art direction, then give us box art like that?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on June 11, 2009, 09:26:47 AM
HAhahahahaaa,... yeah.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on June 11, 2009, 10:22:08 AM
They know their market oh so well.   :grin:
It's a smart move.  The mob doesnt want to see quasi-comic images on their game box-art.  They prefer airbrushed CGI-ness.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on June 11, 2009, 11:28:15 AM
I dont see what the issue is...?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on June 11, 2009, 11:42:48 AM
Ok, I give up.  THAT looks exactly like COH  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on June 11, 2009, 01:28:07 PM
It's totally new.  You've got Lord Recluse looming over Statesman and... oh, wait...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on June 11, 2009, 01:44:16 PM
Ok, I give up.  THAT looks exactly like COH  :awesome_for_real:

(http://onlinecdkey.com/index/images/COHGVE.jpg)

Looks somewhat similar, but only to the Heroes/Villains box. The original CoH box was just the good guys.

(http://news.filefront.com/wp-content/uploads/2007/04/city_of_heroes_boxart.jpg)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rattran on June 11, 2009, 01:47:46 PM
They could have at least changed the good guy/bad guy hats.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on June 11, 2009, 02:12:21 PM
They can't, or at least not without pissing off the handful of people that are actually familiar with and like the Champions IP. And the Champions universe characters were around long before CoH.

The Hero on the right is named Defender (yes that's really his name). The Doctor Doom clone on the left is Doctor Destroyer (yes that too is really his name). Not sure who the giant villain watching over the two is.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on June 11, 2009, 03:20:47 PM
They can't, or at least not without pissing off the handful of people that are actually familiar with and like the Champions IP. And the Champions universe characters were around long before CoH.

The Hero on the right is named Defender (yes that's really his name). The Doctor Doom clone on the left is Doctor Destroyer (yes that too is really his name). Not sure who the giant villain watching over the two is.


Mechanon, most likely


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on June 11, 2009, 05:02:49 PM
Doc Destroyer was around for the first edition of Champions if I'm not mistaken.  Reminds me of Dr. Fate.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on June 11, 2009, 07:19:19 PM
They can't, or at least not without pissing off the handful of people that are actually familiar with and like the Champions IP. And the Champions universe characters were around long before CoH.

The Hero on the right is named Defender (yes that's really his name). The Doctor Doom clone on the left is Doctor Destroyer (yes that too is really his name). Not sure who the giant villain watching over the two is.


Champions has always really just ripped off homaged exist mainstream comic book characters and used some pretty typical archetypes in creating its characters.

Defender is pretty close to Captain America. Doctor Destroyer is pretty close to Doctor Doom. Grond is pretty close to the Hulk. Foxbat is a parody of Batman. Mechanon is pretty close to Ultron. The box art is pretty close to 'classic' Champions cover art (but yeah, it looks cheesy as hell).

Then there is the issue that CoH started out being heavily based on Champions and that some of the CoH lore characters were created in Champions PnP games and the circle is complete.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on June 27, 2009, 12:00:29 AM
Open beta mid-August. (http://championsonlinedailynews.com/champions-online-open-beta-some-clues/) Probably.

Launch still for September 1. So, 2-3 weeks of open beta.

Let the games begin.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on June 27, 2009, 12:04:40 AM
Isn't 2-3 weeks bad news on the Jacobs Length of Beta Quality Scale?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on June 27, 2009, 06:26:43 AM
It would be if this was actually going to launch in September.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on June 27, 2009, 06:43:44 AM
Anything about the NDA or will that be in effect for the open beta? :)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on June 27, 2009, 06:46:47 AM
Isn't 2-3 weeks bad news on the Jacobs Length of Beta Quality Scale?

THAT'S the name.  I've been looking for a proper title for it for awhile now.  Needs added to the wiki.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on June 30, 2009, 08:02:06 PM

Pre-orders are up. Which also makes it clear they'll be launching with a cash shop (5 cryptic bucks free with pre-order from gamestop) and the open beta will be for the 2 weeks before launch. Whether the game is ready or not  (:nda:) I think it's pretty clear they are locked in to this launch date and we won't see another delay.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on June 30, 2009, 08:29:54 PM
You beat me to it. (http://www.gamestop.com/Catalog/ProductDetails.aspx?product_id=73922)

Also, preorders get the ability to pick flight as a travel power at lvl 0, whereas it otherwise unlocks at lvl 5.

Exactly what Cryptic Bucks will buy? No-one knows. But it would seem they might be going for some kind of MXT functionality.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on June 30, 2009, 08:37:11 PM
I haven't been playing super close attention to this, was an currency like Cryptic Bucks expected, or is this out of left field?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on June 30, 2009, 09:31:27 PM
Combining box cost, monthly fee and microtrans is a sure-fire way to make sure I don't play the game. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on June 30, 2009, 09:57:31 PM
It's out of left-field to those of us not in beta.  I don't know if anything was mentioned and/or tested there.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on June 30, 2009, 10:14:48 PM
There will never be another AAA MMO launch without at least some microtrans.  Best just to accept it and move on. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on June 30, 2009, 10:25:51 PM
move on. 

That's cool, can do. 

Maybe if they launched the game at $20 or something, but going into a purchase knowing I've got three separate payments to make simply goes outside what I'm willing to do for a game.  Young kids these days will pay it though, so there's no point in me arguing it.  I'll just take your advice. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on June 30, 2009, 10:44:52 PM

The pre-order boxes are out in the stores so I know it's a full price release, I believe the time cards were spotted confirming it's a full price subscription fee and what will be in the money shop remains unknown.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on July 01, 2009, 08:28:42 AM
I can easily see champions doing themed costume packs for micro transactions. Not something required to play the game but extra bling for those who want it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on July 01, 2009, 09:51:00 AM
The Crytpic bucks thing is a complete surprise to me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cadaverine on July 01, 2009, 10:16:11 AM
In CB, and the Cryptic bucks is news to me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on July 01, 2009, 11:01:17 AM
I don't see a successful operation doing full box price, full monthly fee, AND microtransactions.

They're all a means to an end (monies), but you can't really throw every revenue generation scheme at something and expect it all to be fine with the customers. The only think they're missing are in game ads to complete the fuckup.

I don't think we're going to see many MMOs without extra fee based services (if not microtransactions, things like paid character moves/edits), but I don't think anyone will combine gameplay enhancing premium features/items over top of a full monthly fee and box cost successfully.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on July 01, 2009, 11:50:52 AM
I don't see a successful operation doing full box price, full monthly fee, AND microtransactions.

They're all a means to an end (monies), but you can't really throw every revenue generation scheme at something and expect it all to be fine with the customers. The only think they're missing are in game ads to complete the fuckup.

I don't think we're going to see many MMOs without extra fee based services (if not microtransactions, things like paid character moves/edits), but I don't think anyone will combine gameplay enhancing premium features/items over top of a full monthly fee and box cost successfully.

It depends I'd say.  I mean, you could argue that WoW does microtransactions with things iike gender changes, server transfers, (and of course their upcoming faction change will probably cost real money as well).  If champions online uses cryptic bucks for these sort of services then whatever.   I'll be slightly annoyed if it buys things like new color lasers, and I'll be very annoyed if its for buying vital items.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Furiously on July 01, 2009, 12:33:26 PM
When COX started doing their costume packs for more money grabs I pretty much lost any interest I had.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on July 01, 2009, 12:35:43 PM
CoX has costume packs?

 :heart:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Furiously on July 01, 2009, 12:46:54 PM
https://secure.ncsoft.com/cgi-bin/Store.pl?dnv=4481625777&action=toggleCategory&mode=open&category=2 (https://secure.ncsoft.com/cgi-bin/Store.pl?dnv=4481625777&action=toggleCategory&mode=open&category=2)

wedding, cyborg, expansion pack, yep.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on July 01, 2009, 12:52:13 PM
https://secure.ncsoft.com/cgi-bin/Store.pl?dnv=4481625777&action=toggleCategory&mode=open&category=2 (https://secure.ncsoft.com/cgi-bin/Store.pl?dnv=4481625777&action=toggleCategory&mode=open&category=2)

wedding, cyborg, expansion pack, yep.
:ye_gods:

Well, I guess its no worse than most of the DLC for oblivion.  Horse Armor.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on July 01, 2009, 01:11:12 PM
It depends I'd say.  I mean, you could argue that WoW does microtransactions with things iike gender changes, server transfers, (and of course their upcoming faction change will probably cost real money as well).  If champions online uses cryptic bucks for these sort of services then whatever.   I'll be slightly annoyed if it buys things like new color lasers, and I'll be very annoyed if its for buying vital items.
If they're planning Cryptibux from the begining, it's probably not for just the 'rare' events like server transfers.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on July 01, 2009, 05:32:59 PM

The comment on the deal is "premium in-game items" so its not just services.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hutch on July 02, 2009, 07:07:23 AM

The comment on the deal is "premium in-game items" so its not just services.


I think that was marketing spiel. "Premium in-game items" is code for "cool themed costume parts and a pair of rocket boots".

"I invented these. I can fly! Can you fly?"


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 03, 2009, 03:04:47 AM
Can you get to Los Gatos? Want to try ChampO for an hour playtest during a weekday? Here's your chance! (http://www.champions-online.com/node/85960)

It's an ... interesting ... offer two months out from ChampO's launch. Although I personally think doing focus groups in game testing is a fantastic idea, I wonder about doing it at this stage of ChampO's development. Especially with closed beta going for as long as it has.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on July 03, 2009, 07:05:47 AM
Quote
Especially with closed beta going for as long as it has.

 :nda:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on July 03, 2009, 07:08:59 AM
Cut that out.

http://forums.f13.net/index.php?topic=13793.0


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 03, 2009, 10:20:10 AM
I'm in ChampO's beta (which I can say under their NDA) and I do wonder what it means.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on July 03, 2009, 01:43:27 PM
Can you get to Los Gatos? Want to try ChampO for an hour playtest during a weekday? Here's your chance! (http://www.champions-online.com/node/85960)

It's an ... interesting ... offer two months out from ChampO's launch. Although I personally think doing focus groups in game testing is a fantastic idea, I wonder about doing it at this stage of ChampO's development. Especially with closed beta going for as long as it has.

Hm, I could do this on my lunch break easily.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 03, 2009, 11:58:05 PM
Sign up - I'd be interested to hear (once the NDA drops) exactly what they tested with these teams of 8.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on July 05, 2009, 02:46:29 PM
In CB, and the Cryptic bucks is news to me.

Shouldn't be.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 05, 2009, 07:17:55 PM
Obviously it was known that Cryptic was working on microtrans infrastructure. (http://www.massively.com/2009/05/08/champions-online-getting-microtransactions/) With the NDA in place we can't really say any more than that.

I certainly hope that, if Cryptic is going down the box fee, sub fee and microtrans cost route that someone thought to do some choice modelling (or similar) about how having all of these pricing mechanisms is going to impact on player numbers at launch. They probably haven't, but I'd think it would be a basic bit of business planning.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Big Gulp on July 17, 2009, 02:15:03 PM
Yes. But in a world full of heroes, don't expect open world battles.

It was stupid when CoX launched without villains, and it's doubly stupid now.  That the same people made the same mistake?  Triple stupid.

I'd also like to reiterate that this game has the Emmert taint surrounding it like a dark cloud.  I'll pass.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 21, 2009, 03:15:49 AM
Emmert sez: CoV wasn't done right by us, ChampO needs 100k players to be profitable. (http://g4tv.com/games/pc/40993/champions-online/articles/67726/Interview-With-Jack-Emmert/)

Quote
G4: That’s totally true. Speaking of villains, your players are strictly heroes in Champions Online?

JE: Yes, they create nemeses who are AI controlled. PvEs, so to speak. If we were to do villains, I would definitely do it differently than we did previously and I would make villain gameplay extremely different. I think that was a mistake in City of Villains.Jack Emmert

G4: So, if you were to make – I don’t know what the opposite of Champions Online would be –

JE:, Nemesis Online.

G4: Nemesis Online! Is that something you've talked about?

JE Yes, we have. Look, if Champions is successful and people want that, heck yea. But, I think that I already have a very different idea in mind for that. I think in City of Villains, we were asked to make the game in about a year, and so we were kind of focused on “We gotta get this done.” So, we just took the template of City of Heroes and copied it. If I were to do it over again, I would create a very different type of gameplay for villain worlds.

G4: Speaking of it being successful, when you’re launching an MMO, like how many subscribers do you need in order to survive or thrive?

JE: Well, I think that number is the number for success is over 100,000 for us. If it’s over 100,000, I’m skipping the light fantastic. The break-even point is somewhere below 100,000. And that’s obviously depending upon – every MMO is different – depending on how much money is spent on it. But, clearly, we mark 100,000 as success.

The 100k player number is intelligent because it's actually a realistic number. 100k players for a MMO is niche these days and much better than announcing you need 500k players to start making money.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Arrrgh on July 21, 2009, 06:48:41 AM
Yes. But in a world full of heroes, don't expect open world battles.

It was stupid when CoX launched without villains, and it's doubly stupid now.  That the same people made the same mistake?  Triple stupid.

I'd also like to reiterate that this game has the Emmert taint surrounding it like a dark cloud.  I'll pass.

Do regular OCD meds work for Obsessive Compulsive Nerfing?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Big Gulp on July 21, 2009, 07:05:48 AM
Do regular OCD meds work for Obsessive Compulsive Nerfing?

I just won't touch anything that man makes.  I consider the purple patch to be the single biggest game destroying thing ever added to a game.  I even put it above what happened to Star Wars: Galaxies.  It really did fuck the game up that much.  What you had was something that was probably a bit too easy, but actually made you feel heroic taken down to the mundane realms that every other MMO inhabits.

In a superhero game you want crazy shit happening, you want pandemonium, and you want some incredible hulk looking dude tossing around 20 henchmen at a time.  The purple patch pretty much ripped the soul out of the game as far as I'm concerned, and I was a raging CoH fanboy up 'til that point.  Maybe that's why I'm still so bitter; they were close to perfection as far as I was concerned and then they shit the bed in such a monumental way that I can never forgive them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 21, 2009, 09:55:12 PM
Just to stoke the fires of Emmert love: (http://kotaku.com/5319869/champions-online-combat-preview-challenge-accepted)

Quote
It's more like Marvel Ultimate Alliance than WoW, and that's exactly the feel that Cryptic was going for, according to Emmert. He says that the future of MMOs lies in consoles, so their goal was to get an action RPG experience inside ofa persistent, well-populated MMO world that worked just as well on console as on PC. To that end, Champions was planned with consoles in mind all along, with none of the built-in "latency" of other MMOs where you have to wait for a spell to cool down simply because the technology on which the MMO is built cannot handle a bazillion particle effects at once.

It's actually not a bad overview from Kotaku.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on July 21, 2009, 10:21:27 PM
MUA doesnt require a subscription fee though  :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on July 21, 2009, 11:20:44 PM
Just to stoke the fires of Emmert love: (http://kotaku.com/5319869/champions-online-combat-preview-challenge-accepted)

Quote
It's more like Marvel Ultimate Alliance than WoW, and that's exactly the feel that Cryptic was going for, according to Emmert. He says that the future of MMOs lies in consoles, so their goal was to get an action RPG experience inside ofa persistent, well-populated MMO world that worked just as well on console as on PC. To that end, Champions was planned with consoles in mind all along, with none of the built-in "latency" of other MMOs where you have to wait for a spell to cool down simply because the technology on which the MMO is built cannot handle a bazillion particle effects at once.

It's actually not a bad overview from Kotaku.

Wait, so is he saying that WOW skills have cooldowns because of particle effects?

I know it's not a rare thing for the Old Guard to show us that they Just Don't Get It, but that is fucking awesome.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on July 22, 2009, 10:09:06 AM
Quote
It's more like Marvel Ultimate Alliance than WoW

 :nda:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Strazos on July 22, 2009, 04:25:16 PM
With all the love going around (heh!), wondering if anyone has a spare key sitting around so I too can give this a whirl.

A few friends of mine are sort of stoked for this, but after Hellgate and AoC, I'm reticent to drop cash on something that might possibly sucks ass.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on July 22, 2009, 05:01:05 PM
Do regular OCD meds work for Obsessive Compulsive Nerfing?

I just won't touch anything that man makes.  I consider the purple patch to be the single biggest game destroying thing ever added to a game.  I even put it above what happened to Star Wars: Galaxies.  It really did fuck the game up that much.  What you had was something that was probably a bit too easy, but actually made you feel heroic taken down to the mundane realms that every other MMO inhabits.

In a superhero game you want crazy shit happening, you want pandemonium, and you want some incredible hulk looking dude tossing around 20 henchmen at a time.  The purple patch pretty much ripped the soul out of the game as far as I'm concerned, and I was a raging CoH fanboy up 'til that point.  Maybe that's why I'm still so bitter; they were close to perfection as far as I was concerned and then they shit the bed in such a monumental way that I can never forgive them.

A bit too easy? That's like saying Warren Buffet has a bit of money.

The game was a complete joke before that change. There was exactly one thing difficult about it, and that was finding your way through Perez Park to your mission entrance.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on July 22, 2009, 07:19:00 PM
Who gives a shit? It was fun. It's not exactly like WoW, or really any major MMO in the past couple years, hasn't been easy.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on July 22, 2009, 07:31:58 PM
A bit too easy? That's like saying Warren Buffet has a bit of money.

The game was a complete joke before that change. There was exactly one thing difficult about it, and that was finding your way through Perez Park to your mission entrance.

This is why they ("they" being "The Man") need to get away from dumping money into these cookie-cutter 4-color supers games. 
As long as we're forever trapped in Marvel/DC land, we're gonna get uber-heroic easymode gameplay.  What made the purple-patch dumb was that the game was obviously 4-color, yet they tried to make it grittier (in the dumbest way possible).  They should've just stuck to their guns in the 1st place and done a better job doing it.  Also, it's been quoted that one of the main reasons for the nerf was the simple fact they didnt have enough CONTENT to offer players who just whipped through the lvl-grind... so they had to slow things down (same thing's happened to many, many a game).

It's kind of a dilemma that has more to do with the Feel as well as the implementation.  If they have the content they can make their players as godly as they wannabe, and they can go 4-color galacticus out the ass.  But, personally I like my supers grittier/realistic with more emphasis on character and creative powers... and it seems the public and current writers feel the same way, as there seems to be a preponderance of grittier heroes these days in books, comics, and movies.

A game in the 'verse of something like Godlike or Wild Talents would be perfect... where things are quite deadly even though supers roam the land.  It'd play more like an FPS for supers rather than an RPG for heroes.
Anyways, one can dream.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on July 22, 2009, 08:01:15 PM

The Atari UK website used to have Champions online for XBoX360 listed with "cancelled" in the release date field. I notice now the page has vanished entirely. Guess trying to sell MMO games to console users is harder than they thought.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 22, 2009, 08:09:53 PM
If they have the content they can make their players as godly as they wannabe, and they can go 4-color galacticus out the ass.  But, personally I like my supers grittier/realistic with more emphasis on character and creative powers... and it seems the public and current writers feel the same way, as there seems to be a preponderance of grittier heroes these days in books, comics, and movies.

People like their grim and gritty heroes to also be godly, not realistic. It's not like people go, "Did you see the last issue of Batman, where he broke his leg after landing badly, was disfigured after being squirted with acid by the Joker and now is going to spend the next three months in hospital? How awesomely creative and character building!" Grittier often ends up being more blood and boobs, not any greater depth of character. Even the recent superhero movies, while often based in reality, are happy to stretch what a character can and can't do out of the realms of reality.

Quote
A game in the 'verse of something like Godlike or Wild Talents would be perfect... where things are quite deadly even though supers roam the land.  It'd play more like an FPS for supers rather than an RPG for heroes.
Anyways, one can dream.

Having spent a long, long time on superhero MMO forums, the last thing players ask for is the chance to die more quickly. Even in this thread Big Gulp asks for the ability to beat up 20 minions with little chance of failure. Players equate superheroes with wading through seas of underlings in a volcano lair before having a close fight (but winning) against a boss character.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 22, 2009, 08:10:54 PM

The Atari UK website used to have Champions online for XBoX360 listed with "cancelled" in the release date field. I notice now the page has vanished entirely. Guess trying to sell MMO games to console users is harder than they thought.


It's not the selling it that is the problem - it's getting things worked out with MS in terms of updates that is the main barrier.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on July 22, 2009, 11:31:23 PM

I'd settle for "another barrier". Convincing console gamers that a slow paced, co-operative game with a subscription fee (+cash shop in this case) is a good investment remains largely unproven.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on July 23, 2009, 12:21:35 AM

Having spent a long, long time on superhero MMO forums, the last thing players ask for is the chance to die more quickly. Even in this thread Big Gulp asks for the ability to beat up 20 minions with little chance of failure. Players equate superheroes with wading through seas of underlings in a volcano lair before having a close fight (but winning) against a boss character.

You can be godly and still have a sense of gritty deadliness.  A superfast hero can still die with a .38 to the face.  The invincible man can still fall into a tree-cutter.  And all have their psychological demons to deal with.
The vast majority of gamers are playing games where they may be "special" but they're by no means 4-color super-ish... and they like it.   So, I find it a stretch to think that every Supers game has to make its PCs "super."

Make them heroes, give them godlike powers, and put them in a World that means/relates to something.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Big Gulp on July 23, 2009, 06:16:28 AM
You can be godly and still have a sense of gritty deadliness.  A superfast hero can still die with a .38 to the face.  The invincible man can still fall into a tree-cutter.  And all have their psychological demons to deal with.
The vast majority of gamers are playing games where they may be "special" but they're by no means 4-color super-ish... and they like it.   So, I find it a stretch to think that every Supers game has to make its PCs "super."

Make them heroes, give them godlike powers, and put them in a World that means/relates to something.

Dude, your handle is that of the second cheesiest Marvel character ever (right after Venom).  Let's just say that your opinion on comics is suspect.   :drillf:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on July 23, 2009, 08:15:22 AM
Be careful, he might throw a card at you!

Gambit's deadliest weapon? The race card.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bokonon on July 23, 2009, 08:48:35 AM
http://champions-online.com/node/97747 (http://champions-online.com/node/97747)

The role/stance design wrinkle is kinda interesting. Kinda.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on July 23, 2009, 10:30:59 AM
You can be godly and still have a sense of gritty deadliness.  A superfast hero can still die with a .38 to the face.  The invincible man can still fall into a tree-cutter.  And all have their psychological demons to deal with.
The vast majority of gamers are playing games where they may be "special" but they're by no means 4-color super-ish... and they like it.   So, I find it a stretch to think that every Supers game has to make its PCs "super."

Make them heroes, give them godlike powers, and put them in a World that means/relates to something.

Dude, your handle is that of the second cheesiest Marvel character ever (right after Venom).  Let's just say that your opinion on comics is suspect.   :drillf:

Bah, I choose that handle because it was my nickname in High School (everyone had an x-men handle).  And mostly because I loved games (was good at cards), spoke French, was good with the Bo, and was good with the ladies.  :grin:
BUT, how in the bloody hell do you believe that Remy Lebeau was a cheesy character??  The man controlled kinetic energy, was a ladykiller, the king at poker, half-bad, and was made into the harbinger of Death. (to name just a few).  There are plenty of Marvel chars. cheesier than him; like Cyclops.  God I hate Cyclops.  Oh, and Captain America.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on July 23, 2009, 11:03:43 AM
Bah, I choose that handle because it was my nickname in High School (everyone had an x-men handle). 

 :ye_gods:

And mostly because I loved games (was good at cards), spoke French, was good with the Bo, and was good with the ladies. 

 :uhrr:

BUT, how in the bloody hell do you believe that Remy Lebeau was a cheesy character??  The man controlled kinetic energy, was a ladykiller, the king at poker, half-bad, and was made into the harbinger of Death.

 :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on July 23, 2009, 03:42:15 PM
Who gives a shit? It was fun. It's not exactly like WoW, or really any major MMO in the past couple years, hasn't been easy.

I think it was more fun (and a better game) afterwards. /shrug


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ashamanchill on July 24, 2009, 02:07:07 AM

There are plenty of Marvel chars. cheesier than him; like CyclopsGod I hate Cyclops.  Oh, and Captain America.
[/quote]

You suck.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on July 24, 2009, 09:38:09 AM
I'm not sure why Gambit was a lady-killer.  He was slimy as a greased gator.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on July 24, 2009, 09:50:01 AM
I'm not sure why Gambit was a lady-killer.  He was slimy as a greased gator.

The "Charm" power was built into his DNA.
Agree though, quite a slimy-lookin dude.  Given that he's a Cajun it makes sense he's a bit of a greased-gator though eh?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on July 24, 2009, 11:28:51 AM
There is a possibility I chose my wording based upon his background.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on July 24, 2009, 11:44:52 AM
Thought so :grin:
The Lantyssa wit prevails.  But, I still felt compelled to educate the uninformed to the logic behind your statement.

But, back on-topic.  From what I'm feeling in this thread, looks like most folks gravitate more towards playing a classical 4-color uber-super goodguy type heroes game rather than a grittier, deadlier, smarmier type system.  Touche' I guess.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on July 24, 2009, 12:28:55 PM
No, Gambit is just a douchebag.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hoax on July 24, 2009, 12:58:44 PM
Bah, I choose that handle because it was my nickname in High School (everyone had an x-men handle). 

 :ye_gods:

And mostly because I loved games (was good at cards), spoke French, was good with the Bo, and was good with the ladies. 

 :uhrr:

BUT, how in the bloody hell do you believe that Remy Lebeau was a cheesy character??  The man controlled kinetic energy, was a ladykiller, the king at poker, half-bad, and was made into the harbinger of Death.

 :oh_i_see:


This derail can only lead to more good things, please I would hear tales of your high school days with your trusty Bo staff and half the cheer leading team slavering for your...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 24, 2009, 01:26:13 PM
But, back on-topic.  From what I'm feeling in this thread, looks like most folks gravitate more towards playing a classical 4-color uber-super goodguy type heroes game rather than a grittier, deadlier, smarmier type system.  Touche' I guess.

There's Prototype for that.

But the thing you described doesn't sound fun to that many people at all. "You're a superhero with incredible powers and... you've just taken a .38 to the head and have died. Sorry about that."

People play a superhero game to play a super character. They want to be Wolverine - a hardass who can't die - about 10x more than they want to be The Question - a detective with no real powers who fights well.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on July 24, 2009, 02:18:29 PM
People play a superhero game to play a super character. They want to be Wolverine - a hardass who can't die - about 10x more than they want to be The Question - a detective with no real powers who fights well.

What I'm talking about is directed greatness, not just a hodgepodge of indestructable hack 'n slash.  Where is the sense of accomplishment if you're a demigod?
Wolverine is actually a good example of a grittier character.  His best attack is when someone strong just throws him at the enemy  :awesome_for_real:
It's actually more exciting and creates a better synergy with his fellow "heroes" this way, rather than having a guy like Superman or Ghost Rider wherein you're just basically unstoppable in every way.

Good, interesting heroes need debilitating vices and a severe lack of power in many areas.  And in a Multiplayer coop-oriented game, this makes more sense.  No one's saying they should have NO real powers (I aint talkin Batman), but they shouldnt just be unstoppable either.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on July 24, 2009, 03:06:41 PM
Well that explains the current steep death penalties and abundance of perma-death servers in MMO's then.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on July 24, 2009, 03:47:12 PM
Well that explains the current steep death penalties and abundance of perma-death servers in MMO's then.

Did I once mention DPs or perma-death?  Dont over-simplify it.  It's not even relevant.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Senses on July 24, 2009, 04:04:18 PM
I'm so gonna regret saying this, but doesn't it seem the role of Ghambit was just custom made for Lost's own Sawyer?  Wonder why his agent didn't get him that gig.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on July 24, 2009, 04:31:32 PM
I'm not sure why Gambit was a lady-killer.  He was slimy as a greased gator.
I'd chalk that one up to the (usually bitter) stereotype of women digging the assholes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on July 24, 2009, 04:54:14 PM
I'm not sure why Gambit was a lady-killer.  He was slimy as a greased gator.
I'd chalk that one up to the (usually bitter) stereotype of women digging the assholes.

Since comics are largely written by (bitter) dorks, it's rather obvious they'd perpetuate that stereotype.
Nowadays, Dork is the new Jock though... and things are flipped


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Big Gulp on July 24, 2009, 05:08:45 PM
Nowadays, Dork is the new Jock though... and things are flipped

Huh?  Is this one of those 80's "it's hip to be square" things?  I've got news for you, it wasn't hip then either.

Chicks are still going to want to bang the captain of the football team, not the chess club.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on July 24, 2009, 05:40:38 PM
Actually they want both.  Take Hugh Jackman for instance.  Big into the arts, smart, but ripped.  I'd go straight for Hugh, at least for a little while.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on July 24, 2009, 06:02:56 PM
Nowadays, Dork is the new Jock though... and things are flipped

Huh?  Is this one of those 80's "it's hip to be square" things?  I've got news for you, it wasn't hip then either.

Chicks are still going to want to bang the captain of the football team, not the chess club.

By "nowadays" he means "now that the president of the chess club is a dotcom billionaire and the captain of the football team just got laid off his mid level office job".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on July 24, 2009, 07:01:43 PM
A bad economy breeds the best relationships   :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on July 24, 2009, 07:18:30 PM
I would have had a hard time believing you fuckers could nerd up an internet thread about a videogame based on comic books, but you sure fucking managed to.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on July 27, 2009, 12:39:12 PM
I'm so gonna regret saying this, but doesn't it seem the role of Ghambit was just custom made for Lost's own Sawyer?  Wonder why his agent didn't get him that gig.

I have actually been saying this for a while.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on July 27, 2009, 02:26:24 PM
What made the purple-patch dumb was that the game was obviously 4-color, yet they tried to make it grittier (in the dumbest way possible). 

No, they tried to make it GRINDIER because they wanted longer subscriptions. There was nothing narrative or immersive to it, it was merely to keep people subscribed because they were "leveling too fast."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on July 27, 2009, 04:18:00 PM
What made the purple-patch dumb was that the game was obviously 4-color, yet they tried to make it grittier (in the dumbest way possible). 

No, they tried to make it GRINDIER because they wanted longer subscriptions. There was nothing narrative or immersive to it, it was merely to keep people subscribed because they were "leveling too fast."

"Grittier (in the dumbest way possible)" == grindier


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 27, 2009, 07:58:13 PM
I could get into the stupidity of some early CoH tactics - dumpster diving, pulling the entire map onto a trip mine stack, etc - but let's not dig up ancient history.

Anyway, ChampO open beta date confirmed as August 17 (http://news.bigdownload.com/2009/07/26/champions-online-open-beta-date-confirmed-pre-order-bonuses-ann/). Two weeks before launch. And we will finally be free of our :nda:.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on July 27, 2009, 09:51:28 PM
Anyway, ChampO open beta date confirmed as August 17 (http://news.bigdownload.com/2009/07/26/champions-online-open-beta-date-confirmed-pre-order-bonuses-ann/).
So this not sucking would be like an awesome birthday present to me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on July 27, 2009, 10:10:55 PM

Your optimism is so endearing.

I don't see any sign of the the NDA drop in the article. I would not be surprised if they attempt to keep it active through open beta.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Glazius on July 28, 2009, 10:21:04 AM
What made the purple-patch dumb was that the game was obviously 4-color, yet they tried to make it grittier (in the dumbest way possible). 

No, they tried to make it GRINDIER because they wanted longer subscriptions. There was nothing narrative or immersive to it, it was merely to keep people subscribed because they were "leveling too fast."

No, that would be the nerfs that hit the fire/device blasters with smoke grenade (with 10x intended to-hit debuff) and caltrops (which could root people and be thrown around corners). (nerf: smoke grenade back to original levels, slow effects like caltrops have a -90% cap)

And the seven level ones cooling their heels back in a safe zone who leveled off what the 40 was doing anyway. (nerf: people too far below the team average don't get XP)

And the invuln tankers with smash/lethal immunity rounding up a bunch of prisoners. (nerf: tanker resistance capped at 90%, prisoner rewards dropped severely)

A bunch of people killing purples exposed themselves to rather higher risk than a bunch of people killing reds but didn't actually get any more reward out of the deal - individual XP/mob was capped at the level of a red mob. People just hunted down purples because, like massing to kill big groups of Hydra in Perez Park, it was just what you did, never mind whether it worked or not. Purples and Hydra both became unreasonably dangerous because they led to people going too slow, not too fast.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on July 28, 2009, 10:21:17 AM
Them trying to keep the NDA up during open beta would be a big, giant DO NOT BUY flag.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: K9 on July 28, 2009, 10:55:57 AM
I always thought Beast was pretty cool.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hutch on July 29, 2009, 09:44:43 AM
I could get into the stupidity of some early CoH tactics - dumpster diving, pulling the entire map onto a trip mine stack, etc - but let's not dig up ancient history.

Anyway, ChampO open beta date confirmed as August 17 (http://news.bigdownload.com/2009/07/26/champions-online-open-beta-date-confirmed-pre-order-bonuses-ann/). Two weeks before launch. And we will finally be free of our :nda:.

They're calling it an "open beta", but this is not the description of an open beta. (http://www.champions-online.com/node/105985)

If they're limiting it to 50,000 keys, that reads to me more like a public stress test.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on July 29, 2009, 09:51:08 AM
Danger sense tingling...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on July 29, 2009, 12:31:13 PM
(http://www.istockphoto.com/file_thumbview_approve/6026349/2/istockphoto_6026349-storm-warning-flags.jpg)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on July 29, 2009, 12:36:50 PM
Heh.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 29, 2009, 07:55:47 PM
Hmm, following the WAR open beta plan then.

It's 50 000 free keys, plus those who pre-ordered.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on July 29, 2009, 10:14:41 PM

Possibly combined with Aion's limited server times. I would not be remotely surprised if it turned out to be "open beta weekends" in practice.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on July 30, 2009, 06:39:45 AM
I thought you had to be a fileplanet sub to get a key?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hutch on July 30, 2009, 07:16:32 AM
I thought you had to be a fileplanet sub to get a key?

Yep. That Champions "open beta" post contains this link to the fileplanet page. Subscribe now! (http://www.fileplanet.com/promotions/champions-online/)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on July 31, 2009, 10:45:37 PM
http://www.massively.com/2009/07/16/champions-online-explains-microtransactions-high-level-unity-mi/

Few details on the microtransaction thing and high level content. It sounds like the microtransactions are going to be not just for services but also extra costume options and such (although they claim these will be obtainable through in-game means as well)

Seem to be setting themselves up for a failure with this one, unless the competition gets equally greedy/silly... microtransactions or regular fees are one thing, but combining them... welp.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 01, 2009, 12:06:30 AM
I don't care about MT + subs because it has been indicated that most things that can be bought through MTs can also be unlocked through normal gameplay. In an argument of money vs time I can use either to achieve my goals, I'm happy... and I'll probably use money since I'm more time poor than money poor.

Final execution counts, of course, but I'm not about to weep about micro-trans on principle.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 01, 2009, 09:22:29 AM
Quote
Cryptic also explains the high level content that will be available to players in the UNITY Missions. Open only to those heroes who hit level 40, UNITY missions are the most dangerous missions in the game. The way it works is interesting -- each day there will be five different hot-spots where powerful heroes are needed. Once those five threats are dealt with, a sixth custom mission is unlocked. The rewards for UNITY mission completion are substantial, including special upgrades or entry into high-level team areas with rewards of the same caliber.

The end game is doing wow style dailies... I'm so impressed.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on August 01, 2009, 10:02:42 AM
It sounds like WoW dailies, but first you have to do five other quests to get the daily every single day?

I mean... grind extends subscription and stuff is one thing, but that's... :uhrr:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on August 01, 2009, 10:49:47 AM
Sounds exactly like running radio missions followed by a safeguard/mayhem mission in CoH.

And six of them would probably be 90-120 minutes of play, based on CoH.


In fact, all that really says is 'there are missions at level 40'. Why are people surprised or irritated by this?

The real end game is going to be 'start a new alt', and a damn good thing too, this is the only way to keep the low end zones populated.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 01, 2009, 10:47:29 PM

I think a non-class based system (and a couple of other reasons) is going to mean that alts will be less common than they were in CoH.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 02, 2009, 02:05:45 AM
Note:  out of the hundreds of cranky COH grognards who are just salivating for the moment that they can type "ITS JUST LIKE COH!!", could one of you (when NDA-appropriate) give a beta review written for people who don't care about that, and just want to know about the game on its merits?  Thanks. 

Just thought I'd write this now, before we get 100 variations of people acting out their COH traumas. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nissl on August 02, 2009, 02:42:09 AM
While NDA remains up, I think it's ok for me to point people to the last 6 pages on the PA forums since a Cryptic dev posts there.  A bunch of people in "new shiny" excitement phase, but wade through that and there is also some very interesting info about the current state of grouping, balance, combat design, world layout, skills, etc.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 02, 2009, 03:05:33 AM

I look forward to posting my thoughts as soon as the gag is removed.

It seems fairly obvious it's not going to be like CoH because, well, they sold CoH and could now potentially get sued for copying the mechanics. That and second system effect of course.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nissl on August 02, 2009, 03:09:48 AM
Wouldn't have expected the hostility after F13 lined up opposite PA in WAR.  But suit yourself.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bzalthek on August 02, 2009, 04:40:57 AM
I'm not a PA hater, but there's something really, fundamentally wrong with their forum community.  I'm a Internet Vet(tm) and nothing really phases me anymore, but there's this... vibe?  over there that while I can't put my finger on it, just sorta creeps me the fuck out.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on August 02, 2009, 09:29:46 AM
If it were just CoH v2, I'd be happy to sign up for a few months, mess around creating a few characters up till the middle levels, then wander off to do something else.

The best thing about CoH is that it doesn't have illusions of grandeur, it is trying to be a game, not a lifestyle.


But CO isn't really half as much like CoH as people keep saying.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 02, 2009, 06:18:06 PM
People need to stop calling this shit "micro transactions". Spending $10 for a server transfer is NOT a fucking micro transaction. This is worse than people calling all online games MMOs.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hayduke on August 02, 2009, 07:19:14 PM
No problem with PA here, other than the terrible comics.  But it's just too big to lurk on or join.  And those last six pages on the CO thread there are mostly twitter-style updates on how far along their downloads are (31% now... omg 56%... holy crap 77%), links to their heroes, or statements that the game rules but :nda:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 02, 2009, 07:39:52 PM
Note:  out of the hundreds of cranky COH grognards who are just salivating for the moment that they can type "ITS JUST LIKE COH!!", could one of you (when NDA-appropriate) give a beta review written for people who don't care about that, and just want to know about the game on its merits?  Thanks. 

Sure.

I still enjoy CoH/V and I don't have any issue with Cryptic. So I won't be going with the Jackhate "he personally nerfed Regen 300 times and said our tears tasted like rainbows on his tongue then went off to make a new game leaving me all alone" route.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 02, 2009, 10:27:03 PM
I try to be fair in my fanboism.

I like CoH/V, but dammit if the last few issues haven't been misfires.

I like Cryptic, but I'm willing to call them when they do stupid stuff.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on August 03, 2009, 10:31:55 AM
So which version is everyone getting, 360 or PC? 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on August 03, 2009, 11:21:33 AM
So which version is everyone getting, 360 or PC? 

It's only coming for the PC in September.

Gamestop says March for a 360 version, but that looks like a placeholder. I suspect that will depend greatly on how well the PC version does. Conan was announced for console and there were some pretty solid hints about Warhammer--like showing it running on a 360. But as we know, plans change.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on August 03, 2009, 12:21:23 PM
I think the 360 version really depends on banging out patching stuff with microsoft. Apparently the requirements for xbox live patches for games is one of the big sticking points for MMO's games on the 360 and for games that have both PC and 360 versions not being able to play together on the same servers.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 03, 2009, 12:22:44 PM
Apparently the requirements for xbox live patches for games is one of the big sticking points for MMO's games on the 360
Also, how the hell do you cram an mmo interface onto a gamepad?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on August 03, 2009, 01:26:12 PM
Honestly a 360 controller has enough buttons if setup well. Also the 360 has a keypad attatchment to the controller that could be used for yet more options. I still cannot see myself really playing MMO much on a console. I use my console and PC for different games such as I almost never play a shooter on a console the mouse keyboard interface is just so much more natural.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 03, 2009, 02:14:46 PM
In EQ2 I have seven hotbars, in AoC I have five and I'm running out of room. The 360 has 70 buttons?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nissl on August 03, 2009, 02:27:37 PM
Quote from: Sky
In EQ2 I have seven hotbars, in AoC I have five and I'm running out of room. The 360 has 70 buttons?

I figured that was a big part of why they were limiting players to having 7 skills available at once (think they're expanding it slightly now). Face buttons, then trigger+face buttons. I'd assume stuff like buffs and consumables is going to be very limited.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on August 03, 2009, 02:43:45 PM
It sounds like Phantasy Star Online only with superheroes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 03, 2009, 07:04:00 PM

I would expect there will only be a 360 version if the PC release sells very, very well. And since I don't believe it will (superhero games are niche to begin with) I wouldn't wait on it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on August 03, 2009, 07:19:30 PM
In EQ2 I have seven hotbars, in AoC I have five and I'm running out of room. The 360 has 70 buttons?
D,DF,F+P

but really it's not like games haven't cracked this issue of 'million moves and only so many buttons' ages ago.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 03, 2009, 07:42:24 PM

Yeah, you can have 2^the number of buttons. However in practical terms a console owner probably expects one button to have a single function?

Certainly the designers think so as all the console friendly MMO's (The Agency, DCUO, CO) have extremely small action bars.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 03, 2009, 07:51:54 PM
Paging schild, lifetime sub alert!

https://www.champions-online.com/exclusive_specials (a dev says elsewhere this is USD 200)

Interesting point in there is that STO closed beta apparently begins "later this year."  This surprised me, as I always got the sense when listening to the STO devs talk that it is still very early goings over there. 

If closed beta is delayed, expect calls of "consumer fraud" and "I'll sue!"  :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on August 03, 2009, 07:56:44 PM
However in practical terms a console owner probably expects one button to have a single function?
I guess it'll depend on what games they usually play. I mean, it's not unusual foe games to have the same button launch weak attack or a powerful one or something yet different depending if it's tapped quick, held down to "charge" or double-tapped, or whatever. And then you have the fighting games with their idea of using stick movement and buttons in combination to execute wide array of "skills". Both these concepts are probably more familiar to average console owner than PC-only MMO player, when you think of it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 03, 2009, 11:19:13 PM

Well, Conan tried to do the movement plus key presses for varied actions. However I think that, and the idea of charge powers, probably work a lot better on a low latency console than on a MMO server in another country. Though CO are using the "tap" and "charge" model on at least some powers.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on August 04, 2009, 12:11:14 AM
Quote
Certainly the designers think so as all the console friendly MMO's (The Agency, DCUO, CO) have extremely small action bars.

Including "action bars" in a console game is failure.

There are very few console games where one button only performs one function. Hell, even in super Mario 'B' is both accelerate and fireball. However trying to map a console controller onto PC-style hotkeys is just dumb.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 04, 2009, 12:39:37 AM
ChampO was being played using an Xbox 360 controller at a lot of the demos.

Everything else is :nda:.

Hmm, lifetime sub worth approx 1.5 years worth of sub fees. How much do I trust the potential of ChampO?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 04, 2009, 12:43:58 AM
I want to know your perspective on this too.  :grin:  Luckily, the promotion runs through August 31, so I can wait til the NDA drops to hear your review. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 04, 2009, 01:09:04 AM

The fact they're offering a lifetime sub is all the clue you need. It's only going to be offered by games that need cash up-front and / or are worried about retention.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 04, 2009, 01:18:49 AM
 :roll:

I've seen that gem trotted out on several sites now.  I don't want to get in a long debate about business school 101, but lets just say that other valid reasons to do something like that exists. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on August 04, 2009, 01:47:55 AM
I'd like to hear a couple of those reasons because to me offering a lifetime sub is admitting up front that people won't stay subscribed for very long. And really the whole point of an MMO is the recurring revenue model.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 04, 2009, 02:00:32 AM
That is the whole point, but you just can't assume that "if people liked our game, they'd stay forever, therefore lifetime subs is a bad decision for a quality game."

I am sure Cryptic has market research and other data indicating what the average retention time is in an MMO.  Even for a relatively "successful" MMO (WoW, of course, skews all data points).  It may be that an 18 month sub exceeds that.  It may be that they have calculated that really enthusiastic lifetimers, even if they exceed that timepoint, are more likely to dual-box.  It may be that you can count lifetimers in any "sub" count, thus boosting p.r. potential even when "monthly" subscribers are dipping.

In short, there is plenty of room for explanations other than "We're doomed, must trick people NOW!"  


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on August 04, 2009, 02:16:49 AM
Quote
I am sure Cryptic has market research and other data indicating what the average retention time is in an MMO.

I'd actually be very surprised if they had any data like this beyond CoX.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hutch on August 04, 2009, 05:33:52 AM
Meh. Hellgate:London offered lifetime subs when they launched. So did LotRO.

One of these games is still with us, and apparently healthy enough to create expansions and other content additions. The other one was Hellgate: London.

I don't think we can predict failure or success based on this one data point.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 04, 2009, 09:09:25 AM
Note: I'm not in the beta, the below is complete speculation on 2 non-nefarious reasons why an MMO might seriously toy with the lifetime sub idea.

#1
If I'm setting up an MMO and I know my game won't have enough content at launch to hold people more then a couple months, and the last time I launched people crucified me for make the game too grindy, I might start looking at whether I could keep my business afloat based upon re-subs.  I would, understandably, be even more concerned about my business model if I intended to provide semi-frequent free content updates (which seem to becoming more common in this industry).  Also, being an MMO, I would be understandably worried about what impact a low-population server would have on the appeal of the game - thus getting people to re-sub/return would be something that I'd really like to encourage.

One mitigating strategy I might employ would be to create a subset of my population that had absolutely no barrier (other then download) to return during my semi-frequent free content updates. A lifetime sub seems like a nice way to define that subset of the population.

#2
If I had previously released a game where I gave periodic subscriber appreciation rewards, that were pretty popular, I might think that a portion of my playerbase might be interested in getting these rewards without having to worry about whether they were subscribers or not.  Such a subsection of my customers might even be induced to pay a larger amount upfront - which would make my launch look much better, financially speaking.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Pendan on August 04, 2009, 09:27:21 AM
I am less concerened about what doing a lifetime subscription means to a companies financies than I am about what doing a lifetime subscription when NDA is still up means to the quality of product. Adding beta access to Star Wars for paying them money now also adds to my concern they are trying scam money on a crap product while NDA still up.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 04, 2009, 01:15:14 PM
I'd like to hear a couple of those reasons because to me offering a lifetime sub is admitting up front that people won't stay subscribed for very long. And really the whole point of an MMO is the recurring revenue model.

@Pendan: In my previous post, I was attempting to offer credible reasons in response to this thread, not trying to convince a gamer why they should care about an MMO companies profitability.  I'm not sure I succeeded, but I thought I'd give it a try anyway.

The 8 extra slots are nice if you are the type of player that creates a large number of alts.  As far as tying it to Star Trek Online - they're just borrowing a page from EA/SOE's book, I'm not sure why this cracks up the concern about it being a scam.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Pendan on August 04, 2009, 03:30:43 PM
@Typhon my post was not in reaction to anything you said previously.

As for STO, if NDA were down then it would just be a bonus to the life time account to CO. With NDA up it is hurry now and buy before you learn the truth or you will miss out on the limited time offer for STO beta.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 04, 2009, 07:42:38 PM
The lifetime sub thing isn't a complete surprise, given that they offered lifetime subs to STO as contest prizes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: AutomaticZen on August 04, 2009, 11:09:25 PM
Random divergence:  I thought Trippy hated the @Name thing?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 04, 2009, 11:37:10 PM
Random divergence:  I thought Trippy hated the @Name thing?
Yes I do, thanks for pointing that out to me.


@Typhon my post was not in reaction to anything you said previously.
THIS IS NOT FUCKING TWITTER:

http://forums.f13.net/index.php?topic=17257.0


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Pagz on August 04, 2009, 11:58:17 PM
Quote from: h2orat
NDA is still up until Open Beta - it will be very clear when it's no longer active. (http://forums.champions-online.com/showthread.php?p=620267)
It'll be good to see what people here think of it. August 17th should be interesting!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 05, 2009, 12:38:39 AM
Character Creator ahoy?

http://forums.champions-online.com/showthread.php?t=26648

Smart move.  I can see something like this getting a lot of people interested who weren't before.  Bonus if you can upload this character into the game itself without re-creating. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 05, 2009, 06:41:22 AM
Random divergence:  I thought Trippy hated the @Name thing?
Yes I do, thanks for pointing that out to me.


@Typhon my post was not in reaction to anything you said previously.
THIS IS NOT FUCKING TWITTER:

http://forums.f13.net/index.php?topic=17257.0


Apologies. Only reason I used @ is because I quoted Margalis but was talking to Pendan and was too lazy to double-quote.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 05, 2009, 06:48:30 AM
Such is the folly of man.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 05, 2009, 08:02:29 AM
So, is anyone actually going to take advantage of any of their subscription deals?  Not the lifetime one, of course, because that spells certain doom, right?  

Also - I have never twitted or facebooked or myspaced in my life and had no idea that is where those thingies came from.  I thought the @whoever was sort of a clever shortcut, though.  Of course, I'm not known for my taste, my attention to new fads or my cleverosity.

PS  I don't think it's clever anymore because I have noticed it being used on Big Brother forums.  Yes, I'm addicted to Big Brother. 
My shame.  But most of the fans on forums aren't very clever.  Not like us.  Oh no. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on August 05, 2009, 10:05:15 AM
Re: Lifetime subs

If we assume that the average sub length is 6 months (at least you hope it is - if your game is averaging less than 6 months, you're probably fucked), then the $200 lifetime sub price means you get over 13 months worth of revenue out of that player upfront. Upfront money = GUD. Now, let's say the lifetime guy plays heavily for 3 months, his play time tails off for months 3-6 and then after month 6 he stops playing regularly, only popping back on for patches or expansions. Suddenly, he costs almost nothing to maintain, plus he is a potential marketing goldmine because when he returns he either brings new friends in or possibly brings old friends back.

For the relatively few numbers that will sign up for the lifetime membership, you get a whole lot of benefits as a company.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on August 05, 2009, 04:24:38 PM
Brilliant move on Blizzard's part then by not having a lifetime sub; I would guess that many, many folks have stayed subbed over the four plus years of WoW's existence.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on August 05, 2009, 04:27:01 PM
I bet WAR could have made a mint with lifetimes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on August 05, 2009, 04:35:31 PM
I bet WAR could have made a mint with lifetimes.

Agreed.  They would have gotten about three of my friends but not me; I demo'ed it at Origins and knew right away it felt 'off'.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 05, 2009, 04:54:59 PM
Also - I have never twitted or facebooked or myspaced in my life and had no idea that is where those thingies came from.  I thought the @whoever was sort of a clever shortcut, though.  Of course, I'm not known for my taste, my attention to new fads or my cleverosity.

Same, same and same here.  Also, I didn't realize it was a no-no on f13, but I do now!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on August 05, 2009, 06:06:31 PM
The @stuff predates Twitter - it was used extensively on VN* back in the DAOC trash talking days.

*This is of course another good reason to ban it forever.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on August 05, 2009, 07:12:14 PM
I used the @ thing before twitter as well.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 05, 2009, 08:04:52 PM
Brilliant move on Blizzard's part then by not having a lifetime sub; I would guess that many, many folks have stayed subbed over the four plus years of WoW's existence.

If Blizzard knew then what it knows now, I think they probably would have done a lot of things differently. If EQ had offered a lifetime sub, I'm sure they would have considered it.

Blizzard will offer lifetime subs on their next title and could get away with charging $500 for them. Entire guilds would pay it.

Or they could charge $20 a month for sub fees. Or go fully microtrans. Or offer a mix. It's Blizzard.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 05, 2009, 08:08:39 PM
I've come to the conclusions that my fears about every AAA game going MT in the future is wrong.

They will all be BOTH full-price subs and MT.  Why choose one or the other when you can do both?  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 05, 2009, 08:10:04 PM
I used the @ thing before twitter as well.
I don't care. Stop it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on August 05, 2009, 09:09:07 PM
They will all be BOTH full-price subs and MT.  Why choose one or the other when you can do both?  :awesome_for_real:
Why stop there when you can have MT and *multiple* full-price subs so your players can skip playing parts of your game :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 05, 2009, 09:23:55 PM
Someone hold Trippy.  Not me!  He seems a little bit rummy lately and I'm a-scurred of him today.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Soln on August 05, 2009, 09:44:50 PM
I've never Twitter and I used it back on CompuServe days.  Regardless, I got the message. :heart:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 05, 2009, 09:47:30 PM
He banned someone for teasing him using the 'at' symbol.  He really, really hates it.  Sometimes you just have to learn not to push that one button.  Even I'm smart enough to not be a smart-ass about it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 05, 2009, 09:59:47 PM
I don't think that person was really banned.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 05, 2009, 10:14:57 PM
It was short, but I believe there was.  Even if it's smoke and mirrors, I believe.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 05, 2009, 10:24:06 PM
Teleku did in fact get temp banned for being a smartass.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Koyasha on August 05, 2009, 10:41:31 PM
If Blizzard knew then what it knows now, I think they probably would have done a lot of things differently. If EQ had offered a lifetime sub, I'm sure they would have considered it.

Blizzard will offer lifetime subs on their next title and could get away with charging $500 for them. Entire guilds would pay it.

Or they could charge $20 a month for sub fees. Or go fully microtrans. Or offer a mix. It's Blizzard.
If EQ had offered lifetime subs I don't know if I would have bought one, but looking back on things, even right now, today, having not played in a long time, I would wish I had bought two.  It would make it easier to go back for just a little bit, screw around for a week or two, whenever I get nostalgic for it, which I do quite often.

Interestingly for Sony and any other games that offer veteran rewards, one of the things that prevents me from coming back anymore is veteran rewards.  It discourages me that I won't have the rewards for all the time I wasn't subscribed.  I wonder if rewards like that retain more than they keep away.  After a certain point for me it's just not worth going back because I don't have all the cool rewards.  It also hurts when you have multiple accounts that you didn't buy at the same time.  Again in EQ, I have an account I started at launch, one started somewhere in the late Kunark or early Velious Ages, and one started days before the Planar Age.  The last one is the one that the character that became my main is on, and when later on, they introduced veteran rewards and things that are related to your account/character's creation date, it really, really dissapointed me that I couldn't get them on my most significant character.

I strongly feel that any game that's going to offer rewards for staying subscribed should let you back-purchase old rewards so that if it is important enough to you, you can pay them extra and get the old rewards.  Also, I feel that it's important that they announce that there are/will be such rewards at launch and not several years later, so you can plan accordingly.  If you get to an 'I like this game but I'm gonna take a break' point, knowing that there will be veteran rewards may make a difference in your choice as to whether to stay subscribed or not.  Perhaps you feel the rewards are worth the money even if you're not actively playing.

On a slightly related note, one of the things I strongly support microtransactions on is for time-limited stuff.  Such as something that's available only during X time period, like during a holiday.  If I can pay a couple of bucks and buy something that was only available during halloween or during a specific event on a specific year or something, I might do that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 06, 2009, 07:39:09 AM
Trippy, I'm not sure how this post will ever get your attention without using the @ symbol in front of your name. How will you ever realize this paragraph is intended for you to read? I think it's outrageous you are depriving people of the ability to talk to each other within a thread.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 06, 2009, 07:55:34 AM
Trippy, I'm not sure how this post will ever get your attention without using the @ symbol in front of your name. How will you ever realize this paragraph is intended for you to read? I think it's outrageous you are depriving people of the ability to talk to each other within a thread.
I banned Teleku for being a smartass. I will ban you other smartasses too. I HAVE NO SENSE OF HUMOR REGARDING THIS MATTER.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 06, 2009, 08:25:41 AM
HAO DID U KNOW? UR SYKIK!  :why_so_serious:

My point, for your unhumourousness, is that it's silly to use the @ symbol, when not using it still prefaces the motherfucking sentence/paragraph/reply with the person's name. I agree witchu.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 06, 2009, 11:01:00 AM
Powersets (http://www.champions-online.com/power_sets) section of the CO website recently updated with Ice.  I hadn't seen that this section was finally populated with content (first update was July 28), so I found it interesting to get some concrete info on how the breakdown between building powers and consuming powers worked out.

I wish the NDA would lift as I'm leaning toward being excited about another super hero game, but I rather not waste my time if it's not as least as good as CoH.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 06, 2009, 12:02:45 PM
I've always figured it was going to be exactly like CoH. I don't think that's a bad thing, I just hope they tweak the formula a bit to cut down on repetition.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on August 06, 2009, 02:59:10 PM
I know they're going for the minimalist, arcadey style combat, but are those skill sets listed complete? They seem pretty short and generic.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on August 06, 2009, 04:19:14 PM
Ice burst looks a little, ah, suggestive.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on August 06, 2009, 04:58:49 PM
For that matter so do ice shards...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 06, 2009, 08:58:24 PM
For that matter so do ice shards...

If your penis looks like that, please see a doctor about it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on August 06, 2009, 10:29:05 PM
Not exactly the penis itself; but what bursts out of it, welp :drill:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 07, 2009, 11:21:32 AM
Using Ice Burst leads to Ice Shards...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ashamanchill on August 07, 2009, 12:19:42 PM
Using Ice Burst leads to Ice Shards...

Hahaha.  I'm sure there's room for some joke about snowballs in there too.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 08, 2009, 07:48:32 AM
The gadgeteering power set looks pretty entertaining: http://champions-online.com/node/112713

Quote
Experimental Blaster is a weapon of your own invention that fires a beam at your target, dealing damage and sometimes having other more. . . unpredictable effects.
Tap
Single target particle damage
1% chance to turn target into a teddy bear for a short time
:drill:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hayduke on August 08, 2009, 11:43:39 AM
The gadgeteering power set looks pretty entertaining: http://champions-online.com/node/112713

Quote
Experimental Blaster is a weapon of your own invention that fires a beam at your target, dealing damage and sometimes having other more. . . unpredictable effects.
Tap
Single target particle damage
1% chance to turn target into a teddy bear for a short time
:drill:



Yeah AD&D used to have that.  Fea's Flesh-to-Plush.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Soln on August 08, 2009, 12:05:36 PM
Sorry, I haven't been paying attention at all.  Still confused why anyone cares.  How is this game just not CoH? 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 08, 2009, 12:29:30 PM

I'd like it more if it was CoH refined. But it isn't, it's a very different game. Of course the specific differences are  :nda:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jimbo on August 08, 2009, 06:24:27 PM
Yep, so much  :nda: I wish I could answer the questions you all are asking but not till they drop it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 08, 2009, 06:25:21 PM
Stop it with the :nda: before I smack all of you. It won't be long now and then you can blab all you want.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 08, 2009, 11:28:05 PM
Sorry, I haven't been paying attention at all.  Still confused why anyone cares.  How is this game just not CoH? 
This game looks less similar to CoH than most MMOs look to Everquest. And there are some of us who would be pleased with a CoH 2.0.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Big Gulp on August 09, 2009, 08:05:11 AM
Stop it with the :nda: before I smack all of you. It won't be long now and then you can blab all you want.


Jesus, man.  I don't know if someone pissed in your Cheerios lately, but take a damned break if you need to.  The boards will still be here when you get back. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 09, 2009, 10:41:37 AM
http://forums.f13.net/index.php?topic=13793.0


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on August 10, 2009, 09:26:16 AM
This game looks less similar to CoH than most MMOs look to Everquest. And there are some of us who would be pleased with a CoH 2.0.

I'd be among them. 
 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on August 10, 2009, 09:27:23 AM
This game looks less similar to CoH than most MMOs look to Everquest. And there are some of us who would be pleased with a CoH 2.0.

I'd be among them. 
 

All of this.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 10, 2009, 10:38:41 AM
I pre-ordered this weekend.  Now I'm wondering if i"m likely to play for 6 months.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 10, 2009, 06:57:35 PM

I'd love a CoH version 2. Paragon are trying to refresh the live game but that's a pretty tall order.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on August 10, 2009, 07:01:52 PM
Has any game reallly done a real refresh? Something that really made it feel like a new game?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 10, 2009, 07:12:16 PM

I suspect SWG probably qualifies, but not as a very good argument in favor.

CoH is pretty weird though because I as understand things cryptic were running it down in favor of focusing on CO. So getting more developers and actually becoming the focus of the supporting company gives them some new possibilities. Though there's just such inertia and legacy with an old game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Rake on August 10, 2009, 07:50:11 PM
Has any game reallly done a real refresh? Something that really made it feel like a new game?

I think the 2 WoW expansions made it feel like a new game in many ways.

Many characters have been changed so much that they play quite differently, and with many other changes, it's almost fair to say they have become like new games each time.

I also think Asheron's Call 2 was pretty much remade, just not instantly, but over time they replaced all the fun with so called fixes and balances.

SWG is still the one that I remember most for having a complete change for the worse.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 10, 2009, 07:58:46 PM
I don't think a "revamp" is ever going to turn an elderly game (and for this genre, 3 or 4 years is elderly) with rather average numbers into a smash hit.  Could a fresh infusion maintain sub numbers or slow the natural rate of decay?  Probably, but potential new customers are always going to gravitate to the new shiny- there isn't a daunting barrier to entry on day 1 like there is on day 1,100. 

As to COx specifically, a few grognards will claim CO "sucks" and stay forever- but between CO and DCUO later, COx isn't going to be growing anytime soon. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Koyasha on August 10, 2009, 08:05:27 PM
Some MMOG's no longer feel like the same game, but I don't think any have done a revamp sort of thing where everything feels drastically different through and through.  Then again, most MMOG's don't feel drastically different from each other, and the same sort of things that differentiate them from each other are the sorts of things that can change over time.  EQ circa 1999, EQ around 2005 and EQ today seem as different from one another as say, WoW and Warhammer, on the surface.  Which is to say, not really much at all, except for the specific classes and mechanics, all of which tend to change over time within the same game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 10, 2009, 10:45:16 PM
As to COx specifically, a few grognards will claim CO "sucks" and stay forever- but between CO and DCUO later, COx isn't going to be growing anytime soon. 
It's not growing now :awesome_for_real: :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 10, 2009, 11:04:02 PM
CoH/V is on a slow roll downhill. Perhaps Going Rogue can pull back some players, but pending the greatest game expansion ever I can't see CoH/V growing again in the long term. The only thing that has kept CoH/V revenue rolling in at high levels for the player base size has been those booster packs.

The player-content / Mission Architect system has turned into a massive powerleveling and farming warehouse and I16's proposed ability to let players customise their mission difficulty even further is just going to compound this. I14 and I15 were mishandled.

At some point NCsoft is going to cut the major development cord of CoH/V. If GR doesn't do well, I'm guessing it will be then. At that point either Paragon Studios is going to trot out its next MMO title (to justify a continued budget and so that it doesn't have all of its eggs in one basket) or their will be a bunch of superhero MMO devs looking for work. Either way I'm sure I'll find the CoH/V forums more entertaining then they currently are.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 11, 2009, 09:05:52 AM
Has any game reallly done a real refresh? Something that really made it feel like a new game?
EQ2, no?

Maybe it's not drastic enough, since it still probably felt like EQ2.5.  But the base was fine, it was the systems which needed an overhaul.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on August 11, 2009, 09:39:47 AM
If you were to compare it launch and now, I'd go for EQ2, but it's been a gradual change. And it still feels to me like EQ2.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on August 11, 2009, 11:03:43 AM
The player-content / Mission Architect system has turned into a massive powerleveling and farming warehouse

That should not surprise ANYONE who has watched MMOG's for any length of time.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 11, 2009, 11:53:37 AM
Has any game reallly done a real refresh? Something that really made it feel like a new game?
EQ2, no?

Maybe it's not drastic enough, since it still probably felt like EQ2.5.  But the base was fine, it was the systems which needed an overhaul.

I would say that AoC's new stat and item revamp is pretty close.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 11, 2009, 12:40:46 PM
Nah, AoC didn't 'feel' different at all.  Slightly more intelligible, but nothing felt different upon my return.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Shatter on August 11, 2009, 12:57:26 PM
I would consider SWG's NGE change as the closest but not in a good way.  They overhauled combat, HAM bars, gear, professions went from 31 down to like 8 or 10, removed the Jedi unlock system and made it a starting profession, etc.  About as close to an overhaul as you get and in turn everyone left lol


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Severian on August 11, 2009, 03:24:44 PM
I didn't experience it firsthand, but my undersstanding is that Anarchy Online's Shadowlands expansion played quite differently from the game which everyone had been playing up to that point. We also have DDO going freemium (or whatever) to incorporate some drastic changes to how content is accessed, although it doesn't sound like it will change the day-to-day gameplay.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 11, 2009, 03:31:15 PM
Supernatural Powerset info released:
http://www.champions-online.com/node/121780

Interesting.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 11, 2009, 07:05:53 PM
Rebirth looks like it could be OP in team pvp situations, but other than that I like the set. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 12, 2009, 06:33:36 AM
Me too, darnit.  Now I have to decide between that and electricity.  If the lightening animations are done well, the juice will win.  ... ah, who the hell am I kidding, I'll have 10 alts within the first two weeks.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on August 12, 2009, 07:53:59 AM
I saw some of the lightning powers at a convention demonstration and what I saw looked pretty sexy. You could also change the color of the lightning and one guy was sporting some weird green lightning that actually looked very cool in use.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: bhodi on August 12, 2009, 11:58:52 AM
Cryptic Studios has announced the open beta and head start schedule for Champions Online.

* August 16th: closed beta servers wiped.
* August 17th: open beta begins, servers taken down nightly from 1am-3am PDT.
* August 24th: servers shut down at 10am PDT and wiped for early start.
* August 28th: early start begins, allowing GameStop and Best Buy pre-orders to play before the Sept. 1st launch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 12, 2009, 12:36:45 PM
I wish they'd announce the NDA drop.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 12, 2009, 01:24:51 PM
I wish they'd announce the NDA drop.

I can't imagine they would try to keep it going past the open beta beginning, but no way to know until they say, really.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 12, 2009, 02:00:48 PM
I wish they'd announce the NDA drop.
Or let us in the beta!

Is "open beta" the lame "fileplanet subscribers and pre-orders" definition of open? Because that shit needs to go away.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 12, 2009, 02:07:50 PM
I wish they'd announce the NDA drop.
Or let us in the beta!

Is "open beta" the lame "fileplanet subscribers and pre-orders" definition of open? Because that shit needs to go away.

As far as I know, yes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 12, 2009, 02:09:03 PM
7 days of Open Beta is  :why_so_serious:

They really need to call it what it is "pre-release hype week".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on August 12, 2009, 02:13:14 PM
Funny to watch history repeat itself.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on August 12, 2009, 02:52:24 PM
At least from the preview material I've seen ChampO still looks like a stronger game than DCUO but I gave up trying to reliably predict MMO quality from their preview material a LONG time ago.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 12, 2009, 04:03:17 PM
Is "open beta" the lame "fileplanet subscribers and pre-orders" definition of open? Because that shit needs to go away.
It's ambiguous, but to me the wording all seems to indicate that anyone can try to get a key, subscribers and pre-orders just get to get theirs early.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on August 12, 2009, 04:39:11 PM
Funny to watch history repeat itself.

It's not, really. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 12, 2009, 08:09:17 PM
For those thinking of preordering, GO GAMESTOP. 

You know that "anti-graviton flight generator" you get with the gamestop preorder?  Its in ADDITION to your other two travel powers. 

Quote
No timer, charge count, or cooldown. It's just doesn't perform on the same level as flight, so if you want real flight and real something else during the late game you will still need to take both.

Still handy for non-flyers until the second travel power shows up.

This is a dev quote from http://forums.penny-arcade.com/showthread.php?t=93385&page=100

So, if you want every single one of your characters to be able to fly, regardless of their other two powers- Gamestop.  I am a bit surprised that this item works this way (I assumed it was just to get flight four levels early, or get flight with a different skin).  Its frankly 100x greater than all other preorder rewards put together. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on August 12, 2009, 08:18:57 PM
You know, I never get tired of watching stupid people do stupid things on youtube. How is this any different? Too much at steak?

It's not.  I'm just being a downer because all the new MMOs are bringing nothing new to the table.  After the last 18 months of AoC, WAR and Aion (yeah, it's not even out yet) I'm simply tired of watching the 'next big thing' crash and burn.  I'm looking for something new and nothing on the horizon is offering it. 

Ultimately what's happening is that I was a big MMO player and I've grown out of them.  I believe this is the acceptance portion of the process of grief, maybe I can move on now. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on August 12, 2009, 08:22:13 PM
I'd just like an MMO that plays like a fucking game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 13, 2009, 12:26:15 AM

That schedule looks fairly carefully designed to keep both beta and "pre-release hype week" testers from getting too close to the end-game content.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 13, 2009, 01:55:21 AM
What end-game content?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 13, 2009, 01:56:19 AM
It has announced more endgame content than most MMOs.  Didn't WoW just have molten core as its single raid instance at launch? 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 13, 2009, 04:54:07 AM
It has announced more endgame content than most MMOs.  Didn't WoW just have molten core as its single raid instance at launch? 

Pfft, you could raid Strat, Scholo and BRS at launch too.  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Pagz on August 13, 2009, 06:11:03 PM
It has announced more endgame content than most MMOs.  Didn't WoW just have molten core as its single raid instance at launch? 
I'm pretty sure people said the same thing about WAR. One year later  :awesome_for_real:!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 13, 2009, 06:27:42 PM
It has announced more endgame content than most MMOs.  Didn't WoW just have molten core as its single raid instance at launch? 
I'm pretty sure people said the same thing about WAR. One year later  :awesome_for_real:!

As long as the game is actually fun to play, I don't mind repeating end game content for a while.  I'd be much more concerned about having a good enough launch so that it MATTERS if you have enough end game content.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 14, 2009, 04:11:05 PM
Quote from: http://www.champions-online.com/node/169195
Posted by StormShade
Champions Online has gone gold, baby! The press release has hit the streets today, and Open Beta is set to begin on Monday, August 17! Champions Online will be available for purchase on September 1st, 2009, and we can't wait for you all to come in and join us for a truly heroic good time!

Any news on the NDA?



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 14, 2009, 06:35:09 PM
I don't know. They kicked me out of the Beta for some reason :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on August 14, 2009, 07:23:19 PM
Not a good sign.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on August 14, 2009, 07:59:25 PM
I'm predicting that within 5 years we'll see an MMO with an NDA up past release.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Fordel on August 14, 2009, 08:05:09 PM
That was WAR, no?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on August 14, 2009, 08:09:52 PM
No, an NDA covering release.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on August 14, 2009, 08:26:40 PM
You won't even know it's released because the release will be under an NDA.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on August 14, 2009, 09:15:55 PM
Darkfall came pretty close.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 15, 2009, 08:57:25 AM
I don't think they'll be able to hold an NDA in open beta.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 15, 2009, 09:47:08 AM
They won't, the question is if they'll try.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Pagz on August 16, 2009, 04:09:17 AM
I don't think they'll be able to hold an NDA in open beta.
They've said that the NDA will be dropped when open beta begins.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 16, 2009, 05:32:10 AM
I don't think they'll be able to hold an NDA in open beta.
They've said that the NDA will be dropped when open beta begins.

Source please?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tmon on August 16, 2009, 06:30:21 AM
They are demoing this at Gencon this week and it looks pretty good, no NDA just walk up to the booth and play.   Character creation is damn near a second game, the guy demoing at the station I wandered up to spent a good 10 minutes just running through the various functions.  He said some players in Beta spend over 40 minutes making a new character.  Fortunately for me there is a random button for every option so you can use random to flip through and then lock in by section what you like.  There are achievements that unlock additional options, what I didn't think to ask was whether he was showing the day 0 stuff or what a guy who'd unlocked every achievement and reward would get.  

Combat looked fun and appropriately super heroish, 3 types of PVP were mentioned duels, league play and scenarios.  There's a PVP advancement track separate from the PVE track but you will gain a small amount of XP from PVP.  He mentioned that some folks had already asked for a way to turn off XP from scenarios.  The thing I liked was no classes as such, you can take the powers you want, he also said you could pay a resource cost to respec at any time.  At level up you can try out powers before you keep them, he demo'd that with the travel powers, the teleport one was kind of funky, from your perspective you are a glowing mass flying around the screen, from the rest of the world's perspective you are invisible until you arrive.  The swinging movement looked the most fun, it's basically Spiderman style, but they did a good job of capturing the feel of it.  

He said there's a full crafting system and it seemed like player crafted stuff would be on par with drops since he mentioned that you could have someone craft a 3 stat boosting item if you weren't getting one through drops.   He also described being able to create your nemesis at level 25(?) and then running story missions as you leveled until you finally defeated him.  Once that happened you could build a nemesis gallery, your friends would be able to join you in nemesis missions.  Im not really interested in Super Hero games and haven't followed it other than brief dips into this thread but it looks like it might be worth playing.  

Oh the monthly fee will be $14.95.  One weird thing, character names do not have to be unique, instead you will have a unique chat handle.  He seemed to think that even though the game won't be sharded that the chances of running into someone with the same name would be low.   Also there will be an AH.


Edited to add paragraphs


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 16, 2009, 07:51:15 AM
Paragraphs.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 16, 2009, 09:14:10 AM
"Open" beta for paid FP subscribers. Eh... I'm somewhat interested because I've been hearing good things through the grapevine. I just want to try it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 16, 2009, 11:45:35 AM
I've heard that if you are sent a beta code you can't cancel a digital preorder (at least through Gamestop), so the whole "pay $5 to play beta" thing won't work.  If you can get a physical beta card from a physical Gamestop, then you are only out five bucks if you don't pick up the game.

I digitally preordered from Gamestop and will take the plunge when beta starts tomorrow.  I, too, have been hearing surprisingly positive things through the grapevine.  There are some people nerdraging because their obvious broken power was made less obviously broken, but other than that I've heard enough to justify a box purchase and a month's tryout.  

EDIT:  I love how in superhero MMOs if a broken skill allows someone to gather all the mobs in a zone and kill them in one hit and its nerfed, people say "I NOW DON'T FEEL SUPERHEROIC ANYMORE!!! ISN'T THAT THE POINT OF THE GAME???"


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nonentity on August 16, 2009, 11:47:38 AM
They won't let me cancel my Aion preorder through gamestop.

This is a problem since I don't really... um... need it anymore.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 16, 2009, 04:26:23 PM
So is this a you can start at midnight beta thingy?  (not that I have much chance of keeping my eyes open)  And will someone be starting a Bat Country guild at release?  Does one exist in beta?  Am I talking bollocks?   I'll be giving it a go tomorrow at some point.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 16, 2009, 04:36:15 PM
So is this a you can start at midnight beta thingy?  (not that I have much chance of keeping my eyes open)  And will someone be starting a Bat Country guild at release?  Does one exist in beta?  Am I talking bollocks?   I'll be giving it a go tomorrow at some point.

If the servers go up around the same time they have during closed beta, I'd expect them to get going around 10am Pacific.  Of course, its the first day of open beta, so I wouldn't be surprised if we saw some shenanigans, seeing as things are never as stable as people would like when they start.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on August 16, 2009, 04:53:35 PM
They won't let me cancel my Aion preorder through gamestop.

This is a problem since I don't really... um... need it anymore.

I cancelled mine through the B+M store I preorder at.  I had him roll the $5 over to Borderlands though.  I'd call corporate over it, since you haven't actually bought anything yet.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on August 16, 2009, 05:19:44 PM
Can't 'open' beta unless you are a Fileplanet subscriber?  Whatever, unless the hype-o-meter is rock solid on :drill: I'll stay away.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 16, 2009, 05:31:32 PM
I did worse.  I preordered it not minding if it's just like CoH with different tile sets.   :ye_gods:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 17, 2009, 09:06:09 AM
NDA post:

http://forums.champions-online.com/showthread.php?p=684383#post684383

Spill the beans, closed beta people!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 17, 2009, 09:12:49 AM
http://www.canardpc.com/concours/champions/

I'll just leave this here (15,000 open beta keys)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 17, 2009, 09:13:21 AM
NDA Lifted.

Source: http://forums.champions-online.com/showthread.php?p=684383#post684383

I'll make a separate post typing up some things.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on August 17, 2009, 09:31:16 AM
http://www.canardpc.com/concours/champions/

I'll just leave this here (15,000 open beta keys)

Thanks for that, can you give me a hint as to where to get the download?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on August 17, 2009, 09:35:06 AM
Why should I care about this game?  In five words or less.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 17, 2009, 09:43:45 AM
Did you like CoH?

Same as Threash, need ze client!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 17, 2009, 09:45:08 AM
Closed Beta Review -

Instancing -  First of all, this game is heavily instanced.  This shouldn't be news to anyone following the game.  Its sharded somewhat like Guild Wars, although you don't get your own instance.  The tutorial (where you first spawn), has a very low limit, something like 15 players before it spawns a new instance, the conflict zones that you go to next are something like 25, and after that I think its something like 125.  On the closed beta forums, they've said they are still tweaking the exact number of people that will be max per instance, a lot of people have been asking for more.    From my experience, I generally didn't feel too lonely with the 125 limit, even though the zones are fairly large.   It also does help with performance.  I'm a really big proponent of open worlds in MMOs, so this is a bit of a down side to me, but within the context of CO, it actually functions pretty well.  You can change the "shard" you are in at any time, which should make finding and playing with friends somewhat easier.


Character creator - This is the big one I guess.  For my part, I think it doesn't disappoint.  There are a TON of options for creating your character.  In addition to costume choices, there are a lot of sliders for face and body shape too.    Some people that have played CoX more than me have said they are a little disappointed with the selection, however, I don't have that experience to compare to.  Also, CoX has been out a hell of a long time, so we'll see more costumes I assume.  When you create your character you can choose a prebuilt template like "Might" or "Fire", or you can choose custom framework (which I suggest doing), and then you can choose your energy building power, and one other power.   You also choose your starting stats during character creation, though you have to choose from available blocks of stats, rather than assigning points.  Overall, there is hours and hours of fun just to be had in the creator.  Once in game, you can visit tailors to change your costume, and you can change the color of your powers at any time you like by opening up your powers window and just changing it.

Combat - The combat is fun.  A lot more fun than most MMOs I've played.  In my opinion, the energy (actually called endurance, but i keep using the word energy) building and using mechanic actually keeps combat fairly dynamic, even at early levels where you only have a couple abilities.  It isn't totally revolutionary, but it is more interactive than the "kick each other in the shins until someone wins" variety.  You can also move and use a lot of abilities, so you can't going to get stuck standing still casting most of the time, though there are some abilities I've come across that make you stand still while casting.  Also, there is blocking.  it probably doesn't sound like much, but you hold down shift to actively block, which pretty drastically decreases incoming damage.  It helps to make combat a lot more interactive, as you learn when enemies are going to use their more powerful abilities, and can block the heaviest of their attacks.   Combat, in my opinion, is one of the stronger aspects of the game.  Its a pretty big selling point for me, because actually PLAYING the game is fun, it doesn't have to be about filling up a bar, or finishing a quest or whatever, because I often found myself just going out and killing random things because, darn, thats cool.

Crafting - I really haven't gotten into crafting much, so I can't comment too much one it.  There are 3 types of crafting, and 3 specializations  within each, I think.  The system seems fairly run of the mill from what I can tell, but you'll need to get someone else's opinion on this.

PvP - There are some major PvP balance issues at this point.  The actually PvP formats of (effectively) arena type combat aren't terrible, but there are some abilities that are just WAY better for PvP than others.  I guess that isn't really a problem, but its going to be a tricky balancing act if they want to try and balance powers for both PvP and PvE.  That in itself isn't really news in an MMO, however, without the class system, you are also dealing with balancing tons of combinations of powers that can't necessarily be predicted, so its going to be extra messy if you ask me.  Still, with combat itself being very solid, PvP is quite fun, as long as you aren't using gimpy powers.

PvE - This is a quest based game, big time.  Quests give large chunks of exp, while killing/ farming guys for exp gives very little by comparison.  The quests are generally of the normal MMO variety.  They story of each zone is told through the quests, so if you like story line, the quests are pretty good in that regard, but if you just view them as an exp treadmill, you'll probably find them very average.  I haven't done much grouping, only a couple times for some tougher quests (and i could have soloed those had I been so inclined), but my understanding is that it is a point of contention that there might not be enough "group content".  I can't really speculate, as I never got to a very high level in beta on any of my characters, as I preferred to make lots of alts to try out different power sets and play with the character creator, rather than spend my time leveling up one character.    Again, the combat comes into play here, as I find the combat fun, it carries the PvE content of the game, even when the quests themselves are fairly humdrum.  Oh, also almost forgot to write, there is a public quest system very similar to WARs, that works pretty well.  

Graphics / Sound -  Like both.  They do a good job getting across the feel of a comic book.  You've all seen videos and screenshots (probably), so there isn't a huge amount to say here, but the game does look darn nice in motion.  The game is a bit taxing on my 2 year old system, and I have to turn of AA to get performance I like, but newer computers shouldn't have a problem running this.  If you don't like the outline look, there is an option to turn it off, as I've heard some people really prefer the game without it.   The voice acting can be a little shoddy at times, but its forgivable as far as I'm concerned as isn't really a deal breaker for me at all.


Ehh, thats all for now I guess.   My opinion of the game is fairly high.  It doesn't do anything groundbreaking, but the game is plain fun to play in my opinion, and thats more than I can say of other MMOs that I've admittedly sunk many many hours into.  I have pre-ordered a copy and will be buying the game on release, if that is any indication of my opinion of my my closed beta experience.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 17, 2009, 09:46:11 AM
Fuck five words or less!  (http://unsubject.wordpress.com/) :grin:

Conclusion:

- ChampO is a mix of CoH/V, Guild Wars, WoW and WAR and comes out sometimes feeling weird as a result, despite some great ideas. It is definitely a take-it-or-leave-it title.

- Someone on the forums described it as a massively multiplayer beat'em up where you build your own character. That's about right. Personally, I like this a lot.

- It falls down in teaching players how to play the game - lots of neat parts of this title are hidden / take time to figure out, so that some players might not see the best this title has to offer before they ragequit. Limited game content is going to be an issue at launch. Also, there will be bugs.

Combat:

- Generally pretty fast with few attacks that root and few attacks (at least at the lower levels) with long cool downs.

- Depends on building your Endurance up to a level where you can use your powers, but this can be toggled on against a target making your life easier. Taking specific power combos or certain advanages on powers can made Endurance building very easy.

- Run-and-guy and active blocking are key features; moving out of certain attacks when you see visual cues and blocking the ones you can't get away from are important to survival.

- Pretty flat power curve (or at least that's the aim) so that enemies that con grey might still pose a risk in numbers.

Crafting:

- 3 different crafting types (Arms, Science, Mystic) that each have 3 specialisations. You can only be the master of one crafting type and I think you can master all three specialisations within that type but it takes time. Specialisations were implemented very close to open beta.

- You collect the relevant resources from nodes, buy blueprints from vendors and click the button to craft (which uses up the resources but not the blueprint) at crafting tables.

- To gain skill levels in crafting you have to 'Experiment' on (i.e. disassemble) items as well as build them. The aim is that this removes trash items from the game since you may as well take it apart.

Character:


- Character customisation is fantastic. Character advancement is pretty quick (although just-prior-to-open-beta patching might have changed this).

- You can choose powers from any framework, although more powerful abilities require either specialisation (to get them sooner) or waiting. Defensive powers took a nerf just before open beta so the wripples of that choice are still being felt.

- There are talents (stat-boosting advantages with an RP flavour), powers, advantages (that are assigned to powers), travel powers and super stats. Good luck in fitting it all together on your first try unless you read a guide first.

- Power replaces let you change the appearance and effect of one power with another. Apart from at the tailor, good luck in finding them.

- Major point: character flexibility sees huge gaps between the gimped and the overpowered due to power selection. If you think one character is gimped, try another character.

Communication:

- System has some nice touches (linked to forum PMs, can be linked to Twitter) but these are mostly fluff.

- The core system is functional but it doesn't make it easy to communicate to others or to team up. A bit of a weakness.

Content:

- There are only 5 zones at launch. They are biggish zones and they do have instances / team-based sections, but saying "5 zones" is the truth. Especially since there are really only two options in going through them (do I go from the tutorial to Canada or to the Desert?).

- Missions are fairly standard, but their are some nice ideas like missions that come to you or ones that you can discover by clicking on items.

- Public missions are in, while each zone has a crisis mission that is about some kind of disaster in the area.

Collectables:

- There is loot. There are a number of different types of loot to try to make loot more thematically appropriate to a superhero MMO, but if you are just looking at their output you really won't care if you are using magic loot and science loot and arms loot together.

- Perks are ChampO's equivalent to CoH/V's badges.

- There are apparently power replaces you can find outside of the tailor that will change how powers look and what they can do.

Competition:

- PvP is scenario-based. You click on the queue and pop into the area when it is ready. PvP combat is pretty quick but there will be killer builds in short order.

Community:

- Those who wanted CoH/V v2.0 are disappointed. Overall the mood seems very optimistic, but we'll see.

Contingencies:

- Power Houses are fantastic ideas: they serve as instances where you can buy powers, test them out in a training room then respec them out if you don't like them.

- There is only one server, but multiple shards you can flip between for each zone map.

- Cryptic appears to have crunched on this title since December 2008. Major changes to systems were still being patched in just prior to open beta.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 17, 2009, 09:51:19 AM
http://www.canardpc.com/concours/champions/

I'll just leave this here (15,000 open beta keys)

Thanks for that, can you give me a hint as to where to get the download?

fileplanet.com and input it as a preorder key


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 17, 2009, 09:55:55 AM
Why should I care about this game?  In five worlds or less.

Okay, the five word version:

Wait unless you love superheroes.

EDIT: I enjoy this game for what it is and am thinking of buying a lifetime sub, but for veteran MMO players I think a lot of players are going to find it a bit spartan in terms of content. I'd suggest checking what Cryptic does with it in 3 months time. There are also unanswered questions about what Cryptic Bucks and the Cryptic Shop are actually going to offer.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on August 17, 2009, 09:57:47 AM
Since people won't be locked out of getting names they want, waiting seems like a good idea.  If the game turns out to be good, there doesn't seem to be any downside to joining a month or two down the road.  At least, that's the way it looks from here on the sidelines.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 17, 2009, 10:02:12 AM
Oh look.  There are open keys everywhere now.  I got one in the mail and sent it away.  Everyone should play for a day and then not care.  Or backwards that.  I love superhero games.  Well, the one I played, anyway.  Still, I'm not prepared to care.  Eventually, they all turn on you.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 17, 2009, 10:02:33 AM
Why should I care about this game?  In five worlds or less.

Okay, the five word version:

Wait unless you love superheroes.

EDIT: I enjoy this game for what it is and am thinking of buying a lifetime sub, but for veteran MMO players I think a lot of players are going to find it a bit spartan in terms of content. I'd suggest checking what Cryptic does with it in 3 months time. There are also unanswered questions about what Cryptic Bucks and the Cryptic Shop are actually going to offer.

Seconded.  If you fall within the specific target audience of this game, you will love it to death.  Otherwise, its a average to slightly above average MMO on its own merits.  It has a lot of potential though, and it could really take off depending on where Cryptic goes next.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 17, 2009, 10:02:59 AM
Just tell me if it's just like CoH with different tile sets!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: jason on August 17, 2009, 10:03:46 AM
One question: I know character names are not unique, and that only your chat handle has to be unique, however, can you have two characters with the same name on the same account?

Example - I create a guy and name him "The Muffin Man". I love the name, but I pick a bad combo of powers.  Can I create another "The Muffin Man" or do I need to delete my old one first?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Pendan on August 17, 2009, 10:05:29 AM
My 5 word review: It failed to grab me.

Slightly more words: CoH was appealing immediately to me. For some reason CO is not. The costume varieties along with travel power choices are very impressive. The neon colors while playing bother me. The learning curve is much steeper for CO than CoH.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 17, 2009, 10:06:55 AM
EDIT: I enjoy this game for what it is and am thinking of buying a lifetime sub, but for veteran MMO players I think a lot of players are going to find it a bit spartan in terms of content. I'd suggest checking what Cryptic does with it in 3 months time. There are also unanswered questions about what Cryptic Bucks and the Cryptic Shop are actually going to offer.

Send me $200 and I'll draw you a picture of a guy in a keep standing on a street with generic faceless enemies running around like a chicken with their heads cut off. I won't even spend much time on it, just like Cryptic did with this.

Take him up on it!  You know, Schildy IS an artist.  He has the papers and everything to prove it. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 17, 2009, 10:13:30 AM
Just tell me if it's just like CoH with different tile sets!

It's not really CoH v2.0. There are a lot of disappointed CoH/V fans that Cryptic just didn't "take the good bits" of CoH and add in everything else they wanted.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 17, 2009, 10:15:08 AM
I don't know if that disappoints me or not.  I guess I'll see.  It's unlocked and installing right now.  (although you probably can't actually play yet)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Amaron on August 17, 2009, 10:15:52 AM
Why should I care about this game?  In five words or less.

No god damn holy trinity.

Seriously though what others said.   It's freaking holy god levels of fun if you like super heros.   Otherwise it might be dull.   If you pick the wrong power set it'll be dull too.   Probably a lot of people go in and pick munitions (dual pistols) and consider it a yawn fest.   If you really want to give it a try pick force or might (super knockbacks 4tw).

Everyone who's been desperately waiting for min/max character building goodness UO style should try it too.   There's no skills and it does have levels but it's still yummy in that regard.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 17, 2009, 10:18:31 AM
Hrm, I will try this, CoH was always fun to me, but got old fast, and was grindy as shit at the post-30 range.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 17, 2009, 10:51:14 AM
[To add my own long impressions]

My newb impressions through a couple of characters up to level 11.  Alternate title: The Good, the Bad, and the Hideously Ugly.

Point of Order - This is NOT CoX 2.0.  It might qualify as an alternate-dimension CoX 1.0.

While there are some simularities being a hero game from the same company which uses a costume builder similar to the original, they are different games.  Comparisons are because of these factors, but in making a decision it is important to remember I do not consider this CoX 2.0.

The Ugly:

Starting with this first, as it was my greatest barrier to my enjoyment of the game.  It's fucking UGLY.  I will state up front that I am not a fan of the cell shaded look, however they managed to take the concept and make it worse.  Their lighting does not help, as there is a high contrast which caused me significant eye-strain, and any shine on a texture makes the object look like it has been coated in highly polished glass.  The style of the game does not feel like a comic book to me because they have over-done it.

My other huge gripe is their character creator.  If you've played CoX you know the concept.  They've made a bad knock-off of it, which is impressive seeing as it's the same company who designed both.  Where the joy of the CoX creator is to see how awesome a character you can make, the bane of this game will be that its creator's goal is to see how not shitty looking a character you can make.

I wish I was kidding.  The facial and body tweaks usually cause a hideous distortion rather than an alternate but just as good look.  Do you like button noses?  I hope so, because you can make a small button nose, or extend the tip to look like a character from Doonesbury.  Those are your choices, despite four nose sliders.  There are perhaps a similiar number of costume parts as CoX at launch.  Unfortunately, they're not competing against CoX at launch, and many of the parts only work if you have a very specific concept in mind as they will not blend into other costumes or work on a "hey, it might be cool if..." random try.

If character creation is a big deal to you, this is a step back.  I almost uninstalled the game after several abortive attempts to make a decent looking hero because the costume is that important to a hero's identity.  That's not a good first impression, and I'm usually one willing to overlook something like this for gameplay.  The problem I think is too many options given and none of them seem to help improve the "Oh wow.  Awesome!" factor.

The Bad:

As of last weekend, the game was still buggy.  I had two sub-10 quests that could not be completed.  Some of the powers taken in the Power House could not be respeced.  It ran like crap on a system that makes AoC its bitch.  (Note:  Turn shadows from their fancy setting to simple.  Helps a bunch.)  There were none which were excessively upsetting, however it felt like it had a ways to go for release and that was only in my 1-10 experience.  With other new games coming out (or being revamped) in September which run smooth, it's hard to accept the quality we're used to seeing from MMO releases of yesteryear.

Some zones have mobs of wildly different levels.  I was fighting level eights and ran smack into a group of twenty-nines.  The only barrier was a crossed 100 feet of a frozen lake.  As I only know of three zones (Canada, SW Desert, Detroit), it makes me wonder how much time you'll be spending in these areas.

Last Wednesday they patched all mobs' health.  The pace had felt fine to me, and the challenge was about perfect.  My roommie was killing a lot faster with a munitions powerset, whose description specifically says it's the highest damage in the game.  After the patch the character died to henchman a level below.  I did not get to try it, however seeing how the two performed a few days before, I'm pretty confident I would not have done well.  TWO days before open beta, and a week and a half before release.  We've seen it before with Emmert and CoH and WAR with the xp bump heading to open beta, and it does not instill me with confidence.  <Insert rant about feeling super-heroic.>

The Good:

I really like the power system and I almost did not get to see it.  You start with two powers, an energy builder and a heavy attack.  The energy builder you can use as often as you want, and for many attacks actually functions as an auto-attack.  The power attack generally does more damage, often has additional affects, and in some cases can be charged up for an even bigger whollup.

Additional powers are restricted in a system of "Can be taken with two powers from this set, or three of any set" or "Three of this set, five of any set".  You can build pretty much whatever you want.  Taking a munitions power does not prevent you from taking a sorcery power, which does not preclude you from taking an elemental power.  You can change power colors at any time with a color slider.  For each power individually.

Travel powers are mostly what you already know from CoX, with additional flavor.  Flight can be what you already know, human torch, or rocket boots.  Jump has a couple of variations.  Webslinging which is kind of fun.  There is acrobatics which gives you some benefit of speed, jumping, and cool backflip animations.  Most of these increase the cost of your attack powers and decrease in effectiveness while in combat.

Teleport is simply awesome.  No energy to activate.  You pop into an alternate dimension where everything becomes hazy, however creatures show as blobs of light.  You can move in any direction at a high rate of speed.  When it times out or you deactivate it, your character pops back into the real world in a semi-unsubstantion form which slowly glides towards the ground (occasionally you'll get sling-shotted after which is fun in itself).  You can teleport again instantly.  The downside is that if you start your teleport in the aggro radius of a creature (radius, not necessarily aggroed), your teleport is locked out for fifteen seconds.  It's still incredibly powerful as an escape tool, unfortunately if you don't know about it you could pop out at a very bad place, like 500 feet up.

The Power House allows you to test out a power before permanently selecting it.  Respec for it is free until you leave with it slotted.  They need to make the testing chamber a little larger to let you really try some out, however it is still a great option.  Respec for money is possible.

The Indifferent:

Questing feels like much more of your standard DIKU.  You have a hub (Canada or the Desert) with quests that show as you get into their level range.  There are some quests you'll find out in the world by doing something like saving a civilian.

There are lots of exploration items.  Some for visiting a location, reading a sign or plaque, completing a mission, or talking with a person.  If you like these things, be sure you check your lore & perks tab before leaving the tutorial to grab all that you can.  You will miss some if you are not very thorough.

At the end of the first tutorial zone you will have a choice between the Desert or Canada.  This is still the tutorial, so if you want to group make sure your friends make the same choice if you want to play with them at this stage.  Otherwise you will have to finish the main plot to reach the real zones, at which point you can switch freely.

The tutorial zones are limited to 24 players, and you'll instantly think "War Walls again!?".  The real zones hold approximately 110 people.  In beta, at least, there is only one server.  You can switch freely.  They are much more open to exploration, but as I said earlier, contain a large range of levels.

You do not pick a role such as tank, dps, support at creation.  These you can switch on the fly, which affects your damage and defenses, as well as which passive powers you can have slotted.  I do not know their values, as there was no tool-tip help on their affects.

Crafting has three specializations: Arms, Science, Mysticism.  The problem is each excludes certain stats.  Want to be a magical tank?  Take Arms or Science.  You can slot gear from any type, so pick the field which will benefit what you want to do with the character most.  Each of these has three sub-specializations though I am not sure what, if any, effect they have.  Harvesting gives you a little skill.  Breaking down gear gives a lot of skill, some items, and a chance for learning a recipe.

Gear.  You have a Primary Offense, Primary Defense, and a Primary Utility slot.  Two secondaries for each, and five device slots.  The only limiting factor I came across was level.  Although these tended to favor the flavor of the slot, the stat bonuses could very widely and you can get 'defensive' Offense gear or 'offensive' Defense.  Devices are used in quests or to give you additional powers.


In summation: It's a super-hero game, however it is not CoX 2.0.  For good or ill, keep it in mind.  I highly recommend getting a trial before buying, when they release one, or into the open beta if you can.  This is not a game you really need to be there at release for.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on August 17, 2009, 10:52:08 AM
I'll be blogging a review later, but the gist of it is this:

It's City of Heroes. Only the art design SUCKS MONKEY ASS. The UI is cluttered to the point of confusion, there's way way way too many numbers and stats thrown at you. It plays like a less optimized version of City of Heroes with a few tweaks and no classes. Some powers you can hold down the hotkey for and it charges up the power for EXTREME DAMAGE. Some mobs show signs of performing crits on you which you can block by hitting the shift key, but it really doesn't work well. The graphics engine is sluggish and the cel-shading works well on some things and sucks on other things. I've been in the beta most of '09. I've started 3 characters. None have made it past level 10 because it bores the fuck out of me. I don't think I was able to string together 2 hours of play at any one sitting because even with the changes in gameplay, it felt exactly like City of Heroes. The GRIND was even there because leveling felt horribly slow.

You've seen this game. It doesn't suck (other than the UI design) but it couldn't hold my attention for free.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Amaron on August 17, 2009, 10:59:26 AM
You've seen this game. It doesn't suck (other than the UI design) but it couldn't hold my attention for free.

I thought I'd point out they made huge leaps with the UI in the last week and a half.   All my objections with it are pretty much taken care of.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 17, 2009, 11:03:22 AM
I'm so glad I bought it with a credit from EB.  Since I never buy games from them anymore, it won't pinch too much when I don't like it.  Will nothing I really like ever be released again?  Maybe I should take up crocheting doilies.

PS  Servers are open now.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on August 17, 2009, 11:07:55 AM
You've seen this game. It doesn't suck (other than the UI design) but it couldn't hold my attention for free.

I thought I'd point out they made huge leaps with the UI in the last week and a half.   All my objections with it are pretty much taken care of.

Oh, they definitely improved it from the start. It was nigh unreadable when I first began closed beta. But I played it last week, and it's still a goddamn mess. Seriously, it's like all the menus, tooltips and power descriptions are in an oversized, black-stroke version of Comic Sans font on neon colored backgrounds, a garish nightmare.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: koro on August 17, 2009, 11:10:16 AM
Last Wednesday they patched all mobs' health.  The pace had felt fine to me, and the challenge was about perfect.  My roommie was killing a lot faster with a munitions powerset, whose description specifically says it's the highest damage in the game.  After the patch the character died to henchman a level below.  I did not get to try it, however seeing how the two performed a few days before, I'm pretty confident I would not have done well.  TWO days before open beta, and a week and a half before release.  We've seen it before with Emmert and CoH and WAR with the xp bump heading to open beta, and it does not instill me with confidence.  <Insert rant about feeling super-heroic.>
Not just health - damage too. I think the amount I've been hearing is "triple." My girlfriend's martial artist was taken down pretty handily by two low-rung thugs that she plowed through as cannon fodder just a few days before. Hearing about that made me remember the old "Mega Man" story Emmert told once, and I'm not sure I'm willing to do that rollercoaster of nerfs and de-powering in a Cryptic game again.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Brogarn on August 17, 2009, 11:10:42 AM
Got it. Skipping. Thanks.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 17, 2009, 11:56:02 AM
Well, it looks like this will take at least a week to download so I might just skip open beta altogether.  It has been at 3.7 percent for about an hour and a half.  And no one seems to have bothered to plant their seed and give birth to a torrent.  I guess it's true that no one cares.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on August 17, 2009, 11:59:44 AM
Well, it looks like this will take at least a week to download so I might just skip open beta altogether.  It has been at 3.7 percent for about an hour and a half.  And no one seems to have bothered to plant their seed and give birth to a torrent.  I guess it's true that no one cares.

The fileplanet download is going extremely fast for me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 17, 2009, 12:03:55 PM
The Fileplanet download was fast for me, too (thanks fuser!) but now I'm patching and it's absolutely glacial. KB/s in the double digits (if that) and the thing is over 3 GB...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 17, 2009, 12:08:14 PM
The Fileplanet download was fast for me, too (thanks fuser!) but now I'm patching and it's absolutely glacial. KB/s in the double digits (if that) and the thing is over 3 GB...

Are you kidding me 3623mb patch after the fileplanet download  :uhrr:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nonentity on August 17, 2009, 12:09:33 PM
The Fileplanet download was fast for me, too (thanks fuser!) but now I'm patching and it's absolutely glacial. KB/s in the double digits (if that) and the thing is over 3 GB...

Are you kidding me 3623mb patch after the fileplanet download  :uhrr:

Lovely.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 17, 2009, 12:13:28 PM
Sorry.  I meant the patching, not the download.  The download was fast.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 17, 2009, 12:15:56 PM
Wow... I was JUST about to start a rant about the patch-size/speed and I see you guys beat me to the punch.  LoL
This has to be the worst beta DL implementation I've seen in a long time.   They let you pre-load the client, but lock it, and only unlock on the same day of Open Beta (probably the busiest day they'll ever have), only to shuffle you to a 3+GB download at dial-up speeds, with no alternate site to patch with.   :why_so_serious:

This is primary school shyt here.   Anyone have a patch mirror?

post-script:
Oh, and you better hope the patcher doesnt fail (which it will) because it doesnt save your progress and you have to start all over.  Calculations reveal a 30hr. download time.  Enjoy!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Big Gulp on August 17, 2009, 12:19:51 PM
Not just health - damage too. I think the amount I've been hearing is "triple." My girlfriend's martial artist was taken down pretty handily by two low-rung thugs that she plowed through as cannon fodder just a few days before. Hearing about that made me remember the old "Mega Man" story Emmert told once, and I'm not sure I'm willing to do that rollercoaster of nerfs and de-powering in a Cryptic game again.

Did I not warn you people?  Emmert taint?  Beuller?  Beuller?

This man is MMO poison.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Shatter on August 17, 2009, 12:20:43 PM
Wow... I was JUST about to start a rant about the patch-size/speed and I see you guys beat me to the punch.  LoL
This has to be the worst beta DL implementation I've seen in a long time.   They let you pre-load the client, but lock it, and only unlock on the same day of Open Beta (probably the busiest day they'll ever have), only to shuffle you to a 3+GB download at dial-up speeds, with no alternate site to patch with.   :why_so_serious:

This is primary school shyt here.   Anyone have a patch mirror?

Really, I thought it was standard :)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 17, 2009, 12:29:50 PM
3g patch on day 1? Yeah, that's become the gold standard for "we uploaded a five month old copy of the beta client, what could go wrong"

Also known as someone in a meeting saying "hey, howabout we stress test the patcher!"


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 17, 2009, 12:33:23 PM
Wow... I was JUST about to start a rant about the patch-size/speed and I see you guys beat me to the punch.  LoL
This has to be the worst beta DL implementation I've seen in a long time.   They let you pre-load the client, but lock it, and only unlock on the same day of Open Beta (probably the busiest day they'll ever have), only to shuffle you to a 3+GB download at dial-up speeds, with no alternate site to patch with.   :why_so_serious:

This is primary school shyt here.   Anyone have a patch mirror?

Really, I thought it was standard :)

Hell no it's not standard.  Sure, I've had to patch huge files into alphas/betas before, but not at the level of this asshattery (I dont mind the size, but I do mind just the stupidity of the implementation).   Not even their ingenious "workaround" helps.
Not a good sign... just not.  


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 17, 2009, 12:34:29 PM
News update (http://www.champions-online.com/node/172958):
Quote
Workaround for the 3GB Patch Issues
Posted by Rekhan

We know that some players are experiencing issues with downloading and patching the game client.

We're working on a resolution to this now, but the workaround we have is as follows:

   1. Delete everything inside the Program Files/Cryptic Studios/Champions Online/Live/prepatch/piggs folder.
   2. Move all the *.hogg files from Program Files/Cryptic Studios/Champions Online/Live to Program Files/Cryptic Studios/Champions Online/Live/prepatch/piggs
   3. Restart your patcher
I tried it. No noticeable effect, and when I restarted the patcher it immediately got rid of everything in the prepatch folder. Although I copied the files instead of moving them.

FP and Filefront have a client version that appears to be newer than the one FP gives you by default. Looking into that; will update presently.

Edit: Just for kicks I threw the files into live\piggs instead of live\prepatch\piggs and the patch size shrunk to less than 1GB.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 17, 2009, 12:37:23 PM
Really, they should just post that villains have taken over the patcher, and as soon as you get in game, your first mission is to restore order to the server farm.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on August 17, 2009, 12:42:18 PM
MMM Patch FAIL!

(http://i44.photobucket.com/albums/f27/taolurker/PATCHFAIL.jpg)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nonentity on August 17, 2009, 12:43:32 PM
I'm redownloading the new client off of Fileplanet.

I started downloading the 'pre-load' this morning, and as of 5 minutes ago, it's a newer version.

Fucking... fucker fucks.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: JWIV on August 17, 2009, 12:43:49 PM
Why does she have rhinestones glued to her belly?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nonentity on August 17, 2009, 12:44:59 PM
Why does she have rhinestones glued to her belly?


It's the source of her power.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on August 17, 2009, 12:48:06 PM
Why does she have rhinestones glued to her belly?


Because stripper glitter doesn't channel mystical force as well as cheap costume jewelry.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nonentity on August 17, 2009, 12:52:13 PM
Your answer was better.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on August 17, 2009, 12:55:36 PM
PS the frontpage of their site melted down too, so hopefully everyone here already registered and consumed their Open Beta key by logging into their website before it took a crap.

There also was something showing on the patcher briefly before it responded with that error, saying to copy all the .hogg files from the "Live" folder into the "Live/prepatch/piggs" folder. I have no idea if that will help in any manner though, because I did that and since then haven't had the patcher even completely load.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 17, 2009, 12:59:49 PM
There also was something showing on the patcher briefly before it responded with that error, saying to copy all the .hogg files from the "Live" folder into the "Live/prepatch/piggs" folder. I have no idea if that will help in any manner though, because I did that and since then haven't had the patcher even completely load.
It doesn't help. What it does do is overwrite all those files you just copied with fresh new 65kb files. Confirmed by quite a few users on the forums. What does seem to help is copying them to live/piggs instead of live/prepatch/piggs. This shrinks the required download to 983 MB down from 3623 MB.

I got the later version of the client from Filefront and have noticed nothing different between the two except that this one is buggier.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on August 17, 2009, 01:02:09 PM
I got in the bata back when there was snow in the ground. I've probably put in less than 10 hours total. I thought the game was terrible. My longest stint was last weekend. Before that I couldn't even tolerate it enough to get out of the tutorial.

Like Lantyssa, my big comment is OMG UGLY. I'm just shocked and dismayed at exactly how horrible this game looks. The lines around everything that are supposed to emulate comics just make everything look like it's a sprite. The oversaturated colors aren't anything like modern comics, more like junk superhero cartoons from the 1970s. COX looks far better. The much vaunted ability to customize your powers did nothing for me. I changed the color, but my little blogs that shot out were pretty much the same thing.

I found the character creator a lot less complete than COX. There were a lot of options, but after tinkering around, I finally settled on the singular goal of making a character that wasn't so ugly I couldn't stand to play it. That was difficult. In contrast, with COX I was able to make some really niced themed characters right off the bat including a punked out villain, an amazing golden ager complete with a skirt that was obviously fabric and genre appropriate, and a 1970s supergirl inspired monstrosity of miniskirted bad fashion.

I found the gameplay to be very meh. First, the quest thing just feels wrong in general. It felt like questing in War. Ie, not very interesting. And it just didn't feel appropriate to the setting. Combat didn't grab me. The block might be nice, but either I didn't understand it or it wasn't working correctly.  There are public quests that work exactly like War. No idea how the difficulty is or whether they scale as I only did the tutorial one--it was easy enough for me to solo.

The level of polish is very low. A lot of stuff took me forever to figure out even though I was going through the tutorial. As of last weekend, it was a bugfest--even the character creator had bugs and the client was crashy for me.

I really can't think of anything I ran into that COX didn't do better, but my guess is the game will kill steal enough players from COX to assure that a year or 18 months from now they're both dead.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Soln on August 17, 2009, 01:13:56 PM
Is it the case that if you played this it would feel radically different from CoX?

I played EQ and EQ2 and WoW felt "radically different" although it was the same tropes.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on August 17, 2009, 01:17:33 PM
Quote
Is it the case that if you played this it would feel radically different from CoX?

I didn't think it felt like COX at all. If I had to say what game it reminded me the most of, I'd say Warhammer's PVE.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 17, 2009, 01:29:28 PM
Trying to download this mythical new build I'm presented with a new download.

(https://photos-1.getdropbox.com/i/o/32nQCZSpCx_ATjOn2u3ETZme_uSq-e3YtOktSzkijgQ)

Tuesday?!  :uhrr:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 17, 2009, 01:30:53 PM
It's on Filefront (http://www.filefront.com/listing/pub2/Champions-Online/Clients) too.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: raydeen on August 17, 2009, 01:35:50 PM
So we can talk now? I'll do the emoticon review I wanted to do earlier.

First I was  :awesome_for_real: then I was  :oh_i_see: then I was  :uhrr:

I had no desire to play it past the tutorial and I didn't even make it all the way through that. I felt the same way about it as I did EQ2. It seemed like it was just CoX 2.0 with slightly shinier graphics but none of the fun that made the original worth playing. The new engine was certainly kinder on the system specs then the old one and that's about the only nice thing I can say. Did they ever replace the old CoX sound effects with new ones?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 17, 2009, 01:37:02 PM
So wait

Fileplanet has:
9.20090727.5

Filefront has:
9.20090815.6

Asshats, great preload job  :uhrr:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 17, 2009, 01:40:50 PM
Nah, they have the same version. It was just put up within the last couple hours.

edit: Heh, the thing I quoted before has been nuked and the corresponding forum post has been edited to read
Quote
Hi everyone,

We know that some players are experiencing issues with downloading and patching the game client.

Edit:

This issue has been resolved. If you close, and then restart the launcher this issue will be fixed.

Thanks,

Stormshade
Of course, now the launcher updater just times out while telling me to "Please be patient."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 17, 2009, 01:41:12 PM
Jesus what a wreck. Three different versions (at least) across two different websites. Fucked patcher when I get the FP version downloaded, no more than 140KB/s on either FP or Filefront when trying to get the new one.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 17, 2009, 01:47:40 PM
The new version is much faster.  It might be finished in only 4 or 5 days!   :ye_gods:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on August 17, 2009, 01:48:30 PM
Huh, i gotta download a new version from fp?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 17, 2009, 01:50:19 PM
We don't know!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 17, 2009, 01:52:56 PM
Never mind.  The new version just stopped working.  Forget this.  I'll play something else!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 17, 2009, 01:53:11 PM
You know, this is really saying something but in this short, day long experience this is the worst set up to an open beta two weeks from release I've ever experienced. I mean holy fuck.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Shatter on August 17, 2009, 01:53:15 PM
They the whole download


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rattran on August 17, 2009, 01:56:11 PM
They the whole download

Would you like to purchase a verb to go with that?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 17, 2009, 02:01:28 PM
Its really a shame that the open beta is being deployed is such a shoddy fashion.  The closed beta people just had a small patch and then we were ready.    On the plus side, the actual in game performance is really quite good today.  Hopefully they will get this sorted out quickly, or else they are going to really hurt their launch, with open beta.  

Edit: Also, I'd rather get this out of the way now than on launch day, so hopefully they will work the kinks out.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on August 17, 2009, 02:03:23 PM
I'm going to guess that the in game performance is good because the majority of the people can't get past the crappy client download bottleneck to actually get in game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 17, 2009, 02:09:13 PM
Community is torrenting (http://forums.champions-online.com/showthread.php?t=30557) a CB Live/PIGG folder. Scary thing Cryptic's not saying squat about whats going on besides the patcher issues earlier with files in the wrong locations.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 17, 2009, 02:19:32 PM
Never trust a download scheme from a group called Cryptic.

I do hope this is fixed by the time I get home, I'd LIKE to try this hot mess.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 17, 2009, 02:22:15 PM
Fuckin Fallen Earth went smoother than this... :oh_i_see:
I think this is the 1st time I've ever seen Demonoid mentioned on a "AAA" title's open beta forum.  That's uhh... gotta be kinda embarrasing


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on August 17, 2009, 02:23:02 PM
Based on the screenshots and videos I've seen today and comments from people in this thread with similar taste in game visuals to mine, I think I'll pass on even bothering to try the preview clusterfuck open beta.  The game visuals just look awful.  Even if the game play turned out to be fun, that horrible cel shading just looks so distracting I wouldn't be able to enjoy the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 17, 2009, 02:23:36 PM

Edit: Also, I'd rather get this out of the way now than on launch day, so hopefully they will work the kinks out.

This is up there with "MAGIC CLIENT PATCH" for things beta testers desperately want to believe but don't actually exist.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on August 17, 2009, 02:28:06 PM
Ok, in the past 4 hours I have had this damned thing fail so many times it's ludicrous. Each time (out of 16) the patch has gotten to various percentages from .3 % to 5.5% and then the whole patcher blanks and comes up not responding in Task Manager. This isn't event he worst part, the part that's total shit is IT DOESN'T CONTINUE FROM WHERE IT WAS PREVIOUSLY AND EACH TIME STARTS THE DAMN PATCHING COMPLETELY OVER FROM SCRATCH!

I hate MMO companies that are MMO stupid. Come on, WTF Cryptic?!?

(http://i44.photobucket.com/albums/f27/taolurker/PATCHFAIL2.jpg)

(http://i44.photobucket.com/albums/f27/taolurker/patchfail3.jpg)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 17, 2009, 02:29:53 PM
No doubt they're going to put out a press release or newsletter about TOTALLY UNEXPECTED OVERWHELMING RESPONSE TO THE OPEN BETA where the patch server just couldn't keep up with demand! But they'll get that fixed, just you wait! So that when the game releases, they'll have enough bandwidth for 10x what they need.

This is true.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nonentity on August 17, 2009, 02:30:06 PM
I got the magic new version off of Fileplanet.

It still wants to patch 3.retarded gigabytes.

Effing stupid.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 17, 2009, 02:31:08 PM
(http://i44.photobucket.com/albums/f27/taolurker/patchfail3.jpg)

Die Champions Online Webseite.

I think the word "Webseite" will soon become the new leet-speak fad.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 17, 2009, 02:33:46 PM
Community is torrenting (http://forums.champions-online.com/showthread.php?t=30557) a CB Live/PIGG folder. Scary thing Cryptic's not saying squat about whats going on besides the patcher issues earlier with files in the wrong locations.

Yeah, well, this isn't working either.   :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on August 17, 2009, 02:35:35 PM
He said right in that thread it would only support 4 downloads, so lots of luck with getting that. There are probably the same number of people trying to slam that as the patch server.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 17, 2009, 02:36:16 PM
You guys are so impatient.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: sam, an eggplant on August 17, 2009, 02:38:46 PM
I had no desire to play it past the tutorial and I didn't even make it all the way through that.
I've been in the beta since march and I pretty much agree. I played it exactly one time. Any time thereafter that I maybe felt like checking out what they changed I was out of luck, as the closed beta server was only up from 7:17 to 7:24AM hawaii time every other thursday and it took exactly that long to download the twelve gigabyte update patch. Fuck that shit, I'm a busy man.

Well, maybe not so much busy as uninterested.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: chargerrich on August 17, 2009, 02:41:42 PM
Skipping it... back to the D3 wait (unless Fallen Earth manages to not suck ass)  :ye_gods:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on August 17, 2009, 02:43:26 PM
Impressions of a disgruntled tester. (http://memetic-hazard.blogspot.com/)  This guy is obviously biased against the game, so keep that in mind.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on August 17, 2009, 03:07:29 PM
He said right in that thread it would only support 4 downloads, so lots of luck with getting that. There are probably the same number of people trying to slam that as the patch server.


Well i already got 10% of that done, which is 20 times better than the .5% i've gotten from cryptic, and it actually saves my progress!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 17, 2009, 03:10:26 PM
More for the benefit of the :popcorn: crowd than anything else: If you click "cancel" instead of X'ing the window, the patcher will save your progress. Yes, this will cause it to freeze forcing you to kill it from the task manager. But it will save your progress first.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on August 17, 2009, 03:17:01 PM
More for the benefit of the :popcorn: crowd than anything else: If you click "cancel" instead of X'ing the window, the patcher will save your progress. Yes, this will cause it to freeze forcing you to kill it from the task manager. But it will save your progress first.

Every time the patcher failed on me there was nothing to click... I return to my computer and find that window no longer displays the bitch with lightning hand and bejeweled stomach, a patch progress bar, or a cancel button. The whole pane that used to be the patcher is completely blank AND Not Responding on it's own in Task Manager.

He said right in that thread it would only support 4 downloads, so lots of luck with getting that. There are probably the same number of people trying to slam that as the patch server.


Well i already got 10% of that done, which is 20 times better than the .5% i've gotten from cryptic, and it actually saves my progress!

Yah, I assumed that it would possibly take a while for the torrent, but I also opened it as a possible alternative. When I replied to Signe, mine hadn't even shown available, but now the torrent is cranking along nicely, also now to about 10%, while my patcher is at .7% and doesn't seem to have moved in the past hour.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 17, 2009, 03:22:27 PM
Well the question is whether the torrent is even going to help since we still have to do SOME patching and we can't get past half a percent


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on August 17, 2009, 03:24:48 PM
You guys are so impatient.

HEY BUDDY WE'VE PAID GOOD MONEY FOR THIS GAME oh wait...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on August 17, 2009, 03:34:14 PM
Well, at least this time the patcher did something different.

First, this time it did not actually go blank on it's own, it gave a message at the bottom Server Not Responding, and STILL didn't show a Cancel button, only the Patch button. So when I attempted to click "Patch" to see if it started again from where it left off, I assumed maybe it would continue.

Nope.. Instead it totally crashed.

This is what it showed as an error reporting screen:

(http://i44.photobucket.com/albums/f27/taolurker/Patchfail4.jpg)

Now that's a quality error reporter.


Then after this I promptly nuked the patcher from Task Manager (again) and attempted to open the patcher over.

This time the whole patcher came up like a website that's down:

(http://i44.photobucket.com/albums/f27/taolurker/patchfail5.jpg)


In better news the torrent is now near 15%.






Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 17, 2009, 03:38:08 PM
Based on the screenshots and videos I've seen today and comments from people in this thread with similar taste in game visuals to mine, I think I'll pass on even bothering to try the preview clusterfuck open beta.  The game visuals just look awful.  Even if the game play turned out to be fun, that horrible cel shading just looks so distracting I wouldn't be able to enjoy the game.
I forgot to mention something in my spiel that you reminded me of.  Very often when you see screenshots of a game you'll hear "you need to see it in action".  This was true of WoW and a few others that I can recall.

In Champions, the screenshots are actually better than seeing it in motion.  It's... bizarre.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 17, 2009, 03:45:24 PM
Ok, so I installed the newer build from the filefront link ( ChampionsOnline_FPOB_v9.20090815.6.exe ) without uninstalling the previous version.

Very quickly it shot up to ~40% with ~5mb of data downloaded.

(https://photos-1.getdropbox.com/i/o/rTkDJDOyTwnFpC8yk3xFEOTood03nPJFaoGAY1NCGLw)

Currently at 53.9% patched with 8261KB downloaded  :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on August 17, 2009, 03:49:46 PM
Ok, so I installed the newer build from the filefront link ( ChampionsOnline_FPOB_v9.20090815.6.exe ) without uninstalling the previous version.

Very quickly it shot up to ~40% with ~5mb of data downloaded.

(https://photos-1.getdropbox.com/i/o/rTkDJDOyTwnFpC8yk3xFEOTood03nPJFaoGAY1NCGLw)

Currently at 53.9% patched with 8261KB downloaded  :grin:

Can you post the link for that?  Well, i found it but it says file is unavailable.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on August 17, 2009, 04:11:15 PM
Impressions of a disgruntled tester. (http://memetic-hazard.blogspot.com/)  This guy is obviously biased against the game, so keep that in mind.

I don't think he's biased. Having been in beta, that review seems very fair. Possibly even charitable.

Please to take note of his griping about the beta. I didn't play constantly, but I'm pretty sure it's only been up one or two full weekends. The one I played on was the full weekend two weeks ago and the servers went down regularly. The rest of the closed beta afaik were one evening a week deals.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on August 17, 2009, 04:18:26 PM
The closed beta was idiotic. Until about a month or two ago, they only ran 2 sessions a week - Wed. night and Fri. night for about 4-5 hours. Friday night's session was longer. Then they shifted it to 12-hour sessions on the same days. That was it. Suddenly, open beta and release are announced and they still didn't bring the servers up to 24/7. You don't run the final stages of beta like that. You are in essence asking your players to work for you and you don't get to see how your servers will truly perform in a live environment. I think that was part of the reason I couldn't get through the game - the play times were just so limited that the lackluster interest I had in the game didn't compel me to accommodate their restrictive testing schedule.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 17, 2009, 04:53:12 PM
Ok, just about done with this garbage. Latest issue is "Champions Online.exe" leaking RAM like a sieve during patching ~3-5MB every 60seconds stuck at 53.9% patched.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 17, 2009, 05:21:51 PM
Suddenly it's flying.  I've gone from 19% to 56% in about three minutes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: koro on August 17, 2009, 05:23:56 PM
I'll say this for the big update today: now that anti-aliasing actually works properly, the cel shading looks a lot less horrible on the eyes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ozzu on August 17, 2009, 05:31:53 PM
Suddenly it's flying.  I've gone from 19% to 56% in about three minutes.

Same, but then it stalled out. I relaunched the patcher, and now it's back to 0% with 8 mb downloaded. Ugh.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on August 17, 2009, 05:35:00 PM
Suddenly it's flying.  I've gone from 19% to 56% in about three minutes.

Same, but then it stalled out. I relaunched the patcher, and now it's back to 0% with 8 mb downloaded. Ugh.

But the total needed to download is lower.  At least mine went down from 3. some gigs to 2.8 when i relaunched.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on August 17, 2009, 05:35:49 PM

Suddenly it's flying.  I've gone from 19% to 56% in about three minutes.

Same, but then it stalled out. I relaunched the patcher, and now it's back to 0% with 8 mb downloaded. Ugh.

Hahaha mine did the same exact thing.. was up near 55% but didn't look like it was moving. Sure enough 2 minutes later Connection to Server lost again, no way to cancel or restart it, so I also am back to 0%.

This is the worst patcher I think I have experienced in 10 years of MMOs.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageh on August 17, 2009, 05:37:44 PM
Impressions of a disgruntled tester. (http://memetic-hazard.blogspot.com/)  This guy is obviously biased against the game, so keep that in mind.

I think most of what he says is spot on. I've been in the closed beta for a few months myself and that sums it up pretty good.

Some other random points that I would add are:

The whole power concept is made obsolete by the fact that you usually need only 3 attacks and 1 defense to make it through the whole game: Endurance builder, single target big attack and AOE attack. If you're lucky, you might even end up with your biggest AOE attack being sufficient for single target killing as well and thus play with 2 buttons from 1 to 40. The game includes lots of attacks for each power set (framework), but since it mostly boils down to finding the best damage/endurance ratio and spam it incessantly, there's no need for diversity. Unless you're roleplaying.

Flight type travel powers are vastly superior to non-flight type travel powers and up to the end of the beta Cryptic found no way of making non-flight travel useful or even remotely comparable to flight. The reason for that is that getting aggroed by a random mob, even one 20 levels  below you, puts you in a state of "travel suppression" that either greatly reduces your travel speed or completely turns it off. If you get it turned off, you might even kill yourself, as often reported by lots of masochistic superjump users that managed to crash to death all over Canada.

Block is overpowered and trivializes most of the PVE content. Unless you're getting alpha striked, the "twitch" nature of combat is reduced to "watch for the exclamation mark over the mob head and press block". Even though the game requires you to actively block to get the benefits of it, some block powers are way better than others because they have a "lingering" type of effect, allowing you to spam your block key for a brief moment, get a few seconds of increased block resistance - +250% to all resistances - and start spamming attacks while still counting as blocking. This'll probably get nerfed soon though.

The grouping mechanics are broken to the point of being totally cumbersome. Since there is no class concept, a group is basically a band of soloers teaming up to rip through stuff faster. Everyone is self-sufficient and a CoX scrapper with defensive powers and heals there, so lumping 6 of them together leads to everyone zipping around somewhere around the map and killing stuff, with little to no coordination and communication. Mind you, this all with closed beta testers which are otherwise a lot more helpful and communicative than the average retail player ;) And don't even get me started on the fun of grouping with flyers as a non-flyer "Hey guys, mind waiting 5 minutes for me while I run around every tree in my way while you are already killing stuff at the other end of the zone?".

Instaces are often of the size of about one room or 2-3 rooms connected through a tunnel, making you feel quite awkward. It often takes longer to zone in and out than it takes to complete a misison in an instance. Most "signature" or "special supervillains" that you meet up to 30 reside in some sort of closet that you enter through zoning and their missions take about 1-5 minutes to complete.

On the note of Marvel recycling: Grond/Desert is so Hulk. Imagine a whole secret military desert base built around the concept of containing a huge, powerful, mutated, super strong but dumb giant. Incidentally, the giant was the result of radiation experiments gone wrong. He also happens to be too strong to keep imprisoned and is found running and superjumping around the desert terrorizing low level players (in a manner very reminescent of the old Sand Giants/Oasis of Ro days of Norrath past) shouting "Grond smash!" or somesuch. Oh, yes, he has four arms. And looks very different from that OTHER green, super strong, mutated, dumb giant.

The client performance was horrible. Early beta experiences were so-so, but the final  closed beta weeks turned it into unplayable for me, and that on a computer that was vastly superior to the recommended specs (i7 with a GTX280). Since the game used to run acceptable before that, I still have hope it was just some debug stuff that can be gotten rid of easy enough.

In spite of all the flaws noted in the review - which I agree with - and my gripes, I found the game to be fun at times, especially in little doses. It reminds me a lot of the  simple and primitve 2d brawlers of my childhood (Double Dragon and all that) where you were just running from A to B and ripping through stuff on the way. In a nostalgic fit, I can run around smashing things, never in danger of dying, zipping through a game that at times plays like a harmless version of <insert generic 3d brawler  name here>. The combat system seems to actually allow for some strategic variety and interesting PVP, and maybe they'll be able to squeeze something interesting out of it. Too bad nearly 1 year of beta obviously wasn't enough for that.

The character creator is still the biggest reason to get into this. And the first few levels of smashing fun and playing dress-up doll for boys. Too bad male imagination statistically only comes up with about 50% mecha, 40% demons and 5% utter crap, but that is another story (there are lots of furries actually too, now that I think about it).

Compared to a single-player invest, this can still be a lot of fun for my €35,-. I'll pick it up and see  what it looks like at the end of the free days.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on August 17, 2009, 06:22:03 PM
But the total needed to download is lower.  At least mine went down from 3. some gigs to 2.8 when i relaunched.
It sounds similar to what LotRO uses for their patcher. If it's (re)started the progress is always reported starting from 0 no matter how many files are there actually left to patch, or were patched already. Which is pretty confusing unless one pays close attention.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 17, 2009, 06:35:16 PM
You guys are so impatient.

HEY BUDDY WE'VE PAID GOOD MONEY FOR THIS GAME oh wait...

"you're playing it for free!  it's a beta!"  durr durr durr   :oh_i_see:
Irrelevant, and a waste of forum space.  This thing releases in 2 weeks, they've gotten masses of money off of pre-orders and lifetime subs, and it's been in "beta" for a damned long time.  There's no excuse for this type of failure at this stage.  And regardless, the fact that "it's a beta" does not give MMO devs carte blanche to be total asshats.  Quite the contrary imo.  If you've got a (open) beta running, it behooves you to implement it properly or suffer the marketing consequences, let alone the design consequences.  And you've got to be quite the imbecile to think the front office (and their investors) at Cryptic is saying "oh well, it's a beta... it's free...  so we can suck all we want."  So, just as a warning to the impending posts in this thread stating the obvious fact it's a beta - dont.

fin


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 17, 2009, 06:39:00 PM
I haven't played since the last patch, but I'm always worried when a company increases mob difficulty while nerfing defensive powers at the same time. One or the other, but not both at the same time please.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 17, 2009, 06:45:27 PM
Champions Online: How to create a mediocre MMO.

tl;dr. The game is competent but mediocre, I pity those who bought a lifetime sub.

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 going on but the feeling was very much of
a rudderless ship left to drift.

As an example the beta community was fairly unified (barring the inevitable fangirls
trying to become the developers best friends) in strongly disliking the limit of having
less than 7 powers hot keys. The precise number varied a little as some of the 7 slots were
at times used for passives or required utilities but the end result was a very small number
of powers. This led to heavily repetitive combat and the bizarre situation where you'd
get powers due to levelling but be unable to actually gain anything from them due to not
having any slots to put them in. This was almost certainly a result of the games console
goals despite some impressive smoke-screening from the developers where they suggested
it was due to university studies on the limits of memory. The valid argument that the
study related to memorizing abstract information (phone numbers I believe) and that more
importantly their customers are used to having larger numbers of active hot keys were
ignored for months. Some people were even banned for being too agressive in demanding
an answer. Eventually the developers promised to explain why a small number of hot keys
made for better gaming. This never occurred and shortly before release they doubled the
number of hotkeys in addition to moving some powers into passive slots. However all the
powers were designed on the basis of having a very small number of active powers so this
last minute change also had negative gameplay interactions.

There were quite a lot of bizarre gameplay decisions that really gave the feeling they
were making it up as they went. For example in order to meet their "no downtime" goal
they introduced an endurance pool that started largely empty and was filled by using
a trivial damage attack (different by power set) to fill it before you could use your
larger attacks. This added nothing to gameplay because you had no tactical options, if
you had power you would never use your power building attack since it was very weak. If
you did not have power you could do nothing but use the power building attack. The end
result is it did not add any tactical depth because there was no choice and it removed
the ability to do things like alpha strikes or resource management and destroyed the
flow of combat. This system was modified in the last weeks of beta so that the power
bar started full (enabling alpha strikes) but would empty faster.

The powers themselves were another issue. Because of the small number of hot keys each
power set (eg. fire, single blade) had to cover all the basics but gained little from
duplication. Thus each power set would have an end builder, a ranged single target
attack, an AoE and then maybe some minor variations such as a charge up single
target attack or a cone AoE. Almost all of the powers were about doing damage probably
to support the "action-RPG" design goal. The end result however is that a lot of the
power sets felt very similar in play. Zapping things with lightning, fire, force, bullets
and such was ultimately all about a difference in special effects and minor game mechanics.
And given their goal of total customisation people were free to cherry pick the best powers
for each need reducing gameplay variety even more. The first problem was never fixed, the
power list is actually far more limited than the number of powers might lead you to believe.
The second was solved by making powers interact such that you were heavily encouraged to
focus on one power set. For example a gun use power that made all gun use powers half energy
cost but all other powers double cost.

The small number of active powers, similarity in the powers (and strongly DPS focused), holds
and heals being nerfed for PvP balance and mob hitpoints being steadily boosted to slow
progression and increase challenge led to some very repetitive combat. You'll spend a lot
of time alternating between end builder and either AoE or single target damage to grind
the opponent down. Mob AI and powers are likewise fairly basic. The much vaunted "run & gun"
is largely useless because ducking out of sight simply stops your power regeneration due
to the need to have constant line of sight for the attack. Strangely using cover worked
better in City of Heroes where you could make the tactical decision to gain some endurance
and let powers refresh by running and hiding.

3. Consider the beta a promotional tool

The Champions online beta was frequently labelled as a product "preview" and this felt
about right. Despite the importance of balance in making the game enjoyable the beta
was run in a very casual fashion. The game was up for very limited periods of time, even
in the last weeks of beta only running for 2 sessions a week. Testing was rarely focused
to any useful extent. Testing tools like being able to re-pick powers or level up in order
to test power builds were absent for the majority of beta and then quickly removed or
weakened when introduced. Things like introducing end-game content and then doing a
character wipe 2 weeks later ensured that testing was much less useful than it could have
been.

In addition the game mechanics were so clearly in flux, and developer communication so
poor, that it was very hard to have a baseline to give bugs against. For example the
might powerset was felt to be very weak, the passive defences too strong and a huge
variety of other obvious imbalances. But without some idea of what the balance goal
is meaningful feedback is impossible. It was further discouraged by the developers
putting "powers are imbalanced" as a known issue that was in place up throughout beta.
In many cases the beta testers could barely determine what the power was supposed to
do since the only documentation was algorithmically generated from the power mechanics
and generally incomprehensible. Heavy balance changes were put in at the last moment
with no opportunity to get feedback or iterate on it. This process of power balancing
will almost certainly continue into live.

4. Launch content light and expect to generate it live

This is probably the biggest problem with the game. The game has effectively 5 zones
consisting of one city zone and four outdoor areas (desert, snow, forest, underwater).
Levelling is done in a wowlike fashion with each zone having a sprinking of points of
interest which often badly conflict with one another. Having an alien invasion, snow
demons, a canadian uprising and an air disaster all within a kilometer of one another
makes the environments feel more like a theme park than real places. Each location will
have a number of quests of the traditional kill this, collect those and escort him type.
These quests are the only meaningful way to progress as mob XP is very low. There are
Warhammer style open quests but these are often imbalanced and the reward for doing them
poor which combined with the bad grouping mechanics and shard design (no servers, multiple
instances of the zone with quite low populations) means they're frequently laying idle.

In general to get to the level cap you will need to do pretty much all the quests in
all the zones. There is some switching between zones, for example the city fills a
small segment of levelling between upper and lower desert quests, but you are going to
be spending a lot of time in these areas. Any characters after the first can expect to
follow pretty much exactly the same path with minimal variation. Nor are the quests
interesting enough that they avoid blurring into each other and people just batch
processing them.

More seriously the game is missing 20% of the content it was meant to launch with. In
theory the max level is actually 50 but the game will launch with the level cap at 40
and release new content soon after release. However this line was used before the
development process was extended by 3-4 months which should have been enough time for
it to be included. It is more reasonable to assume this content is only in its very
early stages and not close to being release ready.

The end-game (well, not really since it's level 40 content) which might bridge this gap
and stop bored people cancelling is at a primitive state. It was only introduced in the
last weeks of beta and consists of 5 daily solo instances. These instances are featureless
maps with a sprinkling of mobs which have clearly been rushed out. Doing 5 of these gives
you one additional mission. The rewards from these missions can be used to buy access to
one of two group instances or gear / costume rewards. It's almost completely untested and
the solo instances are dull, involve a lot of travelling and have minimal challenge.

In addition there's no real reason to bother. In general you'll have all your core powers
long before you reach maximum level. These powers can be enhanced with upto 5 points you
also get from levelling. So your character is already complete. The end game content offers
you gear which due to poor itemisation and stat mechanics is of minimal interest, especially
since gear from questing is sufficient. You can also buy new weapon models and vanity cloaks
which many players will have very limited interest in (how many cloaks do you need? most people
will only want a single weapon model that fits their character image).

Itemisation is weak for a couple of reasons. One of them is the use of algorithmically
generated names for both crafted and found drops. A piece of eye-wear (by icon, gear
slots are actually generic) called "Energized Torpedoes" does not make you care much
about the item. Most items will have a 1-3 stats on them but the influence of stats on
the game are so indirect and obscure (and in some cases known to be minimal) its quite
hard to care. This pretty much destroys crafting as well other than the ability to make
bags.

In short people will game the quest system for rapid progression. They can't slow it down
much because there's no content to support a longer levelling curve. This will quickly
lead them into an end-game which has little interest, challenge or reward.

5. Launch with bad design decisions because you were rushed.

This is sort of the catch-all section. But it also reflects that beta feedback is pretty
useless if the developers barely have time to glue the bits together and make the game
minimally saleable. There has to be time for the "is this fun?" test before you release it
and it seems a lot of games companies just don't feel they have the time for that. Anyway,
some smaller results of that.

a. Trying to balance PvP and PvE with the same ruleset. That just doesn't work. Blizzard
are still failing for this reason and most companies can't afford to waste that much energy.
For that matter don't expect PvP to make up for having no end game content unless your game
does something really special in the PvP context.

b. Remove release content to stock an in-game store when your game is already content-lite.
Buying the box should be the price payed for the content developed at that point.

c. Make a character creator which uses 3D objects extensively but has very poor texture usage.
So the furries and robot fetishists like it (especially since everything can be made shiny) but
trying to make a traditional super hero is very limited. And the 3D models are pretty crude.

d. Low detail models. Many of the objects in this game are really basic. For example the jet
used for transport or ships in the harbor are just simple geometric shapes. The wolves in
alaska are almost painfully bad with their fur chipped out of fresh plastic. This combines
with generally bad animation (watching an NPC talk looks like someone in the throes of a facial
spasm).

e. Highly derivative environment. From monster island being directly ripped off from the island
of Dr. Moreau, underwater environment from various atlantis stories and city gangs ripped off
from clockwork orange. It just feels really lazy and excessive. The champions lore clearly only
gave them a bunch of uninteresting heroes to use as quest hubs... though foxbat comes close to
having an actual presence, even if it is hugely geeky and comic-relief.

f. An entirely underwater zone. It always sounds like a good idea, it inevitably isn't.

g. The much vaunted nemesis system is extremely basic. Design the appearance of the boss, a
text and power set and then have random ambushes by his minions and a couple of missions with
that design applied to the mission boss. End result is not much different from running normal
missions.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 17, 2009, 06:49:26 PM
You have some dups in there.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 17, 2009, 06:54:11 PM

Yeah, I noticed that just took me a second to fix.

Shorter version is the game is competent but mediocre, I pity those who bought a lifetime sub.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: NiX on August 17, 2009, 06:58:56 PM
tl;dr, throw that short version at the top of your post, not after.

Worth bothering wasting 3 gigs of bandwidth?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 17, 2009, 07:00:39 PM
tl;dr, throw that short version at the top of your post, not after.

Worth bothering wasting 3 gigs of bandwidth?

Given the problems people have been having downloading today, if it is at all, it isn't today.

I'm having a lot of fun playing this game, by the way, but not many people seem to agree with me here it seems :(


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 17, 2009, 07:06:17 PM
Downloaded the new FP version and it zips along until ARBITRARY POINT ON THE PROGRESS LINE and craps out. Fucking *unreal*. I'm bored. I want to give you money. Even if I only play for the first month I want to give you money. Why do you not want it?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nonentity on August 17, 2009, 07:15:52 PM
Found this on the forums, I went from a 3.2 gig download to a 900 meg download.

Quote
1)Install the client.
2)Run the patcher once.
3)Navigate to Program Files/Cryptic Studios/Live/Prepatch/piggs and delete all *.hoggs files you find there.
4)Navigate to Program Files/Cryptic Studios/Live
5)Cut and paste all 2.02 GB of *.hogg files from Program Files/Cryptic Studios/Live to Program Files/Cryptic Studios/Champions Online/Live/Piggs, overwriting the files therein.
6)Restart the patcher.
7)If patch stalls during download, give it a chance to resume. If it does seem stuck, press the X button on the patcher and restart it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 17, 2009, 07:17:34 PM
It's always interesting poking around a new MMO if you have the bandwidth, time and a user code. It's also a good way to protect yourself from the temptation of buying the actual game.

Read the Memetic Hazard link and agree with pretty much all of it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on August 17, 2009, 07:21:04 PM
I'm sure whoever decided to name the files "hoggs" and "piggs" feels very clever.

I don't get the console-centric aspect of this game at all. So it was demoed with a 360 controller and was supposed to be designed around a console but isn't actually releasing for a console? What? Making a console-centric game fundamentally alters the design, why in the world would you do that then only release a PC version?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 17, 2009, 07:23:44 PM

I believe the history is that this was originally in collaboration with microsoft and marvel thus the Xbox360 focus. However as soon as they (wisely) fled the building and the developers realized they'd be lucky to release anything the console support fell by the wayside.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 17, 2009, 07:26:24 PM
Worth bothering wasting 3 gigs of bandwidth?
Unless you were really, really, really looking forward to this game... no.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 17, 2009, 07:46:13 PM
I'm having a lot of fun playing this game, by the way, but not many people seem to agree with me here it seems :(

It was the same during alpha / beta. Ultimately the players who played CoH/V and wanted CoH v2.0 are going to be the most disappointed with ChampO because it isn't CoH v2.0.

My only major counter to Kageru's comments is that I found dev communication in ChampO's alpha / beta to be the best I'd seen in any closed alpha / beta I'd been in. Lots of different devs from different areas posted regularly, the State of the Game wasn't nearly as outdated as suggested (if Roper made an outdated reference, I found it to be the exception, not the rule). Players were banned for being aggressive twats, not for daring to question the great vision of Cryptic. The whole '7 powers' thing is proof that the devs did listen - it got changed. Lots of things were changed due to player feedback. Early zones were completely redone. The powers system went through a few iterations. That not every player request was acted on isn't surprising. Broadly it was a damned if you do, damned if you don't situation - if the devs don't change a system, they aren't listening, but if they do change it they are breaking their promises.

Now, I do recognise that dev interaction dropped off after 10k players joined the beta. Perhaps I was in early enough to see the best of it which therefore colours my view.

I agree with Kageru's points that a lot of things seem a bit thrown together and lacked the appropriate time to bed down and polish up. Although some of the ideas are great - the Super Stats system is pretty elegant imo - they aren't always well slotted with other systems - melee powers get a bonus from Strength, which was implemented by stealth, as were revisions to the stat system.

(Personal bugbear: ChampO having customisable stats at all. The focus should have been on getting powers plus items right, not trying to balance powers plus stats plus superstats plus items especially when a change to one system impacted on all others.)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 17, 2009, 07:49:06 PM
No doubt they're going to put out a press release or newsletter about TOTALLY UNEXPECTED OVERWHELMING RESPONSE TO THE OPEN BETA where the patch server just couldn't keep up with demand! But they'll get that fixed, just you wait! So that when the game releases, they'll have enough bandwidth for 10x what they need.

Quote from: http://www.champions-online.com/node/172968
The biggest issue we’ve had today is that getting into the Champions Online open beta was more popular than even we hoped for. While I know this doesn’t make the people who have been going through the challenges of getting online today any happier, it has been a great test for us in terms of diagnosing and working to fix problems on numerous fronts. In short, here’s what happened:
...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 17, 2009, 07:53:38 PM

I believe the history is that this was originally in collaboration with microsoft and marvel thus the Xbox360 focus. However as soon as they (wisely) fled the building and the developers realized they'd be lucky to release anything the console support fell by the wayside.

The Xbox 360 version is still planned. AFAIK the major roadblock is getting MS to sign off on a streamlined QA system that would let Cryptic patch Xbox 360 versions quickly.

The Xbox 360 controller is functional (it was supported during the alpha, wasn't supported during parts of beta and was re-supported recently) and I've seen a lot of good feedback about playing with it.

EDIT: Just thought I should clarify terms: 'support' means 'you can play with it and it works', not 'CS will answer your questions about how to change things'. I don't know if the controller is officially supported.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 17, 2009, 07:54:24 PM
patcher update:
seems to be fixed...  I uninstalled my original FP client, reinstalled, and then just ran the patcher (didnt move any files or some such hoo ha).  Took it a while, but it updated itself and recognized the files properly this time, starting the download at about 50%.  Problem now is, it's too slow and will most likely time out.   :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 17, 2009, 07:54:45 PM
 :awesome_for_real:

Of note, they didn't even have the courtesy to link directly to the updated FP file. Is it the second one? A third? It's the same version number as the second one.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 17, 2009, 08:01:33 PM
adding:

 -project FightclubClient -server 208.95.184.132 -port 7255 -name FC.9.20090815.7

to the command line also causes it to not do single threaded downloading, which has turned it from 1%/30 minutes, to 13% in the past two.

Yeah, cryptic, you may not want to download ONE FILE AT A GODDAMNED TIME off what amounts to a torrent client as shitty as Blizzard's initial one.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 17, 2009, 08:02:55 PM
The Xbox360 release went from planned, to showing up as cancelled on the Atari home page to that page vanishing in total. Any bugs involved in gaming with the 360 controller were dismissed with "not supported" throughout late beta. I believe they will do a 360 port if the game is really successful on the PC, but I doubt it will be. They've got to be deep in star trek development if it's going into beta later this year.

I do agree that those who most liked the CoH mechanics will be the least pleased. Playing the beta actually motivated me to re-subscribe to CoH and despite its age I do consider it to have superior mechanics and ambience. Which is sort of sad really, a new game should be advancing the genre at least a little.

The 7 power change was a poor example of communication. They promised to explain the game design behind that fairly arbitrary limit but never actually did. Then suddenly really late in beta it suddenly changes. Firstly they should have explained what they were working towards so people could have tried it in that context, secondly they should have changed it early enough to allow iteration.

However I think the CO developers were doing their very best. There were a number of times they'd say something like "I'd love to look at that system but I have to design 2000 achievements". What was absent were the lead designers. Roper and Emmert should have been the ones discussing why game mechanic X would lead to interesting gameplay so that the assertion could be tested in play. I don't believe either of them posted anything of the sort or even followed beta test feedback. It was also obvious that when they delayed release they moved a lot of resources off CO, presumably onto star trek.

Which is odd really, because I would have thought Roper especially would have been really keen not to have another under-performing game on his CV.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 17, 2009, 08:04:22 PM
Yeah, cryptic, you may not want to download ONE FILE AT A GODDAMNED TIME off what amounts to a torrent client as shitty as Blizzard's initial one.

:awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: slog on August 17, 2009, 08:07:44 PM
Quote
Concurrently, our installer had an error where it placed certain file types to an incorrect directory. When the patcher ran, it didn’t find those already downloaded files where they were expected to be. This caused the 3.6 GB patch to occur.

This says to me "WE VALUE QA LOTS, except when they have to test stuff"

Anyone who buys this game deserves what they get.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on August 17, 2009, 08:14:39 PM
I'd wager a significant amount of money that no console version will ever be released, especially not a 360 version.

Quote
Which is odd really, because I would have thought Roper especially would have been really keen not to have another under-performing game on his CV.

Roper earned his rep at Blizzard but we all know that Blizzard's way of doing things is rooted in the company rather than a few key individuals. They've lost plenty of high-profile employees over the years without missing a beat. It seems fair to speculate that Roper on his own isn't great at the production side of development.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 17, 2009, 08:16:14 PM
No-one remembers the first lead designer of ChampO (http://www.massively.com/2009/01/20/massively-interviews-champions-onlines-lead-designer-randy-mosi/).

Emmert really handed over to Roper and then appeared to have only minor input on certain systems. But I agree that their seemed to be a lack of overall thought about how everything would fit together. It was is a flaw that lots of betas are guilty of in putting out systems to test without having their supporting systems in place. Such as putting out all these powers to test without having stats in place (leading to comments like 'powers are underpowered!').

However, I think ChampO is going to get more than 100k subs, which is going to make it profitable. If Cryptic is in as much financial trouble as some are proclaiming, that is what they want at this point.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 17, 2009, 08:17:00 PM
Quote
Concurrently, our installer had an error where it placed certain file types to an incorrect directory. When the patcher ran, it didn’t find those already downloaded files where they were expected to be. This caused the 3.6 GB patch to occur.

This says to me "WE VALUE QA LOTS, except when they have to test stuff"

Anyone who buys this game deserves what they get.

"this build doesn't need a QA pass, I only changed two files!"


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 17, 2009, 08:18:59 PM
Any MMOG that releases right now with enough advertising will get enough box sales that any company involved will call it a success for a couple months. That is not an accurate way to gauge the quality or monetary perforamnce of an MMOG.

Pretty much. I'm fighting with the damned patcher for something being heralded as AoC-release worthy, entirely because it's this, or go run some instances in WoW again.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on August 17, 2009, 08:20:59 PM
Ok, maybe this stuff goes beyond the regular beta clusterfuckery. A post on the forums states that they tied in the patch updater to the same web server the ChampO forums are on.

I'll let that sink in.  :uhrr:



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 17, 2009, 08:23:12 PM
Ok, maybe this stuff goes beyond the regular beta clusterfuckery. A post on the forums states that they tied in the patch updater to the same web server the ChampO forums are on.

I'll let that sink in.  :uhrr:



That doesn't seem THAT uncommon. Both from the "we need to share roles and this totally won't get hit hard" aspect, and the "the forums won't take THAT much power" aspect.

I wouldn't even blink to find out that half the release servers are still in boxes and the nightly downtime will be new system deployment for release ;)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 17, 2009, 08:26:09 PM
Any MMOG that releases right now with enough advertising will get enough box sales that any company involved will call it a success for a couple months. That is not an accurate way to gauge the quality or monetary perforamnce of an MMOG.

I agree. But the alternative is "Cryptic collapses in a ball of flame, we roast our marshmellows on the embers". I'd rather see a more deserving studio collapse, like CME.

Plus I wouldn't be able to go back to the CoH/V forums for the motherfucking smugness of some of the posters there if Cryptic fell over.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on August 17, 2009, 08:27:49 PM
Is Roper even a designer? Looking at his Wikipedia page he appears to be a producer who specializes in voice work and Pardo has always been the public-facing Blizzard design guy. (I admit I often get them confused)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 17, 2009, 08:30:55 PM
Ok, maybe this stuff goes beyond the regular beta clusterfuckery. A post on the forums states that they tied in the patch updater to the same web server the ChampO forums are on.

I'll let that sink in.  :uhrr:



If they can harness the board's power of limitless retardation, they can power the game and a few Earth continents forever.  So maybe it was a good move.  

EDIT:  In other news, my computer won't even GET to the patch installer screen.  When I click on "launch" on the Fileplanet download manager screen, my computer just does nothing (even for 30 minutes or an hour- but after that time, if I click on launch again, it says "product is already being launched, please wait"). 

My computer is fairly good for a laptop- 2.4ghz core duo, pretty good NVIDIA card, etc.  But apparently God doesn't want me to play this game. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on August 17, 2009, 08:46:08 PM
I keep getting server down messages when trying to patch.  Not really sure if they are or not because the CO forums are a steaming shitpile of crying fuckasses.  Oh, and Cryptic seems to have their thumbs up their asses about fixing stuff.  They need to get on the ball about announcing what the hell is going on. 

I realize this shit is complex.  But it's not like BT tech is brand-fucking-new.  It's also not like this is the first beta to launch, even by their own company. 

These companies spend tons of cash in advertising, making sure they get space in the stores and online to pimp their new products.  They cry when launch dates are broken because it supports piracy and detracts from the sales hype.  But more often than not they promptly fuckup getting their most diehard players into their game.  Damn near every MMO launched in the last five years has the same problems.  It's almost as if Full Sail needs a new MMO tech teacher. 

It's pretty fucking simple:  Treat Open Beta just like a game launch.  By this point we're customers, not testers.  Especially when your testers are primarily chosen by their ability to pay Fileplanet money.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: squirrel on August 17, 2009, 08:47:26 PM
So this thing is mostly uninspired shit with a broken installer and patcher. Yes I read everything, sounds like some things are ok but damn, this wasn't my robot jesus but I was holding out hope for a fun distraction. Will try it when it hits trial status I suppose.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 17, 2009, 08:49:51 PM
At this point it's become an obsession and I didn't even have it 12 hours ago. It's like when you get a weird itch to reread a book you can't find so you go apeshit looking for it because of the chase, not the result.

But I seriously don't recall an open beta this close to release where I couldn't even get past the patcher. I really don't.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 17, 2009, 08:59:00 PM
At this point it's become an obsession and I didn't even have it 12 hours ago. It's like when you get a weird itch to reread a book you can't find so you go apeshit looking for it because of the chase, not the result.

But I seriously don't recall an open beta this close to release where I couldn't even get past the patcher. I really don't.

Same here.  I am using my lunchbreak to go home and try to start the patcher again.  Even if the whole process pisses me off so much that I never play, BY GOD I am going to log into this fucking beta. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: squirrel on August 17, 2009, 09:01:35 PM
At this point it's become an obsession and I didn't even have it 12 hours ago. It's like when you get a weird itch to reread a book you can't find so you go apeshit looking for it because of the chase, not the result.

But I seriously don't recall an open beta this close to release where I couldn't even get past the patcher. I really don't.

Same here.  I am using my lunchbreak to go home and try to start the patcher again.  Even if the whole process pisses me off so much that I never play, BY GOD I am going to log into this fucking beta. 

Forgive me - but I have this vision of you finally conquering the Patcher boss, loggin in and after 20 minutes going. "meh, fuck it". Let me know if that's the case, it's what I'm trying to avoid.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 17, 2009, 09:06:00 PM
At this point it's become an obsession and I didn't even have it 12 hours ago. It's like when you get a weird itch to reread a book you can't find so you go apeshit looking for it because of the chase, not the result.

But I seriously don't recall an open beta this close to release where I couldn't even get past the patcher. I really don't.

Same here.  I am using my lunchbreak to go home and try to start the patcher again.  Even if the whole process pisses me off so much that I never play, BY GOD I am going to log into this fucking beta. 

Forgive me - but I have this vision of you finally conquering the Patcher boss, loggin in and after 20 minutes going. "meh, fuck it". Let me know if that's the case, it's what I'm trying to avoid.

Someone should start a thottbot for betas.  Complete with interactive maps on file location, links to torrenting sites, and min-max settings for routers.
Hmmm, matter of fact.  Might make an interesting game design.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on August 17, 2009, 09:06:43 PM
At this point it's become an obsession and I didn't even have it 12 hours ago. It's like when you get a weird itch to reread a book you can't find so you go apeshit looking for it because of the chase, not the result.

But I seriously don't recall an open beta this close to release where I couldn't even get past the patcher. I really don't.

I am determined to download this, not only because of obsession or determination, but because of sheer boredom. I sure as hell am less likely to buy a game at release when the Open Beta is shit, but if I can't even get past the patcher when I am supposed to be testing or playing? There is no way that company sees my money.

I cannot remember any beta stage where there was such a clusterfuck with the patch server, and the response from Cryptic has been absolute shit. The first two hours when there were issues they should've been kissing ass and explaining to frustrated pre-order people what was going on. If I had needed to subscribe to Fileplanet or pre-order for this shit, I would've been extremely pissed, but as it stands now my desire to even try this game and interest in it is waning because of a day spent dealing with a patch.

Considering I started the download AGAIN from Fileplanet over 2 hours ago for the "new" file and spent nearly all day watching numbers go nearly backwards, it's no surprise that the 32 minute wait in line to download this still shows 38 minutes before I reach my place in line.

If I'm not able to patch this game before Open Beta closes I am seriously considering finding devs of this game IRL to punch in the face.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 17, 2009, 09:13:35 PM
Given that it is well known that open beta will see servers pounded, a staggered open beta would seem to be the best way to go. Also perhaps not pushing patches on open beta day.

However, I do think it is a bit excessive to be crying about not getting into the ChampO open beta (http://forums.champions-online.com/showthread.php?t=32072).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nonentity on August 17, 2009, 09:17:07 PM
I'm down to the last 35 meg. It is quite the stubborn bastard.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on August 17, 2009, 09:21:08 PM
I haven't followed CoX very much, what is it that people don't like about Emmert? (Opening the floodgates here?)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 17, 2009, 09:23:24 PM
I'm just waiting to see how the servers handle the load when everyone eventually gets on.

They did this really amusing testing where a small number of immortal but idiotic bots were introduced into the servers to simulate load. The idea that these bots actually simulated real human load to any reasonable extent seemed outlandish to me. I'm fascinated to see if I was right and they were as half-assed with their server infrastructure as I suspect.

In other words I expect today to be complaining about the patcher and tomorrow is for complaining about memory leaks and lag.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 17, 2009, 09:25:16 PM
They did this really amusing testing where a small number of immortal but idiotic bots were introduced into the servers to simulate load.


what


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on August 17, 2009, 09:27:50 PM
ROFL That's the funniest thing I've ever heard. A stress test using bots to simulate load? LOL

This game is doomed, and from the way this is shaping up I'd say they tanked the Open Beta on purpose because they knew at launch things would go in the shitter and were trying to drive people away.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 17, 2009, 09:29:49 PM
watching all the files install that end in "Hogg" makes me want a Dukes of Hazzard MMO.  So the installer is entertaining me in a way. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 17, 2009, 09:31:02 PM
Man, this downloader is hilarious. It's now downloaded every file to 98.7%, and has them all sitting there. Seriously, what?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 17, 2009, 09:36:02 PM
I haven't followed CoX very much, what is it that people don't like about Emmert? (Opening the floodgates here?)

He got CoH launched and was the lead dev when a number of unpopular (but I'd argue mostly correct) design decisions came down the pipe. Sometimes his comments on the forum were blunt and / or open to interpretation. He would talk about features that were never implemented.

He's become the focus for every unpopular decision around CoH/V and a punching bag I'm sure the current dev team is happy (at times) is there.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 17, 2009, 09:39:19 PM
No, seriously. What? You can't DO that! You can't just put bots on there to simulate concurrency! That's not even some theoretical stuff. It's not even running a simulation. That's lunacy.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: squirrel on August 17, 2009, 09:47:53 PM
From Qt3 - apparently the patcher is borken.


IF YOU SEE THAT THE LAUNCHER IS TRYING TO PATCH 3.6GB THEN YOUR INSTALLER PUT FILES IN THE WRONG PLACE. YOU CAN REDUCE IT TO A 950 MB DOWNLOAD

To fix this shut down the launcher, then go to your Champions directory. In the /Live folder there will be a bunch of .hogg files. Simply move those to the /Live/piggs folder, overwriting old files when prompted, then restart the launcher.

Details: http://launcher.champions-online.com/node/172959


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 17, 2009, 09:55:23 PM
Still doesn't matter, the patcher cannot download the last 10 megs of data it needs. There's some post about the devs being aware and working on it. Updates Soon(tm)

Essentially the last 31 megs will be repeated over and over again because it locks on the same 20ish files last 5%s.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: NiX on August 17, 2009, 10:06:30 PM
 :popcorn:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 17, 2009, 10:09:43 PM
Yep, exact same block of the same files, downloader goes into WAIT_DATA on everything, the patch client proceeds to say "I'M NOT GETTING DATA THE CLIENT MUST BE BROKEN" and stops trying.

Brilliant design. And added bonus:

crypticError.exe     WAIT_FINGERPRINTS     0/456 blocks  0.0%


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Big Gulp on August 17, 2009, 10:12:42 PM
:popcorn:

Indeed, sir.  Indeed.

Margalis, Emmert ripped the overpowered, superheroic, chaotic soul out of CoH in favor of turning it into just another DIKU grind.  "Balance" in a superhero game is a laughable concept at best, in a game like CoH with limited content where the end game is building an alt and starting over cockblocking your players and increasing the grind is unforgivable.  He also touched my butthole, so there's that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 17, 2009, 10:13:16 PM
No, seriously. What? You can't DO that! You can't just put bots on there to simulate concurrency! That's not even some theoretical stuff. It's not even running a simulation. That's lunacy.

They did. I got to observe one of them in action, a humanoid in a grey leotard (default outfit is blue leotard) happily running into walls and firing off his one attack. I even used it as a tank for a while because it would infinitely respawn on death. There were even some quite amusing posts on the beta forums complaining about the bots being players "hacking the game". I'd be fascinated to know what feedback they got out of it.

I'd also love to know what their retention rate was for the closed beta. There didn't really seem to be all that many who stayed with it which contributed even further to fairly light testing.

Oh, and if anyone wants an over-powered combination of powers then Toxic nanites (next attack also gives a powerful DoT) and Lead Tempest (5 target PBAoE) was my answer for trivializing all the content on the way to 40. Naturally you must buy one of two useful defensive passives (regeneration, invulnerability) unless they really nerfed them hard in the last week. I couldn't do the last week of beta because it finished at 7:00am Australian time and choosing between sleep and testing CO was a no-brainer. Combine this with ego sprites for even more AoE DoT goodness. You get to pick two stats and those become your +damage stats (So if you pick intelligence it will add to melee damage) and scale with level. One of them should almost certainly be constitution for a massive hitpoint advantage and enhanced defence while endurance (bigger power pool) seemed a reasonable second choice.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Musashi on August 17, 2009, 10:23:04 PM
Hay Guise.  I'm pretty sure this thread is a rerun.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 17, 2009, 11:09:22 PM
From Qt3 - apparently the patcher is borken.


IF YOU SEE THAT THE LAUNCHER IS TRYING TO PATCH 3.6GB THEN YOUR INSTALLER PUT FILES IN THE WRONG PLACE. YOU CAN REDUCE IT TO A 950 MB DOWNLOAD

To fix this shut down the launcher, then go to your Champions directory. In the /Live folder there will be a bunch of .hogg files. Simply move those to the /Live/piggs folder, overwriting old files when prompted, then restart the launcher.

Details: http://launcher.champions-online.com/node/172959

Thanks for that- it reduced patch size for me.  Patch still won't come, but I suppose I am making progress  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 17, 2009, 11:54:44 PM
http://www.champions-online.com/node/172973

Standalone patch available now.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lucas on August 17, 2009, 11:57:44 PM
(http://img299.imageshack.us/img299/3186/1240758354204.jpg)

But seriously, I totally overlooked this open beta, and your posts are convincing me that I wrongly did so. I can't let this trainwreck bonanza slip by.

Currently downloading from FP, at "maximum speed" with spikes between 30kb/sec and 120kb/sec

Ahh, teh FuN  :heart: :heart: :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 17, 2009, 11:59:04 PM
Patching is totally borked per the devs.  Here's the latest possible fix (also per the devs):
http://forums.champions-online.com/showpost.php?p=714084&postcount=1

I've got insomnia, so I'm gonna get this bytch installed (I've gotta DL another FP client though, since I was working from the original one... which is lawl)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 18, 2009, 12:13:06 AM
Sigh, I've been torn away from my desktop until tomorrow night.

Maybe the :popcorn: will still be going on then!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 18, 2009, 12:26:28 AM
Finally patched.. the graphics is making me sick, something about the movement and the cel shading is just "wrong".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 18, 2009, 01:23:35 AM

There's a nasty sort of disconnect between the button press, the action and the animation which also makes combat feel really clunky.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 18, 2009, 01:50:36 AM
Juuust as I get the thing installed, I get stuck at chargen and the servers go down early... hilfuckinlarious
(just stayed up for no apparent reason)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 18, 2009, 01:53:13 AM
Servers are up as I'm playing now. I think they said they were taking down the login server for a bit (15 minutes? didn't pay attention).

Ignore me... They must have gone down while I was zoning, as the game is currently very confused.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: nurtsi on August 18, 2009, 02:16:25 AM
So, is there any way to get a beta key now without paying some filethingy something? MMORPG and TenTonHammer are out at least.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Feverdream on August 18, 2009, 02:35:36 AM
I am not entirely clear how the decision gets made, but I suddenly have to ask...is it possible to consign a game to Gaming Graveyard status around here before it's even officially released?

It just seemed like a good time to inquire.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 18, 2009, 03:07:09 AM

It would have to get it's own sub-forum first I think. I can't see that happening.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lucas on August 18, 2009, 03:49:03 AM
No doubt they're going to put out a press release or newsletter about TOTALLY UNEXPECTED OVERWHELMING RESPONSE TO THE OPEN BETA where the patch server just couldn't keep up with demand! But they'll get that fixed, just you wait! So that when the game releases, they'll have enough bandwidth for 10x what they need.

 :awesome_for_real:

(spotted the following on Voodoo Extreme, but they don't hyperlink the source. Bold text is mine)

The biggest issue we’ve had today is that getting into the Champions Online open beta was more popular than even we hoped for. While I know this doesn’t make the people who have been going through the challenges of getting online today any happier, it has been a great test for us in terms of diagnosing and working to fix problems on numerous fronts. In short, here’s what happened:
Our game and account servers were thoroughly tested with up to ~40,000 concurrent players. Unfortunately our game patching software was dependent on being able to ping the website to generate a dynamic information page, and it stopped updating when we experienced downtime from massive amounts of players hitting our web servers.

Concurrently, our installer had an error where it placed certain file types to an incorrect directory. When the patcher ran, it didn’t find those already downloaded files where they were expected to be. This caused the 3.6 GB patch to occur.

We quickly released an interim patcher that moved the already installed files to the correct folders. But as we had no way to message this through the patcher, this was incorrectly displaying as it being a 2 GB “patch.” It actually took only as long as moving the files, but unfortunately caused more confusion. The amount of data transferred by the patcher is the "Received" line.

There is now a new build of the installer at fileplanet.com that addresses the incorrect file placement and patch size, as well as a known Windows 64 Bit issue. We tried to keep the new install a simple single-file .exe autoextract, but those can't be bigger than 2GB in size. This requires players to do a second ~300MB patch after newly installing the game. If you previously downloaded the game from fileplanet.com, you do not need to do so again. The latest version of our patcher will move the incorrectly installed files and not require the previously massive patch.

Some players are currently experiencing issues where the Patcher can “freeze.” The main problem is we’re delivering a 400 MB patch to ~20,000 people simultaneously. At the current speed, the patching crush should clear up in about six hours. We are also currently working with our hosting partner to deploy more patch servers.

We appreciate the patience of our testers and hope that you’ll all stick in there as we go through our first day of getting the huge number of moving parts that is putting an MMO out there meshing together.






Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Aez on August 18, 2009, 04:46:53 AM
http://www.youtube.com/watch?v=azV5bC2br-Q (http://www.youtube.com/watch?v=azV5bC2br-Q)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: jason on August 18, 2009, 05:22:48 AM
No, seriously. What? You can't DO that! You can't just put bots on there to simulate concurrency! That's not even some theoretical stuff. It's not even running a simulation. That's lunacy.

That would depend on how your bots were run, from the server or from a scripted client running on a separate machine.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: NiX on August 18, 2009, 06:24:02 AM
That would depend on how your bots were run, from the server or from a scripted client running on a separate machine.

No, you just don't do that. How many machines can you possible have with a scripted client? This is what open beta is for. You want to see what roughly 40,000 people will do to your server when they all come crashing in.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 18, 2009, 06:34:19 AM
That would depend on how your bots were run, from the server or from a scripted client running on a separate machine.

No, you just don't do that. How many machines can you possible have with a scripted client? This is what open beta is for. You want to see what roughly 40,000 people will do to your server when they all come crashing in.

Yep.  And yesterday was a resounding success in that regard.  It was a terrible day.  And people have the right to get scared way from the game because of it, I suppose, but to me a craptacular first day of open beta isn't a deal breaker.  Granted, it wasn't just server load the, fileplanet patch was borked as well. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on August 18, 2009, 07:08:04 AM
Impressions of a disgruntled tester. (http://memetic-hazard.blogspot.com/)  This guy is obviously biased against the game, so keep that in mind.

He writes like a toddler, biased or not. Also, since when is not liking a game having bias?

It seemed like the writer was personally offended by things he shouldn't have been (bad game or not), but since so many people are agreeing with his assessment I suppose it wasn't as biased as it first appeared.  Which is a really bad sign for the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 18, 2009, 08:54:20 AM
Impressions of a disgruntled tester. (http://memetic-hazard.blogspot.com/)  This guy is obviously biased against the game, so keep that in mind.

He writes like a toddler, biased or not. Also, since when is not liking a game having bias?

It seemed like the writer was personally offended by things he shouldn't have been (bad game or not), but since so many people are agreeing with his assessment I suppose it wasn't as biased as it first appeared.  Which is a really bad sign for the game.

I disagree with some of his points and think he's factually wrong about a few things - yes, one of the ChampO CSRs went to another Cryptic title and another went to STO but this isn't exactly STO stealing all of ChampO's resources (I think we went through 6 CS reps in about 12 months during the ChampO beta), the Emmert hate is mis-focused, the trouble finding your friends bit is wrong - but he's probably the perfect example of a CoH/V player's general criticisms of ChampO. Some of it is valid - teaming UI needed work, some enemies are cheap (but they might have been patched down - some were), ranged is better than melee - and some of it is petty - the tells over the heads of enemies are meant to be cues to block.

Some of the bitterest venom towards ChampO is coming from current and ex-CoH/V players for a variety of reasons. Although true that ChampO isn't the superhero MMO I'd create if given the chance, I think they've taken a step forward with some good features... even if they've currently fallen on their face for day 1 of open beta.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 18, 2009, 08:59:16 AM
Granted, it wasn't just server load the, fileplanet patch was borked as well. 
(not directed really at you Malakili)

What I don't get is that a lot of people were blaming fileplanet on the official forums. Fileplanet (besides obvious gripes) is just a content delivery with secure options ie: the file locking. What happened was they released a fscking broken client and something was outside their baseline and it obviously fscked up when it communicated with the patcher. Who ever was the build engineer was partially to fault and the company was out to lunch for not doing a simple "dose this client install properly" QA.

The CSR response was horrible, 6pm posting of what was going on, what file to download on your "soft launch" day is totally unacceptable. I really don't care if there was a post in thread xyz inside of the forums because the dev tracker didn't work, they never updated the main site which 90% of people would read, and the patcher status page didn't say squat that was helpful.

No stress testing BS as there still was post client patches (400mb as stated in the last post as they hit a 2gb installer limit), but try to explain that to people on the official forums and you get a standard response "ZOMG ITS BETA", "WoW's launch was worse then this", "your playing for free!!!!". There was the total mistake of treating this as a beta when honestly an open beta is now a first look by your paying public and critics.

Oh well after getting in and trying it out I will be staying away from this. If it was even mediocre I'd give it a whirl but it honestly wasn't.

FYI the canardpc.com site ran out of keys but I hope anyone was on the fence got one to at least try the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 18, 2009, 09:05:15 AM
I got to deal with a spawn camp within twenty minutes of firing it up. I logged off. I will log back on eventually. Maybe.

It really doesn't look bad and it runs okay. But Jesus Christ it's average.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 18, 2009, 09:11:46 AM
FYI the canardpc.com site ran out of keys but I hope anyone was on the fence got one to at least try the game.
Yeah, I am on the fence and got one. Hopefully they'll get their shit straight in time for me to actually play it in beta...

There was the total mistake of treating this as a beta when honestly an open beta is now a first look by your paying public and critics.
There's not a whole lot that can be changed at this point to impact how it will be at release. This short of an open beta is basically a stress test to test the infrastructure (fail).

Relying on the live team to fix the game isn't a great recipe...but then, my favorite mmo to date (EQ2) did pretty damned well in that respect. My advice to Emmert: hire Scott H.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: slog on August 18, 2009, 10:00:59 AM
That would depend on how your bots were run, from the server or from a scripted client running on a separate machine.

No, you just don't do that. How many machines can you possible have with a scripted client? This is what open beta is for. You want to see what roughly 40,000 people will do to your server when they all come crashing in.

I disagree completely.  Open beta in MMOGS is now  a marketing tool, not a testing tool.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: sam, an eggplant on August 18, 2009, 10:02:25 AM
My advice: go free, sell boxes retail for $9 (with $10 ingame credit) or free attached to another high-margin purchase like a magazine subscription, and add lots of hybrid DLC.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 18, 2009, 10:48:29 AM
So I got through the tutorial with one character last night.

Impressions:
It's.. average. Every attack seems to home, so all the movement is just a  pretty interface over what amounts to the same old combat.

Stats are a mystery. Seriously, what the shit do half these numbers do, and why is it so hard for it to inform me the net effect. This isn't even touching the equip system, where somehow various items could only go into certain slots, but the slots are not labeled in any understandable manner.

I got to train my powers! I couldn't undo anything in the power training room. I also couldn't use the power I selected. It cost 17 more than my max energy. I managed to stat stack to get it down to 2 more than my max energy. Now from a customer interface standpoint, it makes no sense to give me access to a spell I cannot cast upon gaining it. That's terrible. No matter how much you want to reward min maxing or whatever, that's just leaving a bad taste in my mouth at level fucking FOUR or some shit.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 18, 2009, 11:15:59 AM
The new file worked and I got in this morning.  It doesn't look all that different than CoH - more bright and cartoon-y, I suppose.  A bit more like Slog's avatar, maybe.  I haven't really played it but I don't get any great vibes from it yet.  I kind of hope it's not all frantic feeling like in the beginning.  It's something I didn't like about WAR.  So far it makes me miss CoH, although I played that game to death and simply can't get interested enough to play it any more.   Character creation was good fun.  I made a metal lady with Psi powers and named her Psigne.  I so boring.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 18, 2009, 11:55:53 AM

You should be able to respec from the power trainers in the power house. You can respec up to the last 10 selections at increasing prices. The last pick should be free to undo as long as you didn't leave the power house.

And yeah, it was frequently bugged in beta that some powers took more endurance than the character would have. The response from the developers was that this was by design and the character would have to be specifically built for energy use (endurance for max pool and int for cost reduction I guess). Each time I heard it I thought that was pretty loopy logic.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on August 18, 2009, 12:08:35 PM
So far it makes me miss CoH

That sums it up.  I don't know why I'd play this over CoX, not that I've played CoX for any length. 

Champo is the first game to actually induce a headache from it's graphics.  The cel shading looks... off.  It also hitches from the GPU when turned up high.  I turned it down to low but now it looks like dogshit. 

Unimpressed. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 18, 2009, 12:09:35 PM
I made a metal lady with Psi powers and named her Psigne.
:drillf:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 18, 2009, 12:16:16 PM


I disagree completely.  Open beta in MMOGS is now  a marketing tool, not a testing tool.

That's got nothing to do with the fact that trying to emulate server load with bots is grade AAA stupid.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 18, 2009, 12:21:57 PM
I made a metal lady with Psi powers and named her Psigne.
:drillf:

Yeah, but I didn't like her much so I made a short martial arts character named Fat Bottomed Girl.  I would have liked her fatter, although her bootie is gigantic, which is nice for a change. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on August 18, 2009, 12:30:14 PM
I made a metal lady with Psi powers and named her Psigne.
:drillf:

Yeah, but I didn't like her much so I made a short martial arts character named Fat Bottomed Girl.  I would have liked her fatter, although her bootie is gigantic, which is nice for a change. 

If only they had a bicycle as a travel power.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Pennilenko on August 18, 2009, 12:31:45 PM
Hahahaha


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on August 18, 2009, 12:32:31 PM
So what's the proper course now for downloading this game with all the different versions?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on August 18, 2009, 12:37:08 PM
I'd downloaded the client from FP yesterday afternoon and moved the Hoggs files and it kept timing out last night. Went to bed and restarted the patcher this morning and it patched up with no problems and I was able to play. So whatever patcher problems they had seem to be fixed for now.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on August 18, 2009, 01:02:18 PM
So what's the proper course now for downloading this game with all the different versions?

I'm still using the original file i downloaded from fp and it finally patched and run fine.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: jason on August 18, 2009, 01:28:12 PM
I disagree completely.  Open beta in MMOGS is now  a marketing tool, not a testing tool.

That's got nothing to do with the fact that trying to emulate server load with bots is grade AAA stupid.

Depends on what is being tested... server load?  Yeah, bots would be stupid... stress testing instance performance, spawning/despawning of instances... scripted clients could be useful, especially since getting people playing their free MMO instead of actually beta testing to do what you want and actually test things can be a giant pain in the ass.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 18, 2009, 02:47:05 PM
You can make instances and stress instance performance with a slash command or line of code from the server caretakers. There is literally no more stupid way to test anything than using bots.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on August 18, 2009, 02:51:41 PM
There is literally no more stupid way to test anything than using bots.

Don't know about that.

It's a great way to test the bots...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on August 18, 2009, 02:57:19 PM
Well at least its decently fun to play.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ozzu on August 18, 2009, 06:06:53 PM
That sums it up.  I don't know why I'd play this over CoX, not that I've played CoX for any length. 

Champo is the first game to actually induce a headache from it's graphics.  The cel shading looks... off.  It also hitches from the GPU when turned up high.  I turned it down to low but now it looks like dogshit. 

Unimpressed. 

Man, the graphics give me a headache too. The graphics just pierce my retinas and make me not wanna play. However, even ignoring the graphics, I was bored 20 minutes in. That's a bad sign.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Koyasha on August 18, 2009, 06:09:04 PM
Well the combat with a controller feels entirely wrong because it's not action-type combat although it's trying to pretend to be.  Nothing happens when I press buttons once, usually I have to pound the button three or four times to get it to do a damn thing, because it's fucking with targeting and bullshit like that.  Why they bothered to try to make the game "actiion-y" when they still saddled it with targeting and stuff I have no idea.  There are so many good console action games that they could take lessons from in controls if they were trying to make it an action-MMO.  And if they weren't, they shouldn't try to make it sorta kinda feel like one, because at least from my perspective all that does is frustrate the player because it feels so horribly clunky to try to play it that way.

I doubt DC will do better, but the MMO that makes targeting halfway smooth - or even better, removes it entirely except for long-range attacks that have a specific need to be targeted, like pouncing on an enemy or a homing attack - will get me interested enough to give them money, probably for quite a while.  Even combat like Fable or Fable II, which is rather clunky from console action-combat standards, would be a great move for an action MMOG combat system.

Without a proper action-combat system, I don't really see any reason to play this over City of Heroes.  The costume choices are, in my opinion, pretty limited and uninspired, I get invalid costume on some entire categories (like female monstrous chest won't work at all) and as limited as CoH content is, everything everyone else says tells me that the content here is even smaller.  Plus there's no villains.  If CoH didn't have years of head start and additional content and City of Villains out, then sure, Champions Online might look like a good choice.  But if I want to play a superhero game, I don't see any reason to pick CO over CoH.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 18, 2009, 06:22:53 PM
I turned all the settings up to max and it looks fine.  Hopefully those costumes that are broken will be fixed before launch.  This feels a lot like CoH to me.  I just can't play CoH anymore because I've seen everything and know everything that's going to happen.  Still, the game is just okay so far.  I'm not even level 10 yet, though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Pennilenko on August 18, 2009, 06:28:04 PM
If more than 5 people that hang out at these forums still play it 30 days after release I will pick it up and try it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on August 18, 2009, 06:32:33 PM
Quote
(like female monstrous chest won't work at all)

 :pedobear:



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on August 18, 2009, 06:35:31 PM
My eyes actually hurt as soon as I got out of the character creation. 

Fileplanet files lets you play immediately.

Character customization is pretty full.  There is an option at the time to get through all the different costume combos.  Took me a while.

The character control is ass.  Very slow.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 18, 2009, 06:48:25 PM
Maybe that other superhero game that is allegedly coming out will be better. (http://www.freethought-forum.com/forum/images/smilies/genesis.gif)

Oh, and I think I turned off that comic book outline thingy, too.  Maybe that helped the look.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 18, 2009, 07:12:24 PM
It's growing on me now that I'm in. Now, is the stuff interesting me going to keep me going for an extended period? I have my doubts. Limited zones, replaying content over and over... that shit worries me. But it's sort of mindless beat em up fun. I could see getting a month out of this. I have some serious concerns about their patcher load bearing after yesterday, though; I see that as a terrible portent for release.

Turn off bloom. Their bloom is fucking ass. It made an immense difference in the squinting I was doing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 18, 2009, 07:51:35 PM
Just finished the tutorial. Flare Bear@ezrast.
Turn off bloom. Their bloom is fucking ass. It made an immense difference in the squinting I was doing.
This was the first thing I was going to say. I am the biggest sucker there is for shiny glowy lighting effects but the bloom in this game is just ridiculous.

My first impressions pretty much echo the rest of the crowd's here. It doesn't immediately turn me off but I would never slog through this solo - a regular group or a great community might make it worthwhile. The interface in general is just too clunky to put up with. There's a delay between pressing W and moving forward; the camera won't stop swinging around randomly to keep my target in view; targeting small mobs is a pain in the ass; the comics-y font used everywhere in the game is terrible. Immersion-breaking stuff that won't ever let me forget I'm playing a game.

edit: also, no apparent effort to make sure capes work properly. My furry ass clips through the thing every time I run. It bothers me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 18, 2009, 07:59:54 PM
But the cape animations are pretty good.

God that bloom. I was squinting because the yellow star on The Red Scare's cape was hurting my eyes. I was thinking maybe brightness but that just didn't make sense because it was at default. Then I figured out it was their horrible bloom and that seriously made it like a different game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 18, 2009, 08:21:07 PM
Ummm, how is it that a game with only 30 people/shard is considered an MMO?  I mean, for god's sakes they instance the stupidest little things.
Anyways, I got in today and promptly made a pretty good rendition of Sho'Nuff from "The Last Dragon."  I must say, the chargen is the bread and butter (as everyone knows).  Once I figured out that the top tab basically gives you a whole 'nuther category of items to choose from - I was in heaven.  You can just about make anything you can thnk of.

The face/body sliders are pretty crappy though... You really dont have that much leeway in those regards, but given the cell-shading it's probably a good thing.
I found beginning combat in games like WoW and AoC more compelling than this game.  I mean really, this is supers combat - but it doesnt feel very Super.  From lvl 1-5 you basically have 2 abilities (for melee it's a punch and a kick) and that's pretty much the entire strat. behind the game for a while...  get to the powerhouse and add a travel power and something else (hopefully a ranged attack).  And that's it... "???"   If the combat was more visceral it wouldnt be such a problem, but it's standard DIKU (like, real standard) - so, it really sux ass.  Hopefully it grows on you.

Does the skill system speed up and/or become more interesting down the road?  I would assume so, but it'd be nice if they gave us a few more things to do in the beginning besides spam 1 button and just stand and watch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on August 18, 2009, 08:23:06 PM
People need to post pics of their chars, that's the best part of these superhero games.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 18, 2009, 09:14:31 PM
For some reason whenever I take a screenshot it ends up like this:
The lighting in-game is just fine but screenshots turn me into a silhouette for some reason.
Fortunately, I can help with that a bit by lighting myself on fire.
This is with all settings maxed except for bloom and outlining.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 18, 2009, 09:20:13 PM
Captain Furry!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 18, 2009, 09:30:18 PM
I was a little disappointed with the overall fur level, actually. There's no cohesive set of "hairy" textures (note the bear bare hands in the last pic) and there was no ursine head so I had to go with a human one. But it's a throwaway character anyway and I like the name Flare Bear enough that I had to roll with it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 18, 2009, 09:33:15 PM
Someone make G. Gordon Liddy for me. Just so I know it exists.

Quick job, cannot make the moustache bigger nor can I find an american flag to pose against quick enough. The rocket on his back hopefully will send him to the moon.

(https://photos-1.getdropbox.com/i/o/26gwH2aLMl0t5Zj0aJwhnwm6XbNF6fV_zaQTC7hrStg)


Btw, I'm pissed off there is no hats selection! I wanted a freaking top hat for my mad pierrot le fou


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 18, 2009, 09:38:30 PM
There is. In chargen you'll notice a dropdown menu up top, right below the costume section selector.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: fuser on August 18, 2009, 09:42:38 PM
In chargen you'll notice a dropdown menu up top, right below the costume section selector.

:awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 18, 2009, 09:43:34 PM
the camera won't stop swinging around randomly to keep my target in view

You can turn that off, I think. There are lots of ways to adjust the controls / appearance but it isn't well communicated.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 18, 2009, 10:04:29 PM
A lot of character pieces vanished during beta so they could be used as exclusive bonuses or possibly in-store items. I notice the micro-transactions tab is still broken so I guess they don't want to say what they're going to offer on that just yet.

In most cases you'll probably keep using the powers you have at level at level 40. For example playing with the force set there's only one end builder, single target, PBAoE and ranged AoE so you'll probably be using those for the entire game. Annoyingly there's not actually enough useful powers in force for me to meet the requirements to get higher level skills without picking up trash  :facepalm:

Power armor seems to be built differently in that every power has a higher level replacement that does the same thing. Not sure I like that approach more.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hayduke on August 18, 2009, 10:12:47 PM
The character creation options are pretty overwhelming.  It's like the Spore creature creator.  Except the more you play with it the more hideous and garish your mongoloid becomes until you give up and hit the default button to reset everything.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on August 18, 2009, 10:18:39 PM
Where to start?  I had some good and some bad tonight while playing.  Unsure if I'll log in again.  It's neat, but I can't say if it's neat enough to play all the time.  

The graphics hitching I have is an interesting bird.  I'm using an 8800gtx and on recommended settings I'm getting hitching that isn't there on low.  Sadly, low looks like crap.  I figured it was my GPU just being two years old, but then I went into a self instanced area and recommended settings are no longer hitching.  In fact, it looks damn nice for once with the cel lines and bloom turned off.  Once back out into population, goes to crap again.  So it's not really my Video Card being old per se, rather something on their end that needs optimized.  

They stole WAR's public quests.  They might work better in this game, hard to say.  I really enjoy the concept and hope they work.  

Power descriptions are too complex for a beatemup.  Travel powers very early in the game is cool.  


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 18, 2009, 10:25:43 PM
Turn off outlining and that goddamn bloom and your opinion of the game will go up 100%.  I thought I had accidentally clicked on "miniature sun in chest cavity" in the Char. Creator when I got in-game.

Enjoying so far.  I LOVE teleportation but I can see where flight would make my PvE life easier. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 18, 2009, 10:52:27 PM
Teleportation is friggin' awesome.  Any other game which has it needs to copy this model.

Those graphics options are new.  I'll peek over my roommie's shoulder if I get a chance, since that might reduce how ugly I think the game is by a little.  Most of my character complaints will stand though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 18, 2009, 10:54:18 PM
I didn't mean to make another throwaway but couldn't help myself. Colors are a little odd on the first one courtesy of auto-white-balance.
I'm not feeling the character creator hate so far. :drillf:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Musashi on August 18, 2009, 11:20:53 PM
I'm kind of amazed at how bad the game looks in those shots.  Like 1995 bad.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 18, 2009, 11:32:00 PM
That's what I did too, Triforcer.  I think getting rid of that strange outlining helped the look a lot.  Why is it even there?  Are the characters supposed to look drawn or something?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ashamanchill on August 18, 2009, 11:43:25 PM
I'm kind of amazed at how bad the game looks in those shots.  Like 1995 bad.

Ditto.  There is a mob in one of ezrast's screenshots (in the backround) who has no face. Seriously?

I was on the fence about this title, but you guys have given me some good reasons to stay away. Ah well.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: MuffinMan on August 19, 2009, 12:43:47 AM
You'd think with the graphics not looking that great I'd be able to play on something other than the very lowest settings. I don't understand this game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Scadente on August 19, 2009, 12:56:25 AM
Call me uninformed (I quit wow just a few months ago, and quit MMOGs, for now)

But...

Are they doing Subscription AND Micro-transactions? In the same game?

fake-edit: I figured it out... They are.... Which makes me one sad pie


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 19, 2009, 01:19:54 AM
That's what I did too, Triforcer.  I think getting rid of that strange outlining helped the look a lot.  Why is it even there?  Are the characters supposed to look drawn or something?

It was meant to be reflective of the kind of shading you see in comics, but quite a bit of work appears to have gone into moving away from this option since it was pretty unpopular.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on August 19, 2009, 01:38:04 AM
That's what I did too, Triforcer.  I think getting rid of that strange outlining helped the look a lot.  Why is it even there?  Are the characters supposed to look drawn or something?

It was meant to be reflective of the kind of shading you see in comics, but quite a bit of work appears to have gone into moving away from this option since it was pretty unpopular.

I figured out what's bothering me about the graphics in this game. They look less like comicbook shading and more like an unusually high polygon gouraud shaded game from about ten years ago. It isn't the outlines or the bloom, the game is just ugly.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on August 19, 2009, 01:59:07 AM
The police cars in a pic posted above are a good example of that. They aren't in any way cel-shaded, they just look like placeholder graphics.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 19, 2009, 02:08:14 AM

The 3d models are really basic, but they use and abuse the engine features (shiny metal, light bloom, atmospheric effects) to try and hide that. Once you get out of the crisis zones take a look at their interpretation of a "high tech" jet sitting on the landing pad. It's such a crude model I'm still stunned they replaced the helicopers with it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on August 19, 2009, 06:18:14 AM
Part of the problem on the models is that the cel shading black outlines bring a bit of detail to them.  The art is interesting in the fact that it looks like crap no matter how it's set.  I keep rearranging settings and thinking "Nope, that's not right either".

You'd think with the graphics not looking that great I'd be able to play on something other than the very lowest settings. I don't understand this game.

This.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 19, 2009, 06:29:08 AM
I didn't mean to make another throwaway but couldn't help myself. Colors are a little odd on the first one courtesy of auto-white-balance.
I'm not feeling the character creator hate so far. :drillf:

lol, that's awesome!  I'd be laughing the whole time playing that.  What's his name?  Does he have a bad attitude?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bzalthek on August 19, 2009, 07:19:58 AM
God this MMO is the equivalent of a direct-to-dvd movie.

Actually, probably more like VHS or Betamax.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 19, 2009, 07:37:21 AM
See, the gameplay can be kind of fun. Which is depressing, because even if I got over the graphics and enjoyed the gameplay: there's no content. The zones are tiny. There aren't many of them. You seem to revisit content constantly while you level and just play in a tiny section (with travel powers as is, think "smaller than a good FPS map" small)

CoX got away with small-ish zones, high speed travel and a lot more zones at release because half the shit you do is instanced. Here? It's three room romps of instances, with maybe three that I've been able to play in levels 1-15.

Seriously, they halfassed the art assets, didn't world build much, and the whole thing feels like a tech demo of a game that might be awesome, if given two years of development time and funding. But this is your gold master? Maybe if it's your thesis or some shit, but I don't think this flies as a release product.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 19, 2009, 07:55:40 AM
CoH Cosmic Anomaly:
(http://farm4.static.flickr.com/3441/3836940074_24e464ac23_o.jpg)

CO Cosmic Anomaly:
(http://farm3.static.flickr.com/2611/3836155323_2c67414c9f_o.jpg)

I didn't see the starburst costume on my first run through chargen, blah. Also forgot he wore the eye thingies, I was just going from memory. Cosmo was an energy blaster, so I was kind of puzzled trying to find an analog. Telekinesis sounded close, but then I have this sword. Blah, going to have to reroll him. As soon as I got in the tutorial and saw the sword I kind of lost interest because it was late and I didn't feel like tackling the chargen again.

I like the graphics of it, but they run like shit on an 8800gtx at 1280x720. I set it to high (100% on the sliders, which was low for some), shadows medium, 4xaa. This is the first title to run this poorly on my machine. Should be running much better, especially with 30 people in the tutorial zone. I'll probably turn bloom down, but for the most part I found the graphics to be decent enough.

For the morons saying it's 1995 bad. Shut up.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on August 19, 2009, 09:25:42 AM
Gave it a try yesterday. Didn't have problems with patching, it was very slow but worked without any restart or having to play around with files. Though the patcher does some dumb things as far as progress feedback goes ... like showing it has 3.5gb of data on to patch while the actual download is just 300 mb in size, and putting that 3.5gb number first while never listing the size of download until fully done, thus creating some completely wrong impressions. "Cryptic", eh.

* character creation seems overall okay, though the face sliders indeed don't seem to be doing anything really useful. It's surprising there's no apparent way to set your own colours and so everyone gets forced into the same gaudy set that always makes me think of programmer art. The oversaturated colour set clashes really bad with the graphics style they chose, but more on that later. The way character creator arbitrarily enables/disables gear slots depending what category you select (and forgets some choices you made for the slots which get disabled) can get irritating after a while too.

* first (but lasting) impression: game feels stiff. This is mostly down to movement animations, and the way characters are paused mid-frame whenever they hit an obstacle (and there's obstacles to hit all over the place) and hang there in poses that imply moving when they're actually stuck in place.

* the systems they utilize (character attributes, skills, equipment, crafting) come across very convoluted and this is made much, much worse by godawful way these things are documented in tooltips and such. Somehow they manage to nearly always either tell the stuff you don't need to know while not telling the things which actually help, or tell you the stuff you want to know exactly once ever, or stick it in some dark corner of an obscure UI panel, or never tell you things at all.

* graphics style is an odd choice. They went for stock render with some gloss/specular/reflection mapping thrown in but it sticks out like sore thumb when combined with simple shapes and textures they use, and the hideous bump maps they allow to put on people don't help either. Overall it feels very much like EQ 2 v.2.0, with expectation just the tech alone will cure the problem of things looking bad, without understanding that the way this tech is used contributes to the very problem rather than helps. Not saying they should've straight rip off Valve as the way to go (http://www.darkjedi.dk/wp-content/tf2.jpg) but the amount of thought Valve puts into their lighting models and overall approach to stuff they build is something worth copying, imo.

oh and performance is for some reason hideous. When on the same hardware Aion manages to run in the same resolutions and maxed out settings at 60-100 fps and this thing manages to pull off 20 fps at best for me, and that's after turning off ambient occlusion along with few other potential suspects... welp. :uhrr:

* i get the idea everyone wants to be a hero and how it's supposedly making game more fun, but there's no place where it feels more dumb than a superhero MMO. It's really hard not to roll my eyes when every character i speak to turns out to be another little sycophant who makes sure to make it known i'm his favourite, when we both know perfectly well he's been telling it to everyone who right-clicked him all day long. Whore.

"if everyone is super then no one is".

at least their rip-off from WAR open quests also rips off the part where at the end they show who did the most. Though hopefully minus the tie breaker code.

* some things and decisions they made seem plain asinine and don't help the game at all. Like being able to only progress in single sub-field of single crafting area and losing all your progress if you ever want to switch... despite your character can just fine mix-and-use skills from all these areas. Or the way you are allowed to undo your choices of powers and perks but only by removing them one by one in the very order you made them. Want to change that power you picked 10 choices ago? Great, just backtrack 10 steps, change it to what you want now then redo the 10 choices you made afterwards. Or how they give command to put on different outfits on your character even in the contextual menu, but there's no apparent way to create more than single outfit in the Tailor interface or any explanation concerning that, even in the Tailor's own dialog window. Minor, irritating bits that keep piling on the longer you play.

tl;dr: clunky.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kildorn on August 19, 2009, 09:31:33 AM
Oh, I was also amused that for my ego powers, my primary stat increases the strength of crits.

But I had a -5% chance to crit because nothing I'd been told to get stat wise would ever increase my crit rate.

I had other powers where suddenly my damage would scale off End instead of Ego and such stat bullshittery that seemed completely pointless and convoluted.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 19, 2009, 09:36:50 AM


I had other powers where suddenly my damage would scale off End instead of Ego and such stat bullshittery that seemed completely pointless and convoluted.

Superstats.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on August 19, 2009, 09:37:44 AM
Oh, I was also amused that for my ego powers, my primary stat increases the strength of crits.

But I had a -5% chance to crit because nothing I'd been told to get stat wise would ever increase my crit rate.
From what i managed to figure out, chance to crit anything is driven by Dexterity. But that -5% thing reminds me of another bit that seems like wrong way to go about things given the superhero theme -- the way your character actually gets (relatively) worse as they level up, because their stats need to match numbers that increase as they level up just to stay on the same level percentage-wise...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on August 19, 2009, 09:55:41 AM
Turn off outlining and that goddamn bloom and your opinion of the game will go up 100%.  I thought I had accidentally clicked on "miniature sun in chest cavity" in the Char. Creator when I got in-game.



I will give this game another shot just because of this.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on August 19, 2009, 09:56:45 AM
That would be one of my biggest complaints in the game is the powers can be pretty complex and the information you get in game for some of them is not terrifically clear about explaining them and the stat system and how it feeds into and effects powers are complex and not well explained. It may be a matter of not yet having the manual to RTFM yet.

Graphic wise its fine to me although I turned off the outlining and turned the bloom down. The default bloom level is freaking silly.

I was a bit disapointed with my gadgeteer until I found my chainsaw power MUAHAHAHAHAH that is pretty amusing but my character I thought would be more of a blaster is now way more effective in melee range.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 19, 2009, 10:12:19 AM
Yes, I forgot to mention the bloom.  I maxed out nearly everything but I turned bloom almost all the way down and turned off the outline and it looks okay to me.  To be honest, I don't think I've ever played an MMO without having to fiddle with the graphic settings.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on August 19, 2009, 11:23:19 AM
I like the graphics of it, but they run like shit on an 8800gtx at 1280x720. I set it to high (100% on the sliders, which was low for some), shadows medium, 4xaa. This is the first title to run this poorly on my machine. Should be running much better, especially with 30 people in the tutorial zone. I'll probably turn bloom down, but for the most part I found the graphics to be decent enough.

Good to see someone else having the same experience with that card.  This really has been the first game that I can't run reliably in two years.  Go figure a cartoon game put my card to bed. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on August 19, 2009, 11:25:04 AM
I'll try it without bloom and outlining but at the moment I feel like it's graphically worse than CoH.  The game play, at the tutorial level, feels identical to me as well, certainly not significantly different.  Also, I'm not a fan of the pop-up box graphic or the font used in it or the way it presents quests and information.  It felt hard to read and confusing when there was only a short paragraph with a small, three item bulleted list.

The game environment itself felt lacking, the back grounds looked washed out and muddy, it's not good when granite looks like clay, the cop cars look like they were made with play-doh, the police barricades were made with Papier-mâché.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hayduke on August 19, 2009, 11:35:40 AM
I wouldn't have so much problem with the graphics if they didn't seem so uneven.  It's jarring that there's always a few things on screen that just don't fit, like they didn't finish loading or something they're so bad.  And yeah it's damn hard to make a good character unless you go for cyborgs or furries.  Plus it'd be kind of nice if they were more descriptive about the powersets on character creation.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 19, 2009, 11:43:11 AM
I dunno. I've made some good looking non-robot/furry/demon toons. The Red Scare and Mister Magic.

I can see this being a bit of fun with a group. I won't have a group so it won't be as fun.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cadaverine on August 19, 2009, 12:04:41 PM
The graphics are way better than what they looked like when I first got into the CB.  The game feels a bit more fun now as well.  Still have no clue what the interaction between stats and powers is, though.  That would be my biggest gripe so far, being in the dark about a lot of the game.  Like when I tried playing around with crafting for the first time last night, the info available on Research didn't mention that you needed to use a workbench, so I just opened up the menu, and clicked on R&D, and spent 5 minutes or more putzing around trying to figure out what the hell I was doing wrong, until I noticed the option to use the workbench on the screen.  :facepalm:

I am still tempted to pick the game up, though, even if only to play Barbie dress up with the chargen.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Glazius on August 19, 2009, 12:19:06 PM
I just can't play CoH anymore because I've seen everything and know everything that's going to happen.

Is that from a power perspective or from a story perspective?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 19, 2009, 12:29:51 PM
I like the graphics of it, but they run like shit on an 8800gtx at 1280x720. I set it to high (100% on the sliders, which was low for some), shadows medium, 4xaa. This is the first title to run this poorly on my machine. Should be running much better, especially with 30 people in the tutorial zone. I'll probably turn bloom down, but for the most part I found the graphics to be decent enough.

Good to see someone else having the same experience with that card.  This really has been the first game that I can't run reliably in two years.  Go figure a cartoon game put my card to bed. 

I'm using an 8800 GT at 1280x1074, no outline and bloom low, everything else high, and it's running okay so far.  It staggers a little once in a while.  I'm sure I'll have some sort of weirdo specific to only me problem at some point.  I almost always do.

I just can't play CoH anymore because I've seen everything and know everything that's going to happen.

Is that from a power perspective or from a story perspective?

I don't know.  I'm still very fond of the game but I just have no motivation to play anymore.   


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rattran on August 19, 2009, 01:18:21 PM
I have to say, Champions Online has the fastest and best uninstall ever. A+ on that feature, it's my favorite of the whole game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on August 19, 2009, 01:28:07 PM
Make sure it deletes the folder where the game downloaded. I think I had to manually do that when I uninstalled last week.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 19, 2009, 02:03:24 PM
I like the graphics of it, but they run like shit on an 8800gtx at 1280x720. I set it to high (100% on the sliders, which was low for some), shadows medium, 4xaa. This is the first title to run this poorly on my machine. Should be running much better, especially with 30 people in the tutorial zone. I'll probably turn bloom down, but for the most part I found the graphics to be decent enough.

Good to see someone else having the same experience with that card.  This really has been the first game that I can't run reliably in two years.  Go figure a cartoon game put my card to bed. 

I'm using an 8800 GT at 1280x1074, no outline and bloom low, everything else high, and it's running okay so far.  It staggers a little once in a while.  I'm sure I'll have some sort of weirdo specific to only me problem at some point.  I almost always do.

I just can't play CoH anymore because I've seen everything and know everything that's going to happen.

Is that from a power perspective or from a story perspective?

I don't know.  I'm still very fond of the game but I just have no motivation to play anymore.   

I have the 8800GTX and I've found it actually runs BETTER when the settings are higher (same happened with AoC).  I'm on the no cell-shading/bloom bandwagon though.  It's a much better game with that stuff turned off.

Anyways, so far my experience in the beta has shown me that much of the fun is determinant on the type of hero you play and how you build him/her.  I'll bring up AoC again to illustrate the point:  If you play Conq., the game is a shitton of fun.  If you just play Tempest, it's a boring spamfest and you're squishy to boot - until you get to endgame and stat min-maxing dmg.

In ChampO, I made a Sho'Nuff Martial Artist dex/ego build... high crits, etc.  He was just boring to play and didnt mow through minions like he should've.  Spam punch, spam kick... and that's it.
Then I made a rendition of The Maxx and went pure STR/CON with claws, bashing, and a penchant for hopping like a bunny.  Instant fun.  I pick up large chunks of shyt and throw them and can bitch-slap 5 enemies into the air.  His ranged charge is also pretty sweet.  He's just overall a more entertaining build and utilizes more of what the game has to offer.

And that's where the failure in implementation is imo.  Certain builds just dont play right and arent fun.  People that dont have patience for experimentation will put the game down sooner than later unfortunately.  So, for me, this beta time is spent fooling with builds until I find the sweet spot.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 19, 2009, 02:28:29 PM
If you play Conq., the game is a shitton of fun. 

So, for me, this beta time is spent fooling with builds until I find the sweet spot.
Yeah, I got lucky rolling a Conq out of the gate. Lots of fun.

I also plan on trying a few powersets, though if it's anything like CoH, the real feel of the set doesn't come out for a looong time. I never really got to my blaster's full powerset, and my mastermind was just opening up.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 19, 2009, 03:06:12 PM
Really, I dont see what all the negativity about the game itself is.  It's a very flexible online supers-creator... does its job, for the time-being.  (fun or not)  If it entertains me more than Spore, it's a win. 
It shouldnt be priced like a traditional wow-like MMO though.  If they do that, I doubt I'll play it past 1 month unless endgame is god's gift.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tmon on August 19, 2009, 03:17:19 PM
Really, I dont see what all the negativity about the game itself is.  It's a very flexible online supers-creator... does its job, for the time-being.  (fun or not)  If it entertains me more than Spore, it's a win. 
It shouldnt be priced like a traditional wow-like MMO though.  If they do that, I doubt I'll play it past 1 month unless endgame is god's gift.

$14.95 a month, is what they told me at the demo booth.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on August 19, 2009, 03:18:45 PM
Really, I dont see what all the negativity about the game itself is.

It isn't interesting enough to be negative about. It's just meh. Creating a character gets me excited to play and then when I play, I'm ready to log off and never come back after 30 minutes. That's not worth 1 month of subscription, much less a full box price.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 19, 2009, 03:47:28 PM
Really, I dont see what all the negativity about the game itself is.
It's Ugly by default.  It's character creator is terrible, when it should have put the system it's copying to shame.  It's buggy.  It's linear.  It's uninspired.

It has a few good points, but the rest of it is so 'meh' that they're not worth anything except noting to crib for the next game.

(And if you're okay with this game, I don't see how you can possibly rag on Jumpgate again...)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: 01101010 on August 19, 2009, 04:04:03 PM
Lucky my disdain for fileplanet still is strong or else I'd be forced to give a go with this beta.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 19, 2009, 04:07:48 PM
[
It's Ugly by default.  It's character creator is terrible, when it should have put the system it's copying to shame.  It's buggy.  It's linear.  It's uninspired.

It has a few good points, but the rest of it is so 'meh' that they're not worth anything except noting to crib for the next game.

(And if you're okay with this game, I don't see how you can possibly rag on Jumpgate again...)

1) I don't find it ugly.  Its not the prettiest game I've seen, but I think it does what it is trying for decently.
2) I like the character creator, what specifically is so bad about it?
3) It is a little buggy, I'll admit, but nothing show stopping for me so far.
4) The beginning is definitely linear, it gets less so later on.
5) Uninspired in what sense?  It seems like it was inspired by comic books, and delivers on that.

I mean, I can see why people wouldn't like this game.  It definitely has a target audience, and it probably isn't going to win huge amounts of players over that aren't already interested in a super hero MMO, but to me its definitely fun to play.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 19, 2009, 04:23:36 PM
I'll agree that the game is fairly inoffensive, but it still doesn't offer me any reason not to resub to CoH and spend the box cost on Going Rogue. The only thing that might make ChampO worthwhile is the scenario PvP, depending on how that pans out at higher levels. Has anyone spent much time with PvP? My early impressions suggest that healing in scenarios is balls - the game doesn't auto-team you so you don't get unit frames for your side. I'll keep trying though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jimbo on August 19, 2009, 04:31:27 PM
I hope they fixed the power sets because it was so crazy on balance that if you picked one of the sets that were decent you couldn't get very far without dieing a lot to the mobs.  Hell the trash mobs would kill you.  But then again, there were a bunch of vocal people that when I posted what was happening said I needed to switch my powers and make the game trivial...  Of course I had no clue on what powers were uber (like fire and power armor) or that a couple of defense powers could make the game easy (but the game doesn't explain that), or that block somehow made the game easy (okay that never made sense as I was blocking and still getting killed).

Pro's:
1.  Neat costumes, great fun to play action figure dress up.
2.  A ton of powers and the ability to make them look cool (well sort of, I couldn't get the graphic swap to work right sometimes).

Con's:
1. Documentation.  I have no clue except on the basic of stuff on how it works or what you need to get around.
2. the grind!  Jesus H. Fucking Christ, I swear Jack wants us to all play slow leveling games, fuck him.
3.  Dieing to a trivial mob.  WTF is that bullshit!  And unlike AC you get no exp for fighting them back.
4.  The range mobs argo you, so unless you are flying and way up there they argo and come kill you.  Sucks if you have a walking/land travel power.
5.  Having forced grouping to complete missions unless you have picked the right powers to let you solo your missions.  I'm talking regular missions, not the hazard missions.

Basically it is a bad mix of City of X (neat costumes), tried to take some of Marvel Ultimate Alliance, and added the grind (with a bonus for some of forced grouping).  They just didn't get it right.




Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 19, 2009, 06:18:59 PM

On all the powers descriptions there's a line at the bottom that says "advanced info" or something similar. If you click on that you'll see a slightly improved version of the information we had during beta. You'll generally also see why a lot of people couldn't bug a power because it was too hard to figure out what it was meant to be doing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on August 19, 2009, 07:55:20 PM
Installing the client crashed my laptop, can't even enter safe mode. I fucked up.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 19, 2009, 08:04:23 PM
Ironically ChampO faces both the issues of 'forced grouping' and 'no reason to team' depending on your build.

I love the classless character building system but there are huge power gaps between optimal builds and 'gimped' builds.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 19, 2009, 08:18:29 PM
Ironically ChampO faces both the issues of 'forced grouping' and 'no reason to team' depending on your build.

I love the classless character building system but there are huge power gaps between optimal builds and 'gimped' builds.
It's deja vu all over again :awesome_for_real:

Context: Jack Emmert tried to do something similar with the original City of Heroes design by having no classes but gave up when it proved to be too hard to not gimp yourself.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 19, 2009, 08:23:16 PM
Ironically ChampO faces both the issues of 'forced grouping' and 'no reason to team' depending on your build.

I love the classless character building system but there are huge power gaps between optimal builds and 'gimped' builds.
It's deja vu all over again :awesome_for_real:

Context: Jack Emmert tried to do something similar with the original City of Heroes design by having no classes but gave up when it proved to be too hard to not gimp yourself.


While PvP remains a totally unbalanced beast.  I've yet to create a character that couldn't survive in PvE solo, maybe if I went out of my way...    Then again, I haven't played all the different combos I've tried anywhere past the low-mid level range.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 19, 2009, 08:28:23 PM
Context: Jack Emmert tried to do something similar with the original City of Heroes design by having no classes but gave up when it proved to be too hard to not gimp yourself.
I'm fine with being able to make gimpy characters, if there is enough info given to know that is what will happen if you choose said powers.  The lack of documentation makes it a crap shoot.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 19, 2009, 08:30:14 PM
I knew you'd say that.   :grin:
Didnt stop me from posting it though...   :drill:
Yah, I fell into the Spore trap and got burned, but it didnt stop me from initially purchasing the game.  So, I figure even if ChampO sux overall... if it's better than Spore I can at least give it a shot.  Just wont sub it.  Yah, irrational, but fuck it.

I'm tired and MMO lonely   :heartbreak:
It's either this or Fallen Earth bro.  For some dumbass reason they're both overpriced too.

<I've had too much sugar today>


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 19, 2009, 08:39:55 PM
CO really does have a certain charm if viewed as a beat em up, Dynasty Warriors at half speed writ large. Some builds are way more fun than others. I may purchase this. I'm very on the fence. There's fun somewhere here for me that wasn't there for CoX. Note, though, that CoX's maturity shows in the mechanics, etc that people are talking about.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 19, 2009, 09:09:22 PM

That element fades a bit as well as you get to higher levels. The mob hit points (especially the quite common 2-bar mobs) seem to scale up faster than your damage to the point it can become quite tedious whittling them down.

The player collisions are pretty hilarious too. I repeatedly bugged a mission (investigation awry) saying that a timed mission which required interacting with an NPC on a relatively long respawn would cause rage quits. And true enough when I get to it there's 6 superhero's sitting around seeing who can talk to him first. Kinetic in the tutorial is almost as bad (and why are the iconic champions so weak?). The lost hitch-hikers one in Canada is even worse.

They've solved some of the problems by creating micro-instances to stop people fighting over the objectives. Like in Canada it says to investigate poisoned fish and you can still see the old mission objectives lying around. However the mission now involves zoning into an underwater cave to complete it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 19, 2009, 10:03:04 PM
Is PvP kinda buggy for anyone else?  Holds don't seem to ever stop anyone from moving- I must have cast 20 ice cages in one match and only one of them stopped the person from moving- every other time the cage appeared but the person still just ran around.  Shatter (ice spec) doesn't seem to work in PvP either (or maybe its my graphic not changing). 

Also, PvP seems an exercise in "five people must hit on one guy for 30 seconds to get him under half health."  Maybe I'm just doing it wrong. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: koro on August 19, 2009, 10:37:30 PM
So, someone on another forum I go to had some questions about Flavor of the Month builds and shot off a PM to Akinos (whom I assume is a dev? I don't follow Cryptic's staff) about it. The reply was kind of... odd:


The gist of it? If you're on a team, and you happen to use the same power on an enemy that someone else uses? Debuffs for you! If this is truly how they hope to "balance" things, god help anyone who tries out any new frameworks they put in in the future.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 19, 2009, 11:05:12 PM

I believe that post is the PM text itself rather than the reply, in other words the players idea. If they implement this they're borderline insane.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: koro on August 19, 2009, 11:14:13 PM
Oh wait. Kageru's right, and I'm a total doofus who misread. Scratch that, then.

I didn't think Cryptic was quite that dumb. In my defense, the original poster of that quote was fairly vague.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on August 20, 2009, 07:32:15 AM
I tried it without bloom and outlining and with all texture stuff at max (200%, whatever the fuck that means).  Uh, there is 0 effort put into the textures.  In an age where bump mapping is ubiquitous (and cheap in graphical terms) their texture for asphalt is a matte black surface with a few circles here and there?  An armored car plate is a perfectly flat matte gray rectangle?  Granite is another flat matte gray rectangle?  Really?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 20, 2009, 07:53:01 AM
And true enough when I get to it there's 6 superhero's sitting around seeing who can talk to him first.
I ran into this last night. One part when you have to rescue the citizens from the villain-level mobs, they were camped to fuck. So I tried forming a group so everyone could help each other rather than race around trying to ks. No dice. Then another where you free the trapped hero, stand in line or jump the line were the two options, again nobody interested in grouping, ignoring invites and no chat. And I hate grouping! Blah.

The kicker is that this is with 30-person instances. That's shoddy.

Had time to get into it more last night, rolled up an analog of my CoH defender Moleculator and had some fun with the power armor build. Still a bit odd, the one power will auto-target the nearest mob, but my energy-building attack won't. I like where they were going with power loadout design overall, I just think it either needs more time in the oven, or a more competent lead to tie things together. I do love the WAR-style open quests, loved those in WAR...at least as long as there are level-appropriate players around...

I'll probably buy it....next fall.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on August 20, 2009, 08:40:58 AM
Really, I dont see what all the negativity about the game itself is.

It isn't interesting enough to be negative about. It's just meh. Creating a character gets me excited to play and then when I play, I'm ready to log off and never come back after 30 minutes. That's not worth 1 month of subscription, much less a full box price.

Same here.

The game looking better with tweaked bloom and outline.  But fuck the character moves like ass.  Terrible control.  I also stop moving when my toe bumps into a pebble.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 20, 2009, 08:44:41 AM
Yes, that whole thing where you stop dead when there is a tiny little step in front of you is annoying.  As I find more annoying things like that, the less inclined I am to play in the open beta.  I did get the game, though, so hopefully they'll fix and polish and at some point I'll play enough to justify the cost.  Or at least enough to not feel too much like an idiot for buying it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on August 20, 2009, 09:00:17 AM
On forming groups, I wonder how many people actually look at the chat. The font is so user hostile I don't think I ever even glanced at it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 20, 2009, 09:16:13 AM
The chat font is ok for me. I have to tweak the size of the box a bit, but it's a larger font than what I have my EQ2 box set to.

The text in the ! and ? blue boxes is getting to me, though. Probably the outlining, but it's tough to read from across the room, I keep having to lean about three feet forward to read it. Since it has all the tutorial info and I actually read quest info, it was a pain in the butt.

Still, I'm not getting the hate, I had fun. I can make a list of gripes about any game at launch. I am glad to have this week to test out a few builds and see a bit of the game, though, since I can't really afford to buy it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 20, 2009, 09:30:42 AM
Had a chance to see the game without the outlining and bloom.  It does make a huge difference and would have saved me a few tylenol had it been an option to disable during the beta.  The game is still ugly given they didn't put any effort into textures (probably since they weren't planning on allowing players to disable the cell shading).  But at least it did make it look better.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on August 20, 2009, 11:24:42 AM

Still a bit odd, the one power will auto-target the nearest mob, but my energy-building attack won't.

The energy builder is a toggle power in combat. I can see the rationale behind it, if you're DPSing and draw aggro you'll want to be able to turn it off. An option to have it stay on with target switch would be nice though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on August 20, 2009, 11:59:46 AM
it would be very nice if the end builder stayed on whatever target you are on but at least with my gadgeteer I put one enhancment into my end builder and now its an aoe so its less of an issue.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 20, 2009, 12:10:29 PM
Something I missed: the gold brackets on the energy bar. Why do I naturally only regen about 85% of the bar and fill to full only with my energy builder attack?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 20, 2009, 12:21:48 PM
Something I missed: the gold brackets on the energy bar. Why do I naturally only regen about 85% of the bar and fill to full only with my energy builder attack?

Its your equilibrium point.  The more REC you have, the higher up it will be on your bar.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on August 20, 2009, 01:17:02 PM
Can someone take a shot of a player that uses the blackout line, and zoom in on the outline?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 20, 2009, 01:33:28 PM
Can someone take a shot of a player that uses the blackout line, and zoom in on the outline?
How close? There's a shot of my first character with the outlines and bloom on a couple pages ago.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on August 20, 2009, 01:45:40 PM
Can someone take a shot of a player that uses the blackout line, and zoom in on the outline?
How close? There's a shot of my first character with the outlines and bloom on a couple pages ago.

Really close. like, as much as you can. If so inclined.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 20, 2009, 02:01:12 PM
Sure, I'll be on tonight, but it won't be until after 10pm. If I remember!  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 20, 2009, 02:05:58 PM
Why do you want a close up of the outline?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mrbloodworth on August 20, 2009, 02:10:50 PM
Hunch. Technical curiosity.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 20, 2009, 02:15:06 PM
Gee, could you be more vague or something?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Koyasha on August 20, 2009, 02:15:57 PM

Still a bit odd, the one power will auto-target the nearest mob, but my energy-building attack won't.

The energy builder is a toggle power in combat. I can see the rationale behind it, if you're DPSing and draw aggro you'll want to be able to turn it off. An option to have it stay on with target switch would be nice though.
There is an option to have it stay on with target switch.  Under 'controls' if I remember right, at the bottom, you can change the functionality of the power in your first slot (which as far as I can tell HAS to be an energy builder).  If you switch it to 'toggle, never cancels' it'll stay on as you switch targets.  And depending on your auto-target settings, it will automatically acquire and begin firing at the next target.  It makes things a lot easier.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 20, 2009, 02:27:53 PM
I'm confused.  I finished the tutorial and I thought I'd get a reward but they sent me to Canada!   :ye_gods:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 20, 2009, 02:32:43 PM
WATCH OUT FOR THE NAZI SOCIALIST DEATH PANELS

A couple other things I like. The jolt of power when my robot's jet boots kick into overdrive and the afterburner sound (or whatever it is). Good feeling of power to it. Also, the best level-up thus far in mmo. Dings are for wussies.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 20, 2009, 03:08:21 PM
Oddly enough, the best sound in the game is just when you're farming craft-nodes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 20, 2009, 07:27:46 PM

The original design was to not have autofire on the end builder. After all it was one of their promotional claims that there was no auto-attack involved. However a lot of people in the beta pointed out that spamming 1111111 got old fast. It was sufficiently obviously right that they eventually relented.

I'm fairly sure the "never cancel" option on the end builder will still not autotarget. It just means that as soon as you do have a target you start auto attacking.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on August 20, 2009, 07:33:28 PM
Ya I just notice that and you can change it to a maintain power for those who do not like the auto attack can be made more like a normalish attack. So far I have been liking the game biggest problem is I really want to read the damn manual when I get it to maybe spell a few things out a bit more clearly.


Still a bit odd, the one power will auto-target the nearest mob, but my energy-building attack won't.

The energy builder is a toggle power in combat. I can see the rationale behind it, if you're DPSing and draw aggro you'll want to be able to turn it off. An option to have it stay on with target switch would be nice though.
There is an option to have it stay on with target switch.  Under 'controls' if I remember right, at the bottom, you can change the functionality of the power in your first slot (which as far as I can tell HAS to be an energy builder).  If you switch it to 'toggle, never cancels' it'll stay on as you switch targets.  And depending on your auto-target settings, it will automatically acquire and begin firing at the next target.  It makes things a lot easier.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 20, 2009, 07:50:44 PM
I wouldn't count on it.

I've played since alpha, but last night was my first chance to really play through the latest build as I missed playing since the last big patch. Christ they added a lot of things in at the last minute. And broke stuff too. The game not remembering my preferred control scheme (Shooter - First Person Shooter keys) every time I zoned was annoying. However global chat was also down, so swings and roundabouts.

Plus there certainly were some stealth changes to how things work that only Cryptic knows - the impact of stats was definitely tweaked and that in turn impacts on power performances. Mobs appear to have a number of new abilities or the AI has been tweaked to ensure they actually use the abilities they have.

Still having enough fun to consider a lifetime sub, but ironically I don't think I'd pay $15 a month for it over the long term.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 20, 2009, 08:54:09 PM
What was your offer?  This thread is too long.  I'll never find it!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Koyasha on August 20, 2009, 09:58:12 PM

The original design was to not have autofire on the end builder. After all it was one of their promotional claims that there was no auto-attack involved. However a lot of people in the beta pointed out that spamming 1111111 got old fast. It was sufficiently obviously right that they eventually relented.

I'm fairly sure the "never cancel" option on the end builder will still not autotarget. It just means that as soon as you do have a target you start auto attacking.

It does autotarget, depending on what other options you select.  Mine automatically targets and begins firing on anything in front of me as soon as the last target is destroyed.  If I leave it on after a fight (i.e, after everything in front of me has been destroyed) and I'm just running/flying around, as soon as I move in range of something in my frontal cone it'll lock on and start shooting.

Also, it's cute that anyone thinks a manual will be useful in this day and age.  I haven't seen a manual that covers even the complete basics in a long time, much less one that gives proper documentation on everything.  Hell, these days there's a good chance a manual isn't even included (except for a leaflet covering a few default controls).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 20, 2009, 10:49:56 PM
With things still in flux, a manual would also be quite useless even if they did make one.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 21, 2009, 01:30:12 AM
I must say, this game is growing on me. Millenium City is less overcrowded than Canada, and advantages bring a layer of depth to the power system that isn't readily apparent at first. The in-combat mobility is great, and it doesn't hurt that for once I can play a support role (telepathy) and still feel badass soloing.

Scenario PvP grants XP, by the way. Not enough, but it's there. I have no idea how the PvP gear compares to the PvE stuff. If this part of the game pans out well, I may end up subbing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 21, 2009, 01:55:16 AM
I gotta say, I'm starting to get bored.  The game so far is way too easy.  Granted, I've only put a few days in, but I just dont get that feeling that I'm being challenged in any way.  Sure, the npcs are beefier, but the whole premise of killing them is just... bland.  And the magic of multiplayer gaming is largely missing in this game.  Just not enough reasons to group and when there is you can blast through the content lin 30 secs.

I mean, does it get better????  Yah, I'm feelin the grind now... but it gets better right?  Please tell me there are some "epic" 5-mans in there somewhere or at least a mission or 2 with some real depth.  Please tell me there's a part of this game that will make me sweat.  'cause I aint feelin it so far.   (the chargen funness has worn off, now it's time to get serious)

For christ's sake, the missions in Tabula Rasa were more compelling and challenging than this game.  Matter of fact, the only time I felt challenged was when our entire group was hit with the health-regen bug during the Fight Club mission.  But, no worries!  Just die and respawn right at the beginning down the hall  No corpse run. No real penalty of any kind!   :uhrr:
(I wouldnt mind if it was fun, but it wasnt)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 21, 2009, 02:40:23 AM
I should clarify, the game has only grown from "pretty meh" to "sort of fun." I wholly agree that the grouping situation is pretty dismal; there are supposed to be "lairs" you can take on as a group that aren't tied to quests, but I haven't found any yet.

As for the combat not being fun, I don't know what to say beyond 1) do missions that are higher than your level and 2) use a varied powerset like supernatural or gadgeteering rather than a straight-up offensive one like martial arts. If you're already doing those, then this game is probably not for you. That's okay, it's probably not for me either! Since I have serious doubts about the PvP balance working at all, ever.

Disclaimer: I'm only level 13 and I reserve the right to switch to a completely contradicting opinion at any time.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 21, 2009, 06:55:22 AM
It's growing on me, too, a little each day. For one, some of the powers are pretty fucking neat. My Might guy isn't so interesting and I'm not sure I like the feel of melee combat. My Magic guy, however, is fucking awesome. I chose zombie raising last night when I dinged but I could've chosen one of a few summoning circles that summon critters from beyond, what are essentially summonable mystic minefields, channeled heals... there some others but it's early. Buffs and stuff. Anyway, some of the powers were pretty nifty.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on August 21, 2009, 07:30:11 AM
I still can't get past that I feel like I'm running in quicksand and the reaction and timing of just turning, moving and jumping.  To much of a delay.

Whoever said the uninstall feature is awesome was right.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 21, 2009, 08:05:45 AM
Sorry, Mr BW, forgot to upload the pics I took last night. Not sure what you're looking for, it's just an outline on models.

Dunno, I find the game fun. Maybe my expectations aren't what you guys have, maybe I don't put enough time in to see it suck. It's a fun game. Rolled up Mike Tyson for some punchy action (named Ear Biter) and a magic succubus. Saw some great new characters, some totally  :uhrr: That's the fun of a good character creator, freedom to make something great or ridiculous. I think it's fun just watching what people come up with. Saw a perfect Storm (hur), made me want to re-roll the Man of Iron (and Captain A-Hole!). I imagine they'll crack down like mofos again after release. Also rolled up something like my villain Captain Croaker, a guns guy, but was 1:30am so I had to go to bed before I got to play him.

No real penalty of any kind!
Here we go...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 21, 2009, 08:17:48 AM
Sorry, Mr BW, forgot to upload the pics I took last night. Not sure what you're looking for, it's just an outline on models.

Dunno, I find the game fun. Maybe my expectations aren't what you guys have, maybe I don't put enough time in to see it suck. It's a fun game. Rolled up Mike Tyson for some punchy action (named Ear Biter) and a magic succubus. Saw some great new characters, some totally  :uhrr: That's the fun of a good character creator, freedom to make something great or ridiculous. I think it's fun just watching what people come up with. Saw a perfect Storm (hur), made me want to re-roll the Man of Iron (and Captain A-Hole!). I imagine they'll crack down like mofos again after release. Also rolled up something like my villain Captain Croaker, a guns guy, but was 1:30am so I had to go to bed before I got to play him.

No real penalty of any kind!
Here we go...

They are already cracking down a little, though I can't imagine they care all that much with these crop of characters being wiped in a week anyway.  That being said, I do know a couple people who have costumes changed, and received a mail from cyptic that said something like "your old costume was bad, heres a new one!"


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on August 21, 2009, 09:18:21 AM
I want to see the bad ones.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 21, 2009, 09:25:44 AM
I find it very much a game to pick up when it's $10.  By then they should have the problems worked out if they don't follow in Mythic's footsteps.  If not, then I wouldn't feel that ripped off.  My tolerance for just a 'meh' game which offers more of the same is near zero though.  If it isn't nearly flawless in execution, it's not worth my time unless it offers something very different from everything out there.  (Thus why Fallen Earth doesn't annoy me like ChampO.)

Forgot about the Advantages in my initial write-up.  It is another thing which is nice about the power system.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ashamanchill on August 21, 2009, 09:31:15 AM
I find it very much a game to pick up when it's $10. 

I'm sold.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 21, 2009, 12:06:51 PM

No real penalty of any kind!
Here we go...

Well, I mean cmon.  If the extent of their mission design is essentially:
1)  Make a square/linear level
2)  Put squishy generic henchmen inside
3)  Make a healing-bug to make it harder
4)  If PCs are wack enough to die Goto 1)

Perhaps penalty is the wrong word.  There's just no tension, no real heroics.  It's part of the reason earlier in the thread I surmised they'd have a problem with this theme of supers - it's just not gritty and witty enough both in mission design and character balance.  Dont get me wrong, I still somewhat like the game... but it needs some tweaking.  (errr, maybe it just gets better down the road - i hope)   Regardless though, I like my supers darker, more squishy, with more interesting lives.  ChampO is just plain cheesy technicolor easy.   Maybe I gotta start goin out looking for trouble to challenge myself, as Sky says.

Has ANYONE betaed to endgame yet?
And... do we have a damned f13 Supergroup?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 21, 2009, 12:10:20 PM
Regardless though, I like my supers darker, more squishy, with more interesting lives.  ChampO is just plain cheesy technicolor easy.
Dude.

Are you just pissed that 52 pick-up is not a powerset?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 21, 2009, 12:35:22 PM
Certainly Champions Online lacks the gravitas of comic books.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 21, 2009, 01:01:37 PM
Are you just pissed that 52 pick-up is not a powerset?
I wanted such a power set so I could have made a furry in a zoot suit named Card Shark.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 21, 2009, 01:31:30 PM
Is there a bo-staff somewhere in the game?  Maybe a costume upgrade?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on August 21, 2009, 02:36:19 PM
Is there a bo-staff somewhere in the game?  Maybe a costume upgrade?

It is possible that "retarded" could be added as a powerset.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 21, 2009, 03:02:53 PM
People are assholes in this game.  Even more than in other games.  And I don't like it when I kill all the baddies in an area and some one runs off with my quest target and I have to wait around and kill all the baddies again.  This game is too griefy.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hayduke on August 21, 2009, 06:34:46 PM
It's absolutely criminal that they put in bowler hats but no umbrellas.  My John Steed fembot feels incomplete.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 21, 2009, 07:56:12 PM
Has ANYONE betaed to endgame yet?

Yes... sort of. They put the end-game content into the beta about two weeks before the beta-wipe. It was also buggy and they ran very short testing sessions around that time (US working day, my sleep time) so it hasn't had much testing.

Effectively at max level you get five daily instances which were obviously woefully unfinished. Featureless and linear maps with a sprinkling of mobs. At level 40 I could pretty much clear them without having to stop. Indeed it often took longer to find the instance entrance (damn caves plus z-axis in lemuria) than to complete it. Each one gave 1 unity credit and 5 of them were meant to give access to one more daily (was broken). You can spend the unity credits on purple gear which I didn't need because it wasn't like it was hard or their itemisation made any sense. You can also buy power replacers which I didn't need because I like the default pistols the most. You could also buy keys to two 5 man instances for 8 credits but you'd make more back if you completed it. I didn't get to do these. Apparently there was also a randomly spawning resource for the top level of crafting in these instances.

End result is the end-game is two 5 man instances.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 21, 2009, 08:52:28 PM
People are assholes in this game.  Even more than in other games.  And I don't like it when I kill all the baddies in an area and some one runs off with my quest target and I have to wait around and kill all the baddies again.  This game is too griefy.
If the game lets people be assholes, they will be assholes. This game lets people be assholes. This has happened a couple times to me...IN THE TUTORIAL. Not a good sign.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 21, 2009, 09:06:19 PM
People are assholes in this game.  Even more than in other games.  And I don't like it when I kill all the baddies in an area and some one runs off with my quest target and I have to wait around and kill all the baddies again.  This game is too griefy.
If the game lets people be assholes, they will be assholes. This game lets people be assholes. This has happened a couple times to me...IN THE TUTORIAL. Not a good sign.

How is this different than well.. almost any other MMO I can think of?   Especially in an open beta or just post new content environment because everyone is still a low level and all trying to do the same content at the same time.  I mean, I agree it sucks, but whatcha gonna do?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 21, 2009, 09:10:55 PM
I did that. I take mobs with a vengeance. You should all get out of my zone


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 21, 2009, 09:49:32 PM
Well, first off they could make the quest dude spawn faster.  He goes off with the asshole who stole him from me for ages.  Last thing I want to do when I'm playing a game is sit around and wait for some guy to pop suddenly pop into existence.  That is NOT a modern game concept anymore!  I just want them to fix the stupid shit bits that I don't like.  I'm pretty sure everyone doesn't like the exact same bits. 

I don't have a second off.  Sorry. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 21, 2009, 10:03:08 PM
This is the sort of thing you figure out in closed beta. I remember when LotRO moved from Alpha to the first Beta (or was it first Beta to 2nd? anyways...). There are objects you need to pick up off the ground for one of the "intro" quests. With the influx of people these things weren't spawning fast enough, though given that it was a closed Beta people weren't being asshats and so long long queues formed at the spawn spots. It was quite amusing, actually.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 21, 2009, 10:58:48 PM
Objective stealing is annoying but I can't get worked up about it because if everybody steals objectives, it all balances out and you end up saving as much time as you lose. Just think of yourself as doing a kind favor for that guy clicking the glowy while you're getting shot at by the mob spawn, a favor which he will return the next time the bastard is doing the same quest as you.

I am at least half serious.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 22, 2009, 12:57:25 AM
It's been my experience that sharded games generally dont give a shite if you sit in a spawn-line.  A GMs response will be "just switch to a less populated shard."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 22, 2009, 01:11:41 AM
More keys: (http://www.champions-online.com/node/173002)
Quote
Open Beta is now OPEN!
Posted by Daeke

Starting right now, anyone can head over to FilePlanet and get an Open Beta key! These keys are limited, and are being distributed on a first-come, first-serve basis. The Open Beta will continue through 11:59PM, August 24th, so you can play for free all weekend. Once you have your key, check out this thread for instructions on where to activate your key, as you may need to enter it in multiple places. See you in the game!
...yeah, I can't figure out why either.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 22, 2009, 02:45:19 AM

The objective stealing is multiplied by a couple of design decisions. They've chosen to make mob XP worth next to nothing and upped mob hit points to slow progression. Result is that anyone rushing to the level cap (eg. 90% of the player base) will do everything in their power to avoid fighting mobs unless that is the quest objective.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 22, 2009, 06:16:10 AM
Edit: NM I finally was able to get past the login screen

Is the server down? I'm trying to get in using the above FP download (thanks ezrast) and the launcher is not doing anything when I type in a password. It just clears the password field and doesn't say anything (and why the FUCK does it STILL not support the fucking tab key?).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on August 22, 2009, 08:12:57 AM
I had to enter my key into three different auth pages before I could get it to recognize servers and patch after I installed it.  The server is likely up, but you need to go to accounts and add your key again.  and again. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 22, 2009, 08:41:01 AM
Hey I finally got a guy to group rather than try to snipe the objective last night!

It's still a design flaw that should've been caught.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 22, 2009, 09:44:07 AM
This is the sort of thing you figure out in closed beta. I remember when LotRO moved from Alpha to the first Beta (or was it first Beta to 2nd? anyways...). There are objects you need to pick up off the ground for one of the "intro" quests. With the influx of people these things weren't spawning fast enough, though given that it was a closed Beta people weren't being asshats and so long long queues formed at the spawn spots. It was quite amusing, actually.
Things didn't spawn fast enough in closed beta, much less when there is an influx of people.  Apparently some of the starting quests are still broken, too.  This launch is going to be :popcorn: worthy.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 22, 2009, 11:23:10 AM
Allegedly some sort of proportional spawning code is in place, as are mobs that call for reinforcements. Allegedly.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 22, 2009, 01:08:43 PM
The travel power Teleportation is really well done.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 23, 2009, 07:04:44 PM
When does the game start to suck or get boring? Up to level 10 I am enjoying it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 23, 2009, 07:20:10 PM
When does the game start to suck or get boring? Up to level 10 I am enjoying it.

It depends who you ask.

Some people claim that by about lvl 20 they've got all the powers they really want and things become linear from there. Others find nothing really new to do from lvl 30 - 40 and that the UNITY missions really don't offer anything different other than reward points. Then there are those who find it fun from start to finish.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on August 23, 2009, 08:23:46 PM
When does the game start to suck or get boring? Up to level 10 I am enjoying it.
At lvl.10 i've realized the "undo" for decisions you make when picking powers and such only works 10 choices deep or so, and anything past that you're stuck with apparently forever. That kind of sucked and since i really didn't feel like redoing the heroic tutorial areas having done them just a day before, that was it for me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 23, 2009, 08:25:26 PM
The limited respec system is something people will bitch about for two years, then suddenly it will get changed to full respec long after the game has blown its chances of top-tier success.  But I guess that would be the death of alts, so maybe not. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 23, 2009, 08:37:44 PM

The game starts to suck around high teens IMO (obviously a personal choice). The XP slows down a lot, mobs have a lot more HP, you probably have your core powers and have been using them long enough for the novelty to wear off and the game wants to send you back to Canada or the Desert. I could keep the motivation to go to 40 since there were new quests and two new maps but the idea of levelling an alt to that point again was just forbidding.

And apparently they've now done a noticeable XP nerf. I fully understand the temptation to slow down levelling. They're no doubt terrified at how fast people are blowing through the levels when they have a half-baked end-game. But given how sparse levelling content was you can't simply do something like that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 23, 2009, 09:14:53 PM



And apparently they've now done a noticeable XP nerf. I fully understand the temptation to slow down levelling. They're no doubt terrified at how fast people are blowing through the levels when they have a half-baked end-game. But given how sparse levelling content was you can't simply do something like that.


Yeah, they definitely nerfed the XP gain across the board, pretty noticeably.   I really hope they rethink it, because I felt like the pacing before was actually really pleasant, and afterwards I was starting to feel the slowness of the pacing baring down on me.  Hopefully they will rethink the decision before launch.  Not holding my breath.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 23, 2009, 09:26:13 PM
Considering they buffed mob health right before open beta, and now they're decreasing XP, don't hold your breath.  They're basing rate of gain on catasses in an open beta.  It's going to be WAR with a little TR thrown in for good measure.  Good concepts killed by devs who don't understand basic psychology nor the importance of fixing bugs.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Margalis on August 23, 2009, 09:31:59 PM
I dont' understand the logic in testing a game, then at the last second totally invalidating the testing by changing something fundamental like mob health or XP. It smacks of fear and indecision and all the feedback you got on overall pacing, enjoyment and difficulty can be thrown right out the window.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 23, 2009, 09:49:24 PM
Hasn't pretty much every MMO ever done this about a week before release?  We never, ever learn  :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 23, 2009, 09:50:24 PM
I dont' understand the logic in testing a game, then at the last second totally invalidating the testing by changing something fundamental like mob health or XP. It smacks of fear and indecision and all the feedback you got on overall pacing, enjoyment and difficulty can be thrown right out the window.

This.

If there was any one point my meagre voice warned them against, it was nerfing XP at the end of beta. This act is enough to put me off getting the lifetime sub.

I'd actually thought that the changes to mob difficulty at the end of closed beta were going to be enough and that Cryptic wouldn't do the stupid thing. Consider me an optimist.

There are some indications (http://forums.champions-online.com/showthread.php?t=40138) that the XP rates might be upped again to a point below where they were but above where they are now. But I'm going to wait and see.

Although I can see their point about having limited testing times to better test server load (as well as that did so, anyway) not having the servers up 24/7 when they had 10k new testers ended up with them nerfing XP during open beta. It's not a good look.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 23, 2009, 10:03:06 PM
I dont' understand the logic in testing a game, then at the last second totally invalidating the testing by changing something fundamental like mob health or XP. It smacks of fear and indecision and all the feedback you got on overall pacing, enjoyment and difficulty can be thrown right out the window.
Part of it has to do with their testing methodology. Another is just the typical "ZOMG we don't have enough content! Nerf the EXP!".

For the longest time the server was only available twice a week and only a few hours on each of those days as others have said earlier. To actually test any content they had NPCs that would level players to the level of the zone(s) that needed to be tested at the time. It's hard to judge the full game progression when you are testing like this. I had assumed they did some measurements of the regular level progression at the end of closed beta but apparently they either didn't or didn't get enough good data.

I was never able to play the game long enough to see the "end game" stuff (I'm one of those that gets eye strain and a headache from the graphics and the fucked up controls) but judging from the comments here it sounds like they didn't really have any.

If the majority of people can blow through the content in less than a month and the non end game content isn't interesting enough (or at least tolerable enough) that people are willing to do it over and over again on alts they are basically going to be in the same position as games like AoC and WAR where they get some decent initial box sales but most of those people don't subscribe or stay subscribed for very long.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Rendakor on August 23, 2009, 10:50:03 PM
A lot of the "Nerf XP" probably stems from intentionally inflated beta-XP. I.e. we will allow players to level at 3x XP to test content faster, then just reduce it to 1x for launch. The problem with that is perception; to a player, that looks like "ZOMG XP WAS NERFED TO ONLY 33% WTF!?!?"


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 23, 2009, 10:55:44 PM
That's fine if they nerfed the XP at the start of "open" beta. Waiting till this weekend to do it, though, just gives everybody the impression they either don't know what they are doing or panicking or both.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 24, 2009, 12:54:51 AM
A lot of the "Nerf XP" probably stems from intentionally inflated beta-XP. I.e. we will allow players to level at 3x XP to test content faster, then just reduce it to 1x for launch. The problem with that is perception; to a player, that looks like "ZOMG XP WAS NERFED TO ONLY 33% WTF!?!?"

I dont think this is what happened though. From what I can tell, on a new character I created  after the XP nerf, I found that I was constantly under leveled in quests and items, where as before I was right on the money.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 24, 2009, 02:17:22 AM

It was definitely not boosted XP during beta. Firstly, that's an idiotic way to test, if they wanted high level characters they would have (and did, for a bit) just put level boosting NPC's. More importantly the rate of progression pretty much perfectly matched the amount of content they had. You'd need to do pretty much every quest, maybe miss a couple, to level but there wouldn't be long gaps of "there is nothing for me to do". With any sizeable XP nerf, and it sounds like this is really aggressive, there will be gaps where you are grinding mobs for pathetic amounts of XP.

I did beta feedback a number of times stating they had no "slack" in content to slow levelling. But they must be desperate.

And unlike CoH rolling alts isn't going to be quite as addictive. The powers are narrower in scope, many of them are redundant or underpowered and by the time you reach 40 you've probably got anything that interested you. On top of that levelling will be painful and identical thanks to this xp nerf.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cyrrex on August 24, 2009, 09:28:22 AM
Installed and played just past the tutorial.  Initial impressions, some of it undoubtedly repeating what has already been said.

-Performance is pretty laughable, considering the graphics.  I can get it to run smoothly at max settings, but only because I have a monster card.  They better have a magical release day patch to squeeze out 50% more framerate.  It's not like the graphics are anything to write home about (I turned off bloom and outlining as suggested, which does make it look nicer).

-Some of the interface stuff is just ass.  I don't intuitively understand their inventory and equipment system, which is unusual for this sort of game.  I'm sure I'll figure it out, but it looks dumb.  It also looks bad.  Games like these, where you spend so much damned time in your journal, your character screens, your skillls screens, your talents, your inventory, etc....it needs to look slick.  This doesn't.

-I get the comic book visual style, but I think it could have been done better, somehow.  It's just...cheesy.

-Character creation is predictably cool.  I'm sure there's tons they left out, but still.  There's a whole game just in the character creation.

-I still love this idea of public quests.  Only did the tutorial one so far.  Hopefully they will make it work.

-Customizable powers is FUCKING AWESOME.  I hope they expand further on this.  I mean, I can make my lady shoot blue fire out of her chest.  Or yellow fire out of her forehead.  That's sweet.  I don't know what it should be, but they need to come up with more options.

-Travel powers are also FUCKING AWESOME.  My fire lady can burst into flames and fly around at a good pace at level 5?  Sweeeeeet.  I will create alt after alt just to see how all this plays out.

I haven't yet figured out what this all adds up to in terms of fun and a potential purchase.




Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 24, 2009, 09:33:29 AM
I don't mind the look depending on where I am in game. Characters almost always look decent, wilderness okay, city looks like ass. ASS. I've had zero performance issues on a 9800GT, Quad Core but noting Vista32 with only 2G of RAM.

I really can't overstate how important those travel powers are. Compare to the bullshitty way CoX did theirs. Oh look! I get flight! Wait! It's only the first level of flight. Which is more like a slow hover. What the fuck? None of that. Here, have a super good travel power within thirty minutes of playing.

I think there's a month, maybe two, of play here. I'm going to get it. Tutorial is still godawful, though, and it didn't hook my wife because of its awfulness. The xp nerf worries me because that's exactly what WAR did and they're still paying a price for it but with me only setting out for a month or so of casual play I don't know if it's ever going to really hurt me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 24, 2009, 09:42:58 AM
I'm thinking the same.  Enjoying my electricity char enough to buy it and assume it gives me a month or two of enjoyment.  Then quit and let it settle for six months or so and then test the waters to see how they are doing on balance and endgame and maybe then resub.  They are definitely benefiting from the current lack of competition in the MO market, but at the same time I am having fun in the game so it's all good.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 24, 2009, 09:49:27 AM
Let me add that I have more fun with this off the bat than I ever had in CoX. It's not even close.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 24, 2009, 09:59:40 AM
Let me add that I have more fun with this off the bat than I ever had in CoX. It's not even close.

This is how I feel as well.  Its a new MMO, and there are problems with it, but I have more fun, straight up, with it than I've had in any other MMO recently to be honest, thats enough to warrant the sale to me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on August 24, 2009, 10:01:25 AM
How is CO doing their publlic quests?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cyrrex on August 24, 2009, 10:17:50 AM
How is CO doing their publlic quests?

On the surface, it seemed fairly similar to WAR, but I'm sure other's have had loads more experience than my single attempt.  It was a quest in the tutorial that I had to complete...I just went to the area and the objectives popped up.  I helped complete the objective.  What I was totally unclear on was how any loot or rewards may have been divided up, and scoring completely confused me.  Despite slaughtering tons and tons of bad guys, my score remained at 1 the whole way through.  I didn't seem to get anything for the effort, other than a completed quest.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on August 24, 2009, 10:28:37 AM
I think the only real problem with PQs in War was that War was a PVP game and the PQs took too long for people who were interested primarily in PVP. If you stuck the same ones into WoW or EQ2, I suspect they'd be incredibly popular.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on August 24, 2009, 10:28:53 AM
How is CO doing their publlic quests?

When you get into a PQ area, the quest requirements pop up in the lower right hand corner. I've only done the tutorial one, but that one was 3 phases - phase 1 kill x monsters, phase 2 collect boxes, phase 3 defend the cannon. After its done, a scoreboard pops up showing you how much xp you got in relation to everyone else, then an item you can loot spawns next to the cannon. I never played WAR so no idea how that's different.

The combat system is a blast. There's no "fighting underwater" feeling like I got in COH or LOTRO. The crafting system is pretty cool too, as you can break down your own creations to get more skill points and you can create some useful powerups and single shot items.  A solid buy, but no idea how long we'll be playing. Depends on how much content there is at 40.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: chargerrich on August 24, 2009, 10:29:07 AM
OK I have a dumb/easy question that I am sure all of you can answer, but given that I am not playing the beta I would have no idea.

Regarding naming your character; do you get a first and last name (ala AC) or a single name (ala WoW). And if it is the latter, can you have spaces? For example if I wanted to be "The Hulk" instead of "Hulk" or would it be "Thehulk" which would suck (BTW my names will be original, but that was a good example).

Thanks.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on August 24, 2009, 10:34:10 AM
OK I have a dumb/easy question that I am sure all of you can answer, but given that I am not playing the beta I would have no idea.

Regarding naming your character; do you get a first and last name (ala AC) or a single name (ala WoW). And if it is the latter, can you have spaces? For example if I wanted to be "The Hulk" instead of "Hulk" or would it be "Thehulk" which would suck (BTW my names will be original, but that was a good example).

Thanks.


It's a single name with spaces. They also have the obligatory titles as well.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 24, 2009, 10:46:09 AM
This is done well enough to make my not regret my Gamestop preorder- I'll get a month out of it, maybe more.  PvP is a hopeless clusterfuck through- defense abilities (combined with stim heals) are WAY fucking overpowered.  Obviously broken stuff like thunderbolt lunge will get fixed, but right now PvP is just 10 people running around for 10 minutes without any kills by either side. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on August 24, 2009, 12:05:11 PM
This is done well enough to make my not regret my Gamestop preorder- I'll get a month out of it, maybe more.  PvP is a hopeless clusterfuck through- defense abilities (combined with stim heals) are WAY fucking overpowered.  Obviously broken stuff like thunderbolt lunge will get fixed, but right now PvP is just 10 people running around for 10 minutes without any kills by either side. 

I think Cryptic is being careful with the power advantages. I noticed several new offensive-sounding advantages with no descriptor text in the latest patch so I wouldn't be surprised to see some defense-lowering debuffs/damage enhancing abilities in the near future.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 24, 2009, 12:39:12 PM
Another thing I REALLY like is the Power (Place)? I dont remember the exact name. But letting you try out all the different stuff before making a decision is awesome.

What is NOT awesome is the only respec 10 last power choices. Thats just retarded.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cyrrex on August 24, 2009, 12:40:14 PM
I wanna say it is called the Powerhouse.  And I didn't know you could test it out.  Curses! 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on August 24, 2009, 01:06:10 PM
I think the only real problem with PQs in War was that War was a PVP game and the PQs took too long for people who were interested primarily in PVP. If you stuck the same ones into WoW or EQ2, I suspect they'd be incredibly popular.

Also there was just too many of them so it was rare to find other people doing the one you needed, plus you had to farm them for influence if you wanted the rewards.  In this case the lack of there being a lot of them actually makes the few they have work better in CO than they ever did in WaR.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on August 24, 2009, 01:33:35 PM
WAR, a self proclaimed PvP-centric game, had it's greatest innovation with a PvE mechanic.  I think that says it all.  Had WAR spent its energy on making a better PvP experience, I'd still be playing. 

As for CO, the complaints that I hear repeatedly are of forced grouping to complete content in the later aspects of the game.  While I understand the drive toward socialization in an MMO, it will kill their numbers if they stick to it.  WoW's success is due, in part, to its balance between solo and group play.  The ability to reach the endgame effortlessly solo is a huge selling feature to the more casual gamer. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 24, 2009, 01:43:34 PM


What is NOT awesome is the only respec 10 last power choices. Thats just retarded.

Word is that this is a bug


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 24, 2009, 04:36:45 PM

The patch notes disagree

"The Powerhouse will allow retcon of up to the ten most recent powers changes to your character. This is by design."

And things like talents and power advantages count as well.

The PQ idea is still cool in theory but suffers in two ways. The first is they tend to involve killing a fair number of mobs and mob XP is really low, making the end result generally un-rewarding for the time invested. More seriously the game is broken up into quite small shards (~100 players in practice) most of whom are doing XP quests. So a lot of the time the PQ's were sitting idle.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on August 24, 2009, 04:46:33 PM

The PQ idea is still cool in theory but suffers in two ways. The first is they tend to involve killing a fair number of mobs and mob XP is really low, making the end result generally un-rewarding for the time invested. More seriously the game is broken up into quite small shards (~100 players in practice) most of whom are doing XP quests. So a lot of the time the PQ's were sitting idle.

Umm ok, so what's this shards thing?  Is it like instances of zones?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 24, 2009, 04:50:28 PM
Yes. It's the same as what City of Heroes and EQ II do if a zone gets too crowded except tthat CO doesn't have separate "servers", so it's similar to EVE in that regard. (Kageru is using the word "shard" differently than it's normal usage).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 24, 2009, 05:16:05 PM
The end of open beta even is on.  Robot army is attacking Millennium City.  If you participate in killing one of the big ones (a hell of a process), you get a action figure (read: pet) mini-destroid, when the game goes live.

Screenshots:



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on August 24, 2009, 05:52:15 PM
You can level to 40 today if you go talk to the waving cop at the Millennium City landing pad.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 24, 2009, 07:53:16 PM
The end of open beta even is on.  Robot army is attacking Millennium City.  If you participate in killing one of the big ones (a hell of a process), you get a action figure (read: pet) mini-destroid, when the game goes live.









I think you just have to damage a big robot, not kill one.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 24, 2009, 08:04:01 PM
How is CO doing their publlic quests?

When you get into a PQ area, the quest requirements pop up in the lower right hand corner. I've only done the tutorial one, but that one was 3 phases - phase 1 kill x monsters, phase 2 collect boxes, phase 3 defend the cannon. After its done, a scoreboard pops up showing you how much xp you got in relation to everyone else, then an item you can loot spawns next to the cannon. I never played WAR so no idea how that's different.

I've bolded the part not a lot of people know about - the 'golden chest' looks like the public mission logo and you have to walk up to it and access it to get your loot. It is usually next to the main 'contact' for the PM. It isn't well known about since it was only really patched in a week prior to launch (before then PQs just gave a score at the end with no loot).


The patch notes disagree

"The Powerhouse will allow retcon of up to the ten most recent powers changes to your character. This is by design."

I'm guessing full respecs will be bought through microtrans.

EDIT:

It was definitely not boosted XP during beta.

Kageru is right - beta didn't have boosted XP. However, the original plan was to launch with more content (the original info about ChampO contained 8 zones, not 5) and character advancement rates weren't looked at probably because only having 2 play sessions a week while powers were all over the place wasn't a good way to collect data. Slashing XP rates now is just stupid, however. Cryptic - who have been in crunch mode since at least December 2008 when key devs were being found asleep at their desks in the morning - needs to have a new zone ready 30 - 45 days from launch over slashing player advancement rates.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 24, 2009, 08:27:40 PM

They may be in crunch mode... but I don't think it's on champions. They mentioned that level 40-50 and two new zones (qliphotic and a moonbase) would be out soon after launch. They then (correctly) delayed the game for 3-4 months. That was surely more than enough time to complete that content. Instead the pace of change slowed dramatically and the focus was almost purely on bug-fixing, secondary systems (crafting, itemisation) and trying to make the UI work properly. I don't think they added any more content (other than the powerhouse) or powers in that entire time despite being very light on in both. I strongly suspect they moved people from Champions to Star trek.

That's fine, their business... but given that ST:O is meant to go into beta this year I seriously doubt they have the motivation or manpower to meaningfully extend champions in the near term.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on August 24, 2009, 08:35:42 PM
I don't know. CO needed A LOT of work just to get the basic stuff working even half decently. And apparently this miracle patch back in July actually managed to put some fun into the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sophismata on August 24, 2009, 08:41:27 PM
Also, to be fair, they bug-fix, people tell them they should be adding more content - they add more content, people tell them they should have been bug-fixing. It's lose/lose.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on August 24, 2009, 08:53:42 PM
Well, it's never going to be a pretty premature birth.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: SnakeCharmer on August 24, 2009, 09:13:56 PM
Also, to be fair, they bug-fix, people tell them they should be adding more content - they add more content, people tell them they should have been bug-fixing. It's lose/lose.

Which is pretty much 75 percent of the posts on 100 percent of MMO forums.

News at 11.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 24, 2009, 10:42:06 PM
If my budget wasn't tight, I'd buy it. I'm still having fun, wanting to create some new heroes, don't care if it's not a perfect or even finished game. I never make it to the endgame in any mmo, so I don't really give a shit.

Sorcery seems pretty strong, today my lil sorceress won the open quest in the tutorial seven times in a row (with a half dozen others or so almost every time), then I laid off and another sorceress won it three times in a row. The other magical powerset seemed limited with a short ranged power and melee just seems meh without ranged. I imagine that mostly gets fixed with later powers or nabbing one from another set, but I've only been running the tutorial and the very beginning of Canada/Desert so I can try a bunch of alts.

I love how crappy so many characters are, sometimes I just sit and watch new costumes come into the game and laugh. Not that I'm any hotshot, but a lot of people have brain damage. And now and again you see some really spiffy stuff.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 24, 2009, 11:21:25 PM
For those not playing here is a random collection of my screenshots.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 24, 2009, 11:25:21 PM
One thing I wish they would do is let you see Millenium City earlier in the game (besides the bounded tutorial, I mean).  Most people think of superheroes flying over the city and saving people.  Flying over the desert isn't exactly the same.

Also, just to pick the desert as an example- there are SO many high places where they could stick secrets.  I guess they don't want non-flyers to feel left out, but there are an awful lot of blank expanses on top of mesas they could make fun for explorers.  I guess if they were creative, they could find places for tunnellers (go under walls to a secret cave) or speedsters (run through a passage so poisonous that anyone not moving at speedster speed would die) to do this too.   


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 24, 2009, 11:27:31 PM
This game looks less similar to CoH than most MMOs look to Everquest.
This game looks less similar to CoH than it does to Everquest (2).
Ultimately, I don't think I can take the whole solo-quest-ad-nauseum approach to PvE content, and the PvP is an amusing afterthought. I think I'm going to pass.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 25, 2009, 06:00:30 AM
(un)Holy crap supernatural sucks.  Unless I'm doing something horribly wrong, regen and powerdrain do essentially nothing.  Electricity, Force and Darkness seem fine.  Electricity does sick amounts of damage, and Force's knockback is very powerful in and of itself.

Also, I really like the block mechanism, greatly encourages you to pay attention to what villains/arch villains are doing at any point in time.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jherad on August 25, 2009, 06:28:22 AM
(un)Holy crap supernatural sucks.  Unless I'm doing something horribly wrong, regen and powerdrain do essentially nothing. 

You must be doing something wrong (I'm not sure what!), regen is hella overpowered in the first few levels. Check which passive defense you have slotted, but you're practically unkillable with regen up unless you go afk in a fight, or take on 4+ baddies.


Am I the only person that has found CO boring? The powers and character creation are kinda fun, but (imho) the quests are generic, graphics glary, the zones uninspiring, and the mobs irritatingly sprinkled over the landscape. I found myself playing a character up to 15 or so, then getting bored and rerolling. Entirely possible I'm just broken on MMOs at the moment though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 25, 2009, 06:44:49 AM
(un)Holy crap supernatural sucks.  Unless I'm doing something horribly wrong, regen and powerdrain do essentially nothing. 

You must be doing something wrong (I'm not sure what!), regen is hella overpowered in the first few levels. Check which passive defense you have slotted, but you're practically unkillable with regen up unless you go afk in a fight, or take on 4+ baddies.


Am I the only person that has found CO boring? The powers and character creation are kinda fun, but (imho) the quests are generic, graphics glary, the zones uninspiring, and the mobs irritatingly sprinkled over the landscape. I found myself playing a character up to 15 or so, then getting bored and rerolling. Entirely possible I'm just broken on MMOs at the moment though.

Good to know, I'll give it another try, especially since I have a char design that has a lot of chains that I like (fits the powerset concept).  I assumed that it auto-slotted into the passive slot, but maybe something went wrong (I didn't have any other passive).

Were you able to get powerdrain to do anything?  It seemed like it was trying to do something, and not succeeding, whenever I tried to use it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on August 25, 2009, 07:08:40 AM
One thing for the defensive powers make sure you are working on stats that feed them. They should list one or two stats they work off of. If you ignore those stats those passive powers are okay but not super but if you work up the stats that they key on they are hella strong right now regen is one of the nastiest out there.

Supernatural is very odd its kind of a melee set but many of its powers have at least a moderate range.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jherad on August 25, 2009, 07:15:41 AM
Were you able to get powerdrain to do anything?  It seemed like it was trying to do something, and not succeeding, whenever I tried to use it.

Is that a power or advantage? To be honest, playing supernatural I just used regen, with lash/lariat, bite and bestial fury - then maximised for bleeds. The regen itself was more than enough to keep me on my feet, though I hear it doesn't scale well at higher levels.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 25, 2009, 08:08:56 AM
Am I the only person that has found CO boring? The powers and character creation are kinda fun, but (imho) the quests are generic, graphics glary, the zones uninspiring, and the mobs irritatingly sprinkled over the landscape.

That's the thing. I'm thinking the same thing but I'm still having fun. It took awhile but there it is. I have fun. I want to hate it, I really do, but I just don't. It's weird.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jimbo on August 25, 2009, 08:12:00 AM
That type of stuff drove me nuts and then when I would post how I was getting my butt handed to me I would get replies telling me that I was doing it wrong and the game was too easy...

Regen works if you have the super stat (can't remember what it is...) and then took levels in it.  After you put some more points into regen it was great, add invincibility from power armor line and I could actually withstand damage with my ammunition (the two pistol animation is awesome...just not powerful) character.

There was a way to make a tank with I think Strength and Constitution as super stats, pick some powers from the might line that lowered damage as it hit you, and you could tank anything.  It took a while to get damage building, but you could survive almost anything.

The problem is that many times you can discover what works or doesn't work, and when you follow the stuff given to you (like take Dex and do more damage or avoid damage) it doesn't work, but if you generalize your build and take stuff you weren't going to take it works.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 25, 2009, 08:30:23 AM

One of your super-stats pretty much must be constitution. Not only does it give you a hefty number of hitpoints I'm pretty sure it's one of the determining statistics for both regeneration and invulnerability. For a really tough character take invulnerability and combine that with clicky heals (there's a click version of regeneration, resurgence or something?) and some of the powers that have regeneration effects. Of course you can buy heal potions anyway.

I still don't think the game's worth it though, there's just nothing it does that is either well done or remotely novel. The best part of the game is trying to come up with non-grotesque combination's in the characters builder and resisting the urge to make everything shiny.

Deleted my beta install with the feeling I'd given as much useful feedback as they allowed me to, but quite pleased its over.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cyrrex on August 25, 2009, 08:33:52 AM
Is Open Beta actually over?  Or are you just over it?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 25, 2009, 08:41:21 AM
It ends at 5 PM PST, I think.

For the record, my superstats were presence and recovery and I hung out in sentinel all the time and I did just fine. I guess I died kind of a lot, usually due to my own mistakes or obstinacy (or lag), but I definitely never felt underpowered. Made it to level 19 and was doing missions 1-3 levels above me pretty much the whole way.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on August 25, 2009, 08:42:42 AM
Regen works if you have the super stat (can't remember what it is...)
Super stat is the stat you pick to give a big boost early on with a perk. The funny part is the game never tells you picking that perk is going to turn the stat into something really important, and once you pick it you may notice there's something extra to it if you pay attention to attribute effect tooltips in character summary window. I only found out that was a super-stat from a random forum thread after i was already done with the game :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on August 25, 2009, 09:30:00 AM
When I said the game lacked polish, it was really specifically the lack of help with making early decisions and what their importance was that I was thinking of.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 25, 2009, 09:47:54 AM
(un)Holy crap supernatural sucks.  Unless I'm doing something horribly wrong, regen and powerdrain do essentially nothing.  Electricity, Force and Darkness seem fine.  Electricity does sick amounts of damage, and Force's knockback is very powerful in and of itself.
I'm not sure if the people saying Regeneration is awesome have played recently.  It's taken a couple of hits within the last week.  It was very good.  Now it may only work well if you took the appropriate super stat.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 25, 2009, 10:18:51 AM
Having regen didn't have a noticable impact on the character's health (I died to super-villlains, alot. especially the one underwater in Canada), so I'm assuming that I didn't take the correct super stat.  Powerdrain is an ability, I may be mis-remembering the correct name.  Also, I maybe didn't understand that it was a click-and-hold instead of a click (very possible, now that I think of it).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 25, 2009, 10:48:15 AM
I found Regen to be overpowered in PVP at low levels, but to not make much difference in PVE really.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 25, 2009, 01:28:18 PM
Sorry, kept getting the ability name wrong: Devour Essence was what I was talking about.  I think what confused me is that the effect took a couple seconds to activate and I didn't hold the button down long enough


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on August 25, 2009, 04:22:50 PM
They ran out of their lifetime subscriptions/6-month deals.  I signed up for one, on a gamble really and the fact that I hate seeing subs come off my credit card monthly. I did enjoy their beta with a couple of gripes about minor things. A friend went to get a lifetime as well today - and shit out of luck (or not). I was positive it was ending at the end of the month, not based on # of subscriptions.

On the forums, apparently they announced a 1000 lifetimes left before running out:
Quote
Hey guys,

I know you're all frustrated by this and I apologize for that. Sadly, we only ever had allocated a certain number of Lifetime Subs and ceratain number of discounted 6 month subs. The sad and unfortunate truth here is that we're actually selling more of these than we thought we would. We messaged the offer would end on September 1 because we didn't think we were going to sell through this many subscriptions, and we were wrong.

The good news though, is that there are still some lifetime subs, and some 6 month subs left at these prices. Plus, you all seem to be enjoying this game enough that we're selling out of them! This tells me we're going to have a really strong launch community, and I'm incredibly excited for that!

Stormshade


I will probably get fucked on the lifetime.  It is doubtful I will be playing that long but now it's always an option, barring any Hellgate-like scenario.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 25, 2009, 05:14:33 PM
I was positive it was ending at the end of the month, not based on # of subscriptions.

On the forums, apparently they announced a 1000 lifetimes left before running out:


In there original post they said something like "while supplies last" but I don't think they gave a specific number.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 25, 2009, 09:04:28 PM
I didn't get a lifetime sub - a launch patch introduced a horrible graphics issue on my PC (<insert your own joke here>) and I was waiting to see how the XP rate issue played itself out.

I may be funding Schild's art career after all.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on August 26, 2009, 12:59:27 PM
I was looking forward to this, but the griefy objective-stealing is a game breaker for me. Is there any way around those kind of quests, and still have a meaningful play session?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 26, 2009, 01:20:32 PM
I was looking forward to this, but the griefy objective-stealing is a game breaker for me. Is there any way around those kind of quests, and still have a meaningful play session?

Not really at the moment sadly.  The exp is slanted WAY towards quest rewards instead of killing, so if you want to advance at a good clip, you really need to be doing quests, and those do appear somewhat often.  I don't think it will be SO bad once we get past a few weeks in and things start to spread out a little.  In OB you have tons of alts, most people are in the 1-15 level range, and everyone is fighting over the same quests, but that isn't going to last forever.  So you might want to come back in a month or two and check it out, cause I see this is as a problem in any launch of new content or game that chooses questing as a main form of advancement.  If questing itself is a breaking point for you, then you're unfortunately out of luck on this title.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: chargerrich on August 26, 2009, 02:17:18 PM
OK so I have read through 44 pages of this thread and still HAVE NO FLIPPING IDEA if I should buy it or not  :grin:

So some questions for your beta testers:

1. Is the game better than COH/V from a character creation standpoint?
2. Is the game better than COH/V from a combat perspective?
3. Is the game better than COH/V from a PvP standpoint?
4. How is the leveling curve compared to say WoW on one hand and Vanguard on the other?
5. Is the lifetime sub still available? If so how much?

Thanks all...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 26, 2009, 02:40:31 PM
I don't think it will be SO bad once we get past a few weeks in and things start to spread out a little. 
Otoh, there will be less people for the open quests. That's just poor testing and design, having one set of objectives that punishes having too many players and another that punishes having too few.

1. Is the game better than COH/V from a character creation standpoint?
2. Is the game better than COH/V from a combat perspective?
3. Is the game better than COH/V from a PvP standpoint?
4. How is the leveling curve compared to say WoW on one hand and Vanguard on the other?
1. Yes. I'm bummed beta finished before I could make the other hundred ideas I had for characters. More slots for costume pieces, more options for each piece, color range upped to a max of 4 per piece, support for non-human heroes.

2. Dunno, I'd say about equal. Nice to have a power that charges your energy, but sucks that you need a power to charge your energy. Some builds it works great, others not so great.

3. Didn't PvP in either game.

4. I've only played it to around level 8, but level 8 about ten times in a week, plus a ton of time in the character creation playing around with ideas. I imagine it's like CoH, starts out good and slows down later on until you hate the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on August 26, 2009, 02:42:27 PM
OK so I have read through 44 pages of this thread and still HAVE NO FLIPPING IDEA if I should buy it or not  :grin:

So some questions for your beta testers:

1. Is the game better than COH/V from a character creation standpoint?
2. Is the game better than COH/V from a combat perspective?
3. Is the game better than COH/V from a PvP standpoint?
4. How is the leveling curve compared to say WoW on one hand and Vanguard on the other?
5. Is the lifetime sub still available? If so how much?

Thanks all...

1. COH has more aesthetic options but not by much. Powers wise Champs has much more customization. They need to get rid of the last 10 ability respec limit though.
2. I like the combat but others think its spammy. If you hate cooldowns you'll like it.
3. Don't play this game for PVP.
4. A bit steeper than WoW, but they supposedly have tweaked it.
5. It was $200 but is sold out for now.

Bottom line, I like it and have 2 copies preordered but no idea how long we're going to stay subscribed. It's worth the box purchase but the real question is how much content they'll have in 2-3 months. There doesn't look to be a whole lot to do at 40 ATM.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 26, 2009, 02:47:06 PM
1. Is the game better than COH/V from a character creation standpoint?
2. Is the game better than COH/V from a combat perspective?
3. Is the game better than COH/V from a PvP standpoint?
4. How is the leveling curve compared to say WoW on one hand and Vanguard on the other?
5. Is the lifetime sub still available? If so how much?

1) I personally feel there are slightly less costume designs, but they have added some nice touches to customize your character. Like being able to choose where some of the powers come from, IE, do your lightning bolts come from your Palm, Fist, Forehead, or Chest. Also, the different "stances" are really nice. 4 stances ranging from normal, heroic (standing with chest puffed out and arms slightly bent) to Beast, where you are hunched over and run on all fours.
Also, you dont have to pick an existing template at creation, you can mix and match powers, even at the start.

2) I think the combat is a little more interesting. I am not a big fan of "cooldowns", and CO has less cooldowns than CoX. Also, the energy generation vs energy spending is an interesting idea. I think its really a personal opinion type of thing. I liked it.

3) I didnt get to do to much PVP, and I only got to level 10, but it seemed fairly unbalanced with some builds just being really hard to counter. But we will have to see how it works out in the end.

4) They nerfed EXP like 2 days before the end of beta, and this could really be the thing that stops me buying the game right away. I felt that during the open beta the leveling curve was just right. But after their EXP nerf it really messed up the flow of the game. When coming out of the tutorial, you are given a level 6 item, but you are only just level 5 after the nerf. Also, prenerf I felt like I was just the right level for the quests, after, I started having to do higher and higher level quests to advance cause there wasnt enough quests to keep you at the correct level for them.

5) It was $200, not sure if there is any left.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on August 26, 2009, 02:50:15 PM
For Jack Emmert, the character creation screen and the end game are the same thing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 26, 2009, 02:50:43 PM
I don't understand why people feel there are less costume designs. Did you dig through all the drop-downs? There's a ton of new shit. So much more than in CoH.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on August 26, 2009, 02:53:42 PM
I don't understand why people feel there are less costume designs. Did you dig through all the drop-downs? There's a ton of new shit. So much more than in CoH.

I'm not counting the furry and monster crap.  :why_so_serious:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 26, 2009, 03:44:56 PM


4) They nerfed EXP like 2 days before the end of beta, and this could really be the thing that stops me buying the game right away. I felt that during the open beta the leveling curve was just right. But after their EXP nerf it really messed up the flow of the game. When coming out of the tutorial, you are given a level 6 item, but you are only just level 5 after the nerf. Also, prenerf I felt like I was just the right level for the quests, after, I started having to do higher and higher level quests to advance cause there wasnt enough quests to keep you at the correct level for them.

5) It was $200, not sure if there is any left.

4) - They are unnerfing it, there were some posts saying they wanted to see what would happen and were working on fine tuning exp gain, and they over shot.  In fact, yesterday or today's patch notes mentioned they upped exp gain again.  I'm not sure if it is quite to pre-nerf levels.

5) They are out of them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 26, 2009, 04:36:56 PM
From an "is it better than CoH" perspective, there's only one important question: do you prefer to group or solo? If the former, don't play Champions. If the latter, try it but wait for the trial if you don't want to risk wasting money.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 26, 2009, 07:29:19 PM

CoH is more interesting. CO's mechanics are under-developed and simplistic. Though the CO for solo and CoH for grouping is actually a really good guideline too.

The other advantage is that the CoH team is committed to developing CoH. Cryptic is very likely to be distracted by ST:O and other games they're working on for Atari and discouraged by the average reception CO is getting. That's assuming it's not an out and out cash grab. Then again CoH have a lot to prove with their next expac.

The CO costume creator is much stronger in terms of adding 3D aspects to the base model and changing the surface effects. It has two new effect points (upper arm and thigh) that CoH doesn't and lots of 3D objects to put in them although the models are often really basic (and sometimes really limited, especially for females). So it's fantastic for robots and furries. If you wanted a human in an outfit then CoH has a lot of nice outfit designs and textures which are much more subtle. Since I favor the latter I always found CO really disappointing and ended up re-using the handful of options that actually looked good to me.

The CO creator used to have the option of adding glowing colors to items but I think that all got removed. The stances are cool but they get over-ruled by the fact there's only one set of power animations. It would be more sensible to have them as an emote (even a default idle emote) or travel power animation.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 26, 2009, 07:41:48 PM
Personally I think ChampO has more potential (:awesome_for_real:) than CoH/V and although Paragon Studios is focused on CoH/V, it is a game with a shrinking player base. All of Paragon Studio's eggs are in one basket. Recent content updates for CoH/V have been lackluster and / or mishandled.

A lot of CoH/V players are putting their faith in the Going Rogue expansion to do something new for CoH/V. I'm waiting to see what happens and I also remember that this wouldn't be the first time CoH/V had a paid expansion announced, only to be cancelled.

ChampO is flawed, but has some great ideas and is just starting out. CoH/V is 5 years old and its last big new trick saw the devs remonstrate the player base for exploiting it and banning a number of them (including incorrect bans).

Sad thing is that I'm on the fence about ChampO and inertia is pulling me forward for CoH/V.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 26, 2009, 08:10:33 PM
Thinking about it, I think I know their rationale between the last ten respec decision. Your character has access to ALL powers as he levels. That pick two thing at the beginning means nothing. Want to be a straight Might hero with one Gadget power at random? Go for it. If you can respec anything you can make any hero you want at any time at any level. Meaning you would never have to level another toon again. No alts. No need for alts.

Which is not to say that I agree with that but there it is.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on August 26, 2009, 08:27:05 PM
Meaning you would never have to level another toon again. No alts. No need for alts.
Could be argued alts would still be there for people who want to vary their playtime between different distinct characters with certain established power sets, looks, gender etc -- even if all this could be refedined without creating new character doing the undo/redo dance 30+ choices deep every time you want to switch to another playstyle could get old very fast.

So with such setup the alts would be turned into option for people who truly prefer to play with multiple characters, from the necessity they currently are in your typical MMO. Which is in my eyes a plus for the game rather than a drawback but then the devs quite obviously see it different.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on August 26, 2009, 08:33:21 PM
Personally I think ChampO has more potential (:awesome_for_real:) than CoH/V and although Paragon Studios is focused on CoH/V, it is a game with a shrinking player base. All of Paragon Studio's eggs are in one basket. Recent content updates for CoH/V have been lackluster and / or mishandled.

I have no idea how this could be interpreted as being true. The CoH mission architect is a novel and useful addition to the game and genre. Sure they should have been much smarter about spotting exploits and the willingness of players to use it. It's still a lot more interesting than any game mechanic CO has. Meanwhile they're adding things like alternate animation sets which CO could really use.

As to the future... well in practice both of them are probably going to be in trouble. CoH is old and their player numbers are probably too low (merge servers!) to really do a meaningful refresh while CO is just an idiot child. I'd predict that DC online is going to steam-roll both into the ground, though it competes more directly with CO, but that would require me to have hope for an upcoming title. Let alone the fact it's SOE.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 26, 2009, 08:49:44 PM
[

So with such setup the alts would be turned into option for people who truly prefer to play with multiple characters, from the necessity they currently are in your typical MMO. Which is in my eyes a plus for the game rather than a drawback but then the devs quite obviously see it different.

From what the Devs have said about the game, they seem to want it to be about creating and realizing super hero characters.  The ability to totally change 100% of your abilities at will basically dismantles this entire notion, because the character becomes effectively meaningless.  At least, I'm guessing that is their reasoning.  I actually don't mind it too much.  It would kind of be like being able to switch from  any class in WoW to another class at will for the cost of a respec.  I guess it COULD sound kind of nice, but hell at that point lets just quit with the leveling all together and just give everyone an account full of max level characters.   

Of course, also assumed in your line of reasoning is that the end game is all that matters.  Maybe it is, I dunno.  But there is probably some value in playing say, the level 25 content as an archer, and as a fire based hero, for instance, rather than just leveling through the content once, and switching between whatever you want for the max level content.

Meh, i have no idea where I am going with this anymore.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on August 26, 2009, 09:36:15 PM
Of course, also assumed in your line of reasoning is that the end game is all that matters.  Maybe it is, I dunno.  But there is probably some value in playing say, the level 25 content as an archer, and as a fire based hero, for instance, rather than just leveling through the content once, and switching between whatever you want for the max level content.
Nah, i'm including the levelling process in there. But i do think it's quite neat to be able to switch from the archer to fire based hero while going through that level 25 content just to see how it differs at that stage, if the player happens to feel like it... without having to park the archer character and go through the previous 24 levels with the fire-based guy. It's not about removing the leveling process itself, but rather the redundancy from it.

To put it differently i don't think the logical conclusion to that is to allow everyone start with maxed out characters and fuck the levelling process altogether. Being allowed to make the maxed out characters once the player goes through their themepark trip would be a bit closer to it. But even then it doesn't cover the whole thing and so just being able to change character's setup at any point offers superior flexibility imo, because it allows the player to adjust the whole experience to their whims, not just certain parts of it.

The alternative to that is of course to provide enough content so that the players can realize their multiple characters without having to go through the same stories with every single one of them. But if i understand it right, this is really not an option for ChO in its current shape :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 26, 2009, 09:37:40 PM

Of course, also assumed in your line of reasoning is that the end game is all that matters.  Maybe it is, I dunno.  But there is probably some value in playing say, the level 25 content as an archer, and as a fire based hero, for instance, rather than just leveling through the content once, and switching between whatever you want for the max level content.

Meh, i have no idea where I am going with this anymore.

If the level "grind" was entertaining I'd say you were right, but it's not.  So why someone would want to subject themselves to repeated forays into the mission-grind of ChampO is beyond me.
The only reason is if one REALLY just wants to experience another type of hero, or perhaps they have guildies they want to level with.  But personally, I wouldnt subject myself to that kind of torture.  If it was WoW, AoC, LOTRO, n' such I wouldnt mind.

Not to mention, the entire grind is totally cloned no matter which hero you design.  The only mission difference is in the crafting missions.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 26, 2009, 10:00:30 PM
... although the models are often really basic (and sometimes really limited, especially for females). So it's fantastic for robots and furries. If you wanted a human in an outfit then CoH has a lot of nice outfit designs and textures which are much more subtle.
The bolded would explain why I wasn't seeing all these varied costume options people keep mentioning.  I only play female characters.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 26, 2009, 11:07:02 PM
Thinking about it, I think I know their rationale between the last ten respec decision. Your character has access to ALL powers as he levels. That pick two thing at the beginning means nothing. Want to be a straight Might hero with one Gadget power at random? Go for it. If you can respec anything you can make any hero you want at any time at any level. Meaning you would never have to level another toon again. No alts. No need for alts.

Which is not to say that I agree with that but there it is.

I agree with you thats why they do it, but I do NOT agree. I mean, if I get to level 40, and find half my powers dont scale, ill probably just quit. What they should do is put like a month cooldown on full respecs, or hell, make it $5.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 27, 2009, 12:17:18 AM
Not sure if anyone cares, but they're offering lifetime and 6-month subs again. If I had to guess, I'd say that limiting them in the first place was mostly to create an excuse to make more news posts that mention how popular their game is.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on August 27, 2009, 12:54:56 AM
Oh, right. Scarcity.

I need to stop posting so late.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 27, 2009, 06:18:44 AM
I agree with you thats why they do it, but I do NOT agree. I mean, if I get to level 40, and find half my powers dont scale, ill probably just quit. What they should do is put like a month cooldown on full respecs, or hell, make it $5.

The cooldown on full respecs seems like a good solution. I do have sympathy for that and it brings up an interesting long term problem with full skill/zero classes systems. Players want respecs. Alts are a viable playstyle. If you have a full skill system where any skill is available and you offer full respecs you've essentially made sure nobody ever has to level more than one character. I'm not sure of a terribly elegant solution to that problem beyond the obvious and huge "make games that have fun endgames so nobody wants to level an alt" but this isn't really going to happen tomorrow.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jimbo on August 27, 2009, 06:25:16 AM
1. Is the game better than COH/V from a character creation standpoint?
2. Is the game better than COH/V from a combat perspective?
3. Is the game better than COH/V from a PvP standpoint?
4. How is the leveling curve compared to say WoW on one hand and Vanguard on the other?
5. Is the lifetime sub still available? If so how much?

1.  Yes and No.  Yes in that you can spend hours creating all kinds of hero's but they have a diffrent graphics, so you can make a really detailed hero but when you zoom out it look sort of like a retro 80's comic (and all that work for not...can't see it unless your rig is smoking and you are zoomed in).  But I still play CoH and buy there booster packs, so I'm biased to them...

2.  They tried to get a mix of CoH and Marvel Ultimate Alliance and it doesn't appeal to me, would rather they stuck with one or the other, but the hybrid mix isn't that much fun.  The powers are cool, I was playing ammunition a lot, and my hero would do some killer moves with her two pistols and hell she could pull out other weapons that looked cool.  Some powers with Super stats are over powered and some suck (but of course I needed to "learn to play" and not take those powers...).

3.  PvP is a ranged game, that tends to work the best, but I only did it at level 10 a couple of nights...can't really say how but seems to be pretty spotty.

4.  CoH is the better group game, better alt game, better solo game, and faster leveling game.  You won't get the flashy colors and costumes shows.  Pet classes are better controlled by masterminds on CoH, otherwise they tend to be the same, plus CO will let you pick up a pet power even if you aren't in that class.  Pets have been on a rollercoaster from sucking to overpowered to sucking again.  Never played Vanguard, but it levels slower than CoH and WoW...way slower.

5. No clue, I'm not buying it.

Final note, it is a cool looking game, but it seems rushed out the door, half finished and not a lot of fun to play.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 27, 2009, 06:43:15 AM
Personally I think ChampO has more potential (:awesome_for_real:) than CoH/V and although Paragon Studios is focused on CoH/V, it is a game with a shrinking player base. All of Paragon Studio's eggs are in one basket. Recent content updates for CoH/V have been lackluster and / or mishandled.

I have no idea how this could be interpreted as being true. The CoH mission architect is a novel and useful addition to the game and genre. Sure they should have been much smarter about spotting exploits and the willingness of players to use it. It's still a lot more interesting than any game mechanic CO has. Meanwhile they're adding things like alternate animation sets which CO could really use.

I find MA to be a river of drek that you might find the odd rare gem... but I expected it to be like that. But I didn't expect the devs to pop out and admonish the player base for doing exactly what the player base was expected to do. Player made PvE content might be a good idea as a concept, but it really hasn't been a game saver for any title that had it introduced (which includes SWG and Ryzom).

I15 was weak while I don't see a lot in I16 to grab me (I don't really care about colour customisation). ChampO is going to be releasing the content from lvl 40 - 50 and whatever else wasn't polished enough for launch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 27, 2009, 07:02:08 AM

1. Is the game better than COH/V from a character creation standpoint?
2. Is the game better than COH/V from a combat perspective?
3. Is the game better than COH/V from a PvP standpoint?
4. How is the leveling curve compared to say WoW on one hand and Vanguard on the other?
5. Is the lifetime sub still available? If so how much?


Here's my take.  In the spirit of full disclosure - I really like super hero games.

1. Draw.  CoH has more model/texture options currently.  CO has a better engine, with each individual costume peice having more configuration ability.  Powers, via replacement powers, can also be modified.  E.g. if you were a munitions here, you could get a different gun to replace you energy-building power.  Frequently these replacement powers are pretty cool looking.  Long term I'd say that if CO can stay in business, it will dominate in this category.  That could take a year though.

2. Advantage CO.  I was always very frustrated with the misses in CoH.  If you know all your players are going to alot something for accuracy to floor the miss rate, why put miss chance into the game?  Also, energy > cooldowns.  Where CoHhas the advantage is in using the environment to impact combat (e.g. hiding behind a wall).  CO seems like it's trying to have it, but it's not as crisp as CoHs.

3. No clue.  I thought the PvP was broken in CoH.  Suspect that the PvP is largely broken in CO, thought I only played one match.  That said, if they can get the power balance down a bit better, it seems like two groups that play often going head-to-head might be fun.

4. Only played into the mid-teens but I thought it was significantly faster then the first year of CoH.  I haven't played CoH in about 9 months, so it might have improved.  Yesterday's patch ramped the xp back up - I made it to level 6 in about a half an hour last night.  Actually it felt pretty quick.

5. Apparently it's available again, I think it's $200.

6. Travel powers - advantage CO.  There are 5 different fly abilities alone.  Given replacement powers and the earth version of flying easter egg*, it seems like there is the possibility to change the effect that comes with any particular travel power.  E.g. a replacement power might change flame-flying into something like "air form", making you look like you are made of air.  Another example - magic carpet model could replace the "hover disk" flying ability.

earth version of flying easter egg* - if you are in mid-air when you activate this power it changes into a storm cloud instead of a block of earth.  Pretty cool


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 27, 2009, 07:11:36 AM
Is your last point about travel power replacers speculation or is it in-game?  That's be pretty cool, but I haven't heard anyone mention anything like that. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 27, 2009, 07:19:05 AM
Other then the earth flying easter egg, it's speculation.  There are replacement powers though, so the speculation that they are able to create a replacement power for a travel power didn't seem that far out there.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on August 27, 2009, 07:27:58 AM
I don't think power replacers for travel powers exist yet but they would be pretty darn simple to add for them the frame work is there just need to add some art and bang you are a genie.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 27, 2009, 07:53:01 AM
They are unnerfing it, there were some posts saying they wanted to see what would happen and were working on fine tuning exp gain, and they over shot.  In fact, yesterday or today's patch notes mentioned they upped exp gain again.  I'm not sure if it is quite to pre-nerf levels.
Seems like it. Yesterday evening I hit level 7 by the end of the tutorial, I had been hitting 6 pre-nerf and 5 (barely) during the nerf. Although pre-nerf I had been doing the open quest a couple times.

Is there a color slider for travel powers? I saw someone that looked like they were in fire form but a blue color last night. Looked pretty cool.

Still find the game fun and bummed I won't be able to play at launch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tmon on August 27, 2009, 08:19:24 AM
I found the beta fun enough that I bought a copy of the game.  I'll consider it money well spent if I get a month's worth of fun out of it.  I never played CoH and am not really a super hero or other comic book fan but I do like the character generator and the ability to choose any powers you want.  The thing that sold it for me was when I accidentally went out the window of heroes inc and as I was falling to my death I realized I could just activate my teleport and glide in for a landing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 27, 2009, 08:54:27 AM


Is there a color slider for travel powers? I saw someone that looked like they were in fire form but a blue color last night. Looked pretty cool.

Still find the game fun and bummed I won't be able to play at launch.

I haven't played a character with fire form, but I have been able to change the color on the travel powers I have had. Usually it isn't a drastic change in the way the power looks though, so I'm not sure what you saw.

Also, I don't think fire form is tied to a travel power directly, so it also could have been a normal power replacement thing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 27, 2009, 09:09:00 AM
There is a travel power called "flame flight" or something like that.  You burst into flame when flying.  I haven't tried it either, but wouldn't be surprised if you could change the color of the flame.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 27, 2009, 09:38:08 AM
You can.  It's the most dramatic chagine of color amongst the travel powers.  Teleport is probably the next, though it's more noticable for the player when phased than onlookers.

In regards to the respec silliness, the goal of any game is to retain players.  Telling someone they can respec the last few choices but not the early ones on a character which has advanced far in the game is akin to poking them in the eye.  They've enough time invested in the character that forcing them to make a new one to correct past mistakes, especially given the complete lack of useful tooltips, is stupid.  It will drive more players away than retain.

If you want retention, a better choice than forcing them to reroll to correct mistakes is to make your content compelling enough that they want to do so.  Otherwise they're doing it wrong and deserve every customer they lose.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 27, 2009, 09:43:21 AM
Well, you could look at it from the point of view of "Complaining about no full respec is like complaining about not being able to respec a Warrior into a Mage in WoW."

I think the people who will be bothered by this the most are not the people who want to full respec, but want to change 1 or 2 powers they foolishly took at level 20 and now they are 2% less effective in raiding or PvP. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 27, 2009, 01:07:11 PM
How about adding a cooldown to respeccing, but not limiting you to only the previous 10 powers. So say you can only respec like 5 powers a month, but they could be any level. This way it would let you change mistakes you made at level 5.

Thats what I really dont like. I dont want to hit 40 and find out I made a bad choice at level 10, and am now screwed.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 27, 2009, 01:47:24 PM
Well, you could look at it from the point of view of "Complaining about no full respec is like complaining about not being able to respec a Warrior into a Mage in WoW."

I think the people who will be bothered by this the most are not the people who want to full respec, but want to change 1 or 2 powers they foolishly took at level 20 and now they are 2% less effective in raiding or PvP. 
Or realized that the powers they took at levels 7 and 9 really don't fit the theme of the character now that they're level 30.

It's more akin to saying the Warrior can only respec the last third of their talent points.  Hope you didn't want any of those high level talents in the trees you didn't focus on, or gods forbid, you didn't spread your points out evenly amongst them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 27, 2009, 02:49:13 PM
Is there going to be a Bat Country guild? I really want to pick this up and play all weekend, but none of my online friends are getting it and I dont really want to play it alone.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 27, 2009, 02:50:48 PM
Let the retards who will create a hero around a powerset, and then radically change that powerset to minmax, do so. Firestorm, master of ice!  :oh_i_see:

But Cryptic has trouble seeing a problem with grindiness, if there weren't much grind, people would love rolling tons of alts with zero need to respec just to game the system.

As someone who doesn't read all the forums, it would really suck picking something like a superstat without realizing the long-term ramifications and being unable to undo it later on. Not to mention inevitable nerfs to specific powers.

Morf: I'd love to...can't afford it.  :sad_panda:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on August 27, 2009, 03:43:35 PM
Let the retards who will create a hero around a powerset, and then radically change that powerset to minmax, do so. Firestorm, master of ice!  :oh_i_see:
It can be much simpler. Like that first travel power you pick? Hope you really really like it and won't ever stop, because few levels later you're stuck with it forever.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 27, 2009, 04:10:13 PM
Let the retards who will create a hero around a powerset, and then radically change that powerset to minmax, do so. Firestorm, master of ice!  :oh_i_see:
It can be much simpler. Like that first travel power you pick? Hope you really really like it and won't ever stop, because few levels later you're stuck with it forever.

Thats not quite true, you get a second travel power at level 40 I believe.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on August 27, 2009, 04:13:05 PM
Aye you do, but it doesn't change the fact that first travel power you pick is yours forever, like i said..? i.e. you can maybe stop using it and limit yourself just to the second one if you no longer like it, but can't exactly change it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 27, 2009, 05:40:47 PM
Come on gang, is no one buying this?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 27, 2009, 05:58:32 PM
Very few.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ard on August 27, 2009, 05:58:55 PM
In the best of times, my taste in games is questionable.  I'm picking up Aion out of general boredom.  I'm not even going to touch this with someone else's dick after seeing the beta.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Soln on August 27, 2009, 06:05:53 PM
no


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 27, 2009, 06:44:21 PM
In the best of times, my taste in games is questionable.  I'm picking up Aion out of general boredom.  I'm not even going to touch this with someone else's dick after seeing the beta.

Thats odd to me. After playing both betas I find ChampO to be much more compelling and accessible for easy fun.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ard on August 27, 2009, 06:48:31 PM
I think that's where we differ then.  I didn't find ChampO to be fun at all.  I found it to be tedious, and that's saying something when I'm willing to give Aion a shot.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tmon on August 27, 2009, 06:53:23 PM
Come on gang, is no one buying this?

I am, and  I'll happily join a guild and read the guild chat while I play but I'm not much of a grouper.  Partly due to my job and partly because something about MMOs turns me into something of a hermit.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bzalthek on August 27, 2009, 09:42:23 PM
Come on gang, is no one buying this?

I am, and  I'll happily join a guild and read the guild chat while I play but I'm not much of a grouper.  Partly due to my job and partly because something about MMOs turns me into something of a hermit.

Hey look, a brother in hermitage!

I'm too poor these days.  I can't afford to buy every new mmo that comes out these days only to cancel before the first month is out.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 27, 2009, 11:47:24 PM
Is your last point about travel power replacers speculation or is it in-game?  That's be pretty cool, but I haven't heard anyone mention anything like that. 

The earth flying -> cloud flying is in game. The hoverdisk -> magic carpet was discussed but I don't believe exists in game.

During beta it was mentioned that the intent was to have 3 or so alternative travel powers around the same mechanic. Flight was what they started with, which is why there is flight, earth flight, hover disk, rocket boots and fire flight.

I'll sign up to Bat Country but given my hours I doubt I'll be able to contribute much.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Count Nerfedalot on August 29, 2009, 07:56:42 PM
Also, to be fair, they bug-fix, people tell them they should be adding more content - they add more content, people tell them they should have been bug-fixing. It's lose/lose.

Which is pretty much 75 percent of the posts on 100 percent of MMO forums.

News at 11.

The frustrating thing is this is a false dichotomy. 

First of all, buggy content is worthless. 

Second, buggy systems make all the content worthless. 

Third, and the most overlooked, if you absolutely MUST publish your game half finished, make sure that what you go live with works right.  A too-short game that was loads of fun and has folks champing at the bit for the next content expansion will not only generate a whole lot more positive word-of-mouth, but will have a much better return rate when you do actually get it finished.  Assuming that more (finished) content is in the pipe to be released, those two facts (positive word of mouth and people itching to come back for more) should easily more than compensate for less-than-hoped-for initial retention rates.

Besides which, pissing off your player base by adding painful obvious grind doesn't cause them to extend their subscriptions longer than letting them finish the existing content at a fun pace, it just makes them quit in disgust and tell all their friends how grindy it was and vastly reduces your chances of ever getting them back.

But no developer yet has seemed to understand this.  With all the choices out there these days, it really takes an idiot to believe that delivering an unfun long duration game will somehow bring in more money than delivering a short but fun game that will get everybody excited and telling their friends and anxiously waiting for the next expansion.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on August 29, 2009, 08:39:43 PM
Come on gang, is no one buying this?

No. Bored to tears months ago.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 30, 2009, 07:56:57 AM
I bought it but I don't play.   :uhrr:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 30, 2009, 08:43:51 AM
I'm having fun and I still don't know why.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 30, 2009, 09:35:39 AM
You're broken? ;D


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 30, 2009, 11:09:35 AM
I'm having fun and I still don't know why.

On a completely toplline, don't-think-about-it kind of way ChampO can be fun. For now, anyway. YMMMV.*

*The extra M is for 'motherfucking'.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on August 30, 2009, 11:21:58 AM
Your motherfucking mileage may vary

Your mileage may motherfucking vary

or

Your mileage motherfucking may vary



Inquiring minds need to know.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 30, 2009, 02:37:10 PM
I'm having fun and I still don't know why.

I had fun through beta, ill probably pick this up on tuesday. Probably just so I can teleport around.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 30, 2009, 03:05:02 PM

On a completely toplline, don't-think-about-it kind of way ChampO can be fun. For now, anyway. YMMMV.*

*The extra M is for 'motherfucking'.

Exactly. If I think about it, min-max it, scrutinize it, wonder about it then suddenly it becomes less fun. It's okay to have brainless fun sometimes. I suspect I'll think about it and have not fun in a month or two.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on August 30, 2009, 09:19:23 PM
I am paralyzed by my own munchkinry.  I am not an alt guy- I want to level up ONE guy and use him.  But I am frozen by fear that I won't make a good level 40 PvP build (any skill I chose at level 1-30 I am stuck with forever, basically) so I end up not playing at all.  Its like one of those mathematical paradoxes!  


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 30, 2009, 09:45:31 PM
I'm just plain still torn between this and FE.  That's really all it boils down to for me.
I think in the end the smart thing to do is wait 1 month from today and see how things pan out.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 31, 2009, 08:26:08 AM
Created a char called "Mange" that looks like the wolfman.  Gave him the beast stance and acrobatics.  LOL, fun as hell.

Created another char called "Mr Toad", he has a toad head.  Put him in a trench coat and gave him munitions and super jump.  LOL, also fun as hell.

Yeah, if you are expecting to be serious or want a game to make you think, this is not the game for you.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tmon on August 31, 2009, 09:12:50 AM
I made a character called Taft, He's a brawler/pistol user and he uses the Ice travel power cause he's so cool.  I have no real idea what the stats do other than making a note of the stats that are primary for whatever framework I choose.  When it's time to choose new powers and such I go with what I think will be fun.  So far it seems to work out ok.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 31, 2009, 09:19:14 AM
Yeah, if you are expecting to be serious or want a game to make you think, this is not the game for you.
MMO IZ SRS BZNZ!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Engels on August 31, 2009, 09:26:52 AM
This thread made me resub to CoX.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 31, 2009, 09:29:38 AM
MMO IZ SRS BZNZ!

No, not really. But everyone here and lots of people elsewhere DO have a tendency to boil these games down into "how does this further the medium?" in a medium that probably needs to be furthered. Or we're looking for a game we can play for a really long time, something that grabs and immerses us. CO isn't that game but it's not complete suck, either. So it's in this middle ground where maybe it's just fun to play it with the same gravitas you'd lend a single player action game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 31, 2009, 09:41:33 AM
Except the whole lowered standards thing.  If a single-player game shipped in a similar state, heads would roll and it'd get trashed in reviews.

I'm tired of people giving MMO companies lots of slack just because "It's an MMO.  MMOs are hard."  It's bull.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on August 31, 2009, 10:05:55 AM
It's a fun beat-em-up. Lighten up!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on August 31, 2009, 10:26:41 AM
It's fun for some people, that's fine.

I'm simply disputing the assertion that people would like it more if they "play it with the same gravitas [they]'d lend a single player action game."  They would, in fact, call it utter shite.  I won't lighten up since shoddy work is my Pet Peeve.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on August 31, 2009, 10:34:18 AM
I totally agree. But beyond a couple lightly busted quests I've not found any bugs. I wish I had; that would change things. But as it is it's a slightly under inspired but fun superhero romp.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cyrrex on August 31, 2009, 10:35:56 AM
To be fair - has any MMO ever been on par with a really good single player RPG?  I'd vote no, personally.  I'm sure there's some really deep Why Do People Even Bother With Shite MMOs In The First Place argument to be made here.  



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on August 31, 2009, 10:38:25 AM
Yeah shoddy isn't a word I would use - I've had one hard lock in 20+ hours of play and no major bugs (other than maybe the respec cost one.)

Less ambitious might be more applicable, and since they didn't have Paul Barnett douche-nozzling everyone into thinking this was the next robot jesus I'm ok with that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on August 31, 2009, 10:51:06 AM
Put me in the "what bugs?" camp.  I just haven't had any problems.

Also, crappy single player games ship all the time.  Just look in "Is it Fun" for a list of crappy single player games that some folks, for some reason, find fun and continue to play.  There's an ass-load of single player games that ship and people say they suck and then they move on.

For some reason MMOs tend to get more hate.  Maybe it's because they are more expensive and take longer to make.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 31, 2009, 11:24:14 AM
To be fair - has any MMO ever been on par with a really good single player RPG?  I'd vote no, personally.

I would say that the Wrath of the Lich King expansion was the first to do so. But thats an expansion, not a brand new birth.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on August 31, 2009, 12:05:14 PM
The first time I subbed to CoX, I lasted 3 months.

The second time, 2 months.

The third... 2 weeks.

The fourth... 4 days.

CO held me for about two weeks.  I see where this is heading. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Signe on August 31, 2009, 12:17:41 PM
The last time I subbed to CoX, I logged in ONCE!   :uhrr:  I played CO for a few days, maybe a few hours all told.  I have the game but I haven't even logged in for the head start.  It's not motivating me at all. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on August 31, 2009, 01:35:19 PM
For some reason MMOs tend to get more hate.  Maybe it's because they are more expensive and take longer to make.

Because the early days of MMOs had a constant feedback loop between developers and the community, as an extension of the even early MUD days. Find any other genre that had that direct dialog. They're all too mature to allow players the belief they are part of the design process.

And that's come to MMOs as well, at least the successful ones. A community is best when it's tasked with tweaking an assumption. But the opportunity is only best when the assumption is correct in the first place. The filtering process is getting better at preventing good money from being thrown at bad ideas (far from perfect of course). And the rise of that filter is inversely proportional to how involved your average forum poster is to the creation process.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 31, 2009, 01:37:23 PM
Signe said the appropriate word:  "Motivation."  When playing it I had trouble figuring out what the game was missing, but that's pretty much it.
You just have no real motivation to do anything, unless you're itchin for that next round of grind-quests.  The itemization sux and there are no real engrossing questlines or instance dungeons that make you want to get better.

And therein to me lies the problem with ChampO.  I mean, if you can hang in there until endgame and pray they inject interesting content - fine.  But, I shouldnt have to tear my hair out in the lvl grind to do-so.  If the itemization was more meaningful perhaps it'd take up the slack, but it's not and the economy is largely nonexistent.  So meh.   Reminds me of Tabula Rasa actually.

Fun shoot em up for a while, but it'll taper off seriously after 1 month.
Is it worth the box price to be able to have the supers toolset??  probably.  A sub?  not so much.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on August 31, 2009, 01:39:34 PM

Fun shoot em up for a while, but it'll taper off seriously after 1 month.
Is it worth the box price to be able to have the supers toolset??  probably.  A sub?  not so much.

It would be if there was a Bo Staff weapon option right, right?  :why_so_serious:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on August 31, 2009, 01:59:56 PM

Fun shoot em up for a while, but it'll taper off seriously after 1 month.
Is it worth the box price to be able to have the supers toolset??  probably.  A sub?  not so much.

It would be if there was a Bo Staff weapon option right, right?  :why_so_serious:

Alas, even a Bo staff isnt worth a sub. fee.
btw; is the 1st month free or not?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 31, 2009, 08:11:29 PM
First 30 days is part of the box cost, afaik.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on September 01, 2009, 08:07:52 AM
What's my motivation, man??


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Amaron on September 01, 2009, 09:28:09 AM
Jack did it again :awesome_for_real:.    Day 1 and they just released a patch that has probably outdone Enhancement Diversification for overall nerfage.    Forums are asploding.   I want to feel outraged but it's just so damn funny.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Yegolev on September 01, 2009, 09:35:35 AM
Do you mean like this (http://forums.champions-online.com/showthread.php?t=47672)?  Because I can't read all of that.  The last page definitely calls for rolling back the patch, though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Yegolev on September 01, 2009, 09:38:58 AM
I found this (http://forums.champions-online.com/showthread.php?t=48927) and I see what is going on now.  CO is Warhammering itself, apparently.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 01, 2009, 09:48:20 AM
Can I say, "I told you so," yet or should I wait a little while?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Yegolev on September 01, 2009, 09:48:55 AM
Might as well get it in now while anyone cares about the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Amaron on September 01, 2009, 10:09:07 AM
Can I say, "I told you so," yet or should I wait a little while?

I think you should give Jack and Roper a bit more time to dig this hole deeper.  I'm betting the Dev response to criticism will be epic for at least another day.  Then you can really grind it in when you say it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on September 01, 2009, 10:11:56 AM
Could someone of stronger fortitude than I post a few of the more choice examples?

These little blow-ups are really why I even follow MMO's any more.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: chargerrich on September 01, 2009, 10:20:38 AM
I am not an alt guy- I want to level up ONE guy and use him.

God I WISH I was this way... My WoW career equates to:

* 4 Accounts
* 7 level 70-79s
* 4 level 80s
* 0 level 80s in full Tier 9 gear

 :ye_gods:


Fake Edit: Can I still get a lifetime sub or are they gone?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: dEOS on September 01, 2009, 10:28:51 AM
CoX subscriber for 53+ months... I know. Still subscribed. It's still cool and I have a bunch of high-levels that play very differently. Quite bored on the level grind though.
I picked up CO and took a lifetime subscription. I need a change of pace, see new faces and more importantly new sceneries.

Major issues I have with the current state of the game:
- interface is fugly fugly fugly... and borderline unreadable with its pretend-comicsbook look
- Supernatural/regeneration is a must-have power. So broken, it's not even funny. My character took it after a respec. From super-gimp (DB/LightningReflex), I became instantly super mega powerful (DB/Regen). I only have one problem now, I am careless about aggro when before I was cautious about 2 mobs packed together. A nerf is due on this power... but that would bring everyone back to gimpness.
- Crafting is cryptic (ahah!)
- Everybody is basically soloing, no teaming incentive (see /regen comment) at least pre-level 20. Seems to change later on as /regen becomes less powerful. Makes for leveling a support toon from the ground up a difficult endeavor.
- Non-forum readers will have a hard time figuring out the game (cryptic!)

On the other hand, it has neat things going for it:
- one server, even if heavily instanced
- 3 languages support from the ground up (I am French, started playing with the EN interface, recently switched to French)
- lots of costume options
- quests are quite original (based on my WoW/CoX/AC1/AC2 experience)
- lots of activity going on around you

Edit: Apparently, nerfs and boards outrage ongoing. Grab popcorn.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on September 01, 2009, 10:55:03 AM
I haven't played yet today (still at work) but some sort of nerfage was necessary.

Fight Club is supposed to be a level 17 instance recommended for 3 people. My wife (hardly a minmaxer) is a Might tank and I'm Fire DPS with a splash of healing at level 17, so we tried it with just the two of us. We started off being careful by using LOS pulling and me holding back to allow her to get sufficient aggro, etc. But after the first two pulls she just dove in and I AOE'd the shit out of everything. The only death was when we thought we had cleaned the place out and I found a stray supervillain in a side room that she couldnt taunt off me. Even then I just rezzed, came back to the fight, healed her and then blasted everything dead.

Out in the open I just open up with energy builder and then Conflagrate. Anything short of Master Villain level is dead within 3 seconds. And a fire DPS build with Fireform was supposed to be one of the weaker builds.

So yeah, anyone with a smidge of MMO experience had to know something like this was coming.  


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 01, 2009, 11:01:30 AM
Wow THIS (http://forums.champions-online.com/showthread.php?t=48901) is an insane amount of nerfing with no real testing. Also offering no respec to people is just beyond stupid with these massive changes.

*edit*

I was fully planning on buying this today, now I dont know if I will. I liked that it was very fast paced and easy to pick up and put down.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on September 01, 2009, 11:11:43 AM
Fight Club's problem has nothing to do with the uber/nerfness of a player.  It has everything to do with the stupidity of the level.  Mobs are too weak and the level too short and bland.  And no matter how difficult something is, if you allow them to respawn 2 feet away with no penalty - there's just no challenge nor reason to even group (or even to go into the instance in the 1st place... just fuckin delete the mission)

It just turns into a grind instance.  errrr a grindstance
The act of walking/flying/jumping to the instance door is more exciting than the actual mission.  :awesome_for_real:   So why even do it?

edit:
wait wait wait, did I read correctly that they nerfed QUEST-SHARING??  Are they for real?  Seems you can no longer share quests!   :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rattran on September 01, 2009, 11:12:42 AM
It looks a lot like the first year of CoH nerfs, all scrunched together. And isn't beta where sweeping changes are supposed to be, not between open beta (marketing) and launch? I wonder how much nerdrage it will generate in the people who shelled out for lifetime or 6 months.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on September 01, 2009, 11:16:23 AM
LMAO
I sowiee... I gotta post again.  They... nerfed... quest-sharing  LMAO

And with basically no possibility of soloing, long spawncamp queues, and a large chunk of quest objectives unshareable, this is just classic.  Moreso since the chat UI and grouping mechanics suck ass. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ard on September 01, 2009, 11:19:02 AM
 :popcorn:

Roper brings the best drama.  I'm glad I'm zero for two on his latest wrecks.  Oh hey, both of which had lifetime options.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Arrrgh on September 01, 2009, 11:22:51 AM
It's an improvement over CoH. At least they didn't make people grind to the level cap and THEN nerf them to uselessness.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on September 01, 2009, 11:27:41 AM
No, I find out literally as I walk in the door from buying it. Well, I wasn't expecting more than a month anyway.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on September 01, 2009, 11:34:21 AM
What's even more funny is they're not giving free respecs. heheheheh
It'd be funnier if they did this like a week from now though.  In reality, it's not that painful to just reroll a toon at this point.  But now, you're just turned into a pigeon-holed mix-maxer in order to effectively play the game it seems.  And for a Champions IP designed around a 4-color supers premise (rather than gritty), it kinda defeats the purpose.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on September 01, 2009, 11:37:10 AM
Most of the people I'm playing with are saying it's really not terrible, even warranted in some spots like Personal Force Field. I reserve judgment until I can see for myself.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on September 01, 2009, 11:41:24 AM
I'm sure it's "really not terrible" for a lot of people, but for the gross majority it'll be bad.  e.g. your casual MMOer who wants to make/do whatever they want and survive.  Regardless, making that many changes at that point is really just hilarious.  In a way though, since it's obvious they were planning to do it regardless... they were forced to do it how/when they did because if they waited there would be even more hell to pay.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cyrrex on September 01, 2009, 11:43:00 AM
For someone who doesn't want to or can't click on any of the links to their forums, does this amount largely to a major xp nerf, or a nerf of powers across the board?  You've probably already said and I'm just missing it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 01, 2009, 11:44:13 AM
After more reading it really seems like people are more upset about no respec, and I cant blame then, although it is pretty funny that people went through beta, and figured out all the powers that where overpowered and lumped them together in one build, and then didnt expect to get nerfed.

I do agree though, making huge changes like this with no possibility to respec is fucking stupid, especially right after the headstart. I would imagine that atleast 30% of those people will end up rerolling today.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ard on September 01, 2009, 11:46:22 AM
The fact that they chose to do this on launch day, instead of a few weeks back when it could have been tested by the masses in every possible configuration of powers imaginable speaks volumes to me.  This is the part where if I were going to play, I'd pretty much have no faith in the developer.  Someone in the champions thread linked above compared this to the NGE it.  It's pretty much not far off from that in the manner that they did this, not necessarily the scope of the changes, but the fact that they did widescale changes with virtually no testing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 01, 2009, 11:46:39 AM
For someone who doesn't want to or can't click on any of the links to their forums, does this amount largely to a major xp nerf, or a nerf of powers across the board?  You've probably already said and I'm just missing it.

The numbers seem to be along the lines of this.

Defense powers reduced by 60%. (This was needed from what a lot of people said)
Defense from gear reduced by 30% (this is NOT needed and is really hurting people who specced for offense)
Around 2/3rds of the Offensive powers reduced by about 40%. (Some needed, some not.)
Mob damage increased by 25%.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on September 01, 2009, 11:58:13 AM
And you know, if the stats weren't so weird even that gear defense nerf wouldn't matter much. Example: Dexterity increases crit rate. Ego increases crit damage. So your crit rate and your damage bonus from critting are totally independent of each other. If you want one you MUST stack the other as well. What that then means is that you can't up one of your more passive, defensive oriented stats; going, say, Constitution and Dexterity is pointless.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on September 01, 2009, 11:58:30 AM
One spreadsheet to rule them all and on launch day bind them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on September 01, 2009, 12:01:16 PM
The fact that they chose to do this on launch day, instead of a few weeks back when it could have been tested by the masses in every possible configuration of powers imaginable speaks volumes to me.  This is the part where if I were going to play, I'd pretty much have no faith in the developer.  Someone in the champions thread linked above compared this to the NGE it.  It's pretty much not far off from that in the manner that they did this, not necessarily the scope of the changes, but the fact that they did widescale changes with virtually no testing.

Yeah the nerf itself doesn't seem that bad, it's the way it was handled plus the fact it's very difficult to be able to afford a respec.

Oh and they nerfed all travel powers by 15% because of server performance issues? Riiiight.  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on September 01, 2009, 12:05:36 PM
I didn't see the travel power nerf. Holy fuck what?

By the way, the manual is the most hilarious thing ever. Five pages. Four of those are EULA and credits.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cyrrex on September 01, 2009, 12:09:29 PM
For someone who doesn't want to or can't click on any of the links to their forums, does this amount largely to a major xp nerf, or a nerf of powers across the board?  You've probably already said and I'm just missing it.

The numbers seem to be along the lines of this.

Defense powers reduced by 60%. (This was needed from what a lot of people said)
Defense from gear reduced by 30% (this is NOT needed and is really hurting people who specced for offense)
Around 2/3rds of the Offensive powers reduced by about 40%. (Some needed, some not.)
Mob damage increased by 25%.

Hmm.  The three things that were keeping me somewhat interested in this game were (in no particular order):  The ability to make crazy, quirky, cool superheroes.  The freaking cooler than shit travel powers.  The ass kicking you could deal to the average mob.

And it sounds like all three of these has been nerfed to some extent.  How very dumb.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on September 01, 2009, 12:11:48 PM
Let's face it though, the game was way too easy for even dumbass builds.   It needed some serious adjustment.  There will be folk who are indeed having more fun post-patch (those who like to group, who min-max, and/or like fluid tactics), but those folks are tough to find and it overall breaks the premise of their original vision.

But hey, they evidently increased droprate to make up for it.  :)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on September 01, 2009, 12:12:37 PM
I didn't see the travel power nerf. Holy fuck what?

By the way, the manual is the most hilarious thing ever. Five pages. Four of those are EULA and credits.

Also it looks like they nerfed mission xp back to the rate of the open beta shitstorm. Undocumented of course. Really starting to reconsider on the preorder - I can take being nerfed but don't insult my intelligence.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on September 01, 2009, 12:12:53 PM
Let's face it though, the game was way too easy for even dumbass builds.  

WoW has made millions using this strategy.  


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Yegolev on September 01, 2009, 12:18:11 PM
I wonder how much nerdrage it will generate in the people who shelled out for lifetime or 6 months.

This first post is the winner of your contest:
http://forums.champions-online.com/showthread.php?t=49352

Quote
Personally I cancelled my lifetime sub today, canceled preorder.

It was my birthday too, and i was looking forward to this game.

But If i got to sit there waiting for you guys to sort the clusterxxxx that you made today at 2:30 AM, i better get paid for it not you guys.

I was hoping this year would be full of champions online but now its evident you guys are too lazy too incompetent to just go ahead and properly balance the skill trees, I might as well wait for a real MMO like FFXIV.

You guys have fun, beta was great, and yet you STILL screwed it up bad.

To all you min maxing fanboys trying to claim "good i don't need you, leave already!" kind of messages, get real, you need everyone you can get, revenue is the game's life blood.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on September 01, 2009, 12:24:17 PM
Let's face it though, the game was way too easy for even dumbass builds.  

WoW has made millions using this strategy.  

Let me clarify.

I think that having options to make the game easy in a pve title is a good strategy.  It allows ready access to the game and a shallow learning curve for the uninitiated.  Several of the class/core choices available to your players should be stupid easy to play and succeed at.  Couple to this several very powerful, but very difficult to master classes/core abilities and you create a carrot for players.  This allows a benefit for the achiever while allowing access to the novice. 



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on September 01, 2009, 12:27:49 PM
To reiterate, some nerfage was required....and I knew it would come.  I made a might/power armor character and I seemed to be virtually unstoppable in PVE.  I could pretty much take on 10+ henchman, one-shotting them with uppercut one at a time in quick succession and walk out with 100% health.

I admit it was fun, but not any real challenge.  I will have to check the changes when I get home tonight, but just looking at the percentages it seems a bit severe.  I won't cry foul until I try for myself....but it is a real bait-and-switch no matter how you look at it.  My hope that it hasn't moved too much to the min/max side of the spectrum.  I like choosing powers based on projected fun rather than worry about gimping myself later on.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Yegolev on September 01, 2009, 12:30:03 PM
Nerfs were apparently needed, but applying them on launch day and not providing a respec is just mean.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cyrrex on September 01, 2009, 12:40:55 PM
Nerfs were apparently needed, but applying them on launch day and not providing a respec is just mean.

Here's the part of the argument that I don't really get, I'll admit:  If it's launch day, is a respec really necessary?  I mean, you just started!  This game seems like an Alt-addict's dream anyway, so I'm not following this.  What am I missing?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hayduke on September 01, 2009, 12:45:05 PM
It's a move done in bad faith, that's the issue.  Not whether or not the game warranted some nerfs.  It was done after people picked up their preorders and paid for lifetime subs.  A patch this big should've happened weeks ago.  Instead Cryptic let people preview a game that they had no intention of shipping.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Yegolev on September 01, 2009, 12:50:38 PM
Right, it's not that it's so shitty a process to roll a new character (possibly this is more fun than the game itself) but more along the lines of making people do it after they went through all the trouble to make the perfect hero with the matching name and all that.  Your next magnetic frog man will not be called Magnetoad, possibly Magnet Frog which is just stupid.

It's just kinda insulting they did not do this at least a few days before.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 01, 2009, 01:01:42 PM
All this Anguish is feeding my ego.  I almost feel like a horrible person for enjoying it so much.  Then I remember I warned people and they said it would all work out fine.

:popcorn:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on September 01, 2009, 01:01:53 PM
Right, it's not that it's so shitty a process to roll a new character (possibly this is more fun than the game itself) but more along the lines of making people do it after they went through all the trouble to make the perfect hero with the matching name and all that.  Your next magnetic frog man will not be called Magnetoad, possibly Magnet Frog which is just stupid.

I thought it didn't matter if someone else had the same name as you, you could use it as well?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 01, 2009, 01:06:01 PM
Right, it's not that it's so shitty a process to roll a new character (possibly this is more fun than the game itself) but more along the lines of making people do it after they went through all the trouble to make the perfect hero with the matching name and all that.  Your next magnetic frog man will not be called Magnetoad, possibly Magnet Frog which is just stupid.

I thought it didn't matter if someone else had the same name as you, you could use it as well?

That is correct.  Character names are unique by something like charactername@username


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on September 01, 2009, 01:10:03 PM
The biggest whiners were the headstart people who are lvl 20+ and cant at least respec.  I'd be equally pissed if I were them, especially so with a 6+ month/lifetime sub.

@Nebu, like I've said before... I dont mind "easy" games, but the overall design and theme of the game has to support it.  ChampO is thematically supposed to be easy as you say, but it's not currently designed to be.  The missions are bland, the pvp near non-existent, economy zilcho, itemization (the best carrot there is) sux, and there's little to no endgame content at this time.  Now if you've got all of what I listed you can make the game as "fun" as you want for the biggest playerbase.  But, if you dont then you have to resort to grindy nerfbats to give the illusion of a well-developed game.  I mean, options for chargen are great 'n all, but if the game itself doesnt present options, no amount of cool chargen will save you.  You'll get bored no matter what... and no alt-whore will want to reroll to go through uninspiring content anyways.

Even after all this hoohaa though I still may get the game.  But the realization is (right now) it's still just a glorified character generator and that's seemingly it.  W/o a supergroup I'd also slit my wrists.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on September 01, 2009, 01:35:50 PM
All this Anguish is feeding my ego.  I almost feel like a horrible person for enjoying it so much.  Then I remember I warned people and they said it would all work out fine.

:popcorn:

Eat me. A company adjusting every single thing in the game within two minutes of launching is sort of unprecedented.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 01, 2009, 01:48:50 PM
Sitting at work, not actually able to play, so I'm just going on the heresay at the moment but I'm a bit bummed as I think these games are supposed to make you feel overpowered and can't understand the need to tone it down.  Also, I have a level 20 electricity/supernatural (regen) character and am not looking forward to half my powers being placeholders.

:) Was having fun last night though, maybe they'll unfuck it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 01, 2009, 01:50:57 PM
Was gonna get it, now I'm not. Oh well, I got Naxx tonight anyway.

Le sigh.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Yegolev on September 01, 2009, 01:52:13 PM
That is correct.  Character names are unique by something like charactername@username

Well, I meant you'd have to use a different name for your re-rolled hero or you'd have to delete the first one.  I have had trouble with this on other games, but it's not a huge deal.  It's not actually the hassle as it is the way they did it.  I'm not personally vested in this game but I'm still struck by the method of this change.  Almost like someone wants the game to tank.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on September 01, 2009, 01:58:45 PM
I'm not personally vested in this game but I'm still struck by the method of this change.  Almost like someone wants the game to tank.

Well, anyone have any sales figures?  Maybe they're gonna do what they usually do and tank one game to finish dev. on another (STO).  Many people have speculated that's what's gonna happen as Cryptic's been bleeding money the past year pretty badly.  If they make enough coin on release sales they may very well put ChampO on the backburner and concentrate on STO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nonentity on September 01, 2009, 02:18:59 PM
I um

I look awesome?

(http://i375.photobucket.com/albums/oo192/capsjackson/non.png)

I shoot force bolts out of my chest, where the thumbs up is.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lucas on September 01, 2009, 02:36:28 PM
I would hit you it, yeah.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 01, 2009, 02:54:03 PM
Eat me. A company adjusting every single thing in the game within two minutes of launching is sort of unprecedented.
Except all the last minute changes in closed beta then doing it again with open beta.  Also following known patterns when Emmert was in control of another game.  Totally unprecedented. :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on September 01, 2009, 02:57:23 PM
No, the scope of this really hasn't happened. You're welcome to remain smug about how you saw a fundamental redesign happening the same second the servers came up, though.

On point, having played around some I don't feel terribly less powerful. Need to be a little more careful but so far nothing major. Might just be my power set. Also not noticing an XP nerf on quests but wasn't paying a ton of attention to before.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 01, 2009, 02:59:55 PM
Fuckit. I am going to pick this up on my way home, anyone thats playing interested in forming a supergroup, ie chatroom?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 01, 2009, 03:06:45 PM
I haven't played yet today (still at work) but some sort of nerfage was necessary.

Fight Club is supposed to be a level 17 instance recommended for 3 people. My wife (hardly a minmaxer) is a Might tank and I'm Fire DPS with a splash of healing at level 17, so we tried it with just the two of us. We started off being careful by using LOS pulling and me holding back to allow her to get sufficient aggro, etc. But after the first two pulls she just dove in and I AOE'd the shit out of everything. The only death was when we thought we had cleaned the place out and I found a stray supervillain in a side room that she couldnt taunt off me. Even then I just rezzed, came back to the fight, healed her and then blasted everything dead.



Yeah, I was about out of quests and new that fight club would open up enough content for me in follow ups to get me to where I wanted to be quest wise.  I couldn't find a group so I finally just went in (level 16 might based character).  I soloed the whole thing.

So basically, yeah, I knew this was coming, but and I'm not surprised.  I am, however, a little surprised at the severity.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Mike_Lescault on September 01, 2009, 03:47:16 PM
 The missions are bland, the pvp near non-existent, economy zilcho, itemization (the best carrot there is) sux, and there's little to no endgame content at this time.  

While I didn't really expect to, I've been having some fun with the game. The number of options for character builds seems pretty interesting, and for the most part the tap vs focus/wind-up mechanics feel pretty tight. I haven't tried it since the changes today, so I do worry about it not feeling quite as "right" if enemies are now a lot tougher to kill.

The PvP has been pretty enjoyable at lower levels, but I'm definitely worried about how it will hold up to the test of time (and player/group optimization). I guess we'll see. It's been pretty quick to get from level 1 to 11, so I haven't found it to be painful to make (and remake) characters to try different things.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nonentity on September 01, 2009, 03:59:27 PM
I'm already in a supergroup with some WoW buddies, but I'll regular group with you and we can hit things.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on September 01, 2009, 06:05:01 PM
It's like CoH's ED and GDN* all rolled into one on launch day! It was hard to imagine how a game could be globally nerfed as much as what Jack did to CoH but somehow he managed to top himself :awesome_for_real:

ED = Enhancement Diversification. Jack was upset that players were able to handle more than 3 minion-level mobs at a time (this in a fucking super hero game) so he nerfed virtually all powers across the board by effectively cutting in half the effectiveness of "enhancements" that boost your powers.

GDN = Global Defense Nerf. Defense powers (powers on your character that reduced the enemy's chance to hit you) were nerfed by 40%. Mob to hit chances were lowered slightly not as much as Defense was nerfed.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on September 01, 2009, 06:06:14 PM
Cryptic with regards to respecs being more expensive than most players have gold:

Quote
Originally Posted by Daeke
We're still investigating this. The bug we fixed last night regarding Retcon may have revealed another bug that was hiding under the surface.

 :awesome_for_real: beyond words. 5 minutes of testing would have discovered this.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 01, 2009, 07:41:50 PM
Going back, ED and GDN were introduced into CoH/V in part because some builds could solo entire maps and destroy a hundred or so mobs at once with the right power combo.

With ChampO - same as WAR, actually - the major problem appears to be a lack of accurate testing to obtain the results the devs apparently needed to work out their balance issues. Defensive powers were overpowered, but it wasn't changed to a large extent until the game went live. That's insane. Lots of alpha / beta commentary went into how powers could be better balanced and it seems like Cryptic decided to do it all at once on launch day.

Some MMO companies aim for a miracle patch on launch day. Cryptic seems to have gone for the steel-cap-to-the-nuts patch for launch. It's a unique tactic, I'll give them that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 01, 2009, 07:47:21 PM
I was expecting my main entertainment from this game to come from the forum flames. but this is superb. There's just no defence for doing these changes that should have been done in beta when they could have measured the reaction, iterated to balance and not made their paying customers hate them. Doing changes of that magnitude on launch day is nothing more than a bait and switch.

I thought I'd at least have to wait a couple of weeks for people to realize the game is unfinished, the mechanics are broken and un-fun and Cryptics attention is more on other games than this lame duck. But CO delivers entertainment right out the gate.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on September 01, 2009, 07:53:41 PM
Going back, ED and GDN were introduced into CoH/V in part because some builds could solo entire maps and destroy a hundred or so mobs at once with the right power combo.
The game not having aggro/target limits is what caused the above. That had to change.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 01, 2009, 08:09:27 PM
Going back, ED and GDN were introduced into CoH/V in part because some builds could solo entire maps and destroy a hundred or so mobs at once with the right power combo.
The game not having aggro/target limits is what caused the above. That had to change.

Not having aggro limits wouldn't have mattered if certain builds couldn't cap defense and / or regen more damage than they could ever receive. It was a combination of factors that led to the issue.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on September 01, 2009, 08:24:23 PM
They only both need to be nerfed if you subscribe to the "players can only be slightly more powerful than NPCs" school of thought. If you can now only pull/damage a small subset of the map who the fuck cares that you can't be killed? Besides the Regen thing was just a specific power set (and a specific power in that set as well). I don't have a problem with nerfing individual overpowered powers. ED, though, was a global nerf of epic proportions and it happened cause, like I said previously, Jack was unhappy that people were too super heroey.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 01, 2009, 08:28:12 PM

Why are you talking about old CoH nerfs when we have a wonderful new feast spread out before us.

Quote
Guys, the way patch notes work is we write down the changes we made and those get posted to you. In this case, we tweaked some numbers in the base spreadsheets that drive the game, to fix the OP issue with defensive passives. This cascades out to a lot of other numbers in the game, hence the changes you are seeing, but it isn't like Balseraph has the exact numbers for every power that changed visible to him to cut and paste into patch notes. We're not trying to hide anything, this is just how a change like this works. Yes, we missed a few patch notes that we meant to post as well, we're sorry about that, but we try really hard to give you real info, as much of it as we can.

The developer Anti-proton explaining even they're not sure about what powers they changed on a patch that went straight to live. Also people reporting the XP nerf is back.




Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on September 01, 2009, 09:08:12 PM
Quote
Guys, the way patch notes work is we write down the changes we made and those get posted to you. In this case, we tweaked some numbers in the base spreadsheets that drive the game, to fix the OP issue with defensive passives. This cascades out to a lot of other numbers in the game, hence the changes you are seeing, but it isn't like Balseraph has the exact numbers for every power that changed visible to him to cut and paste into patch notes. We're not trying to hide anything, this is just how a change like this works. Yes, we missed a few patch notes that we meant to post as well, we're sorry about that, but we try really hard to give you real info, as much of it as we can.
Nailed it!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on September 01, 2009, 09:55:57 PM
They finally caved and allowed full respecs, starting tomorrow:

http://forums.champions-online.com/showthread.php?t=50233


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Amaron on September 01, 2009, 10:51:37 PM
Looks like they released info on the first content update (ie new power set + assorted pve stuff) to appease more people as well.   Two months for 1 power set though?   Well I suppose you can call it better than CoH.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 02, 2009, 12:04:41 AM
The way it is phrased that powerset appears to be made up of a number of powers, with each power being individually selectable.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Pagz on September 02, 2009, 03:39:27 AM
Quote from: Daeke
Missing the intense days of Beta already? Miss seeing bugs, giving feedback about what isn’t working right, and directly contributing to the health and wellbeing of Champions Online? Well, lucky-lucky, we’re here to announce our new public test shard, the aptly named Public Test!
Oh I just... I just miss it so much!

Oh...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Amaron on September 02, 2009, 03:49:44 AM
:uhrr:

This just became even more epic.   The respec costs have been off by about 10000% (no fooling that's not an exaggeration).   They were supposed to fix that in the super nerf patch this morning.   They screwed up and raised the prices though.

So now tonight they released ANOTHER patch that was supposed to finally fix it and put in full respecing.   They only reduced the costs by 50% though AND the cost to do a full respec is about 5000 "gold" when the average level 40 has something like 100 gold when they get to 40.    Forums are of course asploding again.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on September 02, 2009, 06:57:27 AM
After trying out the release patch last night, I will tell you that the "asploding" on the forums was unwarranted.  Yes, the game is tougher and I actually died a few times.  However, I still felt superpowered as I mowed through cowboy robots in Snake Gulch.  Most of the quests were 1-2 levels above me and I could still complete them just fine.  Just a little more caution and strategy.  I found myself actively searching for objects (wagons, dynamite boxes, crates, etc.) to start the battle with instead of jumping in the middle of a swarm.

It might be a different story for those who had no defensive powers to begin with, but I guess they will get their retcon now.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 02, 2009, 06:59:04 AM
As much as the launch patches have been poorly received in terms of the nerfs and such, the launch was incredibly playable if you ask me.  Very stable, and I've noticed small but noticeable performance increases since open beta.

These sorts of patches don't worry me all that much.  Sure they make for good forum drama, and plenty of rage, but as much as people are bitching all over the place, the nerfs will probably get rolled back a little, and people will settle in just fine.  Its only the people that played OB or Headstart that are complaining, and not the retail people, by and large, which suggests to me that the game is still playing just fine, and people will adjust (the people that didn't need to adjust are by and large finding the balance ok).

Anyway, *shrugs*  I'm still having fun with the game.  I have as much fun bashing MMOs as the next guy though, so I don't begrudge anyone bashing this  :heart:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Shatter on September 02, 2009, 08:04:25 AM
http://www.ctrlaltdel-online.com/comic.php


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 02, 2009, 08:22:09 AM

It really frightens me that a game being "playable" is considered as a positive.

They'll never give affordable and full respects because it will let people quickly explore the powers and discover they're all very samey. The last minute nerfs they did are entirely motivated by their knowledge that people will have enough time to level cap, get bored and unsubscribe within the first month of the game being live. However they've badly missed the fact that players are much more analytical about games and a lot less tolerant.




Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Draegan on September 02, 2009, 09:45:15 AM
The last time I subbed to CoX, I logged in ONCE!   :uhrr:  I played CO for a few days, maybe a few hours all told.  I have the game but I haven't even logged in for the head start.  It's not motivating me at all. 

I resubbed once on a rainy Sunday afternoon just to play with the character creator.  I don't think I actually played the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 02, 2009, 10:14:41 AM
After trying out the release patch last night, I will tell you that the "asploding" on the forums was unwarranted.  Yes, the game is tougher and I actually died a few times.  However, I still felt superpowered as I mowed through cowboy robots in Snake Gulch.  Most of the quests were 1-2 levels above me and I could still complete them just fine.  Just a little more caution and strategy.  I found myself actively searching for objects (wagons, dynamite boxes, crates, etc.) to start the battle with instead of jumping in the middle of a swarm.

It might be a different story for those who had no defensive powers to begin with, but I guess they will get their retcon now.

I had the same experience.  Net difference is that I have to do someting stupid with my electric/regen char to get him killed.  Prior I'd have to do something completely fucking moronic to get him killed.  Hasn't reduced the fun for me, has added a bit of tension and a need to be more careful when entering missions as the wandering patrols have to be taken seriously now.

Oddly, I haven't really noticed the decrease in speed that was applied to the travel powers, still seem as fast (maybe I cannot decern a 15% decrease in speed?)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 02, 2009, 11:06:47 AM
After trying out the release patch last night, I will tell you that the "asploding" on the forums was unwarranted.  Yes, the game is tougher and I actually died a few times.  However, I still felt superpowered as I mowed through cowboy robots in Snake Gulch.  Most of the quests were 1-2 levels above me and I could still complete them just fine.  Just a little more caution and strategy.  I found myself actively searching for objects (wagons, dynamite boxes, crates, etc.) to start the battle with instead of jumping in the middle of a swarm.

It might be a different story for those who had no defensive powers to begin with, but I guess they will get their retcon now.

I had the same experience.  Net difference is that I have to do someting stupid with my electric/regen char to get him killed.  Prior I'd have to do something completely fucking moronic to get him killed.  Hasn't reduced the fun for me, has added a bit of tension and a need to be more careful when entering missions as the wandering patrols have to be taken seriously now.

Oddly, I haven't really noticed the decrease in speed that was applied to the travel powers, still seem as fast (maybe I cannot decern a 15% decrease in speed?)

I'm finding the same thing. The game seems pretty close to what it was in beta. I think a lot of the changes only apply to the mid and upper levels where you could combine a lot of OP powers to become unstoppable.

I am having just as much fun as I did in beta. In fact I have to say except for the massive forum whinesplosion, its one of the better launches. I had a few minutes of like .3 of a second lag in using some powers, but other than that, it seems stable and fun.

I am really glad they allowed full respec, and I hope they keep the cost fairly high, just not unrealistically high. I still think they should allow full retcon (respec) for cryptic bucks, and put a once a month cooldown on it or some shit. But as long as it is available I am happy.

As for travel powers, I did not notice the speed decrease on my Teleport character, but I can totally tell on my Fire Flight character.

So, does anyone have a guild I could join, or want to create one? Maybe we could get a sticky for character names?

Anyone can look me up, and please do, I find this game is really fun as a duo. I also have a vent server if anyone wants to chat while playing. Send me a PM if you want access.

My names are:

Morv@vaunt - Duel Blades/Teleport
Morfiend@vaunt - Telekanesis/Fire Flight
vaunt@vaunt - Munitions/undecided


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on September 02, 2009, 11:29:32 AM
Overpowered powers are overpowered.  News at 11.  There isn't a violin tiny enough to express my sympathy for those who can no longer round up half a zone of mobs and one-shot them. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cyrrex on September 02, 2009, 11:35:41 AM
Overpowered powers are overpowered.  News at 11.  There isn't a violin tiny enough to express my sympathy for those who can no longer round up half a zone of mobs and one-shot them. 

I don't think you'll get much disagreement here.  But don't we generally think that it's okay to be overpowered against, say, 3 or 4 trash mobs?  I think MMOs are more fun that way.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 02, 2009, 11:37:16 AM
I guess I have a hard time disentangling an awareness that some (not all) of the adjustments make sense from the cack-handed mismanagement of how and when the adjustments were made. Pretty much every time I see something like this happening now, I think: here we go again. Specifically in this case:

1) here we go again: live management teams making changes on the fly that they haven't really tested which end up demonstrating that they don't have a good internal communication about their own code, so that when they change one feature they accidentally change a bunch of others or don't foresee the easily-forseeable consequences of two changes converging and interacting;

2) here we go again: making undocumented changes, changing non-critical features at very much the wrong time (launch day? seriously?), and generally acting like your customers are inconveniences that you'd rather do without if you could somehow get paid off running an empty game

This is something I simply don't get about MMOs at this point: who on earth would give *anyone* money to produce one if they didn't have a iron-solid live management plan that showed serious long-term awareness of past mistakes in the industry? These things are subscriber-based services, box sales are only the first step in actually making your development costs back. A live MMO is always more than the sum of its parts: you mess with the gestalt of the thing at its peril. This very much includes dramatic changes to the perceived difficulty or challenge of the game mechanics.

I can completely see making some of the adjustments they've made. I just don't understand why they didn't make them earlier, or make them more slowly and carefully if they had to wait for the game to go live. If the emergency is, "FUCK THEY'RE GOING TO BE ENDGAME CHARACTERS IN A WEEK AND OUR PLAN SAYS THREE MONTHS", seriously, go get a job licking postage stamps or something because clearly running an MMO is too much for you.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on September 02, 2009, 12:29:04 PM
I'm having a hard time sorting through all this shit.  

So the summary is that this game is going to suck?

Edit:  I love the character creation process.  Every female toon has the breast size maxed out :grin:

CO knows their audience, lol.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on September 02, 2009, 12:33:30 PM
There's just no defence for doing these changes that should have been done in beta when they could have measured the reaction, iterated to balance and not made their paying customers hate them.

Sure, there's a defense. It isn't like beta was more than 6 hours a week up until the last few weeks, and it isn't like beta didn't have multiple character wipes during that time, meaning even if testers had wanted to, they couldn't have gone through all the powersets, levels or powers available. So yes, there is a defense, the defense just happens to be "We were incredibly idiotic in our testing procedure and as a result, we didn't really test shit."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 02, 2009, 12:57:41 PM
Edit:  I love the character creation process.  Every female toon has the breast size maxed out :grin:
I hated that.  Worse is that it's larger than any comic book style I've ever known except Crumb's, and I'm not sure he counts.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on September 02, 2009, 01:01:24 PM
I'm having a hard time sorting through all this shit.  

So the summary is that this game is going to suck?

Edit:  I love the character creation process.  Every female toon has the breast size maxed out :grin:

CO knows their audience, lol.

At this point it's wait and see if Roper and Emmert strangle the baby in the crib. They have the foundation for a solid game and I recommend buying the box if you like beat-em-ups. The two major issues at this point are respecs and mission content. The respec system is still totally borked and it's impossible to afford to respec anything but the last 2 or 3 abilities chosen. Mission XP was nerfed by about 20% and now content holes are showing up in the mid levels where people are having to grind mobs and repeatable missions in order to level.

The powers and defense nerfs are being overblown and were probably necessary for balance.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on September 02, 2009, 01:25:11 PM
Edit:  I love the character creation process.  Every female toon has the breast size maxed out :grin:
I hated that.  Worse is that it's larger than any comic book style I've ever known except Crumb's, and I'm not sure he counts.

Yeah, I about fell over laughing when I ran through it the first time.  It was pretty damned predictable though.  And people give WOW shit for the Dark Elves. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 02, 2009, 05:02:44 PM
Mission XP was nerfed by about 20% and now content holes are showing up in the mid levels where people are having to grind mobs and repeatable missions in order to level.



yeah, this is where I am right now.  Its a good thing this game is fun, or I'd be tearing my eyes out.  Luckily, even doing public quests over and over is pretty fun right now.  Hopefully by the time I'm this far on another character, they will have patched up the holes in content.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 02, 2009, 06:10:08 PM
Mission XP was nerfed by about 20% and now content holes are showing up in the mid levels where people are having to grind mobs and repeatable missions in order to level.



yeah, this is where I am right now.  Its a good thing this game is fun, or I'd be tearing my eyes out.  Luckily, even doing public quests over and over is pretty fun right now.  Hopefully by the time I'm this far on another character, they will have patched up the holes in content.

I think most serial MMO players should just get this tattooed on their asses. "Hopefully, by the time I get bored, it won't be boring any more."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 02, 2009, 06:53:05 PM
I'm having a hard time sorting through all this shit.  

So the summary is that this game is going to suck?

It sucks now, and their game mechanics are terrible as a foundation to build on. It'll just take a week or two for people to get over the character creator and playing with the travel powers / pew pew to realize how repetitive the gameplay is, how little content their is and that cryptics focus is on ST:O anyway.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 02, 2009, 07:31:05 PM
I'm having a hard time sorting through all this shit.  

So the summary is that this game is going to suck?

It's a "you'll know within 5 minutes if you like the basic game mechanic or you don't and longer-term suck depends on how quickly Cryptic can get more content / zones out the door".

As for their testing, the major issue is that it was only right before open beta that everything really came together - powers, stats, super stats, builds and items. That's the biggest problem: there wasn't enough testing time on the final version of the system. Alpha tested powers without stats (for the most part) and with very few items and advantages that might work or might not exist from one week to the next. Closed beta tested powers (with more advantages, but some of these changed over time) with stats (and later, super stats), more items and with builds coming in later on.

On one hand, I appreciated how Cryptic handed alpha and closed beta - they really were willing to bend to public opinion on a good number of issues and change content / systems. On the other, they didn't enough time to actually test how various systems fit together. There were major endurance system changes that came in literally the week before open beta.

God knows what Cryptic would have delivered in a July release.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on September 02, 2009, 09:51:45 PM
Travel powers in this game are awesome.  They feel heroic.  Character creator is awesome.  I even like the graphical look, once outlining and bloom is turned off.

But as someone said earlier, it just feels like the content end of things is lacking.  I'll play out my free month and see if things grow on me. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 03, 2009, 03:04:30 AM

The "roll back the patch" thread is already upto 143 pages and the community has turned on each other ("l2p noob!") in an amusing fashion. Regardless of anything else this has to be some sort of record for the shortest honeymoon period for a new MMO.

Then there's the amazing end-game. 5 really dull soloable copy-paste dailies earning you 5 unity points. Complete them and you get another soloable instance giving you 3 points. You also get a one-use key into one of the two 5 man instances that make up the end-game (broken when I was in beta, so no idea). I assume you'll also earn more unity points for completing that, hopefully quite a few. The amusing part? Items can cost 1000 points for a primary and 250 for a secondary. That's running the dailies, every day, for over 4 months to buy one primary item and well over a year and a half for a full set (3 primaries, 6 secondaries). Of course there's very little reason to need that gear because you've already been running all the content the game has without it.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 03, 2009, 05:10:59 AM
The near total lack of an endgame is why I assume they pushed the panic button on across-the-board nerfs on Day 1. Which is a depressingly familiar story. If you go live and you treat your endgame like a dirty secret that has to be protected by layers of grind somewhere in the mid-levels, you're basically like the kid who shows up to class with half of his homework undone and then pulls the fire alarm hoping they can somehow get away from the consequences.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on September 03, 2009, 07:28:57 AM
This feels pretty bland.  I keep running through the character creation process but have yet to actually play more than 15-20 minutes. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on September 03, 2009, 08:40:52 AM
The near total lack of an endgame is why I assume they pushed the panic button on across-the-board nerfs on Day 1. Which is a depressingly familiar story. If you go live and you treat your endgame like a dirty secret that has to be protected by layers of grind somewhere in the mid-levels, you're basically like the kid who shows up to class with half of his homework undone and then pulls the fire alarm hoping they can somehow get away from the consequences.
CoH still doesn't have an endgame.  "They'll add it later" doesn't seem like much of comfort.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on September 03, 2009, 09:13:19 AM
CoH does have an endgame.  It just happens to be an endgame that most people don't wish to partake in.  The endgame that I see consists fo collecting badges and using the invention system to collect rare enhancement sets.  It's like a light version of the WoW pve raiding game in that you raid in order to upgrade your gear from blue to purple.  The power difference in toons can be pretty notable when you complete your build with a set of rare enhancements. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Big Gulp on September 03, 2009, 09:16:17 AM
I hated that.  Worse is that it's larger than any comic book style I've ever known except Crumb's, and I'm not sure he counts.

Same here.  I've reduced the size of my female toons breasts damn near all the way and they're pretty much still C cups.

Only in nerdville is a C cup considered "small".

ETA:  Having a moderate amount of fun.  Nothing like when I first played CoH, but I do like some of the changes they made.  And am I the only one who likes the comic book outlines?  I do turn off bloom, however.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 03, 2009, 09:40:28 AM
  And am I the only one who likes the comic book outlines?  I do turn off bloom, however.

I like the comic book outlines as well, I have trouble understanding why so many people dislike it to be honest.  I have bloom on low myself, though I have to turn it off now and again, because it causes me some graphical errors in a few places.  For instance, in the TV Station, with bloom on (even low), my entire screen is white except for the UI.  I sent a bug report of course.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on September 03, 2009, 09:53:30 AM
I'm actually enjoying this game as well, and I found out something surprising last night.  While messing around with the graphics trying to improve my framerate, I noticed that for some reason the game was set to "windowed mode, maximized" by default instead of true "fullscreen".  Changing it to fullscreen made a HUGE difference in framerate for me (of course), and I can't believe they didn't default to that..



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on September 03, 2009, 09:59:33 AM
Edit:  I love the character creation process.  Every female toon has the breast size maxed out :grin:
Think there was one preset named "slender" or something that had it set to modest "half way between middle and maxed out" :why_so_serious:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on September 03, 2009, 10:50:08 AM
Has anyone that has leveled up a toon to a decent level gotten a feel for which classes are fun?  I don't really care what they do, necessarily, but I'm having a hard time choosing at this point.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 03, 2009, 10:56:38 AM
I have electricity to 22, he feels very heroic.  Make sure you choose Sparkstorm.

I have a supernatural character only to 11, but he's broken-good with Judgement.

My earlier post saying I didn't have luck with Regen was because I was a moron and picked a passive offense (electric form) first, and didn't know enough to replace it with Regen (or how to use the roles to switch between the two).

I have a force character that plays fun, powerful but only because I use knockback to "juggle" opponents.  Don't expect to be a team-favorite with this method.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on September 03, 2009, 11:05:26 AM
I am setting up my fire guy as an AOEr, and rank 3 pyre plus 5 or 6 henchman (even henchman two levels above) is fun and still doable, even in the post-launch-day-nerf world. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Amaron on September 03, 2009, 11:10:26 AM
Has anyone that has leveled up a toon to a decent level gotten a feel for which classes are fun?  I don't really care what they do, necessarily, but I'm having a hard time choosing at this point.
You should probably stay away from the 4 weapon/unarmed melee sets.   Also don't even think of touching supernatural.   Sorcery might be another one to avoid since it takes a long time to make that set do anything.

Everything else is usually pretty fun for complete beginners.   The melee sets were great but they screwed some things up with them shortly before beta ended.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 03, 2009, 11:17:36 AM
[...]Also don't even think of touching supernatural.[...]

Do they go bad at higher levels?  I feel overpowered at level 10.  I killed 8 ice zombies simultaneously last night with Judgement/Regen/Lariat.  The energy-builder attack is dementedly quick.  I could see how he'd loose his appeal if everything started resisting Judgement's stun, but as it stands Judgement is big damage + 3-4 seconds of hold (not root, hold).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jamiko on September 03, 2009, 11:57:03 AM
http://www.champions-online.com/node/498387

Quote
Due to the general balance pass on powers and difficulty that was made in the early morning hours of September 1st, we will be issuing a full retcon to early-start characters created before our launch day patch. As we did not anticipate needing to do such broad-based changes, we felt doing something extraordinary for our players was appropriate. Please note that this retcon will only be issued to characters that were created during the head start program.
We are currently working on a system to issue this retcon to early start characters. As soon as we have the technology in place to do so, we’ll let you know. Thank you all for supporting the game through the first few days of the launch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nonentity on September 03, 2009, 12:58:09 PM
That is good news - I'll have to play around with alts until I find a powerset I like, or use the character builder tool


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on September 03, 2009, 01:01:28 PM
Its kind of awesome they call respecs 'retcons'.

I sort of want to try this game, but I really don't want to spend $50 on it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on September 03, 2009, 01:08:38 PM
I sort of want to try this game, but I really don't want to spend $50 on it.

Wait 3 months.  It should be $9.99 by then. 



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on September 03, 2009, 01:23:49 PM
When Nebu gets snarky I get kinda hot, in a hetero sort of way.

I've played the game.  There wasn't any snark there.  Sadly, I think this will be the reality. 

Bargain bin in three months.  You read it here first. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on September 03, 2009, 01:26:58 PM
In 1 month it'll probably be 50% off and have a free trial.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 03, 2009, 01:31:54 PM
So it seems like a decent number of people are now playing. I say we form a Supergroup. This game, while very solo friendly, is also really fun in small groups of players. So far I havent managed to find anyone, although I did see a Kitsune running around.

Anyone interested?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on September 03, 2009, 01:33:59 PM
So it seems like a decent number of people are now playing. I say we form a Supergroup. This game, while very solo friendly, is also really fun in small groups of players. So far I havent managed to find anyone, although I did see a Kitsune running around.

Anyone interested?

Not sure if a supergroup will get started, but my characters are:
Black Scarab@valmorian
Canadian Guard@valmorian
Samson@valmorian

Does anyone know if you can just add an account as a friend?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on September 03, 2009, 01:35:05 PM
Call it the Beatalls.  (Power Puff Girls joke)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 03, 2009, 01:36:34 PM

Does anyone know if you can just add an account as a friend?


It adds an account as a friend when you ad a character as a friend, as far as I know.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on September 03, 2009, 01:49:46 PM
I vote for "Nerfmonkey Sec Slaves"


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 03, 2009, 01:56:02 PM

Does anyone know if you can just add an account as a friend?


It adds an account as a friend when you ad a character as a friend, as far as I know.

This is correct, and as far as I'm concerned pretty cool.  All the characters for that account are automagically friends as well.  Kinda smart in a game where alts are the endgame.  I can see where it would be a problem if you're one of those people that like to keep your friends seperate, or just like a character to hide from people.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on September 03, 2009, 02:04:52 PM
So it seems like a decent number of people are now playing. I say we form a Supergroup. This game, while very solo friendly, is also really fun in small groups of players. So far I havent managed to find anyone, although I did see a Kitsune running around.

Anyone interested?

Yes sir, definitely interested. Username - banditox.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 03, 2009, 02:15:13 PM
I'm already playing with a group of friends, but I join the SG with one of my alts.  @Malakili (same as forum name here)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 03, 2009, 02:49:18 PM
Ok, we need 6 people to form a Supergroup. I should be on around 6pst today if you guys want to try and do it. Like I said, I also have access to a Vent server we can use.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on September 03, 2009, 02:52:55 PM
Good luck with that 6 PM thing.  It seems as if the server has died a horrible, horrible death.  Hasn't been up for a while.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 03, 2009, 02:57:14 PM
I wonder if its worth bugging schild for a subforum. We could just have it start in the graveyard.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on September 03, 2009, 03:14:45 PM
I think opening a forum in the graveyard would be a first?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 03, 2009, 03:40:56 PM
Oh, they fixed adding friends?  Good for them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on September 03, 2009, 03:42:21 PM
I think opening a forum in the graveyard would be a first?

Wait till SWTOR comes out, we'll all be banished to the NGE 2 thread.  :why_so_serious:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on September 03, 2009, 03:57:10 PM
I think you could probably just switch it out for the Hellgate: London forum and nobody would be the wiser.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on September 03, 2009, 04:51:24 PM
Well, we do have that meatspace forum sitting around collecting dust.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Pennilenko on September 03, 2009, 05:25:23 PM
Stop trying to make a forum for something 5 people won't be playing in a month. >_<

You mean a week and a half right?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Engels on September 03, 2009, 07:30:38 PM
Well, I just signed up for this. Patching now. I'm estimating about an hour for the 178 MB patch they have.  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 03, 2009, 08:52:21 PM
Stop trying to make a forum for something 5 people won't be playing in a month. >_<

But you did for WAR...  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jamiko on September 03, 2009, 09:22:26 PM
The names are precious.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on September 04, 2009, 12:03:57 AM
The names are precious.


Near-sighted gynecologist?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on September 04, 2009, 07:49:03 AM
Quote
During our nightly maintenance, a new member of our Network Operation team incorrectly updated our patching manifest file. The result of this error required us to do a complete resync of the patching system and affected log-ins. Fortunately our infrastructure is highly resilient, so while the transfer of this much data was a lengthy process; it wasn’t a difficult one. This resync resulted in no character or game data loss, just an unfortunately extended period of down time.
Due to the lengthy down time we will be extending all affected subscribers an additional day of free game time. Our desire is to have you as unaffected by this issue as possible, and we apologize for the inconvenience this issue has caused.

http://forums.champions-online.com/showthread.php?t=53646 (http://forums.champions-online.com/showthread.php?t=53646)



Wonder if that "new member" has been properly chastised :uhrr:  At least they did the proper thing and gave an extra day.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tmon on September 04, 2009, 09:43:56 AM
I do appreciate the honesty or at least the appearance of it.  I'd hate to be the guy who screwed it up.  I wonder which version it was?  The happy puppy "look I saved us a bunch of work by doing this..." or the oh shit "Guys, I pointed the patcher at the wrong directory..." either way it sucks to be him.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on September 04, 2009, 09:48:31 AM
Reinforces the "Cryptic has too many balls in air" theme.  Newbs are being given critical tasks without proper preparation.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Rendakor on September 04, 2009, 11:30:18 AM
At least they didn't make a youtube video...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on September 04, 2009, 11:38:25 AM
Reinforces the "Cryptic has too many balls in air" theme.  Newbs are being given critical tasks without proper preparation.

It's called lack of fundage available to pay for appropriate levels of experience/skill.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 04, 2009, 12:43:29 PM
This game just keeps on giving.  Just when WAR was slacking off, too.

:heart:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on September 04, 2009, 12:43:56 PM
Heck, they should hire up Barnett and have a public branding, haha.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Engels on September 04, 2009, 02:44:35 PM
My first impression of this game isn't so great. First and foremost, it is the busiest MMO ever. Way too much crap going on at once all around you. Its nearly seizure enducing. I presume it may calm down after a bit, but that newb area sirens going off all the freakin time is just nerve grating.

Secondly, the female face...well, there's basically just one. You can alter it a little bit without it going from moderately normal to deformed monstrosity, but any meaningful changes to create more than one female face are essentially non-existent. I guess its not important to anyone who wants a superhero that isn't humanoid.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on September 04, 2009, 02:57:21 PM
I can barely play anymore. Severe lag spikes and rubberbanding, plus getting dropped. Doesn't seem to be a Cryptic issue because I'm redlining in WoW too. So much for my 4 day gaming weekend.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 04, 2009, 03:33:51 PM
Secondly, the female face...well, there's basically just one. You can alter it a little bit without it going from moderately normal to deformed monstrosity, but any meaningful changes to create more than one female face are essentially non-existent. I guess its not important to anyone who wants a superhero that isn't humanoid.
Is it different for the male face?  I think a large portion of my first impressions rant was dedicated to this.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on September 04, 2009, 04:29:32 PM
Is it different for the male face?
Similar but then i think for both genders it sort of goes with the whole superhero appearance thing. I mean, as far as faces and bodies go most of these guys are like something straight from ctrlaltdel, with the costume and skin tone/eye/hair colour being the only thngs to really set them apart.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 04, 2009, 06:37:22 PM
I dunno, you can get some pretty varied faces using the character creator.  If I remember I'll make some stuff and post screenshots.  I might forget.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on September 04, 2009, 08:37:10 PM
I think it is pretty obvious that minor graphical details aren't the forte of this game.  Of course it doesn't matter what the face looks like, really.  It's a fucking cartoon.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 04, 2009, 11:04:11 PM
True, because Bruce Wayne looks exactly like Clark Kent.  And Dick Grayson can stand in for either.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: PalmTrees on September 05, 2009, 12:07:21 AM
With some comic artists, that's sadly true.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Big Gulp on September 05, 2009, 06:37:40 AM
And...  Cancelled.

There just isn't much here to love if you've already quit CoX, since this is pretty much just a reskin with a little half-assed WoW implementation slapped onto it.  Usually a new MMO sucks me into catass mode for at least a week, on day two I wasn't all that compelled to play this.  Not a really good sign.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 05, 2009, 06:43:42 AM
Yeah, sigh. I'm almost surprised at the extent of the CoX reskinning here. You'd think they'd have said, "Ok, we made this game once, did ok, still has subscribers, what do we expect to happen if we make it again?" You have to really think of some fundamental way to take it to the next level, some major new mechanic or style.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Big Gulp on September 05, 2009, 06:50:30 AM
Yeah, sigh. I'm almost surprised at the extent of the CoX reskinning here. You'd think they'd have said, "Ok, we made this game once, did ok, still has subscribers, what do we expect to happen if we make it again?" You have to really think of some fundamental way to take it to the next level, some major new mechanic or style.


Yeah, all this game did was make me nostalgic for CoH, but then I remember that my nostalgia is based on a time before it got nerfed all to hell and the "thou shall not fight more than 3 henchmen" dictum was put in place.  I have no interest in that game, and I have no interest in this one.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Engels on September 05, 2009, 10:01:15 AM
I'm playing both CoX and CO, and I can only take so much CO before I quit and go back to CoX.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 05, 2009, 05:47:24 PM
Okay, I'm liking this a lot. I suppose if I ever played CoX, I would be all "meh." But I didn't, so here I am.

I agree that they crammed too many sound effects, NPC barks, particle explosions, etc etc etc all over the place, all the damn time. I'll bet every few days during development they got used to things and kept kicking it up a notch until it became a cacaphony of retardation and someone said "PERFECT!"

Half the fun for me is seeing the heroes other players come up with. There was "Happy" which was a really big ugly brick-like clown. That made me giggle a lot. I wish I got a screenshot of him. I'm just thrilled I got the name "Blasterman," which I was sure would have been taken.

It's got me interested for now. We'll see how it goes later!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on September 05, 2009, 06:21:03 PM
Okay, I'm liking this a lot. I suppose if I ever played CoX, I would be all "meh." But I didn't, so here I am.

I agree that they crammed too many sound effects, NPC barks, particle explosions, etc etc etc all over the place, all the damn time. I'll bet every few days during development they got used to things and kept kicking it up a notch until it became a cacaphony of retardation and someone said "PERFECT!"

Half the fun for me is seeing the heroes other players come up with. There was "Happy" which was a really big ugly brick-like clown. That made me giggle a lot. I wish I got a screenshot of him. I'm just thrilled I got the name "Blasterman," which I was sure would have been taken.

It's got me interested for now. We'll see how it goes later!

Names are reusable, theres probably other blastermen around.  I saw a bunny in a trench coat dual wielding pistols called "hare trigger" in beta, le awesome.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 05, 2009, 08:07:26 PM
Wish you could make a toon with a robe or dress.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on September 05, 2009, 08:51:33 PM
Wish you could make a toon with a robe or dress.


You can


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 05, 2009, 09:00:37 PM
Dumb me then. Can't figure out where that's hiding.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 05, 2009, 09:04:41 PM
Dumb me then. Can't figure out where that's hiding.

Go to the character creator, then when you select the "chest" tab, look for the drop down menu. I have a feeling you might be missing a LOT of options.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 05, 2009, 09:48:46 PM
Dumb me then. Can't figure out where that's hiding.

Go to the character creator, then when you select the "chest" tab, look for the drop down menu. I have a feeling you might be missing a LOT of options.

Its amazing how many people miss the drop down menus their first time through the character creator!  (I did)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 06, 2009, 01:11:20 AM
Dumb me then. Can't figure out where that's hiding.

Go to the character creator, then when you select the "chest" tab, look for the drop down menu. I have a feeling you might be missing a LOT of options.

Its amazing how many people miss the drop down menus their first time through the character creator!  (I did)

So did I. Actually, more than my first time. I missed it all the way through beta.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on September 06, 2009, 02:54:07 AM
Dumb me then. Can't figure out where that's hiding.

Go to the character creator, then when you select the "chest" tab, look for the drop down menu. I have a feeling you might be missing a LOT of options.

Robes and dresses are actually in the drop down under the legs option. Also there's a bug where scaling up your UI size will cause some of the costume options to clip off the bottom.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tmon on September 06, 2009, 06:17:25 AM
Okay, I'm liking this a lot. I suppose if I ever played CoX, I would be all "meh." But I didn't, so here I am.


That's me, I never played COH so to me the super hero angle and character creator is all shiny and new.  Anyone know how to tell what is unlocked by those items found whose descriptions say "unlocks costume piece"?.  I found out that you have to equip them to get the unlock message but there doesn't seem to be a way to find out what will be or has been unlocked when it's equipped.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 06, 2009, 06:35:17 AM
Okay, I'm liking this a lot. I suppose if I ever played CoX, I would be all "meh." But I didn't, so here I am.


That's me, I never played COH so to me the super hero angle and character creator is all shiny and new.  Anyone know how to tell what is unlocked by those items found whose descriptions say "unlocks costume piece"?.  I found out that you have to equip them to get the unlock message but there doesn't seem to be a way to find out what will be or has been unlocked when it's equipped.


Go to the tailor.  There will be a new tab that looks like a treasure chest at the top, and if you navigate to it, it will show all the costume pieces you have unlocked.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 06, 2009, 06:39:25 AM
I did miss the drop-down on the first character (they really are not obvious), but this time I was just missing the robe because I was looking for it in the wrong place.

Isn't quite what I was hoping for anyway, but it'll do.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 07, 2009, 11:41:09 PM
This really has the feeling that it used to be easier, but they made it harder for the optimum builds. Sad. That's a 1999 mistake there. WoW Was Right when they said not to design for the hardcore.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 07, 2009, 11:57:23 PM

And if you are going to do something drastic then do it during beta or on a test server. Going live with a massive and untested game rebalance is  :uhrr:

That said they intentionally left power and challenge balance in the "do it later" category in favor of making the game look shiny enough that they could get initial sales. Thus I'd imagine there's still a fair bit more nerfing to come.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on September 08, 2009, 02:06:47 AM
Hm. I'm playing it and having a bit of fun. I don't see it as very sticky though.

I saw an ape in a powersuit called Monkeywrench. I loled.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 08, 2009, 05:39:08 AM
Hm. I'm playing it and having a bit of fun. I don't see it as very sticky though.

I saw an ape in a powersuit called Monkeywrench. I loled.

This is a big part of why the game is fun if you ask me.  Sure it isn't serious business, and there are some legitimate concerns about content, but I have a lot of fun with it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 08, 2009, 08:19:00 AM
The character creator (as with CoX) is fun and it's often fun to see what other people do with it. There's more of an economy/drop mechanic built in from the outset: Cryptic learned (in a sort of half-assed fashion, imho) that chasing drops, along with achievements and rares of various kinds, is something that makes a game sticky.

Given that the creator is the biggest asset, I'm really shocked at how few character slots you get. Priority #1 from a revenue standpoint would be to implement a microtransaction system to let people buy another eight slots.

The content so far is, hm. Well, I don't quite have that feeling of grindy "this is the 5,000th time I've been in this warehouse, killing these bad guys, searching for the glowy box" that was CoX levelling. I've gotten five toons to level 9 quickly and it was reasonably fun. My level 17 main is starting to feel as if it's in a levelling "hole", on the other hand. Nothing impresses me too much about the content, on the other hand: it's MMO-standard and much of the time not especially like the genre itself in its feel. Given how extensive the instancing is, I don't know why more of the game isn't phased in some respect--it's quite weird to come back to Millennium City and fast-travel around to find that there are purple con mobs just sitting around waiting for you to get up to their level so that their part of the game gets rolling. I'm working with a jailbreak while demons are raping the city somewhere else? Well, someone has to deal with muggers while everybody else fights Galactus, I suppose.

The interaction of powers, gear and so on is actually pretty messy--one reason that the day 1 nerf seems a bad idea to me is how incredibly busy and redundant some of the underlying mechanics seem. They need to clear out some of the underbrush, or make it easier for your average non-minmax players to figure out cause and effect *if* they're going to try to create some sense of challenge in the PvE. When everyone could run roughshod over everything, there wasn't much need to get people to actually figure out the specifics or fine-tune a build, but I think at least some of the players Cryptic has attracted really don't *want* to fine-tune their builds, they just want to do something that feels superheroic in a loose way. Maybe more than with some other MMOs, you have people playing who probably want this to be more twitchy, and to have the situation dictate the pace and character of play, rather than to have to minmax a build so that it can have a proper rotation to sustain PvE at the most rapid or efficient rate.

I don't know that I understand in the long term what Cryptic is thinking. You take another pass at a genre you know better, it's time to innovate in the most basic ways, to really move the MMO bar, OR you do something that's incredibly polished. This is neither. It's fine, it's CoX with some graphics changes, an even richer character-creator and a bunch of game-mechanical adjustments. If that's all Cryptic wanted or was capable of doing, fine, you gotta make your money somehow, but move on to another genre where the reskin/redesign issues stand out a bit less obviously. (Without moving to a genre where your basic designs are totally fucking inadequate to the IP, e.g., Star Trek.)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rk47 on September 08, 2009, 09:33:30 AM
Hey, does this game has a quick costume swap key like COH? I like to keep my guy in street wear before transforming into a superhero. Preferably after running into a back alley or something.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 08, 2009, 09:59:45 AM
That's a good analysis, Khaldun. If the forums and in-game chat are any indication, most players just want to have fun with the different options. There's always someone online going "Why is this game so hard," and others respond emabrassingly, "You need to play with this-and-that-build."

Hey, does this game has a quick costume swap key like COH? I like to keep my guy in street wear before transforming into a superhero. Preferably after running into a back alley or something.

Yep. I think you need to get to a certain level, like after the tutorial sometime, but you get a second slot you can swap at will.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on September 08, 2009, 10:36:40 AM
Right now Sly gets to hear me bitch about the interface and game design. (Why oh why aren't quest interactables phased?) But I'm gonna stick it out for the free month to see how close to the genre they get. So far, it's WoW style bashing mobs with a superhero skin. Which isn't bad but it isn't great when I've already got WoW to scratch that itch, and I'd like to see more comic book hero conventions modeled in gameplay. (Alternate identities, personal goals related to character concept, etc...)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 08, 2009, 11:26:16 AM
and I'd like to see more comic book hero conventions modeled in gameplay. (Alternate identities, personal goals related to character concept, etc...)

At level 25 you get the nemesis, whichi s one of the big name features.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on September 08, 2009, 12:26:48 PM
The game is pretty fun. It doesn't set the world on fire innovation-wise, but I'll probably get my $50 worth of fun out of it in the first month and then re-evaluate from there. I do like that they stole PQs from Warhammer but they don't overuse them like Warhammer did, and giving the travel powers at level 5 is great. The game still looks weird to me, though, and the performance is kind of poor on my machine.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sjofn on September 08, 2009, 01:47:23 PM
I'm enjoying myself, the only problem I have is that lag makes travel powers that aren't flight really blow it out the ass, and I tend to make characters that flight doesn't make sense for.  :ye_gods:

On the other hand, I have a gunslinger lady that leaves Tick craters behind her as she spaz jumps across Canada, so that has to count for something.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 08, 2009, 01:57:38 PM
I'm enjoying myself, the only problem I have is that lag makes travel powers that aren't flight really blow it out the ass, and I tend to make characters that flight doesn't make sense for.  :ye_gods:

On the other hand, I have a gunslinger lady that leaves Tick craters behind her as she spaz jumps across Canada, so that has to count for something.

It's not exactly lag.  It will get you killed with teleport and super jump.  It IS annoying as fuck.  For teleport, it seems like there is a check that is supposed to occur when you come out of tp that makes you float.  It works... occasionally.  Mostly you slam into the ground for a couple hundred points of damage unless you are careful to only come out of tp high in the air, or low to the ground.

I think that whatever does the check for "too high" in super jump also suffers from the same bug - frequently you'll slam into the ground for a couple hundred points of damage.  Even more frequently when you are trying to escape from mobs.  And then you die.

And still I'm having fun.  Can't really put my finger on why.  Can't say that it bothers me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sjofn on September 08, 2009, 02:01:24 PM
Well, some of it is definitely lag on my end, but yeah, I noticed that occassionally I would take a crap ton of falling damage for no good reason as I lept across Canada. It was annoying!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on September 08, 2009, 05:14:50 PM
I'm enjoying myself, the only problem I have is that lag makes travel powers that aren't flight really blow it out the ass, and I tend to make characters that flight doesn't make sense for.  :ye_gods:

On the other hand, I have a gunslinger lady that leaves Tick craters behind her as she spaz jumps across Canada, so that has to count for something.
It's not exactly lag.  It will get you killed with teleport and super jump.  It IS annoying as fuck.  For teleport, it seems like there is a check that is supposed to occur when you come out of tp that makes you float.  It works... occasionally.  Mostly you slam into the ground for a couple hundred points of damage unless you are careful to only come out of tp high in the air, or low to the ground.
That's hilarious. They didn't learn from their exact same design mistake in City of Heroes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 08, 2009, 05:17:04 PM
Well, some of it is definitely lag on my end, but yeah, I noticed that occassionally I would take a crap ton of falling damage for no good reason as I lept across Canada. It was annoying!


You probably got tagged by a stray attack,and it turned off your travel power.  Some attacks will cause your travel power to turn off, and some won't, which explains why it doesn't happen all the time taking hits.  I've had this happen to me before, and I'm pretty sure this is the source, but I could be wrong.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sjofn on September 08, 2009, 05:24:01 PM
It's not exactly lag.  It will get you killed with teleport and super jump.  It IS annoying as fuck.  For teleport, it seems like there is a check that is supposed to occur when you come out of tp that makes you float.  It works... occasionally.  Mostly you slam into the ground for a couple hundred points of damage unless you are careful to only come out of tp high in the air, or low to the ground.
That's hilarious. They didn't learn from their exact same design mistake in City of Heroes.

It's totally why I didn't take teleport this go around. I KNEW THAT PAIN.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 08, 2009, 05:55:46 PM
Well, some of it is definitely lag on my end, but yeah, I noticed that occassionally I would take a crap ton of falling damage for no good reason as I lept across Canada. It was annoying!


You probably got tagged by a stray attack,and it turned off your travel power.  Some attacks will cause your travel power to turn off, and some won't, which explains why it doesn't happen all the time taking hits.  I've had this happen to me before, and I'm pretty sure this is the source, but I could be wrong.

Maybe for super jump, but the teleport bug is there for sure. It was only introduced in the last patch. It used to work fine, now its about a 50/50 chance I will get the feather fall buff or not.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 08, 2009, 06:19:12 PM
Well, some of it is definitely lag on my end, but yeah, I noticed that occassionally I would take a crap ton of falling damage for no good reason as I lept across Canada. It was annoying!


You probably got tagged by a stray attack,and it turned off your travel power.  Some attacks will cause your travel power to turn off, and some won't, which explains why it doesn't happen all the time taking hits.  I've had this happen to me before, and I'm pretty sure this is the source, but I could be wrong.

Maybe for super jump, but the teleport bug is there for sure. It was only introduced in the last patch. It used to work fine, now its about a 50/50 chance I will get the feather fall buff or not.

Yeah, i was talking about super jump, i don't have experience with teleport personally.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 08, 2009, 06:47:07 PM
My beta experience with Teleport was that just being in aggro radius was enough to turn it off.  Didn't even need to get tagged.  At least I could stay in the air most of the time, unlike Super Jump.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 08, 2009, 06:51:09 PM
and I'd like to see more comic book hero conventions modeled in gameplay. (Alternate identities, personal goals related to character concept, etc...)

At level 25 you get the nemesis, whichi s one of the big name features.

If you are playing think carefully about whether you actually want a nemesis. It will involve you getting ambused randomly which can include when you are already in combat. If you are finding the gameplay challenging with your build you might not actually want to increase the difficulty in this fashion. I know the random ambushes began to annoy me even when the challenge was trivial. Actually wiping to them would probably make me quit.

It's a degenerate form of the CoH's MA anyway.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 08, 2009, 07:19:25 PM
Hey, does this game has a quick costume swap key like COH? I like to keep my guy in street wear before transforming into a superhero. Preferably after running into a back alley or something.

Costume changes are tied to builds and you unlock your first build slot at lvl 8. Press 'B' to bring up the screen (or something like that).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rk47 on September 08, 2009, 07:41:29 PM
This Nemesis is a PVP feature, correct? I'm curious about the longevity of this game. My friend and I played COX for a month before dropping it, but we had fun and it was on bargain bin price, so we're planning to wait a bit till the box price drops and play again.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 08, 2009, 08:34:58 PM

No, nemesis is a PvE feature. Design an opponent by choosing name and power-sets and then get randomly ambushed by his minions in the game world and get some missions with your villain as the boss mob.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bzalthek on September 08, 2009, 09:00:38 PM
But it's an annoying process.  First you have to contact the guild of calamitous intent and they set up a meet and greet with potential villains, and when you finally pick one you have to go through this 30ish page long questionnaire.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rk47 on September 08, 2009, 09:16:45 PM
You're joking right  :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 09, 2009, 05:00:06 AM
It's hard out there for a supervillain in this recession.

Tunnelling isn't bad as a travel power. It doesn't ever get turned off by attacks, though I've occasionally taken damage.

People are saying that teleport is overpowered in PvP as it is hard to root or snare someone who has it. I'm hoping that they pay little or no attention to PvP issues for now: they're done the usual stupid thing of having PvE and PvP abilities be the exact same thing, which guarantees endless bickering about powers across the two designs.

Again, just...come on, guys, if you're going to bother making another version of your previous design, move the ball a *little*.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on September 09, 2009, 06:18:34 AM
It's not exactly lag.  It will get you killed with teleport and super jump.  It IS annoying as fuck.  For teleport, it seems like there is a check that is supposed to occur when you come out of tp that makes you float.  It works... occasionally.  Mostly you slam into the ground for a couple hundred points of damage unless you are careful to only come out of tp high in the air, or low to the ground.
That's hilarious. They didn't learn from their exact same design mistake in City of Heroes.

It's totally why I didn't take teleport this go around. I KNEW THAT PAIN.

The teleport implementation is WAY better in champions online than it was in city of heroes. That said you do have to be a bit careful of falling but only if you are very close to the ground when coming from high up. Easy way to get around it is to cancel teleport as you start getting close to the ground then pop back into it right away so you can get to the ground land and then pop back out. It is a minor annoyance I take as much or more damage using super jump or web slinging than teleport. Teleport has the added advantage of AA turrets for the most part can't lock onto you fast enough to shoot you. I flew through an area to a mission that got everybody else in my party killed because while the AA stuff did not attack me it RAPED them.

Teleport is a hella good escape power you can just jet out of an area you really should never die if you can teleport unless you are stubborn like me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on September 09, 2009, 06:22:18 AM
My beta experience with Teleport was that just being in aggro radius was enough to turn it off.  Didn't even need to get tagged.  At least I could stay in the air most of the time, unlike Super Jump.

They changed it now teleport only goes on cool down if you actively attack something. Since most of the travel power supression abilities by NPC are charge up attacks it should almost never be a problem for a teleporter.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Yegolev on September 09, 2009, 07:21:48 AM
But it's an annoying process.  First you have to contact the guild of calamitous intent and they set up a meet and greet with potential villains, and when you finally pick one you have to go through this 30ish page long questionnaire.

:awesome_for_real:

So... why would a superhero with Super Jump take falling damage?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 09, 2009, 08:56:44 AM
I prefer CoH teleport (I vanish from here, I appear there). CO teleport is really just stealth flight. Which is of course part of the reason it's so difficult to balance in CO PvP.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on September 09, 2009, 10:06:10 AM
But it's an annoying process.  First you have to contact the guild of calamitous intent and they set up a meet and greet with potential villains, and when you finally pick one you have to go through this 30ish page long questionnaire.

:awesome_for_real:

So... why would a superhero with Super Jump take falling damage?

It seems to be a combo of two things. Super jump seems to protect you from falling damage if you land on a roughly level area to where you started at altitude wise. It seems that if I jump from something really high and land at something way below that I start getting dinged for damage.  Also jumping around you are likely eating some random bullets from mobs shooting you a few times and AA guns shooting at you.

Also word to the wise whatever you do DO NOT EVER hit block when super jumping. Blocking has a specific minus to jumping and it basically will not only cancel your jump but often causes you to eat even more damage than you otherwise would have. This is kinda annoying as flying folks can block while flying but if you try it while jumping bad things TM happen.

Teleport pretty much is a modified stealth flight it has a few odd aspects but its one of the best travel powers in the game currently. The only thing it really lacks is an easy ability to loiter over a target to scout for mobs you are hunting for.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Jamiko on September 09, 2009, 10:11:54 AM
Teleport pretty much is a modified stealth flight it has a few odd aspects but its one of the best travel powers in the game currently. The only thing it really lacks is an easy ability to loiter over a target to scout for mobs you are hunting for.

That is where the level 1 flight device that came with my GameStop preorder comes in handy. I teleport to where I want and then pop the jet boots and I can hover as long as I wish.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 09, 2009, 10:17:23 AM
I think the problem with Jumping is mostly related to: in-combat jumping your max height < out-of-combat-1 max height  < out-of-combat-2 max height <  out-of-combat-3 max height.

Max height is used to calculate how far you can fall without taking damage.  When you jump with out-of-combat-3 jumping and get hit (or block!) while in-air, your "how far can you fall" calculation now uses the in-combat max height, not the "out-of-combat-3" max height, causing you to hit the ground uncomfortably fast.

Using block automatically puts you "in-combat", even if you don't take damage.

Another interesting note: you can be hit by AA while teleporting.  All sorts of fun bugs.  Lol, yes, I'm still having fun.  Lol, no, I have no idea why.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 09, 2009, 12:09:51 PM
Again, just...come on, guys, if you're going to bother making another version of your previous design, move the ball a *little*.

Yeah, this just seems weird. If CO does well, it could set a precedent for new untold levels of recycling game design, which could be...good and bad. It's nice that they had the framework to build on, but even better would have been actually building on it.

Is CoX still run at Cryptic? So they're doing two superhero games that are competing with each other, in the same dev house?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ard on September 09, 2009, 12:15:01 PM
Is CoX still run at Cryptic? So they're doing two superhero games that are competing with each other, in the same dev house?

Cryptic sold it to NCSoft and bailed, so no.  They're instead competing with the game they already made once that has an existing fan base and more features.  Seems like a good idea to me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on September 09, 2009, 12:16:30 PM
Here's a combo that will likely get nerfed: Teleport+Heal.

When I get into a lot of trouble, I can just teleport in spot without moving, and use my heal on myself while I'm "phased".  I pop back in full health, which is usually enough to last until I can teleport again..

Anyway.. had a lot of fun last night fighting a boss ghost hangman guy in Burnside with some pickup players and someone from here, but I can't recall the name.. Morv?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 09, 2009, 01:19:39 PM
Here's a combo that will likely get nerfed: Teleport+Heal.

When I get into a lot of trouble, I can just teleport in spot without moving, and use my heal on myself while I'm "phased".  I pop back in full health, which is usually enough to last until I can teleport again..

Anyway.. had a lot of fun last night fighting a boss ghost hangman guy in Burnside with some pickup players and someone from here, but I can't recall the name.. Morv?


The question becomes, how to you balance power combos without hurting other combos.  Unless you add conditionals to everything like "heal goes on a cooldown after someone uses teleport", otherwise you are giving a general nerf to teleport or heal, which hurts a bunch of players who are playing perfectly "balanced" builds.

Anyway, its an inherent problem in systems like this, but I don't mind imbalances when it gives a lot of options for play.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on September 09, 2009, 01:33:32 PM
The question becomes, how to you balance power combos without hurting other combos.  Unless you add conditionals to everything like "heal goes on a cooldown after someone uses teleport", otherwise you are giving a general nerf to teleport or heal, which hurts a bunch of players who are playing perfectly "balanced" builds.

Anyway, its an inherent problem in systems like this, but I don't mind imbalances when it gives a lot of options for play.

I don't think you follow me.  I was healing while I was "teleporting".  That is, when you teleport you are basically invulnerable and flying off to your destination by your own control.  You can actually use your heal power while doing this.

Basically it's a big "Make me invulnerable while I heal myself to full" toggle.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Simond on September 09, 2009, 02:29:25 PM
Here's a combo that will likely get nerfed: Teleport+Heal.

When I get into a lot of trouble, I can just teleport in spot without moving, and use my heal on myself while I'm "phased".  I pop back in full health, which is usually enough to last until I can teleport again..

Anyway.. had a lot of fun last night fighting a boss ghost hangman guy in Burnside with some pickup players and someone from here, but I can't recall the name.. Morv?
If I were a superhero and had teleport I'd wonder why there's no "Teleport other".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 09, 2009, 05:28:09 PM
Free retcon for all (http://forums.champions-online.com/showthread.php?t=60426) with no time limit. Squeee.  :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: DLRiley on September 09, 2009, 06:00:46 PM
Free retcon for all (http://forums.champions-online.com/showthread.php?t=60426) with no time limit. Squeee.  :grin:

Someone learned from Guild Wars someone learned from Guild Wars. I'm going to sub to this game because they have provided me a truly historic moment.

Wait one time only? Fail. Wow that would have been the second fastest un-sub if I had buyed the game. Ok this game is still on my " when it releases and I won't care" list.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 09, 2009, 06:17:50 PM
You mean, how you can't save up your retcons? I don't see that as a big deal. If/when they change things significantly to call for another retcon, you'll get another retcon. Shrug.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: DLRiley on September 09, 2009, 06:26:47 PM
Well the ability to freely change skills, talent trees, and basically mold your character arbitrarily then rebuild him again at no cost is generally a sign of a smart dev team. Without such your basically in the stone ages if your serious about convincing me your building games for the year 2009 and not 2003.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 09, 2009, 07:28:33 PM
Well the ability to freely change skills, talent trees, and basically mold your character arbitrarily then rebuild him again at no cost is generally a sign of a smart dev team. Without such your basically in the stone ages if your serious about convincing me your building games for the year 2009 and not 2003.

With a game like ChampO, if you allow full respecs easily you are going to see players just churn through powers on one character, which is going to eat into what Cryptic would see as replayability based off their CoH/V experience. That said, I do think they should have full respecs available at the tailor, just make them expensive in terms of in-game resources (and right now respecs only go back the last 10 choices are are cripplingly expensive - it's a noted issue regarding the expense).

However, Cryptic did the same thing originally with CoH/V too - I don't think it launched with respecs, then the respec trials came in so that there were only 3 possibilities in-game for any kind of respec, then came the single free respec that wouldn't stack. Today, there are respecs everywhere - you can repeat the respec trial if you want - and you can even buy them from the NCsoft store for rl money.

MxO had the best respec system I've seen in a title, but that worked on very fixed ability trees. ChampO's power flexibility doesn't open itself up to that kind of full change very easily.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 09, 2009, 09:04:48 PM

I'm just watching the forums for when people hit 40 and realise there's nothing much there. With limited replayability, repetitive power sets, reasonably fast progression (despite their nerf) and no end-game retention is likely to be a real problem. Some people are reaching it already of course.

Quote
Unity missions need a lot of work. There's no way I'm grinding 125 mind-numbingly easy boring missions to get a secondary utility that adds an additional 5 end and 7 recovery to my 200+ super stats so that I can get "better" at grinding mind-numbingly easy missions.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tmp on September 10, 2009, 03:42:53 AM
I don't see that as a big deal. If/when they change things significantly to call for another retcon, you'll get another retcon. Shrug.
What the developer sees are significant enough to warrant a retcon and what the individual player does, are often entirely different things. With consensus taking multiple forum threads to achieve, if there's one at all.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on September 10, 2009, 09:44:33 AM

I'm just watching the forums for when people hit 40 and realise there's nothing much there. With limited replayability, repetitive power sets, reasonably fast progression (despite their nerf) and no end-game retention is likely to be a real problem. Some people are reaching it already of course.

Quote
Unity missions need a lot of work. There's no way I'm grinding 125 mind-numbingly easy boring missions to get a secondary utility that adds an additional 5 end and 7 recovery to my 200+ super stats so that I can get "better" at grinding mind-numbingly easy missions.

Those kinds of people should give up MMORPGs altogether.

(http://www.dedroidify.com/blogimages/Please_ignore_the_man_behind_the_curtain.jpg)

Not that they would...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 10, 2009, 06:50:24 PM

From a really high level point of view :)

But in practice it's all about the "meat" that is on the bare bones. And Champions wasn't even trying. When it's a map full of featureless caverns with identical clumps of trivial mobs and completion earns you .1% towards your goal it's not long before even the most tolerant wonder why they're bothering. Especially since there's no content that requires or becomes available when the character progresses.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 10, 2009, 07:27:58 PM
The lack of content is definitely the biggest issue with the game, but I do like the combat, and thats more than I can say about most MMOs, which is why I'm playing.

Also, the customization is excellent, giving me enough replayability in different characters to keep me satisfied until more content gets released.  Of course, if more content doesn't come in a reasonable time frame, I'll be unhappy.

Anyway, I guess I understand why people don't really like CO, but to me it has enough positives to keep me interested for now.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on September 11, 2009, 10:17:09 AM
Yeah, I agree.  I've been screwing around with this a fair amount lately and this one has some real potential to it.  It's not quite the turd that War was.  They do have some issues with community and it would have been a lot better to have dedicated servers for each toon, but hey.  It's keeping me interested so far. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on September 11, 2009, 12:10:25 PM
I find myself wishing I could take their character 'class' model and put it into CoH's setting. Canadian seperatist militias aside, the lore and enemies in CoH are a lot more interesting. I like the 'framework' design for characters though, and I like that you can freely mix and match stuff, and that the tank/dps/support roles are something that everyone can swap in or out of (to an extent.)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on September 11, 2009, 02:17:18 PM
You mean, how you can't save up your retcons? I don't see that as a big deal. If/when they change things significantly to call for another retcon, you'll get another retcon. Shrug.

This is exactly like CoH, only as time goes on and they allow new methods by which players recieve retcons, you'll find they get put into a separate 'slot'.


Assuming this goes down the same path, the playerbase will bitch for a few months, but once the game is 9 months in, everyone bar the spreadsheet freaks will have more retcons than they know what to do with.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rk47 on September 11, 2009, 02:31:59 PM
Shit, me and my buddy is wondering whether we should take the plunge, but hearing all the launch issues he said he's rather wait for a free trial period before splashing some cash. So if you guys got any buddy keys lying around, I'd really love to take a peek at the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sjofn on September 11, 2009, 05:59:45 PM
I find myself wishing I could take their character 'class' model and put it into CoH's setting. Canadian seperatist militias aside, the lore and enemies in CoH are a lot more interesting. I like the 'framework' design for characters though, and I like that you can freely mix and match stuff, and that the tank/dps/support roles are something that everyone can swap in or out of (to an extent.)

I would like it to also be in CoX's graphics, perhaps updated a little but still in that style. With CoX's costume pieces. I don't really care that the faces all look the same in CO, but I DO care that there feels like there's GIANT GAPS in certain costumey areas. For my warmly dressed hero Snow Day I can't dress her in GIANT FAT COMBAT BOOTS or provide her with GIANT WARM GLOVES like I could in CoX. I also hate the skirts in CO. The "short" ones are too freaking short and the medium ones are too long for the look I want. I don't NEED my ass hanging out of my skirt, goddammit.

On the other hand, I have made some costumes I really do like, and I like that I can change how I stand (although the "vixen" one looks stupid, at least I don't have to stand that way). But it just often feels like I have to settle when I'm trying to recreate a CoX hero I made, and that makes me sad.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: caladein on September 11, 2009, 07:06:40 PM
On the female side, there's a real lack of anything civilian-y or that shows skin without being ridiculous.  I was pretty happy with what I was able to whip up, but I definitely felt a touch more constrained with CO's character creation.  I definitely don't feel like I could do a secret-identity costume or even clone a Jenny Sparks (or Ms. Marvel without looking horrible).


That's not to say I think it's "bad", the graphics are "prettier", but it's not a the huge leap that something like APB is looking like, or that CoH was back in the day.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rk47 on September 12, 2009, 07:24:47 AM
Been looking for an offline character planner. Anyone knows where to get those? Been doing google but site seems down.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 12, 2009, 07:28:29 AM
Been looking for an offline character planner. Anyone knows where to get those? Been doing google but site seems down.

http://champions.zarzu.ch/download.html


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rk47 on September 12, 2009, 07:33:03 AM
yeah i kept getting that site but whenever i click on it, i get a server time out for some reason


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 12, 2009, 07:53:28 AM
works fine for me.  Here is a link to the .exe for the installer, maybe it'll work.

http://champions.zarzu.ch/championBuilder_0_3_2_setup.exe


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rk47 on September 12, 2009, 09:27:52 AM
no luck,. could u maybe re-host the file on mediafire or something? I kept looking for a mirror to no avail.  :uhrr:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 12, 2009, 12:02:39 PM
no luck,. could u maybe re-host the file on mediafire or something? I kept looking for a mirror to no avail.  :uhrr:

http://dl.getdropbox.com/u/1329267/championBuilder_0_3_2.zip

There you go.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 12, 2009, 12:35:23 PM
To the people saying all the faces look the same:


I just found these in a thread on the official forums, not mine.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on September 12, 2009, 01:37:04 PM
I suspect the half-assed outcome is the result of listening to too many whiny complaining dipshits on forums when they were experimenting with the cel-shader. They got caught between no cel-shading, and fully assed cel-shading, ended up being fucked in the face with the worst of both worlds.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sjofn on September 12, 2009, 02:28:46 PM
To the people saying all the faces look the same:


I just found these in a thread on the official forums, not mine.

All my complaints apply to the female side of things, and that lady face? Pretty much looks like my ladies. I don't have the GRR ANGRY eyebrows on any of my girls, although I do have the bushy ones on one of them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Redgiant on September 12, 2009, 02:58:27 PM
To the people saying all the faces look the same:

Hey you are right - nondescript female, black male and white male faces do sort of look different. Kinda.

Not like in RL where women, black men and white men all look alike.  :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 12, 2009, 03:01:43 PM
It is nearly impossible to change the female face to any extent without without making it look ugly.

That one doesn't look all that different to me.  You can even show pictures where people managed it (though I'd be surprised).  It doesn't change the difficulty for someone to do it themselves.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 12, 2009, 03:27:27 PM
I have gotten some different-looking female faces through making them very long and thin and then exaggerating the expressions. The result isn't ugly as much as it is severe, kind of a sort of librarian-dominatrix face.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rk47 on September 12, 2009, 05:11:42 PM
no luck,. could u maybe re-host the file on mediafire or something? I kept looking for a mirror to no avail.  :uhrr:

http://dl.getdropbox.com/u/1329267/championBuilder_0_3_2.zip

There you go.

Thanks man!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Simond on September 12, 2009, 05:56:08 PM
It is nearly impossible to change the female face to any extent without without making it look ugly.

That one doesn't look all that different to me.  You can even show pictures where people managed it (though I'd be surprised).  It doesn't change the difficulty for someone to do it themselves.
On the other hand, it's just being true to comic books:
(http://i30.tinypic.com/dyupsi.gif)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on September 12, 2009, 08:36:23 PM
To the people saying all the faces look the same:


I just found these in a thread on the official forums, not mine.

I have found male faces to be fairly customizable, but you must use extremes on the sliders.  

(http://img.photobucket.com/albums/v464/barney1969/tactician.jpg)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 12, 2009, 09:37:45 PM
While drudging through WoW, I've often thought it would be neat to have more content in existing zones, instead of constantly propelling the player into new areas. Now in CO, I've gone to level 18 in the same three zones, and it's interesting. I'm fairly bored with it all, but I don't think it's the environment. I think it's the travel time. If we were jogging along a path like in WoW, it wouldn't be super-heroic, so it needs to be all quick-travel. Maybe if more character were given to different areas, it would take out a lot of that humdrum. But when hovering over the city and you can see everything at a glance, it's just...city. No slum neighborhoods, no rich areas, just one city. I guess I'm just saying make the slums more slummy and so forth. And a bit bigger, but not much.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 12, 2009, 10:56:38 PM

Actually I thought Millenium city was ridiculously slummy as it was. The (east?) side you start out in first is all cheap looking housing, trashed or half constructed... Which is really sort of odd considering the lore says the entire city was razed and rebuilt as a symbol of human resilience. Strange they'd be so keen to build brand new slums for all the silly looking street gangs to occupy. Then again, they can't be bothered getting the sunk and rusted hulks out of the river.

I still think a modern day world is better done by having zones. You can't really replicate the entirety of Canada, let alone a modern metropolis, but you could have sections of it. And since the section could spread out a bit it would be more believable and better able to contain a personality and stories that explore and re-inforce that personality. As it is, especially with re-using the same zones at different levels and lots of short stories, it all feels a bit muddled. Then again the real issue is probably just they've been cheap.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sjofn on September 13, 2009, 02:05:07 AM
While drudging through WoW, I've often thought it would be neat to have more content in existing zones, instead of constantly propelling the player into new areas. Now in CO, I've gone to level 18 in the same three zones, and it's interesting. I'm fairly bored with it all, but I don't think it's the environment. I think it's the travel time. If we were jogging along a path like in WoW, it wouldn't be super-heroic, so it needs to be all quick-travel. Maybe if more character were given to different areas, it would take out a lot of that humdrum. But when hovering over the city and you can see everything at a glance, it's just...city. No slum neighborhoods, no rich areas, just one city. I guess I'm just saying make the slums more slummy and so forth. And a bit bigger, but not much.

This sort of happens in CoX, but mostly because most missions are instanced, so it's no big deal to send your level 35 ass back to a level 10 zone. I did like being sent back to earlier zones for missions (except fucking Perez Park) because it was all "ha ha, I remember when I was scared of Clockworks" for me, but I like that I don't get sent into faceless warehouse #25834535 in CO though. I keep getting to level 12 or so and deciding to try a NEW combination (I do this in practically every game so it's not a knock against CO when I say this) so I don't know how I'll feel about it around, say, level 20 yet. :P


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 13, 2009, 01:41:25 PM
I just wish they'd come up with SOME other model for gameplay besides "hai guys there are spawns of 3-4 baddies around for you to use in kill x quests". It's so screamingly unsuperheroic. This always bugged me about CoX too. Yeah, sure, sometimes in the comics we see heroes "on patrol" and they find clumps of villainous minions, but that's usually tied to a crisis or a nefarious plot or something, not just business-as-usual. A city with this many heroes in it and there's still 5 gangs worth of bad guys just hanging around on the corner all over the place? Why am I worried about a jailbreak if that's the case?

The game is already heavily instanced: why not have a series of phasing triggers that move you into different metastates for the city, each of which has its own narrative or plotline about the bad guys you're seeing? If you sidekick or exemplar, you'd move into another phase.

The travel time within the desert/Canada/Millennium City is also starting to get tedious.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 13, 2009, 02:22:40 PM
On the one hand I agree, but strangely I don't have that much of a problem with it. While it's not perfect, I feel like it's "good enough." Sad that my standards are set so low these days. What would I want to make it better? Hm, maybe more ways to rescue people from disasters; catching falling girders before they crush people or something, dragging cars out of the water, etc. I want to rescue a cat out of a tree!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 13, 2009, 05:11:51 PM
On the one hand I agree, but strangely I don't have that much of a problem with it. While it's not perfect, I feel like it's "good enough." Sad that my standards are set so low these days. What would I want to make it better? Hm, maybe more ways to rescue people from disasters; catching falling girders before they crush people or something, dragging cars out of the water, etc. I want to rescue a cat out of a tree!

The "pop up missions" in Millennium City are nice in this regard, especially becasue they are random, and because they have a time limit, which makes it feel a little more like you saved the day in the nick of time.  The problem is that from a game mechanics standpoint, they give crap experience compared to normal missions, and they don't pop up nearly as often later in the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 13, 2009, 06:33:07 PM
I agree...good enough. Just, eh, is that what I've come to? More than any other genre, I say to myself inside, "There's something better than can be done with this basic idea". And then I say, "But I haz cool superhero, time to bash Viper baddies".

I actually have some Champions rulebooks somewhere deep in my RPG closet. I always liked the flexibility of the rule system (which grew in time into many other things). But the actual characters and stuff? They're pretty embarassingly thin Marvel reskins in most cases. (Canada = Alpha Flight circa Guardian's first death; Desert = Hulk). I also wish they'd said, "Ok, we own the IP, it's a loincloth to keep the lawyers at bay, but srsly, let's not have people dealing with Grond/Hulk, k?"


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 14, 2009, 12:39:35 AM
The "pop up missions" in Millennium City are nice in this regard, especially becasue they are random, and because they have a time limit, which makes it feel a little more like you saved the day in the nick of time.  The problem is that from a game mechanics standpoint, they give crap experience compared to normal missions, and they don't pop up nearly as often later in the game.

Those are pretty neat, though a bit annoying if you're doing something else. I'm sad they don't have more later in the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on September 14, 2009, 12:45:15 AM
They need to make it so I can kill the NPC's that run up and offer you a mission. Because the little fuckers camp questgivers and only do it when I'm turning in a mission. It's FUCKING ANNOYING because they can interrupt my quest turnin.

FUCKING ANNOYING.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 14, 2009, 06:48:24 AM
Yes. It's actually confusing until you figure out what's happening. One also did it to me in the middle of a fight, which was even worse.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Glazius on September 14, 2009, 07:56:17 AM
However, Cryptic did the same thing originally with CoH/V too - I don't think it launched with respecs, then the respec trials came in so that there were only 3 possibilities in-game for any kind of respec, then came the single free respec that wouldn't stack. Today, there are respecs everywhere - you can repeat the respec trial if you want - and you can even buy them from the NCsoft store for rl money.

You can repeat the respec trial, but just for the experience. You can only get one respec from each tier of trial. (24-33, 34-43, 44-50) You can hold one "we changed the powers, here's a respec" respec per character -- usually there's a system popup warning you that a new free one is coming down the line (it just hit, next issue's coming and there are more changes to ancillary pools) -- and you can get one at 9 months of veterancy and every year thereafter, per character.

That's in addition to the extremely rare "respec recipes" that cost lots of in-game cash and the respecs you can buy from NCSoft.

But unlike your ChampO retcon, you're still stuck with the archetype and primary/secondary mix you picked at character creation. Otherwise you'd end up with people being DM/Will scrappers, or whatever the soloist's flavor of the month is, turning into whatever they really wanted to play at 50.

Presumably ChampO has a more even power progression among the available sets, so widely available retcons won't result in people going munitions 1-20, sorcery 20-40, power armor endgame, or whatever some guy with a lot of spreadsheets deduces is the "most efficient progression".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 14, 2009, 08:18:20 AM
However, Cryptic did the same thing originally with CoH/V too - I don't think it launched with respecs, then the respec trials came in so that there were only 3 possibilities in-game for any kind of respec, then came the single free respec that wouldn't stack. Today, there are respecs everywhere - you can repeat the respec trial if you want - and you can even buy them from the NCsoft store for rl money.

You can repeat the respec trial, but just for the experience. You can only get one respec from each tier of trial. (24-33, 34-43, 44-50) You can hold one "we changed the powers, here's a respec" respec per character -- usually there's a system popup warning you that a new free one is coming down the line (it just hit, next issue's coming and there are more changes to ancillary pools) -- and you can get one at 9 months of veterancy and every year thereafter, per character.

That's in addition to the extremely rare "respec recipes" that cost lots of in-game cash and the respecs you can buy from NCSoft.

And here was me thinking the respec trials were now repeatable for respecs.

Progression in ChampO is pretty smooth from a powers point of view - you have powers in 'tiers', so that to unlock a tiered power you need (say) 3 powers from the right pool or five powers in total. There isn't really that much level-locking on the system for powers and the only way to really speed it up is to stick to particular powersets to get the 'right' powers.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on September 16, 2009, 07:41:41 AM
New "State of the Game" post..(for the five or so of us playing)

Quote
Greetings, Champions!

There’s a lot to cover this week, so let’s just dive right in like Armadillo tunneling his way into a bank vault.

More Content!
Monster Island has three new repeatable mission chains to help bridge our content gap there. These are unlike any of our other missions in that they’re designed as destinations you’ll revisit and will change over the course of several missions. Here’s a sneak peek!

The Hidden Base
Heroes discover the entrance to a secret base in Well’s Pass. None of their contacts know anything about the entrance so it’s up to the hero to check things out. What secret project lies deep within the VIPER base?

The Lost Caves
A series of lost caves has been discovered by the intrepid Paleontologist and television personality, Professor Plummet. His early reports have come back, stating that Elderworms have also found a way into the labyrinth of caves, and are using them as hunting grounds. Contact has been lost with the professor, and help is needed in finding him.

The Manimal Lab
A group of Manimals are behaving strangely and are guarding a nearby cave complex. Further investigation reveals a hidden laboratory that also acts as the prison for a highly intelligent rat Manimal named Professor Ratso.

We anticipate these mission chains will make their way to the Public Test Shard next week and we’ll need your help making sure they’re ready for release to the live servers.

Adding Some Meat to Team
We’re working on several new additions to the teaming system. We’re currently testing new UI that allows players to see the state of team missions even if they don’t have them. Upcoming additions (in development) include showing your team members’ current objectives on active missions and adding rewards for heroes that assist on missions, even if they don’t have the mission themselves.

Do You See What I See?
Graphics performance should be better overall for players. Some high-end users have experienced what appears to be a reduction in performance. But this is actually due to us fixing a bug where sliders that were set all the way up in certain categories weren’t actually providing that level of increase. Players with top-end graphic cards should retune their settings for maximum performance.

The Mail That Ate Sheboygan
Many fixes to our mail woes have already been pushed to the live servers, but one big one is currently on the Public Test Shard and will be pushed to the live servers ASAP. We also currently don’t have a way for players to send resources to other heroes. This is a known issue, and requires a tech solution to implement. I don’t have an ETA, but it’s on the list. We’re sorry for any inconvenience this has caused.

The Balance of Power
We’re currently making passes on all the powers in the game and will be making changes designed to not just bring aberrant powers into line, but increase the effectiveness of those that need it. We’re also examining the best ways to inject more resources into the economy. Our top concerns are what are concerning you as players. We're working as fast as we can to address issues, work on the overall balance of the game, and be as responsive to possible. Keep hitting the forums with solid, constructive comments and we’ll keep working to make the game better and more balanced in both the PvE and PvP arenas.

Powers Aren’t Black / White – Yet…
We’re big fans of being able to shift the hue of powers into the realms of black and white. The issue is that these aren’t hues, but tints. This means that with the current way our color system works, you would see pure black or pure white colors as opposed to the grayscale subtleties required to give you the look you actually want. Basically, it requires some new engine technology, but we’re looking into how to make this happen.

Celestial Power Set
Along with some incredible events and rewards, there’s a new power set coming out with the Blood Moon event. The Celestial set is designed to provide assistance to allies and destruction to enemies. The power effects are amazing and the versatility of the set makes it both compelling as a single-focus set and also as supplementary powers to other builds. We’re going to be doing a special feature on the website in the upcoming weeks showing off the powers, so stay tuned for a detailed look.

Tutorial? We Don’t Need No Stinking Tutorial!
While it sounds simple, there are few things we had to design out to allow players to be able to skip past the tutorial if they’ve already done it once. It’s next up on the list for our content lead, and we’re hoping to have this onto the Public Test Shard as soon as next week.

Where the Duels Are(n’t)
We’ve heard your requests for our more social areas like Club Caprice and The Powerhouse to be duel-free zones. Both our content and programming teams are combining efforts to get this in as soon as possible.

A Room of Danger in the House of Power
We’re designing a new room for the Powerhouse where you can try out your powers against automated enemies. We’ll be sure to inform you when this moves to the Public Test Shard so you can help us test it out!


See you online, Champions!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 16, 2009, 07:53:52 AM
It's so depressing. I can just feel the accelerating tide of bad decisions being made behind closed doors, to defend somebody's Vision or someone's bad received wisdom about how to maximize subscriber retention. I think the biggest eyeroll for me was the dev chat transcript where one of the devs said that the reason retcons are priced so that it's literally impossible for most characters to afford rolling back all their powers is not that they don't want people to retcon, it's that they have a much more fully realized economy completely ready to implement and deliberately chose not to implement it at launch so that they could watch economic activity for a month or so and catch any dupe bugs that they missed in beta. So in this claim, the high retcon costs are intended to flush out possible dupers who somehow seem able to afford frequent retcons when there's hardly any other way they could raise the cash.

Either that's true, and if so, so amateurish that it really boggles the mind, or it's conscious CYA bullshit to stall for time until they can implement a microtransaction model for retcons and additional character slots. Bad management in either case.

The business model for MMOs at this point is:

a. Raise capital, develop game.
b. Launch with half-implemented WoW clone that has one or two mild innovations or variations on the WoW template.
c. Make some of your costs back on box sales.
d. Turn game over to inexperienced, underresourced live management team, and make sure you have poor documentation on prelaunch dev work to pass on to them.
e. Get money from venture capitalists, develop next game. Old game limps along and maybe makes back your costs, settle into minimal profit position, consolidate servers, frequent free trial/resubscribe offers, figure out where you dip below break-even and cancel if you hit that point.
f. Blizzard harvests your one or two mild innovations and incorporates them into WoW, thnx!
g. Repeat.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 16, 2009, 08:11:26 AM
New "State of the Game" post..(for the five or so of us playing)

Quote
Greetings, Champions!


The Hidden Base
Heroes discover the entrance to a secret base in Well’s Pass. None of their contacts know anything about the entrance so it’s up to the hero to check things out. What secret project lies deep within the VIPER base?


Ooh, that sounds neat.  I've been eager to have some viable non quest oriented content.  Though I do assume there will be some quests inside this place.  Still, I'll be interested in checking this out.

Looks like some good stuff coming our way.  The Celestial power set could be good, I'll be making a character based on that straight away when it comes out.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Yegolev on September 16, 2009, 08:19:09 AM
That reads like patch notes from a beta.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 16, 2009, 08:35:15 AM
That reads like patch notes from a beta.

They aren't patch notes?

Regardless, I think you might be saying it because they made several references to working on new technology to be able to accomplish something.  In this case, i can't disagree, especially w/regards to the mail system.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 16, 2009, 09:37:40 AM
It's so depressing. I can just feel the accelerating tide of bad decisions being made behind closed doors, to defend somebody's Vision or someone's bad received wisdom about how to maximize subscriber retention.
That's part of the reason I've been so critical of CO.  I'm not afraid to support a tiny project, but there are some approaches I just cannot accept.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 16, 2009, 11:03:20 AM
It amuses me more and more that I'm still having fun and liking each patch that comes along, regardless of how much fail! the posts in this thread say otherwise.  Lol, if I'm broken, I don't want to be fixed.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on September 16, 2009, 11:50:42 AM
I'm having fun with it. I wasn't even remotley interested in WAR or AOC, but ChampO kinda snuck up on me. Haven't been this interested in a new MMOG in years...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on September 16, 2009, 11:55:45 AM
I haven't really felt a need to retcon anything yet. I thought I needed to, because I was getting my ass kicked all the time, but then I discovered I had my role set to 'avenger' (dps basically) and it had lowered my hit points well past the solo danger zone. Once I set myself back to the neutral setting I started kicking everything's ass all over the place.

So my big complaint is that roles are under-documented.  :-P


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on September 16, 2009, 12:03:00 PM
Aye agreed, I haven't been able to play as much as I like thus far....but I do always have that itch to log in.  Most of the issues have been a non-factor for me as I haven't leveled past 23 yet.  There is more than enough content pre-20 as I try to do everything and at points my mission book is full.

I don't give a shit about balance (only the in the facet of making useless powers useful) and I do PvP.  My straight-up gadgeteer has been mowing down the PvP-clones with their teleport and ice-walls.  I think cryptic (and other MMO) companies worry to much about balance. Balancing all the potential combination of powers that CO offers? Impossible.  I understand general balance, but otherwise it takes up way to much development time.  Let the kiddies play the overpowered FOTM, it must get old.

Respec/Retcon issues?  Understandable, but I have been playing as a matter of fun and not a matter of min/maxer.  I have purposely went out of my way with this game to build on concept and fun.  Have I made choices that where underwhelming? for sure, but I will get over it and I suspect they will address retcons a little more efficiently.

I think it fell flat with a lot of F13ers because CO is more of a game than a sandbox-world. There is little persistence and the world is definitely disjointed by the heavy use of instancing.  I am fine with that, but I can understand what some may be missing in the true sense of a "massive" world.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on September 16, 2009, 12:06:50 PM
I do agree that it feels tiny, because I keep comparing it in my head to Paragon City, which, even with the big silly zone walls, feels like a HONKIN' BIG CITY.

Millenium City needs way more random pedestrians and traffic, that would help.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 16, 2009, 12:32:48 PM
Post-22 or so, I started to feel bigger and bigger consequences to bad character design. Those alien frog guys are the first who give you some inkling of what's coming.

I'm having fun, but I've been here before--knowing what I know about how these things evolve, seeing what I'm seeing in terms of the signs out of the dev team, I'm very aware that they're very likely to piss all over what they've done right while ignoring what they've done wrong.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 16, 2009, 12:52:17 PM
Those patch notes are definitely encouraging. The trend there seems to be, Players: Plz remove tutorial? Devs: K! Players: My power sux. Devs: K it's better now! I agree the sit-back-and-wait approach to the retcon was a bad decision, but it didn't get in the way of the game. At least they said why they were doing that. Time will tell if they accentuate the positive, eliminate the negative. There's a definite danger of them missing the point, but at the same time, they've proved fairly responsive so far.

Edit: clarification.

Also, I agree, world too small. I'd prefer a half-assed world that's twice as big, but I understand why they polished what they had rather than stretching too thin.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: March on September 16, 2009, 01:55:54 PM
I have purposely went out of my way with this game to build on concept and fun.  Have I made choices that where underwhelming? for sure, but I will get over it and I suspect they will address retcons a little more efficiently.

This alone impresses me the most.  I haven't been this excited about a character since, ever.  Admittedly I haven't really played the game, well, other than the character design meta-game, but in my mind I'm having lots of fun.

My biggest complaint so far echoes what Lum posted on his site: it's one thing to have an open system, but it is quite another to have an open system that has hidden dependencies that you can overlook through no fault of your own.  By this I mean the utter confusion over the relationship between Stats, Damage, and Powers.

It seems to me that the system can be understood eventually, but it really suffers for not being accessible at a first, second, third or even tenth look.  Just when I finally figured out that the SuperStats (note: NOT the first set of stats that you pick) give you the flexibility to chose what type of damage hero you want to be (YAY CHOICE!), I realized that some of the Powers (Esp. Defensive Powers) REQUIRE particular stats to improve their function... FUCK.  That's not flexibility, that's a viper pit covered with bamboo and straw.

To me, that's a UI failure... if your system has hidden inter-dependencies that Choice A irrevocably impacts Choice B - AT LEVEL 5 MIND YOU - then you need to give your newbie players some visual cues.  I'm ok if you want to let players gimp themselves by choice... but some sort of designer or pop-up that says: Your superstats are DEX/STR, chosing power X requires PRE/CON to scale - do you wish to proceed?  Seems a must.  That or free/cheap Retcons.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 16, 2009, 02:01:39 PM
I enjoy the game, but I am getting lonely by myself. Hence I havent been logging in as much. I think my highest guy is only like 14 or 15.

A flaw I found in the game is their Sidekick function. Sure, its fun to be sidekicked by someone higher and help them with quests, but the exp rewards are just painfully low. Since you cant get the quests usually due to level restriction, you are stick gaining exp only from mob kills, and its really low.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on September 16, 2009, 02:08:49 PM
I enjoy the game, but I am getting lonely by myself. Hence I havent been logging in as much. I think my highest guy is only like 14 or 15.

A flaw I found in the game is their Sidekick function. Sure, its fun to be sidekicked by someone higher and help them with quests, but the exp rewards are just painfully low. Since you cant get the quests usually due to level restriction, you are stick gaining exp only from mob kills, and its really low.

I have a number of characters ranging from 9-16.. @valmorian is my ID, but I think you're already on my friends list.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 16, 2009, 02:11:07 PM
I enjoy the game, but I am getting lonely by myself. Hence I havent been logging in as much. I think my highest guy is only like 14 or 15.

A flaw I found in the game is their Sidekick function. Sure, its fun to be sidekicked by someone higher and help them with quests, but the exp rewards are just painfully low. Since you cant get the quests usually due to level restriction, you are stick gaining exp only from mob kills, and its really low.

I have a number of characters ranging from 9-16.. @valmorian is my ID, but I think you're already on my friends list.


I think part of the problem is that my friends list seems not very accurate. Some times its completely empty even.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 16, 2009, 02:19:59 PM
The game as a whole feels empty because of the way they've done instancing. You're never in a server with the same group of people, really, so even when there's Zone chatter, it's not a group of people you've come to know (for good or bad). Also players do a fuckton more sniping of each other's quest objectives in this game than I've seen in a long time--it can be really cutthroat. I think again, that's because they feel there's not much chance they'll "see" you again. Whereas even on a PvE server in WoW, I think twice before sniping a node from someone clearing a spawn, even if they're from the other faction. I don't want to get the rep for doing that kind of thing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 16, 2009, 02:21:26 PM
To me, that's a UI failure... if your system has hidden inter-dependencies that Choice A irrevocably impacts Choice B - AT LEVEL 5 MIND YOU - then you need to give your newbie players some visual cues.  I'm ok if you want to let players gimp themselves by choice... but some sort of designer or pop-up that says: Your superstats are DEX/STR, chosing power X requires PRE/CON to scale - do you wish to proceed?  Seems a must.  That or free/cheap Retcons.

Yeah, the trade skills already do this. When you go to pick your skill, it says right there: If you are a POWERSUIT, you want Science or Arms, and not Mysticism, because of These Stats. I like the discovery of new stuff, but hate the ferling of "Oh damn, my fun discovery made my gameplay suffer."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: March on September 16, 2009, 02:42:41 PM
To me, that's a UI failure... if your system has hidden inter-dependencies that Choice A irrevocably impacts Choice B - AT LEVEL 5 MIND YOU - then you need to give your newbie players some visual cues.  I'm ok if you want to let players gimp themselves by choice... but some sort of designer or pop-up that says: Your superstats are DEX/STR, chosing power X requires PRE/CON to scale - do you wish to proceed?  Seems a must.  That or free/cheap Retcons.

Yeah, the trade skills already do this. When you go to pick your skill, it says right there: If you are a POWERSUIT, you want Science or Arms, and not Mysticism, because of These Stats. I like the discovery of new stuff, but hate the ferling of "Oh damn, my fun discovery made my gameplay suffer."

But doesn't that simply assume that you took the PowerSuit suggested superstats?  What if, instead of STR/INT I took DEX/EGO?  At some point folks who stick with the game will internalize all the stats and their relationships... but as far as helping you connect the dots the first time, I think they fail.  To me it seems a failure of being too close to the system... like they can't see that all the cool choices require an understanding of the system(s) that beginning players simply cannot have -- and I say this as someone who took the time to read the forums, download a 3rd party character builder and try to, you know, learn the system.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 16, 2009, 02:51:28 PM
Exactly--they built a character design system that seems to invite players to create an ideal character *concept* that mimicks the source genre, and then built a munchkin-nightmare system of underlying mechanics that has extremely non-intuitive interactions, THEN they balanced the game at launch around the most overpowered FOTM builds that beta munchkins had discovered. And then to top it off, they made it essentially impossible for players who were experimenting or who had just built a character concept without thinking much about functionality to undo or adjust their choices--the retcon pricing from what I can see is deliberately designed to keep a complete redesign unaffordable. And then they made the earliest choices you make, the expensive ones to undo, be some of the easiest to gimp by accident.

Which pretty much amounts to a perfect storm of "Go AWAY, casual players who are just trying to make a superhero which immerses you in a comic-book universe". Not  that it makes the munchkins any happier, for different reasons.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 16, 2009, 02:52:44 PM
I think their goal was to make a system that you could min max if you dive in, but that you could just sort of coast along if you didn't want to pay attention to that stuff.  The problem, of course, is that right now you CAN unintentionally gimp yourself.  I wouldn't be surprised if we eventually see every power scale with whatever your "Superstats" are, which would solve the problem, at the cost of people diversifying gear outside of just stacking for their superstats.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 16, 2009, 08:24:31 PM
The first run of powers and superstats didn't have any dependencies at all, so players complained that it made no sense that a superstat in strength didn't boost their melee damage, and so on.

Then the devs dropped in stat dependencies for powers, didn't tell anyone until after the fact and suddenly we were in open beta.

I think the State of the Game notes are great in that they show that Cryptic are hearing players. However, what will really matter is what they do and how long it takes to actually get those systems in place. For instance, black and white power colours were asked for as soon as power colourisation was added to beta, so it isn't exactly a new idea.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 17, 2009, 12:22:43 AM

I still think their retention rate is going to be pretty bad. The casual players are going to be scared off by all the nerfing and frequent death if they chose the wrong powers or didn't divine the game mechanics. Meanwhile the more hardcore are probably hitting the end-game content and realising there's not too much there. And of course reducing population will cut into the money they need to actually flesh out the game in a reasonable time.

How are the populations looking in game anyway?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lt.Dan on September 17, 2009, 03:18:16 AM
 so , what did I do wrong?

I rolled a Might power set and stacked str and con.  I levelled through canada till 13 when I ran out of quests and went to the desert.   I start questing only to get my arse handed to me by 3 level 8 irradiated zombie guys.

I've got the Might defensive power and only generally block against boss special attacks.  I've got the str and con super stats and a full set of enhancements.

Any suggestions?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 17, 2009, 06:16:19 AM
so , what did I do wrong?

I rolled a Might power set and stacked str and con.  I levelled through canada till 13 when I ran out of quests and went to the desert.   I start questing only to get my arse handed to me by 3 level 8 irradiated zombie guys.

I've got the Might defensive power and only generally block against boss special attacks.  I've got the str and con super stats and a full set of enhancements.

Any suggestions?

When I see stuff like this I'm really perplexed to be honest.  I have a level 40 might character already, and even "post nerf" he was always able to take at least 2 groups of henchmen at a time, and can usually take 2 groups even if they both have a villain in both.   In the scenario you gave, you should be able to kill those henchmen using just clobber (your end builder), and beatdown, the first power you took. 


If you want to try a different style of play, use protector (assuming you've got access to "stances" already, I can't remember what level that happens at), just come in blocking to build energy, then unleash on them when your energy bar is full.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tmon on September 17, 2009, 06:25:52 AM
Block from time to time even when they aren't launching specials.  Stock up on healing stims from the vendor in MC and whenever possible start the fight off by chucking a heavy item at one of the mobs.  If you're concentrated on str and con you can lift some seriously heavy stuff.  I've outright killed henchmen by throwing a truck at them to start off a fight, and it seems like there's an aoe effect as well.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on September 17, 2009, 06:40:03 AM
Yes if you are strong enough throw shit at mobs to start a fight. My friends str character often kills a couple henchmen instantly at the start of a fight by throwing trucks at them or other huge objects. Its great spike damage and its totally free so no reason not to throw stuff. Hell even small stuff is a decent opening move specially things like explosive barrels.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on September 17, 2009, 07:04:04 AM
so , what did I do wrong?

I rolled a Might power set and stacked str and con.  I levelled through canada till 13 when I ran out of quests and went to the desert.   I start questing only to get my arse handed to me by 3 level 8 irradiated zombie guys.

I've got the Might defensive power and only generally block against boss special attacks.  I've got the str and con super stats and a full set of enhancements.

Any suggestions?

You shouldn't be having any problems at all.  What attacks are you using?  I would recommend uppercut (knock up) and shockwave (frontal cone).  You could get by with just these two attacks in my opinion.  I found that room-sweeper/haymaker were just messy chasing down knockbacks.

Slot up uppercut and defiance early.  At rank 2, your uppercut should one shot or come close to one-shotting henchman. I found taking out at least one henchman quick was easiest.  You can basically juggle 2 opponents with the knock-up as well.  I try to rotate the juggling with the villians to keep them relatively quiet during a fight.  Obviously when an AoE would be effective use shockwave (always try to be at full power as it will run until power depleted).

Defensively (with the exception of defiance), I went to the power armour powerset beacuse it fit my concept - but I have found it to work quite well as well.  Energy shield slotted to "knight shield" or whatever the upgrade is called is spectacular.  Basically, it pulls up your shield when you melee attack - it does however cost 3 points to upgrade, so you would have to do some saving.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 17, 2009, 08:04:01 AM

I still think their retention rate is going to be pretty bad. The casual players are going to be scared off by all the nerfing and frequent death if they chose the wrong powers or didn't divine the game mechanics. Meanwhile the more hardcore are probably hitting the end-game content and realising there's not too much there. And of course reducing population will cut into the money they need to actually flesh out the game in a reasonable time.

How are the populations looking in game anyway?


It's hard to tell because of the instancing/single server structure. Which is another of the game's major liabilities: I have never felt more anonymous or alone-in-a-crowd than in this game. It's never the same group of people in your instance server and zone, really. In a normal server-based structure, you get a feel over time for the cast of characters: who's a ninja, who's a griefer, who's a reliable guy, which guild is a bunch of asshats and which guild is pretty damn cool. In EVE, obviously, it's a *real* single-server architecture, with all of what comes with that. In this game? Some dude follows me around and takes some blinkies from me three or four times while I'm clearing mobs? In WoW or LOTRO or AoC, I'd take a note of the guy's name. In this, there's no point to remembering him at all.

About the only sense you get of other people playing that's memorable is costume design, good and bad. When I see a great one, I remember; a few truly awful ones I remember. Pretty much the same as in CoX.

My guess is, though, that they'll see a pretty big population drop-off in the next three months, heading rapidly towards ghost-town. I can't see the casuals who like superheroes staying long, and the hardcores are already done and bored. (I gather the endgame missions with the Champions are the serious failboat lulz in terms of NPC AI.) I can't imagine what Cryptic could do to improve retention in either population.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 17, 2009, 08:11:47 AM
so , what did I do wrong?

I rolled a Might power set and stacked str and con.  I levelled through canada till 13 when I ran out of quests and went to the desert.   I start questing only to get my arse handed to me by 3 level 8 irradiated zombie guys.

I've got the Might defensive power and only generally block against boss special attacks.  I've got the str and con super stats and a full set of enhancements.

Any suggestions?

I did the same and was having some issues, I eventually figured out a few things. First, the Might-based defensive passive (Defiance, I think?) sucks. Regen or Invulnerability are way better--my Might character got way better when I shifted to that. Blocking is important, too, and I did better when I did it more. Check your stance and make sure you're not in the DPS stance, you're more fragile that way. I also didn't realize until level 12 or so how to use charge-based powers--there's a big damage attack in the Might powerset that isn't worth it unless you charge it fully, and then it lowers the damage resistance of baddies by quite a lot.

Other issues. Stupidly (but they're not the only ones to do this), Cryptic has made a lot of the melee attacks do knockback, and Might especially does this. This is not a good thing at all, because it knocks your enemies out of your range AND because of the often-freakishly big aggro ranges in Champions, you'll end up with another spawn on you. A Might melee character loses about three attacks getting back to a knockbacked-enemy.

Also, some Might powers don't affect anything *but* henchmen except to do marginal damage, like Thunderclap. Havoc Stomp does a lot of damage, but yup, knockbacks. So you'll have to gather up a crowd *again* after doing it.

Don't stack just con and str. There's some talk that the tooltip is wrong and strength doesn't actually add to melee damage. But you'll want some dex and ego to improve crit frequency and size.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Yegolev on September 17, 2009, 09:04:16 AM
That reads like patch notes from a beta.

They aren't patch notes?

The fact that it's a wish list is even worse than if it was a list of changes.  Agreeing with you, by the way.  I would like to give this game a try at some point but it apparently has a long way to go before I take time away from LotRO, Fallen Earth and DDOU.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 17, 2009, 09:04:58 AM
so , what did I do wrong?

I rolled a Might power set and stacked str and con.  I levelled through canada till 13 when I ran out of quests and went to the desert.   I start questing only to get my arse handed to me by 3 level 8 irradiated zombie guys.

I've got the Might defensive power and only generally block against boss special attacks.  I've got the str and con super stats and a full set of enhancements.

Any suggestions?

Are you able to show us your build? On the ChampO site, under 'My Champions', click on your character.

I don't know if you can; here's my main (http://www.champions-online.com/character_profiles/429178/view) to see if it works.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on September 17, 2009, 09:36:08 AM
Which pretty much amounts to a perfect storm of "Go AWAY, casual players who are just trying to make a superhero which immerses you in a comic-book universe". Not  that it makes the munchkins any happier, for different reasons.
Welcome to the mmo genre.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 17, 2009, 09:43:07 AM
Yeah. Fucking depressing to see again and again, isn't it? It's like watching some dude with a truckful of money show up in the town square, unload it with pitchforks, and light it on fire.

The more I know about behind-the-scenes, the more I'm just baffled that the money hats tolerate this, because for every really great dev who has a big-picture understanding of what they're doing with an MMO there's four devs who barely have the technical skills to do the nitty-gritty stuff and who have zero vision for the genre as a whole. They've just learned to do a certain kind of patter-puffery whenever someone with a checkbook gets near.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bunk on September 17, 2009, 09:43:55 AM
Well, this thread to a frick of long time to plow through. I actually picked up the game more than a week ago.

I have to say, I was suprised at all the complaints around launch - I didn't have the beta to compare to, and I really found it to seem quite solid at launch. My only real gripe was lack of detail on what powers and stats did what.


I made a variety of characters, but the one I'm enjoying right now is a STR/REC Supernatural, with Regen. I'm only 14th, but I think I've managed a pretty balanced and effective build.

Single Blade for power gen (Angels use swords, not claws)
Lash (base supernatural followup attack) (hmm, chain attacks - ok a Fallen Angel then)
The chain swingy in a circle power - speced to Vortex which makes it a knock-in instead of a knock-back, which is awesome to setup...
Condemn - Boom!

Added in aspect of the inferno just because I felt I needed a self buff. With the super high Recovery, my regen is huge, and my power equalibrium is always high enough to get off fully charged power up attacks. The high strength is just because super heroes are supposed to throw trucks at people.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on September 17, 2009, 10:06:28 AM
Yeah. Fucking depressing to see again and again, isn't it?
I guess. I gave up on the genre years ago, which is why I mostly just play EQ2. Not much reason to bother with anything else, since I'm invested in the one already. Unless it's something like the $12 month of AoC, which was fun. It all basically boils down to the same old shit, though. I can't believe so many people keep on trying the NBT but I'm happy because if someone ever does break tradition and make something fun and non-hardcore-centered, I can hear them bitch about it and check it out.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 17, 2009, 10:07:42 AM
so , what did I do wrong?

I rolled a Might power set and stacked str and con.  I levelled through canada till 13 when I ran out of quests and went to the desert.   I start questing only to get my arse handed to me by 3 level 8 irradiated zombie guys.

I've got the Might defensive power and only generally block against boss special attacks.  I've got the str and con super stats and a full set of enhancements.

Any suggestions?

As mentioned previously, Might has a pretty crappy defensive power, but my Might character had an additional problem in that the passive defensive power didn't automatically load into the passive slot.  Make sure the passive defense you selected is in the passive slot.  Also, if you changed your role, make sure the new role has a passive slotted, that isn't automatic either. 

All that said, Might is currently by far the hardest spec that I've played, from a survivability perspective.  If you aren't having fun you definitely should roll another char until they work the kinks out of Might a bit more.

Also as mentioned previously, Strength allows you to throw trucks.  Fortunately trucks and other heavy objects do a nice amount of damage, which seems to be what you Str/Con hero excels at.  You just need to get into the habit of picking up anything and everything and smashing people with it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 17, 2009, 10:34:13 AM
Might is a good example of a powerset where the devs just turned off their brains both in game-mechanical AND genre-evoking terms.

Game-mechanical, because the best tanking/survivability defenses are in other powersets and because most Might attacks have effects which are actively bad or frustrating for melee players.

Genre-evoking because some glass-cannon builds are more survivable than a muscular brick shithouse pounding on bad guys. I have no problem if the Juggernaut goes down to psionic attacks or Mr. Hyde gets his carotid arteries squeezed by Captain America holding on to his neck or Thor gets taken down by gas. It invokes the genre. It doesn't feel nearly so right when my wimpy sorcerer can take a beating from henchmen's fists better than a character with straight up Might powers.

But just mess with the build a bit and it works pretty well--I'm still whaling on bad guys with the basic Might damage attack, I just took defensives and AOE attacks from other sets.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Glazius on September 17, 2009, 12:03:30 PM
so , what did I do wrong?

I rolled a Might power set and stacked str and con.  I levelled through canada till 13 when I ran out of quests and went to the desert.   I start questing only to get my arse handed to me by 3 level 8 irradiated zombie guys.

I've got the Might defensive power and only generally block against boss special attacks.  I've got the str and con super stats and a full set of enhancements.

Any suggestions?

I did the same and was having some issues, I eventually figured out a few things. First, the Might-based defensive passive (Defiance, I think?) sucks. Regen or Invulnerability are way better--my Might character got way better when I shifted to that. Blocking is important, too, and I did better when I did it more. Check your stance and make sure you're not in the DPS stance, you're more fragile that way. I also didn't realize until level 12 or so how to use charge-based powers--there's a big damage attack in the Might powerset that isn't worth it unless you charge it fully, and then it lowers the damage resistance of baddies by quite a lot.

Other issues. Stupidly (but they're not the only ones to do this), Cryptic has made a lot of the melee attacks do knockback, and Might especially does this. This is not a good thing at all, because it knocks your enemies out of your range AND because of the often-freakishly big aggro ranges in Champions, you'll end up with another spawn on you. A Might melee character loses about three attacks getting back to a knockbacked-enemy.

Also, some Might powers don't affect anything *but* henchmen except to do marginal damage, like Thunderclap. Havoc Stomp does a lot of damage, but yup, knockbacks. So you'll have to gather up a crowd *again* after doing it.

Don't stack just con and str. There's some talk that the tooltip is wrong and strength doesn't actually add to melee damage. But you'll want some dex and ego to improve crit frequency and size.

Man, I forget how long it took for them to take most of the knockback out of super strength, axe, and stone melee in CoH. Well, not exactly take it out. You could still knockback stuff that was low-con enough, or if you slotted the attack for knockback - which was great crowd control once they introduced ragdoll knockback, the recovery time is a lot longer than just falling down in place.

Must have been some fun times at launch. Half the tank melee sets knocking dudes around left right and center, and there was that thing where it was pretty much impossible to land a melee attack on a running dude unless you could guess where they were going to go and set up there.

Anyway, I'm surprised they didn't learn. Does stuff at least take a while to get back on its feet when you connect with a knockback hit?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on September 17, 2009, 12:14:25 PM
Anyway, I'm surprised they didn't learn. Does stuff at least take a while to get back on its feet when you connect with a knockback hit?

They do, and I use the knockback mechanic as my damage mitigator for combats with large numbers of mobs.
It's nice to knock back a bunch of guys and then concentrate on who is left..

Also, I've yet to aggro another group by knocking a mob into them.  They tend to just sit there unless YOU get close enough or attack the mob close to them while they're beside each other.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 17, 2009, 01:09:13 PM
Anyway, I'm surprised they didn't learn. Does stuff at least take a while to get back on its feet when you connect with a knockback hit?

They do, and I use the knockback mechanic as my damage mitigator for combats with large numbers of mobs.
It's nice to knock back a bunch of guys and then concentrate on who is left..

Also, I've yet to aggro another group by knocking a mob into them.  They tend to just sit there unless YOU get close enough or attack the mob close to them while they're beside each other.



This has been my experience as well, both with Might and Force - a fun way to juggle enemies while you whittle them down... as long as you aren't grouped with an AE specialist, who tend to get pissed off. 

Ditto on the aggro, it's not the knockback, it's the chasing down that gets you killed.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on September 17, 2009, 02:11:29 PM
I played as an energy blaster slotted for knockback and always got bitched at when we were grouping. Eh, I mostly soloed and it was great for soloing :)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 17, 2009, 04:23:46 PM
Anyway, I'm surprised they didn't learn. Does stuff at least take a while to get back on its feet when you connect with a knockback hit?

They do, and I use the knockback mechanic as my damage mitigator for combats with large numbers of mobs.
It's nice to knock back a bunch of guys and then concentrate on who is left..

Also, I've yet to aggro another group by knocking a mob into them.  They tend to just sit there unless YOU get close enough or attack the mob close to them while they're beside each other.



Really? I had this happen a lot with the cowboy robots and Viper guys in Snake Gulch--the knockback aggroing other groups even before or whether I chased someone down. But aggro mechanics in the game strike me as being really really fluky anyway. I often feel I have no idea whether or when something's going to aggro on me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on September 17, 2009, 05:57:28 PM
If you are a melee character, your energy builder move is also a ranged taunt, so it you target a mob and turn your builder on, you will aggro him and his friends. This happened to me all the time, as I use the "Toggle, never off" setting for my energy builder.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 17, 2009, 08:53:31 PM
Knockback is a fantastic example of how comic book tropes that don't work under MMO gameplay mechanics. Punching someone hard enough that they fly back 10m is superheroic, but it pisses off the AOE MMO player or requires the single player to chase down their target.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lt.Dan on September 17, 2009, 10:33:12 PM
Thanks for all your comments on my build.  I'll post a link to my toon when I get home from work.  However, I think I may have to reroll since retconns are sooo damn expensive.

On the subject of knockback and chasing down mobs - that's certainly why I retconned out of Roomsweeper.  It's not too bad on bosses since they can't be knocked back and it does more damage but chasing down mobs gets old real quick.  To be fair to Cryptic the knockback system is a fundamental part of the Champions PnP game.  In one play session my character took a VIPER rocket launcher shot to the chest, got knocked back through a wall, and subsequently made the front page of the newspaper as a destructor of public property.  Now that's some fun knockback!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: caladein on September 18, 2009, 01:51:31 AM
Knockback is a fantastic example of how comic book tropes that don't work under MMO gameplay mechanics. Punching someone hard enough that they fly back 10m is superheroic, but it pisses off the AOE MMO player or requires the single player to chase down their target.

Admittedly, PvP is a total clownshoes at this point, but I'm definitely enjoying Force's knockbacks in PvP.  I've found it to be only way to whittle down teams that are 5/6th made up of people who just Block and sit on their Defensive Passive.

Now, you get someone with: a bullshit hold, Teleport, a good Defensive Passive, a Block Replacement, and I'm pretty much ready to throw my mouse out the window.

In PvE, I do feel like a total badass, but it does introduce the problems you mention even as a ranged character.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lt.Dan on September 18, 2009, 04:26:35 AM
so , what did I do wrong?

I rolled a Might power set and stacked str and con.  I levelled through canada till 13 when I ran out of quests and went to the desert.   I start questing only to get my arse handed to me by 3 level 8 irradiated zombie guys.

I've got the Might defensive power and only generally block against boss special attacks.  I've got the str and con super stats and a full set of enhancements.

Any suggestions?

Are you able to show us your build? On the ChampO site, under 'My Champions', click on your character.

I don't know if you can; here's my main (http://www.champions-online.com/character_profiles/429178/view) to see if it works.

Here's my offending Might build. (http://www.champions-online.com/character_profiles/718074/view)  I've got the polaser sword from power armor as a bigger damage power and I need to retcon the last power I acquired at level 14 (Enrage is a joke).  But aside from that I don't see that I've done anything too dumb.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 18, 2009, 05:47:29 AM
The retcon costs are driving me nuts, because the only way to really learn what all this stuff does, given the documentation, is to take it for a test drive. The way it's priced now, you can only that once per toon, effectively, unless you do it right away (go out, level for a while, undo it if you don't like it.)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 18, 2009, 06:41:58 AM
[...]
Here's my offending Might build. (http://www.champions-online.com/character_profiles/718074/view)  I've got the polaser sword from power armor as a bigger damage power and I need to retcon the last power I acquired at level 14 (Enrage is a joke).  But aside from that I don't see that I've done anything too dumb.

I have a powered armor alt and the sword seemed like it sucks a very large amount of energy, which is a problem for a str/con hero because you levels are so low (an End/Rec or Int/End hero would be able to swing the sword a great deal more - effectively changing you hero into a DPS hero, which I don't think is what you are looking for).

Unfortunatly I think uppercut is kind of a must-have for might.  The knock-up knocks them WAY up, and they take damage while they fall, and they aren't doing damage while they fall.  It has modest buildup time and modest end use.  Which is a shame, because it's a slow power, while the sword is very quick.  Might doesn't seem to have a quick attack (other then clobber jacked up with ranks) that I've seen yet.  My hero is in the mid-teens though, so I'm not an expert.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 18, 2009, 06:43:11 AM
Beatdown is pretty quick and does some steady DPS.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 18, 2009, 06:51:12 AM
Beatdown is pretty quick and does some steady DPS.


I use beatdown a good deal on my might character.  Also, the "tap" Haymaker very rarely does knockback, and does a lot of damage, it is end expensive though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on September 18, 2009, 09:14:39 AM
Okay, went through both campaign sides up to level 10.  I'm officially bored now.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on September 18, 2009, 01:27:38 PM
Okay, went through both campaign sides up to level 10.  I'm officially bored now.

I prefer the Millennium City stull at around 14.. but it IS an MMO, it's not like you're going to find anything other than your standard MMO quests.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lt.Dan on September 18, 2009, 05:32:33 PM
Looks like Cryptic are looking into making retcon more accessible in the next patch:
- doubling the drop rate of white enhancements
- flattening the resale value of enhancements, increasing white and decreasing blue/purple
- maybe reducing the retcon costs for recently purchased powers (although deeper retcon will still be expensive)

Oh, and free retcon to everyone!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 18, 2009, 05:36:07 PM
Yeah, I'm of two minds on this. They're increasing the money players get, but it could lead to MUDflation...which is likely to happen anyway, and doing it sooner could catch problems quicker, so...at least they're working on it!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 18, 2009, 09:15:06 PM
The increase in the money supply, as far as I can tell, is pure stubborness/ego from Roper and/or other devs. E.g., they don't want to admit they screwed up pricing and availability of retcons in relationship to a character engine that people are accidentally gimping themselves with. So there's a kind of hilariously incoherent babble about how they always intended to have more affordable retcons but needed to study the economy first to see where money was moving and now they're ready but they're not just going to fiddle with the price of retcons, they're going to put more money into the economy because, you know, they have PLANS, they're getting that money out there because you WILL WANT TO SPEND IT SOON on many fabulous things. OO! Really? Such as? <crickets chirping>

Dudes. If you want to change availability of retcons, lower the price, you dumb monkeys. Raise it later if there are too many retcons. You're not fooling anybody but the idiot fanboys with all the double-talk. Using the money faucet to alter the pricing on a sink is pure retardation. You change the valuation of a sink by changing the valuation of the sink.

The other hilarious thing about the adjustment to white values/deflation of purple values is that this is said to be the way they're going to get trade going on the AH. Because, you see, the reason people aren't trading now is because the purple and blue items have such good money values that it's better to just vendor them. 

No, the reason people aren't trading those items now is that they don't have any real need to spend money on an item that they'll level out of in about twenty minutes or so, and which scarcely alters the effective power levels of toons anyway. Either you have a build that's kicking ass or you have a build that's gimped: nobody has a build which is doing just barely fine but oh my with purplez will be ass-kicking. Nothing about the game is heavily item-dependent, hence, little market for items. You don't even need to buy to get your crafting up: you can level it easily with just your own supply of drops/quest rewards.

I can't decide whether they're throwing this stuff out there as a smoke screen for the fannish or whether they actually believe in it. The latter is way more worrisome.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 18, 2009, 09:42:25 PM
I have to imagine they actually WANT full retcons to be extremely rare, because this change to the value of items isn't going to make them more affordable.  Maybe a couple more steps back, but a full retcon is still going to be way outside the realm of possibilty, especially for high level players.

I'm actually fine with that, but I wish they would just admit they want them to be rare instead of trying to please people.  The only currency that "matters" right now is Nemesis tokens and UNity badges, or whatever they are called, but they only matter if you are level 40 and actually care about gear progression.  Frankly, I don't care about gear at all on any of my characters.  Sure, if I find upgrades I'll be happy to equip them, but I'm not going to go out of my way looking when I can already do everything in the game I want to with no problem at all. 

Of course, to me, this game is all about making/playing characters, not about loot whoring, and I'm happy I don't have to stress over optimal loot in order to play.

They've gone out of their way for the last few months about trying to prove they have a cool ways to show off how leet you are in game (action figures, costume unlocks, etc), because I guess they want to attract that group fo MMO players, but frankly, I just don't think that is the audience they are really going to have for anything other than the short term anyway.  There are already posts on the forums COMPLAINING that their characters are too cool to begin with and they would feel better if they had to earn being cool.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 19, 2009, 01:42:00 AM
Dudes. If you want to change availability of retcons, lower the price, you dumb monkeys. Raise it later if there are too many retcons.

Yeah, because players would react well to a fluctuating retcon price.  :awesome_for_real:

I'm fine with a slower determination process of how retcons should be priced and part of Cryptic is remembering back to CoH/V where there was nothing to spend inf on so players literally had millions sitting on their character. Yes, it needs to be less expensive, but by how much? OTOH, I do think that the vast majority of titles should stop throwing around the word 'economy' when it is, at best, a sideline to their game. EVE can talk about it because they treat it as srs bsns. SL can talk about it because real money is involved. Pretty much every other MMO ends up with something so superficial as to really not worry about it (and should just sell their in-game currency directly for RL money to get rid of gold farming, but that's another issue).

Also, this post-launch pricing issue is almost directly caused by the limited testing times Cryptic had and the ease of retconning (which was: type /retcon) in beta. Limited time means players don't have time to just earn currency.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tkinnun0 on September 19, 2009, 04:01:25 AM
Not going to play an MMO where I can gimp myself effectively forever or until the devs give a free respec because they nerfed the good powers I could've gotten.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 19, 2009, 06:52:37 AM
Not going to play an MMO where I can gimp myself effectively forever or until the devs give a free respec because they nerfed the good powers I could've gotten.

This is way overblown though.  The nerfs they have done have not been so bad that you can "gimp" yourself based on their nerfs.  You CAN gimp yourself  by picking a lot of support powers and stuff that is bad for soloing, but I don't really think anything they have nerfed so far has gimped anyone beyond recognition.  Sure, there are people complaining about it on the official forums because they can no longer solo 20 guys at once with mini mines, or something, but its far from gimp.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 19, 2009, 07:19:46 AM
Not going to play an MMO where I can gimp myself effectively forever or until the devs give a free respec because they nerfed the good powers I could've gotten.

Cryptic have given out one free respec and have indicated that affordability of the current system is going to be improved. Right now, it isn't like they are holding back on respecs, nor did they on their previous title with new content.

If you don't want to play ChampO because you find it a crappy game or not worth your time, that's fine, but not playing ChampO due to a retcon issue is making up a problem.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 19, 2009, 10:10:27 AM
They are adding bots to the power house that fight back, ideally giving you a better idea of how powers pan out prior to getting locked in.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 19, 2009, 08:05:30 PM
Dudes. If you want to change availability of retcons, lower the price, you dumb monkeys. Raise it later if there are too many retcons.

Yeah, because players would react well to a fluctuating retcon price.  :awesome_for_real:

I'm fine with a slower determination process of how retcons should be priced and part of Cryptic is remembering back to CoH/V where there was nothing to spend inf on so players literally had millions sitting on their character. Yes, it needs to be less expensive, but by how much? OTOH, I do think that the vast majority of titles should stop throwing around the word 'economy' when it is, at best, a sideline to their game. EVE can talk about it because they treat it as srs bsns. SL can talk about it because real money is involved. Pretty much every other MMO ends up with something so superficial as to really not worry about it (and should just sell their in-game currency directly for RL money to get rid of gold farming, but that's another issue).

Also, this post-launch pricing issue is almost directly caused by the limited testing times Cryptic had and the ease of retconning (which was: type /retcon) in beta. Limited time means players don't have time to just earn currency.

I don't really give a shit how players react to fluctating sink prices, because every MMO economy that's functioned even modestly well has had fluctuating sink prices. Skillful devs have ways to hide that fluctuation or divert attention from it, but it still happens. Players will complain about anything.

Precisely BECAUSE the economy in Champions is so utterly primitive and negligible, the idea that they're putting more value in the economy in order to indirectly manipulate the pricing of retcons is FUCKING CLOWNSHOES. Seriously. The moment the devs said, "Oh, see, we were gathering data on the economy and we wanted to accurately gauge the flow of value and we were doing graphs and shit so that we could figure out whether to lower the price of retcons", every single player should have just laughed and laughed and laughed. It doesn't require any kind of remotely serious response or debate. Dumping currency value into a primitive three-sink economy where itemization is worth dick and shit in terms of necessity to game play is like collecting phlogiston in a jar on a summer night in order to run your automobile, it literally makes no sense.

All of this is about avoiding saying, "Well, see, we don't want retcons to happen often (ever) because our retention model is that you'll only keep playing if you level up alts. So we don't want you to use a single toon as an all-in-one alt. What's that? We could retain with a lot of content? Fuck that, it's expense. We could retain with good social tools? Also expensive and we don't know how to do that."

The game is at its core good fun, good combat engine, great character customization. Like CoH.  But even less than CoH do they have even the faintest clue how to keep people around for more than a few months. So they're flailing around hoping to not have to say the obvious, and resorting to utter mumbo-jumbo statements about the economy and spreadsheets and data and fucking shit. Which should really not fool anybody who knows anything about MMOs for a second. I'd rather they just go totally silent and let people stew about stuff than lay out this kind of doofus stuff. They want retcons unaffordable? Goal accomplished at present pricing. Slightly less affordable? Pull the price down a teeny bit. Affordable on demand? Line up the pricing with tailoring, which you could pretty much do repeatedly for hours and never see it eat into your questing funds. That's the only questions that matter, and the only action that's relevant to the question is adjust the price.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 19, 2009, 09:06:07 PM
Also, this post-launch pricing issue is almost directly caused by the limited testing times Cryptic had and the ease of retconning (which was: type /retcon) in beta. Limited time means players don't have time to just earn currency.

Pretty much. Though they did introduce various costs on retcon's during beta, many of which were stupidly high and the subject of many facepalm's from the beta community. What they didn't do is actually try balancing it. They simply waved it away with "nothing is final yet" and that persisted into launch. Powers were pretty much in the same boat.

To me it points to a very weak or absent lead designer. Someone who should have been tying the systems together and actually observing the in-game results. Instead you had a lot of designer / content developers assigned to a part of the game and told to get the puppy ship-ready so they could move the focus onto STO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 19, 2009, 11:50:07 PM
Putting money into Champions seems very much like putting money into Asheron's Call 2. It's just sort of the way these things are done, and virtual economy is...well, you know, MMO! With virtual economy! That's what you do, right?

What do you spend resources on in CoX? I still need to play that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on September 20, 2009, 12:30:13 AM
What do you spend resources on in CoX? I still need to play that.
CoX has a real economy now, sadly. Basically after nerfing the hell out of everybody they created an invention system that lets you get back the what was nerfed (plus a lot more) in exchange for having to grind and grind and grind and grind and grind for "money" (there are various forms of "currency" in the game, too many actually) and drops.

In CoX each power has 1 or more "slots" to which you can add "enchancements" (you add slots to powers as you level up). These enhancements boost various aspects of each power like giving the power more damage or a better chance to hit. These were in the game from launch. The invention enhancements work the same way except that they are grouped into "sets" and if you have more than one enhancement in that set in the power you get a various bonuses (the enhancements in the set in that power have to be different ones to get the bonus). It's these bonuses that can signficantly boost the power of your character if you are willing to grind for the money and/or drops needed to buy/create these invention enhancements.

Thanks to the invention system CoX is flooded with Influence seller spam now, which I suppose is an indication there's a functioning economy, where before there was virtually none as once you got to max level there wasn't anything to use your money on other than buying/altering costumes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 20, 2009, 02:06:45 AM
What do you spend resources on in CoX? I still need to play that.

As Trippy said, enhancements mostly. Particularly rare / particular enhancements that grant desired bonuses.

Unless you farm 24/7, you probably can't earn enough to buy the best / most desired ones. Or perhaps you get a lucky drop that sees you rolling in currency for a bit.

It is completely true that you don't need these particular enhancements to have a good character, but as a MMO player there is a certain major appeal to having them.

The auction consignment house sees certain recipes / enhancements going for hundreds of millions of inf. They are pretty much the only thing worth saving for, especially since (again, to repeat Trippy's comments) there are several different specialised currency types and little overlap between them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 20, 2009, 09:41:13 AM
That actually sounds like a fun system, if it didn't seem like a huge afterthought!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 20, 2009, 08:03:59 PM
Also, this post-launch pricing issue is almost directly caused by the limited testing times Cryptic had and the ease of retconning (which was: type /retcon) in beta. Limited time means players don't have time to just earn currency.

Pretty much. Though they did introduce various costs on retcon's during beta, many of which were stupidly high and the subject of many facepalm's from the beta community. What they didn't do is actually try balancing it. They simply waved it away with "nothing is final yet" and that persisted into launch. Powers were pretty much in the same boat.

To me it points to a very weak or absent lead designer. Someone who should have been tying the systems together and actually observing the in-game results. Instead you had a lot of designer / content developers assigned to a part of the game and told to get the puppy ship-ready so they could move the focus onto STO.


This is the vibe I'm getting. There's a bunch of people who are cutting their teeth on this thing. It's like when ambulance chaser law firms send newly minted law school grads into court to argue their first "omfg I have whiplash" case. They know it's not really what the skilled people will be doing most of their career, but it's kind of a test case about who can cope. The problem is that for Cryptic, the "cope" test can only be applied to Star Trek Online, which seems an utter and total burn-and-die dog at launch. If they were smart as a dev group, they'd put resources into keeping Champions afloat before stripping it to bare bones in order to deliver STO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 20, 2009, 09:09:38 PM
[If they were smart as a dev group, they'd put resources into keeping Champions afloat before stripping it to bare bones in order to deliver STO.


I don't get the impression they've stripped it to a bare bones.  They are pumping out patches pretty often.  They certainly did move some people over to STO that caused them to have to scale back on release content.  However, the game mechanics are pretty solid and the launch was pretty stable.  They've had I think, 3 unexpected server outages in the first three weeks, which isn't too bad. 

My only real concern is, like i've said, the content.  This first "content" patch they are talking about next month I think is actually just a trumped up halloween event, and I don't know if that content is here to stay, or if it will just be there for a couple weeks then removed until next halloween.  I think a few months down the road when STO beta is in swing, and we will see if we have a "real" content patch  (like adding a whole new zone) coming down the pipeline.

Then again, its easy to forgive stuff when you are having fun with a game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 20, 2009, 09:52:58 PM
My forgiveness is being stretched by a Nvidia bug issue that sees me either BSOD (if I'm running Fullscreen mode) or CTD (if I'm running Maximised Windowed mode) within about 20 minutes of each session I try to start. Even running in safe mode doesn't do anything regarding improving my stability.

There is some suggestion that ChampO is causing certain Nvidia cards to run excessively hot very quickly, or might not be distributing processor and graphics card load particularly well.

It's annoying, that's for sure. It's giving me time to work through the challenges in Batman:AA, but I actually wanted to lvl up my ChampO main before the Halloween Event hit.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Glazius on September 21, 2009, 07:36:02 AM
What do you spend resources on in CoX? I still need to play that.
CoX has a real economy now, sadly. Basically after nerfing the hell out of everybody they created an invention system that lets you get back the what was nerfed (plus a lot more) in exchange for having to grind and grind and grind and grind and grind for "money" (there are various forms of "currency" in the game, too many actually) and drops.

In CoX each power has 1 or more "slots" to which you can add "enchancements" (you add slots to powers as you level up). These enhancements boost various aspects of each power like giving the power more damage or a better chance to hit. These were in the game from launch. The invention enhancements work the same way except that they are grouped into "sets" and if you have more than one enhancement in that set in the power you get a various bonuses (the enhancements in the set in that power have to be different ones to get the bonus). It's these bonuses that can signficantly boost the power of your character if you are willing to grind for the money and/or drops needed to buy/create these invention enhancements.

Thanks to the invention system CoX is flooded with Influence seller spam now, which I suppose is an indication there's a functioning economy, where before there was virtually none as once you got to max level there wasn't anything to use your money on other than buying/altering costumes.

Yeah, I remember chilling at max level and just buying extra level 50 enhancements to rank up every slot, because why the hell not. Still had an 8-digit bankroll.

A couple of benefits to the system. First there's the general inflation that benefits low-level resource gatherers - and since you gather resources by punching mans, that means everybody.

Second, you can go one or two removes from top tier - or use a set with an underrepresented element, like fear, confusion, or sniping - to get some pretty amazing standard bonuses pretty cheap. The set bonuses aren't stellar, but they're pretty nice if you get enough pieces.

They cut off emails from strangers, which was the current favorite method of influence spam. Global tells had already been squashed. I wonder if they're going to go back to globals or if they're just going to die.

Well, they probably won't give up.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: March on September 21, 2009, 12:15:09 PM
My forgiveness is being stretched by a Nvidia bug issue that sees me either BSOD (if I'm running Fullscreen mode) or CTD (if I'm running Maximised Windowed mode) within about 20 minutes of each session I try to start. Even running in safe mode doesn't do anything regarding improving my stability.

There is some suggestion that ChampO is causing certain Nvidia cards to run excessively hot very quickly, or might not be distributing processor and graphics card load particularly well.

It's annoying, that's for sure. It's giving me time to work through the challenges in Batman:AA, but I actually wanted to lvl up my ChampO main before the Halloween Event hit.

This must be hitting me too... have GTX260 with updated drivers and every 20 min the game freezes the entire system... must reboot.  Will cause me to hit cancel button shortly.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 21, 2009, 06:30:38 PM

It looks like they're also working on another nerf-bomb on the test server. I can understand they need to do so to try and get the powers into some sort of balance. Especially when they're trying to balance PvP and they have free power selection. What I can't understand is why they thought doing it during live, when it costs them subs, was a remotely sane idea.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 21, 2009, 07:33:47 PM

It looks like they're also working on another nerf-bomb on the test server. I can understand they need to do so to try and get the powers into some sort of balance. Especially when they're trying to balance PvP and they have free power selection. What I can't understand is why they thought doing it during live, when it costs them subs, was a remotely sane idea.


There wasn't enough closed beta test to test all the content, let along power balance in PvP at various levels.  Frankly, I wish they'd just realize PvP balance is hopeless. Sure, nerf things that are just stupidly overpowered, but playing a ticky tacky balance game is just  a waste of time.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 21, 2009, 10:59:01 PM
What I can't understand is why they thought doing it during live, when it costs them subs, was a remotely sane idea.
Hi.  I'd like to introduce you to Jack "Never Met a Nerf He Didn't Like" Emmert.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on September 22, 2009, 08:00:21 AM
Just played after the patch.  Lots of folks are complaining about increased mob damage.  I agree.  If I attack 1 mob, 3 others rush out and I'm dead in less than 5 secs.

I hope it's a bug and not 'working as intended' because I'm not feeling very heroic.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 22, 2009, 08:54:50 AM
I'm sticking to my "amateur hour tryouts" theory about this live management team, Emmert's nerf proclivities aside.

What they've been doing since live makes no sense at all. When they identify an overpowered ability like minimines, they don't just nerf it, they plow it under the earth and sow it with salt. But besides that, focusing mostly on balance issues right now is just plain stupid: I cannot see what their strategic plan in the medium-term is. (I'm pretty convinced that they've written the game off as a long-term prospect.)

They have three populations at launch: min-maxers bored with their current MMO(s), genre fans who are mostly going to be doing concept characters, and a small weird core of groupies and fanboys whose inner motivations are obscure to me.

The min-maxers cannot be retained over the long haul. It doesn't have any meaningful guild system, so the social connections and small-group loyalty that keeps people subbed to a game like WoW even when they're bored with it aren't in play here. There isn't enough repeatable content or raid-type content to keep min-maxers or hardcores around, either. The thing that might keep min-maxers in the game for 3-4 months is the openness of the character design system plus the relatively gentle levelling curve: that's kind of a challenge to an achiever-type player, to design the absolutely best build using a fairly wide selection of powers/types of powers. The Elitist Jerks mindset will probe a single class design in WoW for numerically slight advantages: here's a game where there's some really interesting research to be done on flavor-of-the-month builds. So you can at least retain these guys for a little bit. Unless you dick around with powersets and mob behavior constantly, often incomprehensibly or brutally. Then these folks get sick of having the rug pulled out from underneath them, it's no longer a challenge unless you're really stubborn about beating the devs.

The concept character players are the only really potentially sticky population of subscribers, because if they fall in love with a character that's really an expression of an idea they have, they'll have a very hard time giving it up. But they can be discouraged if they find it impossible to play that character in the way they imagine a superhero should feel in a superheroic world. If you make them do the equivalent of fighting rats with a wooden sword and tissue-paper armor, they're probably gone. If you completely nerf the living shit out of a power that they're attached to for the concept, they're probably gone.

In either case, you gain nothing by wild, drunken nerfcapades through the powersets and mob difficulty. You're not gaining anything in terms of keeping people from getting to 40, tons of people are close enough now, not just the hardcore poopsocking types. The only reason to protect your endgame is if you have an endgame or plan to have one soon. You're not setting an appropriately nerfed standard for later content additions, because from what I can see, they have no serious ambitions to introduce major new content in the next three or four months.  If you just leave the game alone, or make small incremental adjustments to overpowered stuff, you'll keep the concept players happy: they don't really need new content that desperately, they're happy to level up alts, etc. The min-maxers will play with the character design for a while yet, and while they'll ruin PvP for anyone not willing to make FOTM builds, so what? PvP isn't a driver for this game anyway except for people trying to perfect FOTM building.

A gentle hand on the nerf tiller = maximized subscriber base for four to five months, after which you're dead anyway if you don't have a better game with more content. A crazed, incomprehensible hacking away at balance issues? Quick bleeding out of almost every population inclined to stick around for a little while.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on September 22, 2009, 11:45:11 AM
Everyone knew the game needed to be more "gritty" to fully succeed, but Emmert and his ilk approached it from the wrong angle.  Instead of interesting mission design and compelling end-game content, they opted for spreadsheet heroics... i.e. the lazy way - because they have no skill in the former.  These spreadsheet heroics mean ultimately nothing, because they were implemented way too late in the dev-cycle, and serve to do nothing but drive players away - whilst extending play (buying time) via grind.

I tell ya' I'm also pissed that a product involving Savage Worlds is so crappy.  Although ironically, SW is losing street cred. these days (big surprise).  Both suffer from being Fast, Furious, Fun with no persistent depth... and are unable to give long-term compelling play along with gritty content w/o a dickless simple-nerf.

Lastly, ChampO is one of the most unSandboxey MMOs I've ever seen.  This means the game lives or dies on the backs of the devs.   It's not like players can make their own fun at some point in the game, so they're just forced to unsub once they hit the brickwall.  The whole game design was fubar from day 1.

There's more buzz about Fallen Earth than this thing, which is just hilarious to me.  Kind of dumbfounding, but hilarious.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on September 22, 2009, 12:08:25 PM
Don't mistake the levels of buzz for different products here at f13 for what the 'real' levels are out in the wider gaming world. Sandboxy things like FE will *always* get more buzz and more chances to succeed/fail with the set of people that post here; beyond the walls of our ivory tower things are likely different. I mean come on, how long has Metaplace have its own subforum?

I'm not going to end up subscribing to either game, mind you, but CO isn't getting the props it deserves for the class system, which is ambitious and cool and perfect for a superhero game. It is also going to be extremely complicated to balance, and that is going to mean nerfs. People who say "oh they should have gotten them out of the way in beta" I think don't realize what a huge undertaking balancing a system like that is. If they waited for it to be perfectly balanced before releasing, we wouldn't be seeing this game ever.

EDIT: And they - and everyone else with an MMO - should nerf sooner rather than later, IMO. Sitting on an unbalanced game for 5 months and THEN springing nerfs on people who have become really accustomed to things is a much worse idea, and Cryptic learned that lesson after the (completely necessary but not well-presented) enhancement revamp in CoH.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 22, 2009, 12:18:57 PM
If a game is unbalanced, then there should be buffs as well as nerfs...

I'll give them getting the concept of free-form power selection correct.  I'll still harp on them for poor execution and lack of insight.  As a second MMO from a company, it's really inexcusable.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 22, 2009, 12:22:04 PM
If a game is unbalanced, then there should be buffs as well as nerfs...


Which is why the Sorcery power set received across the board buffs with this patch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on September 22, 2009, 12:33:25 PM
If a game is unbalanced, then there should be buffs as well as nerfs...

I'll give them getting the concept of free-form power selection correct.  I'll still harp on them for poor execution and lack of insight.  As a second MMO from a company, it's really inexcusable.

Generally speaking, nerfs are always, always, always a better balancing tool than buffs. You'll never flood your economy or break your leveling curve with nerfs; buffs that don't work out properly can easily do that, and will cause far more damage to your game as a whole.

Anyway, it all depends where you want the balance point. There's no requirement that buffs accompany nerfs if the issue is you want the performance point of the players to be around where the lower classes/character types are performing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 22, 2009, 01:52:33 PM
Whoops! (http://"http://forums.champions-online.com/showthread.php?t=71928")

Quote from: Daeke
Okay, so the topic is totally irrelevant, I know. But here's an update on where things are today:

•Critter damage was decreased last night, however players report an increase. We are investigating this immediately to find the cause.
•Defenses from items were not touched in the patch, yet players are reporting a decrease. We are also investigating this.

As you can see from the above points, neither of the changes that the community is reporting were intended, and the designers are ripping apart the code as I post this to get to the root of the issue immediately. We apologize profusely for the frustration this is causing you today, and I'll update this thread with more news when I get it. Thank you all for your patience.

Daeke

UPDATE:

Critter damage - They are indeed dealing too much damage, due to a bug related to their maintained powers. We're working right now on a fix, and we can hopefully do a quick patch tonight (along with the free retcon) to fix it.

Item stats - This issue is affecting all items below level 11, and has to do with assumptions the game makes based on when your equipment slots should be filled. We're going to revert the changes to how they were before this morning with the next patch (again, hopefully tonight).

Thanks again for your patience while we resolve the issues.

then, later in the thread

Quote
But people were reporting these problems in the brief time it was on the test server, people were saying the patch wasn't ready last night, and it went live anyway.

So, yeah, maybe they should start looking at the feedback in the test forum.  Course, an actual QA department might help as well.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 22, 2009, 02:34:11 PM
Don't mistake the levels of buzz for different products here at f13 for what the 'real' levels are out in the wider gaming world. Sandboxy things like FE will *always* get more buzz and more chances to succeed/fail with the set of people that post here; beyond the walls of our ivory tower things are likely different. I mean come on, how long has Metaplace have its own subforum?

I'm not going to end up subscribing to either game, mind you, but CO isn't getting the props it deserves for the class system, which is ambitious and cool and perfect for a superhero game. It is also going to be extremely complicated to balance, and that is going to mean nerfs. People who say "oh they should have gotten them out of the way in beta" I think don't realize what a huge undertaking balancing a system like that is. If they waited for it to be perfectly balanced before releasing, we wouldn't be seeing this game ever.

EDIT: And they - and everyone else with an MMO - should nerf sooner rather than later, IMO. Sitting on an unbalanced game for 5 months and THEN springing nerfs on people who have become really accustomed to things is a much worse idea, and Cryptic learned that lesson after the (completely necessary but not well-presented) enhancement revamp in CoH.


Yes, but there's no requirement to nerf as stupidly as they're doing.

I also don't agree the enhancement revamp was necessary per se--or at least that they went about it so badly that it called into question whether the cure was worse than the disease. Much as now. The first lesson isn't nerf early or nerf late: it's don't be a mentally defective chimp when you start pounding on the nerf button.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 22, 2009, 02:42:26 PM
If a game is unbalanced, then there should be buffs as well as nerfs...

I'll give them getting the concept of free-form power selection correct.  I'll still harp on them for poor execution and lack of insight.  As a second MMO from a company, it's really inexcusable.

Generally speaking, nerfs are always, always, always a better balancing tool than buffs. You'll never flood your economy or break your leveling curve with nerfs; buffs that don't work out properly can easily do that, and will cause far more damage to your game as a whole.

Anyway, it all depends where you want the balance point. There's no requirement that buffs accompany nerfs if the issue is you want the performance point of the players to be around where the lower classes/character types are performing.

Bad nerfs are pretty much six to the half-dozen of bad buffs, except that a bad nerf takes something entirely out of circulation from the choices that players make. When a class or power vanishes entirely from the ecosystem of player choices due to bad nerfing, there's a series of rippling consequences through the economy. Anybody holding items whose value is pegged to the nerfed ability or class is left holding nothing. Non-nerfed abilities or classes which resemble the nerfed ability or class or perform the same function tend to overwhelm that ecological niche within the game as well, because they're the only source of that functionality, and that produces a dependency which makes the economy more vulnerable in the long term.

More importantly, you have to consider the impact on retention. Bad nerfs have an immediate negative impact on players, and I suspect produce spikes of players unsubbing (worse in games where there's a large population of players at the end game with max level characters). Bad buffs take a while to have negative effects that are visible to most players, and if they push some people to unsub, it's usually only after they've realized what is happening to competition for resources (including spots in groups, etc.) and have resolved that no fix is likely.

Just from the standpoint of managing the best possible retention environment, I think the "nerf first, nerf often" school is a mistake. (Demonstrably so in the history of a number of MMOs.)

The really preferable thing is to have a subtle hand when it comes to nerfing, though. Cryptic didn't have that with CoX, and they sure as hell aren't demonstrating it here.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 22, 2009, 02:46:36 PM
Rather notably, the forums have been down all day today. Who here thinks that's an accident?  :oh_i_see: Yeah, I thought so.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 22, 2009, 04:13:02 PM
Cryptic has not only their own previous MMO to draw experience from, but also over a decade of successful and failed MMOs from other companies. Yet there's still too much burying of heads in the sand, arrogance, misinterpretation of feedback, etc. They're trying to reinvent the wheel when they don't have to.

Their community rep jumping on the forums and admitting that big "Whoops" gives me hope. So...we'll see. But God, I'm tired of Blizzard being the only company that learns from others' mistakes. (And consequently, I'm tired of WoW, Diablo, and Starcraft.)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 22, 2009, 04:20:24 PM
That dude is unusually honest--he's been straight-shooting a lot of stuff. Problem is, he's trying to straight-shoot some live management practices that I think are pretty amateurish at best. Sooner or later, someone's going to either tell him to shut up or he's going to get tired of having to try and explain a big boo-boo.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ghambit on September 22, 2009, 05:08:30 PM
This kinda reminds me of when NCSoft hit the nerf-button on Tabula Rasa when their content team was lagging behind.  In the end, it killed the game for all time.  Not only was there not enough content, but the inherent grind became unbearable due to the nerf.

They'd have been better off just letting people enjoy the combat system, max a few characters, and work on finishing the game.  Cryptic is perilously close to doing the same thing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 22, 2009, 06:28:02 PM
That dude is unusually honest--he's been straight-shooting a lot of stuff. Problem is, he's trying to straight-shoot some live management practices that I think are pretty amateurish at best. Sooner or later, someone's going to either tell him to shut up or he's going to get tired of having to try and explain a big boo-boo.

Judging by the mixed results of that thread, I'm thinking it might have been best to not say anything. Too bad. I liked hearing "We know, we fucked up." It was assuring to me. Ooo, I know! They should totally say "We're sorry we didn't listen to your feedback on the Test Server." That would make everything all better.

Seriously though, I can't imagine anyone gleaning much from those forums. It's the same old song and dance. Why do I care?! Gyah. I'm gonna download Fallen Earth tonight.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 22, 2009, 09:30:21 PM
I'm not going to end up subscribing to either game, mind you, but CO isn't getting the props it deserves for the class system, which is ambitious and cool and perfect for a superhero game.

... What class system? Giving the player a large number of powers and allowing them to pick freely doesn't seem to be that interesting. It allows both FotM minimax builds, tankmages and hopelessly weak builds depending on how good the player is at understanding the game mechanics. Meanwhile the powers as a whole are massively redundant, those who try and stick with a theme are often penalized and the replay value is reduced because there's no strong sense of class personality.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 22, 2009, 09:35:49 PM
Getting to pick and choose powers is interesting and great, but only if that was the whole point of the game. E.g., if they understood what would happen (stark divide between concept characters and minmax characters) and had a plan for making at least one of those populations happy. Concept characters/players you make happy with innovative content (not Kill X of static spawn quests, but quests aimed at individual characters and backstories), plus working social tools. Minmax characters you make happy with a fuckton of endgame/challenging content. Cryptic has done neither while designing a character engine that has almost nowhere to go and nothing to do that's actually suited to it.

Time for Fallen Earth, I think. I'll stay subbed for another week so my kid can play with the character design system and then off with its head.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on September 22, 2009, 11:53:07 PM
I tell ya' I'm also pissed that a product involving Savage Worlds is so crappy.  Although ironically, SW is losing street cred. these days (big surprise).  Both suffer from being Fast, Furious, Fun with no persistent depth... and are unable to give long-term compelling play along with gritty content w/o a dickless simple-nerf.

There's an MMO product involved with Savage Worlds?  Which one is that?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: dEOS on September 23, 2009, 03:44:11 AM
What do you spend resources on in CoX? I still need to play that.
CoX has a real economy now, sadly. Basically after nerfing the hell out of everybody they created an invention system that lets you get back the what was nerfed (plus a lot more) in exchange for having to grind and grind and grind and grind and grind for "money" (there are various forms of "currency" in the game, too many actually) and drops.

Your post is full of wrong but since it's a CO topic I'll address only this point.

CoX had a serious problem. No economy was possible in a world where powers+basic enhancements would make you overpowered. So they nerfed. But did so intelligently so that there was room for improvement. Currently, when you look at invention sets and game balance... everyone (and not just a few AT) have benefited from the invention system. Amazing work, amazing modelling of the combat powers. I am still impressed by how it was well designed.

And money to get what you want is not really a problem. Another game has panned out inside CoH and that is trading or playing the market. You can become rich at level 10 to buy whatever you want simply by playing the market (buying low, craft and sell high). I am a particularly casual player and I have all the purples I need on my main.

That said.

My personal take on CO is that Jake Emmert finally did the game he couldn't do with CoH. Free power choices was possible in the early beta version of CoH. That was deemed impossible to balance. Guess what's the problem in CO: everyone flocks to the overpowered powers. Retcon is so high because otherwise people would play min-max all the time. Today you get nerfed, you have to reroll. Great way to keep your playerbase.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 23, 2009, 05:42:50 AM
See, I really think that at launch they also had a sizeable population of people who wouldn't flock to the overpowered powers, who would build concept characters and as long as the character wasn't utterly shit they'd play that. The powersets were pretty good for building concept characters. They needed to just shrug and figure that minmaxers would find FOTM combinations and beat the content easily, and maybe make an instance or two designed to be tough for FOTM builds as an endgame activity. In the meantime, build a lot of a very different style of quest for the concept characters, moving away from WoW-template quests.

But they've managed to totally alienate and annoy both populations at this point.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: March on September 23, 2009, 08:10:47 AM
See, I really think that at launch they also had a sizeable population of people who wouldn't flock to the overpowered powers, who would build concept characters and as long as the character wasn't utterly shit they'd play that. The powersets were pretty good for building concept characters. They needed to just shrug and figure that minmaxers would find FOTM combinations and beat the content easily, and maybe make an instance or two designed to be tough for FOTM builds as an endgame activity. In the meantime, build a lot of a very different style of quest for the concept characters, moving away from WoW-template quests.

But they've managed to totally alienate and annoy both populations at this point.

Agreed.

Purely as a semi-open concept game, I happily would (and did) give them $50... It honestly is fun to build concept characters around, say, the detective Poirot who uses his grey-cells (telepathy) to down the bad-guys.  I personally don't give a rats ass about mini-mines or whatever is FOTM.  The other flaw that I see here is that there's not nearly enough server/community cohesion to consider paying a monthly fee.  Seems to me that they should have copied their own GW model and enhanced the game through paid content.  They got me for the initial box (but hey, I'm rich compared to the average gamer) but no way I'll pay a sub for this... and thus will eventually drop it completely.  If they had used the GW model, I'd happily bounce in and out to work on my concepts.  They would have gotten more $$ out of me in the long run.  But, hey, I'm just one statistical blip.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 23, 2009, 08:13:51 AM
I'm not going to end up subscribing to either game, mind you, but CO isn't getting the props it deserves for the class system, which is ambitious and cool and perfect for a superhero game.

... What class system? Giving the player a large number of powers and allowing them to pick freely doesn't seem to be that interesting. It allows both FotM minimax builds, tankmages and hopelessly weak builds depending on how good the player is at understanding the game mechanics. Meanwhile the powers as a whole are massively redundant, those who try and stick with a theme are often penalized and the replay value is reduced because there's no strong sense of class personality.


Having been stuck with a DAOC Thane and CoH Elec/Storm defender when what I really wanted was a electricty/storm melee/caster dps hybrid, I find the chance to define my own "class" very interesting. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 23, 2009, 08:50:40 AM
The minmaxers are always going to find the most optimum ways to tear through the content. You can't design for them. By the time you've caught up with them, they're already done, and may very well be experimenting with non-optimal gameplay. And by then, you've made non-optimal gameplay impossible. Meanwhile, high-concept players and roleplayers are slowly climbing up the ladder, and they get hit by the nerfbat around the mid-levels, which are traditionally the slow point in most MMOs.

This is not news. And that makes me sad.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: trias_e on September 23, 2009, 09:29:36 AM
Quote
Having been stuck with a DAOC Thane and CoH Elec/Storm defender when what I really wanted was a electricty/storm melee/caster dps hybrid, I find the chance to define my own "class" very interesting.

I'm with you.  I'll probably pick up this game at some point simply for character creation.  And not the visual kind.  As long as their respeccing system isn't too brutal and the leveling curve not too harsh, it should be a very fun kind of mini-sandbox to play in for me.

As for over the top nerfs, I've always been somewhat baffled by them.  I think they are caused by one of two things.  Either an out of touch development team who doesn't realize the effects of their actions on the people actually playing the game, or a tyrannical development team who is obsessed with a vision they have for their classes and refuse to adapt that vision to any sort of in game realities.  Thus nerfing a skill into oblivion because it wasn't meant to be a primary focus for the character.  You know what, if it's a fun skill to use, why not make it a primary focus and balance it with that in mind?  Instead of totally ruining or at least massively altering players' game play experience.  Adapt fuckers!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 23, 2009, 09:40:22 AM
Well, some of their nerfs I agree with, mini mines being one example (though it might have been TOO severe).  it was doing HUGE amounts more damage than anything of a similar level.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 23, 2009, 10:17:07 AM
Again, sure, nerf it, but compared to content creation, getting social tools into the game, and so on, balance doesn't quite deserve the exclusive attention it's been getting. But boy howdy, if you are going to pay that much attention to it, do it right. Minimines went from the FOTM best to being kind of pointless. A 75% nerf in effectiveness? Srsly? You can tell me all you like that it's hard to do balance in beta and I'll agree with you, but nothing should be going live that you end up feeling is 75% too effective, or that is radically different in effect than the design doc says it should be.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 23, 2009, 11:29:45 AM
Again, sure, nerf it, but compared to content creation, getting social tools into the game, and so on, balance doesn't quite deserve the exclusive attention it's been getting. But boy howdy, if you are going to pay that much attention to it, do it right. Minimines went from the FOTM best to being kind of pointless. A 75% nerf in effectiveness? Srsly? You can tell me all you like that it's hard to do balance in beta and I'll agree with you, but nothing should be going live that you end up feeling is 75% too effective, or that is radically different in effect than the design doc says it should be.

Wel, it was probably over done, but the one of the CMs said something like it wasn't simply overpowered, but there was a bug in power that was making it do literally 4 times the damage it was intended to do in design.  Now I agree with you that they have bigger fish to fry than balance right now.  More content needs to be their highest priority, by a long shot.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on September 23, 2009, 12:45:41 PM
You'd think everyone on f13 would understand this fallacy by now. How long have we all been playing MMOs?

The people who work on class balance are not the same people who build content except for the very smallest games.

"OH GOD THEY SHOULD BE WORKING ON CONTENT NOT BALANCE/ART/MONEYHATS" is WoW general forum talk, we should be smarter than that here.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 23, 2009, 12:59:41 PM
You'd think everyone on f13 would understand this fallacy by now. How long have we all been playing MMOs?

The people who work on class balance are not the same people who build content except for the very smallest games.

"OH GOD THEY SHOULD BE WORKING ON CONTENT NOT BALANCE/ART/MONEYHATS" is WoW general forum talk, we should be smarter than that here.

I wasn't suggesting that they aren't working on content because of this, I was saying that content is a way bigger problem than this.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cyrrex on September 23, 2009, 01:07:15 PM
You'd think everyone on f13 would understand this fallacy by now. How long have we all been playing MMOs?

The people who work on class balance are not the same people who build content except for the very smallest games.

"OH GOD THEY SHOULD BE WORKING ON CONTENT NOT BALANCE/ART/MONEYHATS" is WoW general forum talk, we should be smarter than that here.

It's also about where they are putting their resources.  Pouring money into balance when you could be funneling it into content is certainly a legit gripe to bring up.  Though I'll admit that a large part of my opinion is driven by the fact that I think "balance" is a retarded concept. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 23, 2009, 01:33:16 PM
The people who work on class balance are not the same people who build content except for the very smallest games.

They could shift some people from their balance team to their content team, couldn't they?

/ducks


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 23, 2009, 01:36:23 PM
Or not shift people to other games...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 23, 2009, 01:41:04 PM
You'd think everyone on f13 would understand this fallacy by now. How long have we all been playing MMOs?

The people who work on class balance are not the same people who build content except for the very smallest games.

"OH GOD THEY SHOULD BE WORKING ON CONTENT NOT BALANCE/ART/MONEYHATS" is WoW general forum talk, we should be smarter than that here.

It's not that the same person has to choose between two jobs. It's that the lead designer should make a decision about where to allocate resources and put emphasis, especially for live management. Content creation and balance take place at different time scales no matter how many resources you put into one or the other, but if there is a lot of balancing/class redesign happening and not much else, someone didn't get the right live management recipe down. The live management recipe, notably, is not the same as the pre-alpha to alpha build recipe. Right now from what I can see, Cryptic has very few resources in the content management bin and most of their resources in the game mechanics/balance bin.

It's also a question of pace. They are pulling a lot of triggers very quickly with balance, and some of them don't make much sense unless they're designed to interact with some kind of upcoming content changes, but I see no sign that said changes are imminent in any respect.

You can also have a problem if the balance/class design people aren't talking to content people much, which again is a lead designer/manager's responsibility. Or if you've got individual live management staff who have separate responsibility for one aspect of the class mechanics or balance who don't talk much to people with proximate responsibilities. That's been a problem on a number of MMOs and I think it's a problem here.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: MisterNoisy on September 23, 2009, 02:05:16 PM
Champions Online $30 at Amazon Today (http://www.amazon.com/gp/feature.html/ref=amb_link_6716412_1?ie=UTF8&docId=1000208101&pf_rd_m=ATVPDKIKX0DER&pf_rd_s=right-1&pf_rd_r=1SWX34T7288RSRW1KN6J&pf_rd_t=101&pf_rd_p=457286001&pf_rd_i=468642)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on September 23, 2009, 02:20:34 PM
Right now from what I can see, Cryptic has very few resources in the content management bin and most of their resources in the game mechanics/balance bin.

So basically your beef is with their marketing people not telling you what content is coming down the pipe? Unless you have some extra visibility to what their team is working on, you're just speculating pointlessly. We don't know how much of their team is working on balance and how much is working on content.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 23, 2009, 04:08:07 PM
I'd hope their code is being written by programmifiers while the content is being done by level-designomers and wordsmithiers. Maybe even get one of those lead-o-matics to coordinate them all.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 23, 2009, 04:15:23 PM
Right now from what I can see, Cryptic has very few resources in the content management bin and most of their resources in the game mechanics/balance bin.

So basically your beef is with their marketing people not telling you what content is coming down the pipe? Unless you have some extra visibility to what their team is working on, you're just speculating pointlessly. We don't know how much of their team is working on balance and how much is working on content.

Now who's playing the WoW-general forum game? Come on, most of us here have some knowledge of this industry and experience in watching these things develop. Do you seriously think Champions has a significant set of content additions coming down the pike in the next three to four months? Even games that have struggled a bit at launch like Warhammer and DDO have been able to describe and execute some content expansion not long after launch. Sure, I'm reading the tea leaves, and so are you, but that's what we're here to talk about, in part.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on September 23, 2009, 05:35:18 PM
The game has been out for just over 3 weeks. How long was it after launch before those other MMOs announced any significant new content? I understand we all get more impatient with MMOs the more of them we play but no content expansion announced in the first month isn't the sky falling.

Have you actually hit a point in the game where you are out of content yet? I don't mean "there's no more stuff in Canada so I had to go to the city/desert" I mean literally out of content, nothing to do for your level?

Frankly it is a bit surprising to me there are fairly large scale balance changes this quickly, seems to me the first month of most MMOs is usually given over primarily to fixing stability issues.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 23, 2009, 05:47:40 PM
The game has been out for just over 3 weeks. How long was it after launch before those other MMOs announced any significant new content? I understand we all get more impatient with MMOs the more of them we play but no content expansion announced in the first month isn't the sky falling.

Have you actually hit a point in the game where you are out of content yet? I don't mean "there's no more stuff in Canada so I had to go to the city/desert" I mean literally out of content, nothing to do for your level?

Frankly it is a bit surprising to me there are fairly large scale balance changes this quickly, seems to me the first month of most MMOs is usually given over primarily to fixing stability issues.

The game is actually quite stable from what I've seen, not perfect, but good.

I ran out of content a  couple(like, 0 quests available to me at any quest hub I could find, and nothing in the crime computer) times when leveling my first character to 40, but I guess there were some things I must have missed, especially the "hidden" quests that don't show up in the crime computer, like random escorts, quests that pop up when you walk into a zone, etc.  I ended up grinding a total of about 2 levels in the 30s through PvP and Master Villain grinding.   

There is a guy putting together a leveling guide, which I haven't been using as such, but has a list of all quests for given level ranges, including all the "hidden" that I've been using to make sure I do all available quests this time through with my next couple characters and its been going well so far.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Count Nerfedalot on September 23, 2009, 06:40:43 PM
Quote
Having been stuck with a DAOC Thane and CoH Elec/Storm defender when what I really wanted was a electricty/storm melee/caster dps hybrid, I find the chance to define my own "class" very interesting.

I'm with you.  I'll probably pick up this game at some point simply for character creation.  And not the visual kind.  As long as their respeccing system isn't too brutal and the leveling curve not too harsh, it should be a very fun kind of mini-sandbox to play in for me.


Um, have you read anything else in this thread?  "Retcon" is this game's term for respec. Search the past page or two for that term and see what's going on with it.  It's deliberately horribly brutal.  Yet with nerfs to powers coming right and left and still having a huge range of power/survivability/usefulness between the various powers, the odds of your initial character design being worth anything by the endgame is minimal.  The game system and environment SCREAMS for easy respec, yet deliberately denies it.  Yay for The Vision 2.0.

Picking this game up for character creation of any kind EXCEPT the visual kind is prety absurd.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 23, 2009, 07:30:40 PM
It's hard to argue that easy respecs would be a good thing for ChampO. Are they overpriced now? Maybe. I've noticed (in the times I've played where I haven't crashed) that resource drop rates have been increased quite a bit, so that might make things more affordable on characters created / playing from this point on. But I don't think it is a good idea to let players flip a single character from being Batman to Superman to Spider-Man at the drop of a hat.

I get it from a player point of view - wanting to be able to flip between powers easily. But that just raises the issue of power flipping to the 'best' between certain level sets. As I understand it, Lightning Reflexes (a DEX-based dodge defence) sucks at lower levels, because characters don't have the DEX values to get the best benefit (and Dodge's effectiveness is greatest versus slow, more powerful attacks, which are rare at lower levels). However, at higher levels it can be among the best defences in the game. So there would be sense in taking regen / inv at lower levels, then flipping it to something like lightning reflexes later on when you have the stats to support it.

The major issue right now is consistency - there is no guarantee what the powers are going to do one patch to the next. I certainly hope Cryptic are going to settle down on this soon as right now they've not only dropped the ball, they are currently kicking it round the room in a bad vaudeville sketch.

Oh, and another free retcon is on the way.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 23, 2009, 08:28:59 PM
It's hard to argue that easy respecs would be a good thing for ChampO. Are they overpriced now? Maybe. I've noticed (in the times I've played where I haven't crashed) that resource drop rates have been increased quite a bit, so that might make things more affordable on characters created / playing from this point on. But I don't think it is a good idea to let players flip a single character from being Batman to Superman to Spider-Man at the drop of a hat.


Yeah with the new "economy" patch they are definitely way more affordably.  Items are dropping like crazy, and you can earn a lot of money fast.  I have about as much money on my level 19 character as I did when I was around level 30 on my first character, and this is just a couple days past when this new patch went live.

Also, I agree this is why you shouldn't be able to flip around so much.  They are giving free retcons after major balancing patches so that people can choose to redo their builds if they are that dead set on it.   To be honest, it is admittedly nigh impossible to do a full retcon from level 40 all the way back down to 0 right now if you were to do it without the free one they give out with the patches, but that isn't a bad thing, for the reasons Unsub gives.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 23, 2009, 09:01:21 PM
Again, people making concept characters are unlikely to flip around even if they're given free retcons every other day. The only reason they need retcons is when a power is so utterly changed that they either don't like it any more for the concept or it simply has no utility. Or because balance changes gimp their concept character so bad as to make it unplayable.

Minmaxers will use affordable retcons to flip from Batman to Wonder Woman, certainly. But visually they can do that now anyway, pretty much, plus there's so few social tools that it hardly seems to matter if the electric-looking guy you were in a group with last night has turned into the Edible Bulk in looks the next day. The radical flipping matters only inasmuch as it makes it easier to move to a FOTM build and whup the crap out of the content, as well as causing PvP to be nothing but one or two viable builds.

But: as always, there are more strands to the Gordian knot. If you're a dev, you don't want FOTM builds to appear literally every night after you try to balance something. That is, if you're trying to protect some kind of content from being eaten up too quickly. That has already happened, though. Whether or not you had enough quests in round 1, you're doing the same exact ones, all of them, with a second character. There are virtually no "surplus" quests except for crime computer/civilian quests. Contrast that to multiple-faction, multiple-race MMOs, which at least have some branching content paths that might make creating an alt marginally more interesting. So the only thing to protect really is some sense of challenging PvE gameplay. I also think the horse is long since out of the barn on that one. Unless you're a concept character or you're doing a heavy-melee character, you're going to find it pretty easy most of the time. Changing that in a substantial way just by tweaking powersets down and mob attributes up is just gonna piss people off and drive them out, whatever their playstyle.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on September 23, 2009, 09:02:25 PM
What do you spend resources on in CoX? I still need to play that.
CoX has a real economy now, sadly. Basically after nerfing the hell out of everybody they created an invention system that lets you get back the what was nerfed (plus a lot more) in exchange for having to grind and grind and grind and grind and grind for "money" (there are various forms of "currency" in the game, too many actually) and drops.
Your post is full of wrong but since it's a CO topic I'll address only this point.
No I'm not but thanks for playing! :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 23, 2009, 09:11:29 PM

Have you actually hit a point in the game where you are out of content yet? I don't mean "there's no more stuff in Canada so I had to go to the city/desert" I mean literally out of content, nothing to do for your level?


It's hard to quantify, but I think Champions has by far the least of the vanilla PvE content of maybe any comparable MMO at launch. It's got no multiple-faction, no multiple-race content. It has very very little group content or endgame-raid content. It has a rudimentary PvP side game. It has almost none of the timesink-type content that MMOs often have even at launch. Crafting is of negligible importance, and you get pretty much all the materials you need by breaking down items: there's not much need to hunt nodes. There's some public quests but some of them are on long time delays like Destroids Rise Again, and others of them frankly blow like Reign of Frogs.

So the first time through into my 30s, have I ever had an empty quest log? No, but I have pretty much had to do every conceivable quest that I could find, and most of the time, I've been doing quests 3-5 levels above current level. That's ok, but it means you've got nothing left to discover on an alt except maybe some of the possible synergies between powersets.

Even other games that had notorious content gaps in the mid to late levels like AoC and War had multiple factions and some branching choices about where to go up to the mid-levels that might get you to wonder what it would be like to go to another zone or place the next time through.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 23, 2009, 09:15:13 PM
Unless you're a concept character or you're doing a heavy-melee character, you're going to find it pretty easy most of the time. \


Hell, I have a heavy-melee concept character and it still isn't hard.  The game isn't hard, even with "bad" powers.  I suppose the game could be hard if you were entirely designed towards support and tried to solo with basically no damage abilities besides what you start with, but other than that, I have to imagine pretty much every build in the game can get to level 40, and that a TON of the complaining comes from 1) people who had obviously OP stuff before, and think the game is hard now because they are still trying to AoE down 20 guys at a time like they were pre-nerf or 2) just plain suck at the game (read: don't block enough, charge abilities when tapping would be better, etc).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 23, 2009, 11:29:11 PM
I think that there are plenty of players out there who might start with a concept, but look to make an effective character at the same time. Not minmaxing, but not ignoring powers that might be off core concept but make the character more effective.

But, yeah, content. Halloween will be the first event and I'm expecting  some major content before Xmas - maybe that lvl 41 - 50 stuff, maybe another zone for the mid-levels. ChampO needs to keep up offering content to players so they don't stop to think about what little else is on offer outside of combat.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 23, 2009, 11:50:46 PM

New content is a direct function of how much money is coming in. And given the game didn't generate much interest and the developers are attempting to patch it to death I wouldn't get too hopeful. In addition with no interesting grouping or progression mechanics how long would any content take to be consumed?

Reading the forums at the moment is interesting. I've never seen a MMO develop such a hostile atmosphere while still in the first month.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 24, 2009, 06:53:12 AM
Unless you're a concept character or you're doing a heavy-melee character, you're going to find it pretty easy most of the time. \


Hell, I have a heavy-melee concept character and it still isn't hard.  The game isn't hard, even with "bad" powers.  I suppose the game could be hard if you were entirely designed towards support and tried to solo with basically no damage abilities besides what you start with, but other than that, I have to imagine pretty much every build in the game can get to level 40, and that a TON of the complaining comes from 1) people who had obviously OP stuff before, and think the game is hard now because they are still trying to AoE down 20 guys at a time like they were pre-nerf or 2) just plain suck at the game (read: don't block enough, charge abilities when tapping would be better, etc).

Right. But I have to say that I just jumped in at launch and didn't RTFM (not that there was one to read), and precisely because you don't really need to block until the mid-teens or twenties, I didn't pay much attention to it at first. The tap/charge mechanic also took a while to fully understand, particularly because there are some powers that charge-down. It's a very busy UI with lots of stuff going on on top of very "loose" and forgiving combat mechanics, which is something of a mismatch. Especially if they have attracted some folks who just like comic books who weren't really around for the CoH/CoV launches, which is possible. I've run into a few people in the game who really seem new to MMOs and a lot of the mechanics are confusing to them.

It is possible to inadvertently create a pretty gimped character who will have trouble by the early 20s, because in the early 20s you're having to do quests several levels above your current level and sometimes against slightly more difficult mobs like the Gadroon. Someone who didn't really get the game but was just following a concept might not take a defensive passive at all, or a weak one like Defiance; might pick several redundant offensive powers or not pick an AOE at all, etc. I've been trying to work up a munitions/darkness hybrid who is a concept character and it's easy because  munitions is a very strong powerset, but I was a bit stuck for an AOE until I got Lead Tempest, because I did not want the character to be pulling rockets or assault rifles out of nowhere. (I did take Shotgun, though.) (I also tried Condemn, which is pathetically weak.)   But for the most part, most combinations of powers are not going to meet with much of a challenge.

The thing is, you cannot make a challenge simply by nerfing powers down and buffing mobs up. You have to build it into the basic mechanics and concept from the outset.

Actually, one thing that can be challenging is grouping in the outdoors, because of the bring-a-friend chain pulling mob AI. I understand what they're doing with that, but the effect is to further dis-incentivize grouping. Rather than getting some missions done more quickly, it actually makes some missions longer and more difficult because you can end up pulling 5-6 spawns worth of mobs for just one target, with a much higher risk of one toon getting overwhelmed if the group isn't careful and coordinated.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 24, 2009, 07:46:40 AM
Unless you're a concept character or you're doing a heavy-melee character, you're going to find it pretty easy most of the time. \


Hell, I have a heavy-melee concept character and it still isn't hard.  The game isn't hard, even with "bad" powers.  I suppose the game could be hard if you were entirely designed towards support and tried to solo with basically no damage abilities besides what you start with, but other than that, I have to imagine pretty much every build in the game can get to level 40, and that a TON of the complaining comes from 1) people who had obviously OP stuff before, and think the game is hard now because they are still trying to AoE down 20 guys at a time like they were pre-nerf or 2) just plain suck at the game (read: don't block enough, charge abilities when tapping would be better, etc).

Right. But I have to say that I just jumped in at launch and didn't RTFM (not that there was one to read), and precisely because you don't really need to block until the mid-teens or twenties, I didn't pay much attention to it at first. The tap/charge mechanic also took a while to fully understand, particularly because there are some powers that charge-down. It's a very busy UI with lots of stuff going on on top of very "loose" and forgiving combat mechanics, which is something of a mismatch. Especially if they have attracted some folks who just like comic books who weren't really around for the CoH/CoV launches, which is possible. I've run into a few people in the game who really seem new to MMOs and a lot of the mechanics are confusing to them.

The tutorial really has a wealth of information, but I'm guessing that most people simply don't read anything, and then complain later.  I mean, the first quest of the tutorial teaches you the main mechanic of building/expending energy by letting you attack things that don't even fight back, and the SECOND quest teaches you to block.  That should pretty much clue you in on the 2 most important combat mechanics in the game.

I agree there should be a better manual.  The hardcopy one that comes with the game is nothing, and even the online one is pretty mediocre, but the game DOES have all the information available in the tutorial.  People just need to actually read it.  I read it the first time through because I figured the developers wouldn't waste their time putting it in there unless they thought I should know.  

I can see where you are coming from though, because last night I saw in chat someone saying that bullet ballet was crap because all it did was elbow the enemy in the face.  Then I kindly informed them they needed to HOLD THE BUTTON DOWN to make the entire attack go off.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 24, 2009, 08:15:10 AM
Learning in any context in life requires following up and constant reinforcement. If you tell people in the second quest, "Learn to block!" and then the game mechanics don't really incentivize blocking for the next 15-20 levels, I guarantee you a casual player is going to forget it ever happened. That's a disconnect that's in the design itself, not in the players. It's as if a player was taught to drink for mana in WoW but then the first time he ever had mana-related downtime was level 25 or so. A casual player who hadn't read a levelling guide would be, "Why am I out of mana, I never was before? It's taking so long to get it back, I'm bored, I quit this character". It doesn't happen that way because the drink-to-replenish mechanic is firmly required by the design from the very beginning and then consistently reinforced--if folks get to the point where mana regen makes drinking less common, it's at the endgame typically, when the mechanic has been mastered.

I really feel for a new-to-MMO player who is trying to intuit from the power descriptions what Tap, Charge, Maintain, and various effects like Fear, etc., actually mean. The descriptions are clear as mud for anyone who isn't fluent in MMOspeak.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 24, 2009, 08:47:10 AM
Learning in any context in life requires following up and constant reinforcement. If you tell people in the second quest, "Learn to block!" and then the game mechanics don't really incentivize blocking for the next 15-20 levels, I guarantee you a casual player is going to forget it ever happened. That's a disconnect that's in the design itself, not in the players.

You might be right.   I block pretty much every "special" attack by an enemy at any level throughout the entire game, and have since I kept getting knocked on my ass my specials in the tutorial on my character, so I guess it got reinforced for me early on. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 24, 2009, 08:48:56 AM
Tuesday night I respec'd a couple of my characters because the patch notes said that we'd get new free respecs the next night.  Unfortunately they borked that, and until the fix it, I'm stuck with whatever I picked...

Which lead me to discovering that sword-focues telekinesis character is underperforming.  Character has two swords attacks; spamable rank-2 (maybe rank 3) moderate damage, and a rank-2ish cone damage (has a relatively short timer, does decent damage), a pbaoe blast, the defensive/offensive passive that telekinesis sports, a single target hold and a block enhancement.  This concept charcter is hard to play.  That I stacked End/Rec instead of Con which the defensive power keys on also hurts.  I wasn't setting out to create a gimp character, I was creating what I thought would be a high-dps melee character with a few tricks up his sleeve for emergencies.

He doesn't kill quickly, has poor/no capability to deal with larger groups of mobs and has poor damage mitigation.

Four henchman?  Forget it, or if you really need to kill them do a hit and run (or die once and return).  Get in a mission with two villians in a group?  You're probably gonna die at least once, do your best to take one of the villians with you.

I used the Power House to test out the sword and hold, but wihtout robots that fire back it's hard to get a handle on how much mitigation you'll be doing against multiple low-damage attacks.  The 4 hendhman groups are especially problematic.  

So, yeah, there are a few powersets out there for which it's possible to create poorly performing character.

What I'd like to see them do is have the retcon cost scale with how long you've had those power (not necessarily how deep they are in the selection tree).  Had a power for 20 minutes?  Pretty cheap to spec out of it.  Had it for 10 days?  Not so cheap.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 24, 2009, 08:53:46 AM


I used the Power House to test out the sword and hold, but wihtout robots that fire back it's hard to get a handle on how much mitigation you'll be doing against multiple low-damage attacks.  The 4 hendhman groups are especially problematic.  


Luckily they are planning on adding a "danger room" type thing to the power house with robots that will fight back.  I think it'll curb a lot of the problems, and I wish they had it at launch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 24, 2009, 08:56:22 AM
Learning in any context in life requires following up and constant reinforcement. If you tell people in the second quest, "Learn to block!" and then the game mechanics don't really incentivize blocking for the next 15-20 levels, I guarantee you a casual player is going to forget it ever happened. That's a disconnect that's in the design itself, not in the players.

You might be right.   I block pretty much every "special" attack by an enemy at any level throughout the entire game, and have since I kept getting knocked on my ass my specials in the tutorial on my character, so I guess it got reinforced for me early on. 

This is how I play as well, unless I think I can mitigate the special attack in some other way.

In a related note, I'm disappointed that the game doesn't support ducking behind cover like CoX did.  NPCs won't fire on you if you are behind cover (mostly), but if they already have a queued up attack and then you duck for cover, the attacks still land (when pulling you need to duck and block).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 24, 2009, 08:59:52 AM
I used the Power House to test out the sword and hold, but wihtout robots that fire back it's hard to get a handle on how much mitigation you'll be doing against multiple low-damage attacks.  The 4 hendhman groups are especially problematic.  

Luckily they are planning on adding a "danger room" type thing to the power house with robots that will fight back.  I think it'll curb a lot of the problems, and I wish they had it at launch.

Yeah, I saw that in the notes, it should help a bit.  Hopefully they disable the death penalty (such as it is) against the robots in the Power House so you can get a "max-power" perspective.  Ideally the room is large enough so that multiple people aren't competing for the same robots (as is occasionally the case currently with the target room)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 24, 2009, 09:46:21 AM
Heck, I could even imagine a casual player who mostly there because of a love of the genre thinking that getting knocked back hard is a natural and intended part of gameplay. Heck, if every once in a while, my toon went flying back and smashed through three floors of a building, I might almost let it happen just to see it. You can also selectively let some specials through depending on the circumstances of a fight--if I'm doing a "kill X" quest, I may just go ahead and let a special go if I know I can survive and regen my way through it while I burn down henchmen, etc. I tend to block more when I can see that the burn rate of the fight is going to require blocking to finish it. (Say, when I did Medusa at +4 level or if I see that I just pulled the Megadestroid's aggro during the OQ.)  It's only when a casual *has* to somehow finish a fight that's unfinishable without blocking, a passive defense, good energy management and so on that they're either going to get schooled about the game mechanics or get frustrated in a serious way.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on September 24, 2009, 10:40:11 AM
Maybe I'm not strictly a casual player, but the tutorial did a good job of letting you learn blocking. There were a couple villain mobs that had some pretty nasty specials, and in the end of the tutorial that hero dude yells at you to block the big boss's special. Passive was pretty simple, energy management might be a gamer skill in general, I guess. The tap/charge is a bit funky, but I pretty much had the basics down by the end of the tutorial.

Then again, I played the tutorial many times because these type of games make me alt out like crazy. It's all about the theme heroes imo.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 24, 2009, 10:46:52 AM
I hate those line of sight reactions, because they always reset the fight. Nobody in the entire universe of Champions knows how to go through a door. I suspect they're trying to foil mob-pulling tactics, which might be fun in some cases. A lot of games do that. But most games also have mobs who go through doors. It's blatantly a dev versus player tactic, and not enemy versus hero.

Getting knocked back would be more fun if it didn't lead to die-respawn-go back. It's a bit better now that monster damage has been nerfed. And yes, blocking would be more fun if it was one of many ways to deal with a fight.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 24, 2009, 11:29:09 AM
Yeah, you can't door pull really. There's a VIPER boss in Canada who gets seriously screwed because of it--he's inside a maze with a bunch of rocket turrets around him, but his AI doesn't really know how to cope with losing LOS on the players.

First time through the tutorials I smashed up the bosses with ease without blocking, though I understood the mechanic and the icons fine, just because it's possible to just burn the boss down, so why bother? It's only when you have to that it's worth the trouble of doing it. Later in the game you have to.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 24, 2009, 12:03:50 PM
Despite being an MMO veteran, new mechanics take a long time for me to learn.  I'm too busy being overwhelmed by all the new stuff, and as Khaldun said, if I'm shown a mechanic and then never need to use it, I forget about it.  This was very much a problem for me in beta testing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on September 24, 2009, 12:05:25 PM
The not-using-blocking thing surprises me. I used it from the moment it was introduced every time I was fighting something that did one of those P-PO-POW attacks, if I didn't I often got my ass kicked - of course this did coincide with me being accidentally set to 'avenger' mode and having no hit points to speak of.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 24, 2009, 03:57:12 PM
Haven't played today, but I gather the servers went down suddenly at 2pm for emergency maintenance after characters started disappearing following the patch this morning. I would guess a rollback is incoming.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 24, 2009, 04:22:00 PM
Lol, it's hard not to laugh at how increasingly Keystone Copish the product maintanence of CO is getting, and that's from someone who (still) likes the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 24, 2009, 05:00:09 PM
Yeah, agreed. On the one hand, it's frustrating to watch their clownshoes antics, all the while thinking this is the same guy from Hellgate London, and wondering how much longer before the whole thing explodes.

But on the other hand, I'm still having fun and I'm looking forward to logging on as soon as I get home.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 24, 2009, 05:43:19 PM
9/24/09 Dev Chat

http://shadow.game-server.cc/CrypticDevChat/

Worth a read if you are playing the game, don't feel like pasting the whole damn thing in.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 24, 2009, 06:10:36 PM
I am already freaking out at the "we're getting used to having a PTR, that was hard, be nice to us" right off the bat. It's kind of like saying, "Hai guys, I am making a movie, and I am finding this thing called 'the editing studio' very difficult to get used to, I just want to use my daily rushes." I mean, it's weird, isn't it, at this moment in the history of these things to be treating a PTR like some freaky innovation that is  hard to adopt?

The stuff on healers and aggro just seems kind of incoherent, like they scarcely realized that this issue would come up.

I also see that the overreliance on a certain style of entirely quantitative datamining is still Roper's watchword. There are other devs in this industry who have this problem, but he's about the worst afflicted.

Did I read it right that Roper is the actual voice of Foxbat in the game? Now I actually do hate the guy, if that's true.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 24, 2009, 06:40:32 PM
I am already freaking out at the "we're getting used to having a PTR, that was hard, be nice to us" right off the bat. It's kind of like saying, "Hai guys, I am making a movie, and I am finding this thing called 'the editing studio' very difficult to get used to, I just want to use my daily rushes." I mean, it's weird, isn't it, at this moment in the history of these things to be treating a PTR like some freaky innovation that is  hard to adopt?


Yeah, I agree that was particularly lame.   Particularly the "oh yeah, we were just SO focused on the economic part of the patch that we didn't notice that, even though people gave us feedback about it."


 On the plus side, "Powerhouse 2.0" should be here within a month.  Celestial power set still seems cool, and I'm looking forward to that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 24, 2009, 07:29:47 PM

The main thing the tutorial doesn't teach you is that your powerset may not have a passive defence, indeed most don't, but you really do need one and need to consider your stance. Also the real strength in block is combining it with over time effects. Block and regen or some sort of self heal, or block and an AoE DoT are really powerful. Probably too powerful really, how they can balance the damage taken while blocking so it is remotely challenging without making it a potential one-shot kill to a non blocking character will be interesting to watch. It's also mechanically pretty boring. The ultimate tanking strategy is holding down your block key and doing nothing as much as possible?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 24, 2009, 07:42:36 PM

The main thing the tutorial doesn't teach you is that your powerset may not have a passive defence, indeed most don't, but you really do need one and need to consider your stance. Also the real strength in block is combining it with over time effects. Block and regen or some sort of self heal, or block and an AoE DoT are really powerful. Probably too powerful really, how they can balance the damage taken while blocking so it is remotely challenging without making it a potential one-shot kill to a non blocking character will be interesting to watch. It's also mechanically pretty boring. The ultimate tanking strategy is holding down your block key and doing nothing as much as possible?


Well, you don't NEED a passive defense, but part of the problem is that is REALLY helps when you are new to the game.  I'm finding myself doing just fine, even better maybe, on my offensive passive character, but the margin for error is much smaller.

As for the blocking issue, I think its fine.  Some bosses in the 5man content, and especially the "cosmic" level guys, hit like dump trucks, and you really do need to block as much as possible to survive.  Its tricky to manage threat generation and damage mitigation.  But for solo stuff, its fine.  Block + Heal makes you very survivable, but theres nothing wrong with that really.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 24, 2009, 08:25:27 PM
Lol, it's hard not to laugh at how increasingly Keystone Copish the product maintanence of CO is getting, and that's from someone who (still) likes the game.

I agree.

One of the issues appears to be Cryptic scrambling to manage both frontend and backend systems at once - last time NCsoft did a lot of the admin that Cryptic are now preoccupied for. It's splitting attention of decision makers and leading to a lot the miscommunication issues I think we're seeing the results of.

As for ChampO being a test case for STO: 1) it is for all the admin+ systems that will be used for STO and 2) the thought has occurred to me that the PC version is looking increasingly like a paid beta test for the Xbox 360 version (assuming it ever makes it out). From that view, huge launch day patches mean less if the Xbox 360 version launches smoothly.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on September 25, 2009, 06:40:22 AM
But on the other hand, I'm still having fun and I'm looking forward to logging on as soon as I get home.

Pretty much how I feel about CO, interested enough to ignore development hiccups and just actually play the game. 

Got a might/power armour (CON/STR) character up to about level 30 last night.  Missions getting very interesting, including the Nemesis arcs.  I would recommend trying the Destroyer Robot Factoy (Battle of Detroit Museum) at level 28.  The Boss battle is pretty epic and well scripted - makes me hungry for the game when content like that is available.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 25, 2009, 06:46:35 AM
But on the other hand, I'm still having fun and I'm looking forward to logging on as soon as I get home.

Pretty much how I feel about CO, interested enough to ignore development hiccups and just actually play the game. 

Got a might/power armour (CON/STR) character up to about level 30 last night.  Missions getting very interesting, including the Nemesis arcs.  I would recommend trying the Destroyer Robot Factoy (Battle of Detroit Museum) at level 28.  The Boss battle is pretty epic and well scripted - makes me hungry for the game when content like that is available.




Viper Nest in Monster Island is even better than the Dr. Destroyer's Robot Factory (at least in my opinion).  Definitely give it a shot when you get high enough (i think its around level 35).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on September 25, 2009, 08:18:34 AM
I am already freaking out at the "we're getting used to having a PTR, that was hard, be nice to us" right off the bat. It's kind of like saying, "Hai guys, I am making a movie, and I am finding this thing called 'the editing studio' very difficult to get used to, I just want to use my daily rushes." I mean, it's weird, isn't it, at this moment in the history of these things to be treating a PTR like some freaky innovation that is  hard to adopt?

The stuff on healers and aggro just seems kind of incoherent, like they scarcely realized that this issue would come up.

I also see that the overreliance on a certain style of entirely quantitative datamining is still Roper's watchword. There are other devs in this industry who have this problem, but he's about the worst afflicted.

Did I read it right that Roper is the actual voice of Foxbat in the game? Now I actually do hate the guy, if that's true.


Ya with statements like that I can understand why healing agro is totally insane. Right now the best way to play a tank in the game is to grab a heal or two and heal people. Admittedly given how the game is setup its perfectly easy to setup a tank/healer pretty easily. Take invuln and a heal that is not interuptable and you are VERY sturdy.

The problem comes if you try to make a dedicated support/healer class. First off you get ZERO credit in PQs from support activity only doing damage. Second the best heals get interupted with damage due to the reinforcment mechanic and agro mechanics pretty much the second you toss even a tiny heal you now have agro.

How my group got around this was everybody in the group has a heal so we round robin the healing so if one person is forced to block turtle the others can cover them. Its silly as hell but its about the only way we have found a good way to work it.

Also the different stances are pretty ponintless currently at least agrowise. The tank stance sometimes hurts your agro ability because it gimps your equillibrium so you don't have much of an alpha strike to get the initial agro and does not boost your threat.

My character is super statted to presence our "tank" is super statted to presence me in support stance her in tank stance one tiny heal will instantly pull agro no matter how long she has beat on mobs.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tmon on September 25, 2009, 08:18:49 AM
Then again, I played the tutorial many times because these type of games make me alt out like crazy. It's all about the theme heroes imo.

I have too, which is odd for me since I'm not usually an altaholic, but I keep having ideas for new characters.  So far my highest is a Melee/weapons build that hit 20 the other day.  the game seems fairly friendly to my jump in dink around for an hour or so and log out play style and much to my surprise I'm not planning on canceling at the end of the included month.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: kaid on September 25, 2009, 08:28:04 AM

The main thing the tutorial doesn't teach you is that your powerset may not have a passive defence, indeed most don't, but you really do need one and need to consider your stance. Also the real strength in block is combining it with over time effects. Block and regen or some sort of self heal, or block and an AoE DoT are really powerful. Probably too powerful really, how they can balance the damage taken while blocking so it is remotely challenging without making it a potential one-shot kill to a non blocking character will be interesting to watch. It's also mechanically pretty boring. The ultimate tanking strategy is holding down your block key and doing nothing as much as possible?


Well, you don't NEED a passive defense, but part of the problem is that is REALLY helps when you are new to the game.  I'm finding myself doing just fine, even better maybe, on my offensive passive character, but the margin for error is much smaller.

As for the blocking issue, I think its fine.  Some bosses in the 5man content, and especially the "cosmic" level guys, hit like dump trucks, and you really do need to block as much as possible to survive.  Its tricky to manage threat generation and damage mitigation.  But for solo stuff, its fine.  Block + Heal makes you very survivable, but theres nothing wrong with that really.


It would have been good for them to talk about these a bit. I have helped more than a few people who were frustrated as hell with the game by simply helping them level to their next power pick and talking them into picking regen or invuln. Either of those two powers can change a character who is dying a lot into a pretty darn potent force who at very least can live to run away.

My biggest gripe about champions is that for such a wide open game for powers and abilities it does a terrible job of giving documentation or information on how to make informed choices about powers. There is just so much there its terribly easy to screw yourself and not really have any good in game support on how to avoid that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on September 28, 2009, 09:24:55 AM
I cancelled my subscription. Another game that would have been fine as a multiplayer game, but doesn't stand out as a MMOG.
I'll put it on the list of games I play when I get burned out on WoW.  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 28, 2009, 10:28:54 AM
I cancelled my subscription. Another game that would have been fine as a multiplayer game, but doesn't stand out as a MMOG.
I'll put it on the list of games I play when I get burned out on WoW.  :awesome_for_real:

I'm still really enjoying playing around with the power sets and making all sorts of builds, I think thats basically what you have to enjoy to want to be playing this game right now, because the content is so limited. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 28, 2009, 01:19:04 PM
Pretty much: it's just a really elaborate engine for playing around with powersets and animations. Actually I spend more time trying to figure out what's a fun set of animations that I do trying to min-max powers per se. I love two-gun mojo plus superspeed plus bullet ballet for the last smidgen of a mob's health just because of how it looks. For some reason, I find lining up three henchmen with a sniper rifle shot and getting all three one-shotted bizarrely hilarious, so I'll also spend an unhealthy amount of time just circling around for the perfect shot.

Same with my Might guy--I like the animations even though some of the Might powers blow, as per the earlier discussion.

But it's not enough to keep me around. I'm already heartily sick of 95% of the content, such as it is.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on September 28, 2009, 06:16:58 PM
But it's not enough to keep me around. I'm already heartily sick of 95% of the content, such as it is.

Same. It grabbed me for about a month but I haven't felt any need to log in so cancelled. Funny thing is that I don't have any one singular strident objection to the game, there just isn't any "stickyness" to the game for me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 28, 2009, 07:10:26 PM
Funny thing is that I don't have any one singular strident objection to the game, there just isn't any "stickyness" to the game for me.

This seems to be what a lot of people are saying in the "I quit" threads that are plaguing the official boards.   

A lot of:

"I like this game, but..."
"This game is good, but..."

Granted, any MMO is going to have a lot of drop off after the free month at this point.  A lot of people are saying "If the game was the same game it had been the day before release, I would still be playing" but frankly, I don't buy that at all.  Sure, the nerfs lost them some customers, but I have a feeling the people complaining about that would be quitting for lack of content anyway.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Count Nerfedalot on September 29, 2009, 04:43:42 AM
A lot of people are saying "If the game was the same game it had been the day before release, I would still be playing" but frankly, I don't buy that at all.  Sure, the nerfs lost them some customers, but I have a feeling the people complaining about that would be quitting for lack of content anyway.

True, but would they be quitting with a more favorable impression of the game and its developers had they been allowed to play the "fun" version of the game instead of the nerfed one? 

I still maintain that a developer will profit more from the good will generated by players having a blast playing through a too-short game at a fun pace than they would by artificially slowing the game down to the point where players feel the grind and have to repeat content just to finish the game.  But it seems the suits or somebody just don't get it.  *Somebody* is freaking out when they learn that the game will release with less than a month's worth of content, so they decree that the progress must be stretched to at least two months in order to get more people signed up on the subscription gravy train.  Nervermind that at the end of the first month, they still get a massive surge of cancellations.  Only this time it is from people who are annoyed with the company rather than enthusiastic fans who are chomping at the bit for another ride.

On a related point, I think a chart of a player's perceived rate of progress vs fun would look like a standard bell-curve.  Go outside the sweet spot in the direction of slowing down just a little results in a disproportionately large reduction in fun.  But speeding up progress beyond some point also results in diminishing returns of fun.  You actually need to give the player a little time to enjoy his latest achievement before throwing the next one at him, or you waste some of the potential "fun" that achievement could have provided.  Of course, only WoW and EQ2 are in the position of having to worry about outlevelling their content too fast, so not many designers have had to deal with that half of the equation! LOL


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on September 29, 2009, 07:37:55 AM
Of course, only WoW and EQ2 are in the position of having to worry about outlevelling their content too fast, so not many designers have had to deal with that half of the equation!
Not only does EQ2 have mentoring, but they just put in Chrono-locking, where you can set your characters level to a lower level. No more out-levelling content problem, if it works out.

Also, I haven't played WoW since launch, but doesn't EQ2 have a lot more added content since launch?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on September 29, 2009, 07:47:59 AM
EQ2 probably has 3 or 4 times more content now for the 0-50 trek than it launched with.

The chrono-locking (temporarily set your level to an arbitrary value less than your current level) along with the changes to rare spawn fabled item drops is a really good thing.  Particularly when you look at the amount of Heritage quests/dungeons out there that most people probably outleveled before they had a chance to do.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on September 29, 2009, 07:53:23 AM
I kind of think it may be one of the best ideas in a while. Let people pick and choose where they want to play rather than fencing them off from the earlier content. Unfortunately, it will just boil down to a few guild groups burning through old content for AA, but a man can dream. How would those dreams be crushed by the unwashed masses, otherwise?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 30, 2009, 07:17:39 AM
So now I'm into the 30s with two different toons, getting ready to shift my attentions to Fallen Earth this weekend.

Monster Island is good, Lemuria is shamefully bad in multiple respects.

Other things that have drilled themselves home to me through playing through this thing thoroughly: the voice acting is possibly the worst in any present or past MMO. You don't have to get Patrick Stewart or whatever, but picking out a couple of cubicles at random and telling the codemonkeys working in them that they're going to do a voice is not the way to go. The Nemesis missions are fun, and pretty much the way that this game *should* have gone: they should have spent most of their design budget on that kind of content. The game really really really suffers from not having a kind of Atlas Park location where people go to just hang out and look at costumes. Big boss fights need more choreography. You can do without the tank-healer-dps mechanic IF you've still got some kind of skillcheck where players need to know when to move, use particular skills, block and so on. In fact, if you had to watch the boss carefully to "read" shifts in its aggro but also watch for a set of six to seven choreographed moves that each required some situational response or awareness, it would be engaging. As it is, you just zerg and as long as someone's smart enough to block until dead people get back, you just steadily work the boss down. Boring.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 30, 2009, 08:39:41 AM
So now I'm into the 30s with two different toons, getting ready to shift my attentions to Fallen Earth this weekend.

Monster Island is good, Lemuria is shamefully bad in multiple respects.
Agreed.  It pretty much is everything that you would expect would be wrong with an underwater zone.  The quest chains there are actually pretty cool, if only the zone wasn't awful to play in.


Quote
Other things that have drilled themselves home to me through playing through this thing thoroughly: the voice acting is possibly the worst in any present or past MMO. You don't have to get Patrick Stewart or whatever, but picking out a couple of cubicles at random and telling the codemonkeys working in them that they're going to do a voice is not the way to go.
I often play without sound, so this isn't a big deal for me, but yeah, its awful.  I hear Roper is the voice for Foxbat.

Quote
The Nemesis missions are fun, and pretty much the way that this game *should* have gone: they should have spent most of their design budget on that kind of content.
Definitely, and recently they made it so minions spawns are JUST random from fighting.  Before there were locations in the game where you could reliably get them to spawn, so you could basically get a nemesis mission every 6 hours if you wanted to (that was the drop cooldown).  But they felt that it was "exploiting" to do it that way, so they took it out.

Quote
The game really really really suffers from not having a kind of Atlas Park location where people go to just hang out and look at costumes.
I think this is more a symptom of the fact that there is really never a reason to CARE about anyone else unless they are in your Supergroup (read: Guild, for those not playing).  Honestly, the comparison of costumes is done more through their website with the "rate my champion" thing.  Club Caprice is ok for it too, but its an RP hangout, so if RP isn't your thing, you might want to avoid it.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on September 30, 2009, 11:07:34 AM
I think this is more a symptom of the fact that there is really never a reason to CARE about anyone else unless they are in your Supergroup (read: Guild, for those not playing).  Honestly, the comparison of costumes is done more through their website with the "rate my champion" thing.  Club Caprice is ok for it too, but its an RP hangout, so if RP isn't your thing, you might want to avoid it.

Heh, at level 33 now and I haven't ran across "Club Caprice".....where is it? They should really add some more map tips for locations in Millennium City (bank, auction house, etc.)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 30, 2009, 12:50:51 PM
I didn't even know there were banks in the game until about a week after launch. I had to search for player-made maps to find it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 30, 2009, 01:19:11 PM
I think this is more a symptom of the fact that there is really never a reason to CARE about anyone else unless they are in your Supergroup (read: Guild, for those not playing).  Honestly, the comparison of costumes is done more through their website with the "rate my champion" thing.  Club Caprice is ok for it too, but its an RP hangout, so if RP isn't your thing, you might want to avoid it.

Heh, at level 33 now and I haven't ran across "Club Caprice".....where is it? They should really add some more map tips for locations in Millennium City (bank, auction house, etc.)

Renaissance Square, the big area near the Power House has all the important stuff in the game.  Club Caprice is one of the big buildings there, there is a big sign on the front that says Club Caprice.  There is no reason to go in there for quests or anything, so its easy to miss.  The Bank, Market, a building for each crafting profession, and the UNITY headquarters are all there as well (you'll get sent to UNITY headquarters at level 40). 

It seemed obvious to me that this was sort of what they were going for as the main social hub of the game, but the game is designed in such a way that you're really only ever there if you are in MC and need to go to the power house, or maybe to sell stuff off, there is no real advantage to hanging out there when you are idle, as zone chats are all separate anyway, so its not like you'll find groups easier, or anything else. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on September 30, 2009, 02:27:19 PM
I think this is more a symptom of the fact that there is really never a reason to CARE about anyone else unless they are in your Supergroup (read: Guild, for those not playing).  Honestly, the comparison of costumes is done more through their website with the "rate my champion" thing.  Club Caprice is ok for it too, but its an RP hangout, so if RP isn't your thing, you might want to avoid it.

Heh, at level 33 now and I haven't ran across "Club Caprice".....where is it? They should really add some more map tips for locations in Millennium City (bank, auction house, etc.)

I kind of like RP at times, but...mostly Club Caprice isn't that, it's more the cybering kind of RP that I've seen when I've gone in there. Squicky.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 30, 2009, 02:59:07 PM
I love the role playing that goes on there, mostly because it's not so wanky as other games. Like, in World of Warcraft you might get someone role playing that they lost an arm, but not really because the game doesn't support losing an arm. But in CO, if someone role plays that they lost their arm, their character really doesn't have a freaking arm. It's probably replaced by a robotic arm or something like that, but at least there's more going on.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 30, 2009, 03:14:14 PM
I love the role playing that goes on there, mostly because it's not so wanky as other games. Like, in World of Warcraft you might get someone role playing that they lost an arm, but not really because the game doesn't support losing an arm. But in CO, if someone role plays that they lost their arm, their character really doesn't have a freaking arm. It's probably replaced by a robotic arm or something like that, but at least there's more going on.

Yeah, combined with the fact that you can have multiple costume slots, with which you can TOTALLY change how your character looks, you can even make some fun Dr. Jerkyl Mr. Hyde type characters in terms of actually changing how they look.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 30, 2009, 08:31:16 PM
Quote
The dead are rising. Werewolves are running rampant. And vampires have emerged from the shadows, hungry for the blood of innocents. All around the world, from the hustling metropolis of Millennium City to the most far-off and fantastic corners of the world, strange, twisted and terrible things are happening. A Blood Moon hangs eerily in the sky, and soon the entire universe of Champions Online will feel its uncanny and unsettling effects.
Zombies. Vampires. Werewolves. Halloween is coming, and we pulled out all the stops to bring the holiday's thrills and chills to the four-color superheroic universe of Champions Online. But then we took a long hard look and thought, "How can we make this even cooler?"
The answer? Zombie superheroes.
The whys and hows and wheres were easy. Surely one of the biggest events in all of Champions history is the Battle of Detroit, a battle that took place more than a quarter century ago, where the heroes of the day banded together against the greatest menace the world had ever known: the genocidal supervillain known as Doctor Destroyer.
It was a fight that had devastating, lasting consequences. Detroit was destroyed that day. The great and grand Millennium City was built on its ashes. Destroyer was routed, presumed dead, (though there has been evidence recently his death may have been greatly exaggerated.) And, in defeating the great Destroyer, many, many brave and noble heroes lost their lives.
Until today. Until the Blood Moon.
Thirteen of the greatest heroes the universe has ever known are back. Undead and enslaved, they serve the Turakian Lord of the Undying, the arch lich known as Takofanes. And Takofanes has but one order: "Kill the living, so that my army of the dead can grow."
And, so, from the rich tapestry of Champions lore, we've plucked thirteen heroes who fell during that pivotal moment in Champions history and granted them new life—unholy new unlife.
There is Vanguard, who, in his day, was the most powerful superhero on the planet. Today he is the most powerful zombie.
There is Radion, the radioactive creation of Dr. Destroyer who turned on his master, only to die at his hand. Eclipse, who claimed to be a sentient sunspot. Firefight, who got his powers during a blaze in a chemical warehouse. Tiger, mutated into a man-animal by a prototype serum created by Dr. Moreau. Nimbus, weather witch. The mutant Vigil. Strongman Johnny Hercules. The ethereal Amazing Grace. Crusher. Flechette. Shadowboxer. And the Goblin.
Thirteen of the bravest heroes the world has ever known. Now thirteen of the most lethal zombies who have ever walked the earth. And they are serving a force so powerful, so evil, it rivals even Doctor Destroyer himself.
During the Blood Moon, brave heroes of the modern Champions Universe will have the chance to square off against these zombie heroes. Ambitious heroes will have the opportunity to take on all thirteen.
And after they succeed, they can prove their selflessness and nobility, descending into the crypts of Takofanes, and freeing the captive spirits of these heroes from Takofanes' malevolent control.
Of course, there is still the question of what caused the Blood Moon, and what compelled Takofanes to attack when he did. That's a mystery for another day, but there are plenty of hints. Takofanes warns that an Apocalypse is coming, and his undead onslaught is just the first volley in a final war that threatens to engulf and consume all of the Earth.
And what is this Apocalypse Takofanes refers to? That answer will come sooner than you think.
In the meantime, enjoy the Blood Moon. Enjoy it… and do your best to survive it!
Coming this October to Champions Online

ehhhhhhh, we'll see.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on October 01, 2009, 08:15:37 AM
Sounds somewhat interesting. I'm skeptical of their ability to deliver new content though. I suspect their Halloween event will be balanced and playable right around Thanksgiving.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 01, 2009, 08:23:05 AM
Considering that they frequently crash the servers even on minor patches, yeah, I wouldn't exactly pencil in plans to play this content over the coming month.

I guess they've switched from ripping off Marvel (which isn't their fault: that's the old PnP Champions content, which was pretty shameless in this respect) to DC, since this pretty much reads like a fanfic revision of "Blackest Night".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on October 01, 2009, 09:35:54 PM
Considering that they frequently crash the servers even on minor patches, yeah, I wouldn't exactly pencil in plans to play this content over the coming month.

I guess they've switched from ripping off Marvel (which isn't their fault: that's the old PnP Champions content, which was pretty shameless in this respect) to DC, since this pretty much reads like a fanfic revision of "Blackest Night".

Champions is pretty much a conceptual rip homage of both Marvel and DC, with a skew towards Marvel. It's one of the reasons I think that ChampO potentially lacks soul is that the lore itself lacks soul, which flowed on through the design process. The lich is known in the Champions universe for doing this kind of thing, so I don't see it as a Blackest Night rip-off so much as coincidental timing.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on October 02, 2009, 04:13:09 AM
Yeah but didn't Marvel just do a zombie/hero invasion?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 02, 2009, 04:54:29 AM
They've got a side project about a zombie-hero universe that's now going into its fifth or sixth iteration. Kind of played out, you'd think, but apparently kids these days lap it up.

Yeah, anyway, in lore terms, buying Champions did not do Cryptic any favors. The City of Heroes lore was actually pretty fresh-feeling, even if (I gather) it actually came from a Champions campaign that the devs used to run back in the day.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on October 02, 2009, 05:17:13 AM

The champions lore is absolutely ghastly. It stinks of people sitting around a table high on coke and cheeto's. It's just so corny, derivative and obviously scripted as plug-in backstory. And the game itself kills the characters with the biggest name in the canon taking a dive to an opponent you can solo at level 5 and thereafter acting as an irritating quest depot.

I loved the Champions PnP (but am embarassed I loved it because it invited munch-kinism) but even then the lore was grimace worthy. And the GM quickly dumped it and just used DC characters.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on October 02, 2009, 05:58:47 AM
Anyone else having control issues (controls feel even clunkier then before) since the last patch?

I use right-mouse hold to turn/direct my char and since last patch it seems like many times when I do things that worked well before, now the game is confused about whether I really am holding down my right-mouse.

It's either the game or my logictech trackball.  Also, it's really pissing me off.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 02, 2009, 06:00:59 AM

The champions lore is absolutely ghastly. It stinks of people sitting around a table high on coke and cheeto's. It's just so corny, derivative and obviously scripted as plug-in backstory. And the game itself kills the characters with the biggest name in the canon taking a dive to an opponent you can solo at level 5 and thereafter acting as an irritating quest depot.



I don't view this as a totally bad thing.  If this WERE Marvel Universe Online there'd be so much lore and canon that people had to worry about violating or messing with.  No one gives a shit about Champions backstory.  One of the things that bugs me about DCUO is that it looks like you end up getting to "fight alongside" all the DC heroes.  Screw that, I enjoy being the important hero.  There is so much baggage you have to deal with when you use a really long standing expansive IP, and I'm glad I don't have to wade through all that crap when playing Champions.  


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on October 02, 2009, 07:54:49 AM
I use right-mouse hold to turn/direct my char and since last patch it seems like many times when I do things that worked well before, now the game is confused about whether I really am holding down my right-mouse.
That always happens to me in EQ2 (and only EQ2). I can't figure out why and it drives me nuts.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 02, 2009, 08:06:37 AM

The champions lore is absolutely ghastly. It stinks of people sitting around a table high on coke and cheeto's. It's just so corny, derivative and obviously scripted as plug-in backstory. And the game itself kills the characters with the biggest name in the canon taking a dive to an opponent you can solo at level 5 and thereafter acting as an irritating quest depot.



I don't view this as a totally bad thing.  If this WERE Marvel Universe Online there'd be so much lore and canon that people had to worry about violating or messing with.  No one gives a shit about Champions backstory.  One of the things that bugs me about DCUO is that it looks like you end up getting to "fight alongside" all the DC heroes.  Screw that, I enjoy being the important hero.  There is so much baggage you have to deal with when you use a really long standing expansive IP, and I'm glad I don't have to wade through all that crap when playing Champions.  

For sure. But I think conversely that you could do better in designing your own superhero universe than the lore in Champions, which is really pretty wretched pastiches of Marvel and DC. The sheer 14-year old fanboy badness of the lore is aggravated by the text on loading screens, the voice acting, and so on. They were going for the campiness of the Freedom Force games, but they really missed the mark by a huge degree. When it's all said and done, I'm not even clear why they felt the need to buy any IP at all, except maybe as a protective ward against legal action from Marvel & DC given their previous exposure to said action. This way, if you've got something as screamingly derivative as Grond, you can still say, "Nuh-uh, this has been around for a long time and you didn't do nothing about it when it first appeared."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on October 02, 2009, 08:46:39 AM
Champions lore leaves a bit to be desired for sure, definitely not as well established as one would hope.  However, I think you may be wearing rose-coloured glasses in respect to City of Heroes lore.  It was equally bad, a little more grit and less campy and over-the-top.  I actually went as far as to order a couple of CoX paperbacks (City of Heroes & Web of Arachnos).  They were horrible.  In addition, if you ever read their top cow comic, you would realize why it was canceled.

I think the Marvel/DC rip-offs is intentional, bringing some familiarity to the game and characters.  They seem to really push the golden-age/retro style and over-the-top dramatics much like the aforementioned Freedom Force.  Admittedly, they haven't done a very good job with the exception of a couple of characters such as Foxbat.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on October 02, 2009, 12:43:27 PM
Going to have to disagree. CoX's lore isn't outstanding by any means but the Champions Online stuff is just flat-out lame for the most part.

Speaking solely of the in-game stuff, mind you.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on October 02, 2009, 01:01:52 PM
Going to have to disagree. CoX's lore isn't outstanding by any means but the Champions Online stuff is just flat-out lame for the most part.

Speaking solely of the in-game stuff, mind you.

What are you disagreeing with exactly?  I said that Champions lore was disappointing.  Your implying that CoX was good?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on October 02, 2009, 01:12:54 PM
Going to have to disagree. CoX's lore isn't outstanding by any means but the Champions Online stuff is just flat-out lame for the most part.

Speaking solely of the in-game stuff, mind you.

What are you disagreeing with exactly?  I said that Champions lore was disappointing.  Your implying that CoX was good?

You seemed to be implying that they're roughly on par with each other. I think CoX was fine lore-wise with a few things that are really pretty well-done and some other stuff that was not; I think Champions lore was deeply awful and not even really in the same conversation.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sjofn on October 02, 2009, 01:27:42 PM
CoX isn't going to win any Awesome Lore Awards but at least a lot of their villain factions had personality. CO's are all just sort of meh. That might change at the higher levels, I am not very high yet, but at the lower levels? The Canadian seperatists are really the only bad guys that I would say are interesting in the least, and that is only because I think they are funny.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on October 02, 2009, 02:08:27 PM
The Canadian seperatists are really the only bad guys that I would say are interesting in the least
(http://img15.imageshack.us/img15/8185/mckenzie24geddy.jpg)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on October 02, 2009, 02:10:33 PM
It might be because I couldn't get into the game, but I found it easy to take the CoX lore and make my own background stories around it while I couldn't with Champions.

I'm still highly amused of making Hero Burger my tank's nemesis though.  It will be so Mary Sue I'd be ashamed, but when I go back I'm making a story arc revolving around it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sobelius on October 02, 2009, 03:34:16 PM
I find I don't really care about superhero lore [reading comics was not part of my geek formative years]. Is it a fun game to play? For me, yes, because I love tinkering around with power sets, builds, gear, and character costumes. I did read the starter area quests just to see if I was missing anything interesting. Not really, but sometimes there are nice moments of humor. I rescued Foxbat and he said "Tell a GM to respawn me in a safer spot next time." I earned the title Hoser in the Canadian area. Other bystander NPCs here and there do and say odd things when you talk to them -- valley girl in Millenium City tells me "Can't you SEE I am ON the PHONE!?" And she gives me the hand.

Whatever -- maybe it's that I have yet to read lore, character or world background in a comic book that is as engaging as Middle Earth's (resulting in something similar to LoTROs decent representation of same). I just don't have any expectations for comic/superhero-based MMOs I guess other than they deliver fast-paced combat with highly customizable characters. And that they don't use random building/mission generators a la CoX. May I never see another Circle of Thorns cave as long as I live.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on October 02, 2009, 06:36:35 PM
It might be because I couldn't get into the game, but I found it easy to take the CoX lore and make my own background stories around it while I couldn't with Champions.

Yeah must be because you couldn't get into the game, because my bullshit meter would go off otherwise.  Especially from someone who has "called the epic fail from the beginning".  Not much difference in Viper vs. Arachnos, The Purple Gang versus The Family, Clockwork versus Destructoid, etc.  Pretty much free reign in each game to develop a background story around derivative factions.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on October 02, 2009, 07:29:09 PM

I'd argue that (I thought the clockwork, rikti and freakshow were quite cool), but in the end am willing to leave it up to personal taste. I did like that in CoH each named character will have a single long taskforce mission which gives them a chance to develop some identity. In CO all the named characters are giving completely generic quest leads.

It's something Blizzard has become more clever about. Though like any new idea they overdo it a bit. However having quests to experience the depths of Artha's evil (playing as Arthas), discovering that his heart is irredeemably tainted (a great quest chain) and various cameo appearances has established the character in game. Even if you'd never read a word of lore you know who he is and you want him dead. Same for some of the other characters.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 02, 2009, 08:07:13 PM
It might be because I couldn't get into the game, but I found it easy to take the CoX lore and make my own background stories around it while I couldn't with Champions.

Yeah must be because you couldn't get into the game, because my bullshit meter would go off otherwise.  Especially from someone who has "called the epic fail from the beginning".  Not much difference in Viper vs. Arachnos, The Purple Gang versus The Family, Clockwork versus Destructoid, etc.  Pretty much free reign in each game to develop a background story around derivative factions.



Huh. The Clockwork felt pretty different to me than Destructoids, who are really just Doombots.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on October 02, 2009, 08:55:17 PM
Splitting hairs again.  Sorry, clockwork are probably closer to Foxbat's robot minions, both being derivative AI robot henchmen.

Not trying to be a martyr here people, but I think being cynical has overcome you.  Your really picking it apart.  Just play it, the combat is fun, the character creation is pretty limitless.  I find it to be a great game for jumping in, banging out a few missions and walking away not feeling like I am punching the clock.  

If anything, CO should have probably just been a mico-transaction funding model and not a subscription game. Probably where it is failing.  Its an online game more than an MMO at this point.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sjofn on October 03, 2009, 12:41:10 AM
See, that's just it. The Clockwork had personality, the robot minions don't. I don't know how to better explain it. The Skulls were a street gang that used dark-based magic, but their personality was different from the Hellions, who were a street gang that used fire-based magic. BASICALLY the same thing, but they had distinct personalities.

Again, I'm not saying CoX's lore set the world on fire, but it has more spark and more life than CO's. It doesn't really bug me that much, because I am playing it to beat up badguys and I can just enjoy it for that, but I would be lying if it wouldn't be more satisfying if I gave even the tiniest shit about the bad guys in CO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Snee on October 03, 2009, 06:46:33 AM
The Skulls were a street gang that used dark-based magic, but their personality was different from the Hellions, who were a street gang that used fire-based magic. BASICALLY the same thing, but they had distinct personalities.

I havent played CoH in years, but reading this makes me think, both that the poster is correct and that I probably need to adjust my medication.

All stories need excellent compelling villains much more so than heroes which are invariably generic. CoH did have fine villains except for those undead freaks near the newbie area, oh and once you got used to Council of thorn animations they werent exciting either. Cant think of any other duds.

Well the endgame immunovillians didnt have much personality, but they sure were grindy, for bubbles.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 03, 2009, 07:25:40 AM
There are some pretty decent "minor" villains that you fight in the higher level content in champions.  Telios is particularly is pretty good (around level 30), the genetic engineer super villain for lack of a better description.  Fighting in Stronghold prison against an entire prison population that has been mind controlled by Menton is pretty awesome too. (mid to late 20s).    Foxbat and Dr. Destroyer are meh to me though.

Anyway, the best villains in Champions are the ones the PLAYERS create.  I don't know how many people here made it to level 25 though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 03, 2009, 01:13:35 PM
I'd much rather fight some of the Nemeses that I've seen.

The whole Stronghold thing is nicely done and exciting. Telios is pretty interesting as well.

Monster Island has some decent content but the overall visuals scream out "we didn't have time to finish".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sjofn on October 03, 2009, 02:37:35 PM
CoH did have fine villains except for those undead freaks near the newbie area, oh and once you got used to Council of thorn animations they werent exciting either.

I liked the story for the ... undead puking faction (I cannot remember their name), but I haaaaaaaated fighting them. Council of Thorns was kinda meh, and I fucking hated Orange Bagel, so they were definitely the winners of "villains you fight the entire game that Sjofn will do everything in her power to avoid." Although if the Tsoo were the full level range, they would possibly be the winners instead.

I guess part of it for me is that I could see building a backstory for my heroes as to why they really, really want to defeat X villain group once and for all. I even had a few villains I modeled on the notion they wanted to be in X, Y or Z villain group. I can't see myself doing that in CO. But that's fine, because I can personally take or leave lore in MMOs. I will enjoy it if it is well done, I will laugh at it if it is poorly done, and I will notice but not care a LOT if the rest of the game entertains me if it is non-existant. :P


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on October 03, 2009, 11:44:37 PM
Vahzilok.

I appreciate that CoH/V has a dark heart to its lore. Early on you are finding the dead bodies of civilians harvested for their organs and things like that.

ChampO doesn't have that to (imo) its detriment. But it is certainly easier to just make any character you want without trying to fit it in the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on October 04, 2009, 12:46:01 AM

Then again champions has more outright cringe-worthy villains groups. Foxbat's legion of pudgy comic book slobs, old guys with dreadful comb-overs, clockwork orange rip off's, furries and the bizarrely geared china-town mobs. They all feel a lot more like cosplayers than a remotely believable villain group.

CoH also won in terms of variety. Most of the villain groups had some sort of progression in both the mob appearance and variety. And mobs would often have a variety of power sets giving them some additional personality. I mean the Tsoo, a relatively minor villain group have 38 different appearances with individualised power sets according to the wiki.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Simond on October 04, 2009, 04:54:56 AM
You do all realise that the Champions storyline, villains, etc. are directly lifted from the three decade old pencil & paper RPG, right? And the reason they're generic is that Dr Destroyer, Grond, et al are supposed to be expies of Dr Doom/Hulk/etc?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 04, 2009, 05:12:23 AM
Yes. We already mentioned it. Not a point in its favor. Wasn't with the PnP either really, but I didn't use the Champions source material itself when I ran a campaign, partly because it was so cringe-worthy.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on October 04, 2009, 05:48:10 AM
For about ten years(!) Champions was our game.  We had two artists in our group so we always had new heroes, new villian groups.  We never used the cardboard Champ campaign villains or heroes either.  Three of us ran campaigns and we loved the Hero system.

The pc game is good, great graphics, fairly cool powers, heck I even like the crafting.  But it just isn't sticking to me.  I don't have that MMO itch to log on and do stuff.  I think the wide aggro range bothers me as well as the lack of missions.  It's like potato salad without enough vinegar; not enough kick.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on October 05, 2009, 11:53:57 AM
You do all realise that the Champions storyline, villains, etc. are directly lifted from the three decade old pencil & paper RPG, right? And the reason they're generic is that Dr Destroyer, Grond, et al are supposed to be expies of Dr Doom/Hulk/etc?

I'm well aware. Doesn't really excuse the flatness, IMO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 05, 2009, 01:56:09 PM
I don't have that MMO itch to log on and do stuff. 

I've been hearing this a fair amount about this game.  Its really too bad, because the game is FUN, but the very fact that its pretty accessible and doesn't require constant play to "keep up" means that you (and I, for that matter), don't feel compelled to log on.  Sometimes I go a couple days without playing at all,but its still there waiting for me when I am in the mood, and for me that is worth it.  If you are looking for the type of MMO to be YOUR game, by which I mean, the one game you spend most of your time to the exclusion of every other game, Champions definitely isn't that game.    The problem Cyptic is running into, I think, is that people expect every MMO to be THAT game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 05, 2009, 05:18:39 PM
Well, yeah. Because every month they cost $15. You want to charge me that, you maybe don't have to be that game, but you need to be a game I feel some desire to play more than every once in a while. I get a desire every once in a while to play Civ IV, but I'm not still paying $15 for it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 05, 2009, 05:54:18 PM
I wasn't saying it shouldn't be that way, I'm just musing on the fact that MMOs HAVE to be that kind of game to be successful just being a fun game isn't enough on its own.  Though, I realize a lot of people think CO just plain isn't fun, and thats fine, not every game is fun to every person.  But this was in the context of 

Quote
The pc game is good, great graphics, fairly cool powers, heck I even like the crafting.  But...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tmon on October 05, 2009, 06:18:01 PM
Well, yeah. Because every month they cost $15. You want to charge me that, you maybe don't have to be that game, but you need to be a game I feel some desire to play more than every once in a while. I get a desire every once in a while to play Civ IV, but I'm not still paying $15 for it.


I like that I don't feel like I have to log in every day to keep up, I find it well worth the 50 cents a day I have to pay to keep it around.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 05, 2009, 07:00:02 PM
Well, yeah. Because every month they cost $15. You want to charge me that, you maybe don't have to be that game, but you need to be a game I feel some desire to play more than every once in a while. I get a desire every once in a while to play Civ IV, but I'm not still paying $15 for it.


Incidentally, I've found that lifetime subscriptions in MMOs seem to lead to a more enjoyable experience, regardless of the game itself.  Its expensive in a chunk, yeah, but it sort of "frees" you from having the "am I getting my monthly free worth" mentality, and just lets you play the game and enjoy what comes.  This really has nothing to do with Champions Online at this point (the game did offer a lifetime, but whatever), but its a point I've been thinking about for a while.  When you are in for the long haul, nerfs, buffs, changes, etc, just come as the come.  It totally changes the way I view an MMO when I have the lifetime, and it, generally, makes the experience WAY more enjoyable.   I've heard this from other people as well, and I don't know if anyone here has done it before with any games, but I'd be interested to know if people share the same experience.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on October 05, 2009, 07:08:07 PM
I enjoy my LOTRO lifetime sub.  I don't think I would enjoy a CO lifetime sub. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on October 05, 2009, 07:17:31 PM
It makes far more sense to subscribe for the month it takes to finish the CO content and then come back in 6 months to see if the game is still there and has new content. And I think CO is going to find a lot of people are going to be taking this approach. Asking people to grind unity missions for a year and a half is ludicrous.

Although in the case of CO I think not subscribing at all is an even better decision.

Bloodmoon will be the litmus test though. If it doesn't demonstrate some clear directions and a decent chunk of new content there'll be a lot of subscriptions lapsing I think.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on October 05, 2009, 07:20:50 PM
MMO's are a great entertainment value, like 50 cents a day someone said.  But FE and CO don't compel me to log on.  UO, EQ, DAoC, LOTRO, WoW, all of these hooked me.  Maybe I'm just getting old but this latest generation just isn't doing it for me.

I signed up for Gamefly, going to hit 360 games hard for $15 a month instead.  Maybe take a break from MMO's until ST and Cataclysm come out.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Montague on October 08, 2009, 12:57:19 PM
So apparently the latest patch has diminishing returns on attribute bonuses (ED anyone?) and Fire is the latest build to be nerfed into the ground with the Conflag "fix". I don't think I've ever been so glad that I cancelled a subscription before. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 08, 2009, 01:01:35 PM
So apparently the latest patch has diminishing returns on attribute bonuses

Its actually a mixed bag.  I'm not totally against it.  It encourages you to diversify you stats a bit instead of just stacking your 2 super stats as high as you can.  Also, the way they are changing different stats, its not all the same or just a general nerf like diminishing returns, they said something like stacking, for instance, Dexterity will give better return than before above certrain numbers.

I don't know that they needed to make any changes in this regard at all to be honest, but it isn't a big to me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 08, 2009, 03:09:09 PM
For really stacked Ego/Dex builds, the crit percentages and sizes are apparently quite substantially down. So glass cannon type builds are now much less effective.

Patch implementation continues to be somewhat under the industry standard (and said standard isn't exactly going to win prizes for meticulousness), considering yesterday's "oh, whoops, we broke the instance spawning" goof.

I unsubbed over the weekend, got until early November. It's a combination of weak live management practices that I really don't feel like subsidizing and a feeling that they just really didn't do what they needed to do in terms of designing a game to go with the character system and the combat engine, both of which are pretty fun, and that they're not capable of coming up with that game over time.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on October 08, 2009, 06:40:00 PM

They make a system where only two stats (whichever superstats you picked) contribute towards damage, the game is 99% about doing damage and wonder why people stack those stats? Seriously, that problem should have been addressed in their earliest design meetings rather than live. And knowing them it will be a invisible cap so people who don't browse the forums won't realise they're gimping themselves.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 08, 2009, 08:44:41 PM
Well, the thing that's really frustrating is not only did they hit a common and completely sensible build strategy, but because of the way recons work, you can't change the way you've got stat-stacking set up without getting to the earliest layer of a character design, which means a full recon at the top expense level.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 08, 2009, 09:06:03 PM
Well, the thing that's really frustrating is not only did they hit a common and completely sensible build strategy, but because of the way recons work, you can't change the way you've got stat-stacking set up without getting to the earliest layer of a character design, which means a full recon at the top expense level.


I really blame their shitty closed beta for this.  A lot of this stuff needed to be hashed out months ago by players who actally had a chance to test game mechanics over the long haul more than 2 days a week.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on October 08, 2009, 09:33:35 PM
Ahem.

Now do y'all understand why I was so critical?  It was about the rot which was infused throughout the project.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on October 08, 2009, 10:56:24 PM

Over-investment in shiny graphics (though I guess that's easier to sell to investors) and under-emphasis on actual gameplay design. Then amplified by a really crappy beta and no one collecting and acting on gameplay feedback. Warhammer was pretty much exactly the same I suspect.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 09, 2009, 05:54:08 AM
Yup. And I really am just not patient any more with the "all MMOs are like this at launch" excuse when I can see that it's about a preventable lack of proper organization and procedure or not thinking through design decisions which were not inevitable or a result of resource limitations on the project. These are the things which should be steadily better over time in an industry, the mistakes the people should stop making. With a lot of solo games, these kinds of technical problems and procedural failures have been locked down more and more unless we're talking about the real ass-end of the market. There's something about MMOs that seems to invite a contempt for doing it right. Doing it right doesn't mean you don't make more complex mistakes, that you don't misjudge some game mechanics, and that you magically overcome limitations to your resources (the lack of content is a by-product of that: if you're not going to invest in the development past a certain point, you're not going to). But it does mean you avoid a lot of constant low-level failure.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on October 09, 2009, 08:50:55 AM
Has a MMOG ever had as little content at launch as CO?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 09, 2009, 09:05:37 AM
Has a MMOG ever had as little content at launch as CO?

I dunno, I heard AoC was bad, but honestly I didn't play it at launch, and only did the free trial eearlier this year for the hell of it.  The problem with Champions is that they've made a game that isn't really bad, its actually fun (to me at least), but the fun is dependent upon doing missions, cause there is nothing else to do...yet they basically launched with enough content that even the most casual players should hit forty if they stick around for 2-3 months, and the people who level fast did it in a matter of days.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on October 09, 2009, 09:43:01 AM
Has a MMOG ever had as little content at launch as CO?

DAoC, SWG, EVE.

Arguably AO, Warhammer, Lineage II, GW.

Not to mention obvious failures like TR, Horizons, Hellgate.


I'm not suggesting 'other people failed' is a reason to buy this one of course.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on October 09, 2009, 09:48:12 AM
Patch implementation continues to be somewhat under the industry standard (and said standard isn't exactly going to win prizes for meticulousness), considering yesterday's "oh, whoops, we broke the instance spawning" goof.

If this were a real man's MMOG, patches would break your OS and stop your PC booting. Minor difficulties with instances just don't cut it any more.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on October 09, 2009, 09:54:55 AM
I forgot about the no dungeons (thus little xp/equipment) for 35+ at DAoC launch.

I didn't see a lack of content with GW or WAR at release.  I see them as have mechanical issues.  No need to rehash WAR and GW would have gotten a better rep if PvP skill unlocking had been in from the start.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sobelius on October 09, 2009, 02:31:12 PM
Has a MMOG ever had as little content at launch as CO?

I spoke to Emmert at GenCon and he said that they deliberately chose to make less content but handcraft it and do it well, rather than do what they did with CoX (randomized missions to fill in the 400 hours of content mandated by NCSoft).

I find it a fun solo game, especially because I love tinkering with costumes and powers. I had a little too much fun with the Miniaturization Drive power when I discovered it can shrink attackable objects. Running around shrinking trucks and lamposts as well as the street baddies just had me running around whacking on stuff like a total idiot.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 09, 2009, 02:33:28 PM
Thing is, there's still a lot of almost-randomized missions even among the sparse ones, plus some template missions like "Kill X". The genuinely handcrafted content is pretty good to excellent, sure, but there really isn't anywhere near enough.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on October 09, 2009, 02:54:15 PM
Shelved. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on October 10, 2009, 06:12:51 AM
Thing is, there's still a lot of almost-randomized missions even among the sparse ones, plus some template missions like "Kill X". The genuinely handcrafted content is pretty good to excellent, sure, but there really isn't anywhere near enough.


You having that opinion seems to imply that they made the right choice: if/when they are able to create enough content, you're likely to be willing to return and give them a little more money.

I'm not really having a problem with the amount of content (slower leveling, no doubt), but I'm beginning to chafe at the engine annoyances (tab-targeting blows hard) and the lack of same-set power synergies.  If I'm staying within a power set, powers should have some sort of synergy with each other.  Example: all the melee attack powers in Might are largely replacements of eachother - take one, don't take more then one.

I'm also feeling bad for the poor saps that take melee characters into PvP.

I'm still logging in and playing though, but the blush is off the rose.  They could make me stay longer if the Haloween event is fun.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tmon on October 10, 2009, 07:48:16 AM

I'm not really having a problem with the amount of content (slower leveling, no doubt), but I'm beginning to chafe at the engine annoyances (tab-targeting blows hard) and the lack of same-set power synergies.  If I'm staying within a power set, powers should have some sort of synergy with each other. 


About the same for me, my highest character is 23 so content hasn't been an issue.  I play an hour or two ever day or so, usually at lunch time or after breakfast, it's kind of refreshing to have a game that I enjoy playing but don't feel compelled to log in and play every night.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 10, 2009, 08:32:52 AM

I'm not really having a problem with the amount of content (slower leveling, no doubt), but I'm beginning to chafe at the engine annoyances (tab-targeting blows hard) and the lack of same-set power synergies.  If I'm staying within a power set, powers should have some sort of synergy with each other. 


About the same for me, my highest character is 23 so content hasn't been an issue.  I play an hour or two ever day or so, usually at lunch time or after breakfast, it's kind of refreshing to have a game that I enjoy playing but don't feel compelled to log in and play every night.

You know, I'm not really bothered by the lack of end game content, evne though I've had a 40 for weeks now.  I do however, have 4 alts now (highest alt level 21), and what is getting annoying is doing the same content over and over again every time.  I really do enjoy making different characters cause a lot of builds really do play very different from each other, but doing the same quests for the 5th time now is getting a bit old. 

I also really agree on the second part of your post.  It is nice to play a game that is just fun without feeling compelled to play.  While the lack of progression at end game probably takes away from that "compulsion" to play factor, its kind of nice not feeling like "Well, I want to play my alt, but I really SHOULD log on my 40 and do my unity missions for the day"  If I feel like playing my 40, I do them, if I don't, I don't, no harm done.


Also, the new Celestial Powerset looks cool, I'm looking forward to that a lot, I'm thinking of doing a Celestial/Sorcery build. I really like the hybrid nature of the celestial power set so far.  Link for people who haven't seen what they've released so far about it: http://www.champions-online.com/node/594383 :popcorn:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on October 10, 2009, 07:47:29 PM
It's wearing off for me, too. I got my nemesis, which is a cool rock 'n' roll demon to go with my "accident with an electric guitar" hero concept...but life drain is way too powerful. My current nemesis mission has two villains casting life drain and insta-killing me. There's little else for me to do now.

I also like to make alts, but with only one quest line...meh. Oh look, there's that part, and that part too. Again. Woo. A desert.

They're making too many mistakes other companies overcame 5-6 years ago. "No srsly, we can balance powers for pvp and pve, even though nobody else could! Here we go! Oops our bad." Too many nerfs. Other games have made high levels hard, and they didn't turn out very fun. Yet other games made high levels easier, and those turned out fun. Zero sum has proven boring.

I'm glad I subbed for a month past the free one, but I shant be staying past that. Too bad.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sobelius on October 10, 2009, 10:49:24 PM
I'm also feeling bad for the poor saps that take melee characters into PvP.

So what's the secret? I've had my ass handed to me by melee and ranged. I've played both melee and ranged. Every PvP fight seems different with one exception - if the other team has you 3 on 1, you're going down unless you can teleport.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on October 11, 2009, 06:39:54 AM
I don't think it's really a secret with the melee - they had some form of movement-mitigation in addition to their melee attacks.  A hold, one of the lariats, or probably both.  Melee needs to burn you down quick, or be very opportunistic (or both).  With a 2-3 second build up, they aren't burning you down quick unless you are held.

The real "secret" to PvP is to have a healing sorcerer on your team that doesn't try to do damage.  Probably next week's secret will to be to have a celestial powers hero on your team (they seem more mobile then the sorc).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 11, 2009, 07:41:05 AM
Thing is, there's still a lot of almost-randomized missions even among the sparse ones, plus some template missions like "Kill X". The genuinely handcrafted content is pretty good to excellent, sure, but there really isn't anywhere near enough.


You having that opinion seems to imply that they made the right choice: if/when they are able to create enough content, you're likely to be willing to return and give them a little more money.

I'm not really having a problem with the amount of content (slower leveling, no doubt), but I'm beginning to chafe at the engine annoyances (tab-targeting blows hard) and the lack of same-set power synergies.  If I'm staying within a power set, powers should have some sort of synergy with each other.  Example: all the melee attack powers in Might are largely replacements of eachother - take one, don't take more then one.

I'm also feeling bad for the poor saps that take melee characters into PvP.

I'm still logging in and playing though, but the blush is off the rose.  They could make me stay longer if the Haloween event is fun.

Geez, no, not at all. See above where I talk about how diku-standard content and character-customization can never really be compatible even if you hand-design all the content and there's a lot of it. They needed to do something really different and they didn't and there isn't any way for them to clawback that mistake.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 11, 2009, 08:00:31 PM
To me its not even that there is much really that bad about this game, its just that it doesn't do a lot really well.  Character customization is great (both costume and powers wise), I find combat to be above average (I like the pacing and the blocking mechanic).  But after that, it starts to fall off.  The zones are nicely crafted for the most part, but the missions that inhabit them are generally extremely uninspired.  You've got this sort of fun art style, campy characters, a little quirky IP, and then they ask you "Kill 30 Purple Gang Members at the construction site," "Collect 5 of each color bandana from gang's around west side"   and then 15 levels later its just "Kill 20 Manimals on Monster Island"  "Collect 5 manimal collars of from cat and bear manimals on monster island."

The tasks just don't fit the setting.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 11, 2009, 09:29:54 PM
Yup. And really, I don't think that's inevitable. I think there's a bunch of setting-appropriate quest designs that they could have come up with. They just didn't bother.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 12, 2009, 06:00:55 PM
They updated the Bloodmoon page with new info:

http://www.champions-online.com/bloodmoon


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageh on October 13, 2009, 12:25:50 AM
"Bloodmoon 2: Revenge of the Door Campers". Anyone remember CoX Halloween events?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: raydeen on October 13, 2009, 08:11:04 AM
Thrash of the Lich King: Drive off Takofanes during the Bloodmoon Event

I'm not sure if that calls for a  :why_so_serious: or a  :uhrr:. I'm leaning more towards  :uhrr:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 13, 2009, 08:56:15 AM
Thrash of the Lich King: Drive off Takofanes during the Bloodmoon Event

I'm not sure if that calls for a  :why_so_serious: or a  :uhrr:. I'm leaning more towards  :uhrr:

If there is one thing that has gotten my annoyed, its that they can't mention a damn thing about their game without going out of their way to make it a play on words, reference, or some kind of pun.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageh on October 13, 2009, 02:11:29 PM
If there is one thing that has gotten my annoyed, its that they can't mention a damn thing about their game without going out of their way to make it a play on words, reference, or some kind of pun.

Indeed, and it is so damn tiring to get all those pop culture references thrown at you without any measure. For every "serious" or "original" quest you find, you'll get ten lame references or nods to stuff most players nowadays probably have never heard of.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tmon on October 13, 2009, 03:55:00 PM
Indeed, and it is so damn tiring to get all those pop culture references thrown at you without any measure. For every "serious" or "original" quest you find, you'll get ten lame references or nods to stuff most players nowadays probably have never heard of.

i don't mind the pop culture references cause really what are super heroes but creatures of pop culture, but I often wonder who the heck picks out the references to be used since many of them seem to be from my age range's childhood.  WoW had a few like that too though, I found the whole ungaro crater land of the lost thing kind of amusing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on October 13, 2009, 06:18:34 PM
AFAIK, John Layman (http://www.massively.com/2009/05/01/champions-online-dev-diary-by-comic-book-writer-john-layman/) is responsible for most of the writing.

I'm interested that Emmert's "no camp" stance on a superhero MMO didn't extend to "no cheese".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 14, 2009, 06:54:39 AM
Reading Layman's dev diary from April 2009 is  :grin:.

"Champions Online is going to take players across a vast and diverse world, a world of gleaming cityscapes, blistering deserts, relentless winters, lush tropical jungles, and frightening oceanic depths."

So vast and diverse that it has one city, one desert, one winter, one jungle, and one ocean. Done!

"A player's decision will have consequence and there is not always one right way to do things.  Not only that, but not every decision the player makes will be the right one. That is, certain decisions will have some moral ambiguity to them, so some decisions are grey. Just about everybody who's read a comic in the last 20 years can tell you heroes and villains have evolved beyond two-dimensional cartoon cliches, and recent Cryptic platform advances allow us to make missions to better reflect that. "

Whoops, forgot to patch that part in. Must not have left a post-it on the monitor when they finished that part.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 14, 2009, 07:16:53 AM


"A player's decision will have consequence and there is not always one right way to do things.  Not only that, but not every decision the player makes will be the right one. That is, certain decisions will have some moral ambiguity to them, so some decisions are grey. Just about everybody who's read a comic in the last 20 years can tell you heroes and villains have evolved beyond two-dimensional cartoon cliches, and recent Cryptic platform advances allow us to make missions to better reflect that. "

Whoops, forgot to patch that part in. Must not have left a post-it on the monitor when they finished that part.



Yeahhh, thats totally missing.  In fact, the game is almost the exact opposite of that.  I'm sure he thought it sounded cool when he said it though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on October 14, 2009, 10:18:09 AM
Maybe he was reading a review of Ultima 4 and forgot what year it was.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageh on October 14, 2009, 10:29:44 AM


"A player's decision will have consequence and there is not always one right way to do things.  Not only that, but not every decision the player makes will be the right one. That is, certain decisions will have some moral ambiguity to them, so some decisions are grey. Just about everybody who's read a comic in the last 20 years can tell you heroes and villains have evolved beyond two-dimensional cartoon cliches, and recent Cryptic platform advances allow us to make missions to better reflect that "

Whoops, forgot to patch that part in. Must not have left a post-it on the monitor when they finished that part.



But then again, ChampO comes along to save the day and stand the test of time. To boldly go where comics in the last 20 years didn't want to!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Modern Angel on October 14, 2009, 10:32:41 AM
But the Champions setting is older than 20 years...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageh on October 14, 2009, 10:36:09 AM
But the Champions setting is older than 20 years...

Now that you put it that way, and after re-reading Khaldun's quote in that context, a lot of the lore is very believable all of a sudden!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 14, 2009, 02:03:37 PM
Power House 2.0 was released today.  Its nicer than the old one. 

http://www.champions-online.com/node/594583

The "battle station" (read: Danger Room) is pretty nice.  You can choose the difficulty of the mobs, some common types for your level (i.e. purple gang if you are in the level range for it), and the team size you want to fight for.   Its instanced, so you go in with just your group.  It seems to spawn 3 groups: 3 minions, 2 super villians, 1 master villain.  There is a console in there that lets you change the settings pretty easily.

I don't know if tis is the kind of thing that is going to really make a huge difference in retaining/attracting people back at this point, but it is nice.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on October 14, 2009, 07:39:57 PM

The power house is a very cool concept, especially in a game with power selection as open as champions (and respec costs as punitive).

Design credit is almost entirely due to the beta community. Their original design was a computer terminal where you fly back to "register yourself with the government" before you can use a new power, which got pretty immediate and continuous sledging. I assume the vestigial terminals are still in the game, I think you can check your forum mail on them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 14, 2009, 08:44:59 PM

The power house is a very cool concept, especially in a game with power selection as open as champions (and respec costs as punitive).

Design credit is almost entirely due to the beta community. Their original design was a computer terminal where you fly back to "register yourself with the government" before you can use a new power, which got pretty immediate and continuous sledging. I assume the vestigial terminals are still in the game, I think you can check your forum mail on them.


Yeah, they are still around.   UNTIL terminals are in every zone, allow you to send items though the mail (you can send normal mail from anywhere, as far as I know). 



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on October 17, 2009, 09:11:44 PM

So people guesstimating (http://forums.champions-online.com/showthread.php?t=83844) 5k online prime-time, and this is with not all expired accounts being terminated apparently. I've normally heard the metric of 4:1 for accounts versus active log-ins at prime-time. So the game is possibly at something like 20-40k accounts in its second month. The forum fanboys are all quoting Eve's growth over time figures in an act of incredible optimism. A game where there is emergent gameplay at the endgame versus a game that has nothing once you've run a single character through the content are not going to have similar growth rates.

I wonder if they have the resources and motivation to grow the game from that point. Far more likely they'll let it quietly slip into maintenance mode sooner rather than later.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on October 17, 2009, 10:10:30 PM
Quote
I wonder if they have the resources and motivation to grow the game from that point

No.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 17, 2009, 11:05:32 PM

So people guesstimating (http://forums.champions-online.com/showthread.php?t=83844) 5k online prime-time, and this is with not all expired accounts being terminated apparently. I've normally heard the metric of 4:1 for accounts versus active log-ins at prime-time. So the game is possibly at something like 20-40k accounts in its second month. The forum fanboys are all quoting Eve's growth over time figures in an act of incredible optimism. A game where there is emergent gameplay at the endgame versus a game that has nothing once you've run a single character through the content are not going to have similar growth rates.

I wonder if they have the resources and motivation to grow the game from that point. Far more likely they'll let it quietly slip into maintenance mode sooner rather than later.


I wouldn't be surprised if we see continued updates at least until the release of STO.  My guess is they will try to use the STO hype to try and generate some extra CO players, and they'll want to have something better to show for themselves.  I think if they aren't seeing a bit of a boost after that, it'll fall by the wayside.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageh on October 18, 2009, 08:29:08 AM
I cancelled my account still in the free month, can't bring myself to log in. I played beta since April this year, and truth be told I have the feeling the game is getting nowhere. It's all tweaks and small twists breaking and fixing about small parts of the game while fundamental issues like the lack of both depth and variety, the awkward and unresponsive controls or the abysmal engine performance remain. This is the only game this year that manages to bluescreen crash my PC with Windows 7 x64, and that is telling something. And I'm running it on a beefy rig that can crush everything else.

I wouldn't mind if they would have picked a clear stance on lack of content, like for example "Screw content variety and advancement options, let's make the best superhero combat simulator around!" and go twitch-based, except they didn't. It feels ambitious yet woefully underdeveloped and they don't seem to have the courage to go anywhere. I'd love a well done superhero-themed PVP game. Forget dominating all those dumb henchmen for 50 levels, just give us templates and powersets and let us at each other.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tmon on October 18, 2009, 08:38:58 AM

I wouldn't be surprised if we see continued updates at least until the release of STO.  My guess is they will try to use the STO hype to try and generate some extra CO players, and they'll want to have something better to show for themselves.  I think if they aren't seeing a bit of a boost after that, it'll fall by the wayside.


I wonder if they'll offer some kind of all access pass for both games, it would be a handy way to puff the numbers for both games.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on October 18, 2009, 08:55:42 AM
I doubt ChampO is going to be worth talking about by the time STO launches. I imagine they've already shifted a lot of resources over to the latter. And the most recent interview features the EP of STO maligning (http://www.eurogamer.net/articles/star-trek-online-interview_9?page=2) the size of his post-launch dev team (which he seems to imply is 50 atm).

So the game is probably already is in maintenance mode. To say the least.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on October 18, 2009, 06:44:34 PM
I think it depends if ChampO ever makes it to the Xbox 360. It would probably have a better shot on that platform - an uncontested space, a design that is better suited for the console - than on the PC. If ChampO does launch on the Xbox 360, I think all of these kinds of odd implementation decisions (like the launch day patch, like the large changes post-launch that would have better fitted into beta) make more sense. PC launch as a paid beta for the Xbox 360.

Ultimately though that is some forum guesstimation going on soon after the launch of Aion.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 19, 2009, 06:51:06 PM
I think was was said upthread is basically right: this is the new model for quickie MMOs. Develop cheap, make your money on box sales and the first 2-3 months subs, and see where you're at when you bottom out at the 25k-ish subs who seem fanatically devoted to whatever game they happen to have landed in, doesn't really matter what it is. Maybe if you're running on three gerbils, a server and one community management dev you make a small additional profit for six to twelve months. Close down--the game has only existed as a kind of resume builder designed to get you your next infusion of capital from investors stupid enough to think they can get in on the ground floor of the next WoW. Rinse and repeat.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on October 20, 2009, 06:56:05 AM
Cryptic just formally opened up their C-Store today.

http://www.champions-online.com/store (http://www.champions-online.com/store)

They are going to use it across Cryptic Games (CO, STO) and are basically offering cosmetic (costumes, emblems) or character enhancement items (retcons, character slots, renames).  Cryptic has stated that anything offered in the store that does give an play advantage, will also be available to earn in game.  A 1000 cryptic points is initially set at $12.50 US.

Halloween Costume Sets (3 sets) - 640 or 240/set
Cyborg Beast Set - 240
Epic Samurai - 240
Emblem Packs (Bestial, Sci-Fi, Weapon) - 80/set
Character Slots - 1200 per 4 additional slots
Retcon (Character power reset) - 1000
Rename - 280
Costume Slots - 400 per 2 costume slots
Action Figures - 80

Prices aren't too bad in my opinion, maybe a tad high for costume sets in particular with a subscription still in play.








Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 20, 2009, 06:57:35 AM
I know a lot of people that are going to be all over the character slots.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on October 20, 2009, 07:09:58 AM

12.50$ for a retcon when they break a power or invalidate a build? What a money spinner.

Those prices might make sense if the game was f2p.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on October 20, 2009, 07:14:59 AM

12.50$ for a retcon when they break a power or invalidate a build? What a money spinner.

Those prices might make sense if the game was f2p.


Pretty sure they are working on the ability to retcon specific powers if they have changed...still in the works though.  In addition, is $12.50 really that bad to COMPLETELY redo your character from scratch?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on October 20, 2009, 07:17:10 AM

When it's being broken by the developers doing beta balancing on a live game?

definitely.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on October 20, 2009, 07:27:02 AM
Dude get the sand out of your vagina.  Read the first part of my post, they are working on it.  Plus they have given out 3 full free retcons already, and they have lowered retcon purchases in-game.  Are you new to MMO's? If you think "balance" is achieved in beta in any MMO, then you are very mistaken.  At least you have the option to completely redo a character, which in 90% of games you have no option but to suck it up with class changes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tmon on October 20, 2009, 07:54:33 AM
I can't see myself buying anything at the C store, I'm not against micro-trans but if I'm paying $15 dollars a month I don't see any reason to give them more money.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: tazelbain on October 20, 2009, 08:13:18 AM
Fire and forget, diku MMO with sub and store.  Woot.  Worst of all worlds.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on October 20, 2009, 08:46:41 AM
I am becoming to Champions what gutboy barrelhouse is to SWG.

I have a couple of 14-day trial buddy keys if anyone is interested.  Just send me a PM.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on October 20, 2009, 08:53:39 AM
I would like to take a chance to see this after beta.

What i did see was not that worthwhile during beta, but I would like to see how it's changed. I wrote a beta impression in the Corp forum, that I'd like the opportunity to retract or say I told you so with.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on October 20, 2009, 09:04:25 AM
I am becoming to Champions what gutboy barrelhouse is to SWG.
That's really not a good thing.  Given you are aware of this predicament I suggest bailing before it's too late.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 20, 2009, 09:13:25 AM
See, the thing that's bad about microtransactions on some of these things is the moral hazard they present to developers. If you set a fee that's very nearly a month's subscription revenue for a full retcon, for example, and you hold the line hard on not giving free retcons, it's very nearly an invitation to frequently change the basic functionality of powersets/character abilities if you've already given up on retaining anything but a very small, intensely loyal core of players. In fact, this is arguably the way you stay in the black if you think you've got a playerbase that won't give up no matter what you do to them: keep giving them a reason to pay a double or triple sub-price without appearing as if that's what you're purposely doing.

Microtransactions for frills is one thing: microtransactions for mechanics which are central to gameplay are another. The latter open up temptations even to dev teams that are doing their best to make the best possible product. As Tazelbain said, this is especially the case if you're already charging a premium subscription fee.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on October 20, 2009, 09:39:39 AM
Worse, even if the devs are against it, the option becomes available to the suits who only view players as numbers.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on October 20, 2009, 09:40:21 AM
That's really not a good thing.  Given you are aware of this predicament I suggest bailing before it's too late.

I guess, but the thing is I don't see it that way....I am having fun with it.  I feel the need to play and follow development, which I haven't for MMO in a while.  I am broken it seems.  Are there problems? for sure with out a doubt.  Buggy quests, laggy lemuria, lack of real teaming options, and lack of content (although I really only found that around level 30-33).  The combat is fun, and that is the #1 appealing factor for me as it stands.  The superb character creation is icing on the cake for me.

See, the thing that's bad about microtransactions on some of these things is the moral hazard they present to developers. If you set a fee that's very nearly a month's subscription revenue for a full retcon, for example, and you hold the line hard on not giving free retcons, it's very nearly an invitation to frequently change the basic functionality of powersets/character abilities if you've already given up on retaining anything but a very small, intensely loyal core of players. In fact, this is arguably the way you stay in the black if you think you've got a playerbase that won't give up no matter what you do to them: keep giving them a reason to pay a double or triple sub-price without appearing as if that's what you're purposely doing.

Microtransactions for frills is one thing: microtransactions for mechanics which are central to gameplay are another. The latter open up temptations even to dev teams that are doing their best to make the best possible product. As Tazelbain said, this is especially the case if you're already charging a premium subscription fee.

Your concern is understood, and concur that microstransactions could become a nickel and diming situation esepcially considering there is a subscription.  I just want to point out that I haven't really needed to retcon at all thus far, I guess I have been lucky that they haven't fundamentally changed any of my characters.  Free retcons is a sticky situation though.  Let's say they gave them out in LOTRO - I could basically take my max level captain and make him a max level minstrel, for $12 bucks or for free because they changed a captain skill (which they have made fundamental changes to captain skills in LOTRO).  You don't see the issue here from a business standpoint? Most games don't even have this option and you have to roll with the punches, start an alt or quit. However, since CO has the option people cry foul with a sense of entitlement.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 20, 2009, 10:57:05 AM


I guess, but the thing is I don't see it that way....I am having fun with it.  I feel the need to play and follow development, which I haven't for MMO in a while.  I am broken it seems.  Are there problems? for sure with out a doubt.  Buggy quests, laggy lemuria, lack of real teaming options, and lack of content (although I really only found that around level 30-33).  The combat is fun, and that is the #1 appealing factor for me as it stands.  The superb character creation is icing on the cake for me.


This is pretty much how I am looking at CO right now.  I enjoy playing.  I don't feel compelled to play 24 hours a day, but I do enjoy playing a couple hours every other day or so.  Good enough for me right now, especially since there isn't much else MMO wise that I feel like playing right now.  I mean, I like EVE a lot, but I don't have the time to devote to it right now anyway.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on October 20, 2009, 11:56:13 AM
If you're having fun then that's great.  You're getting your money's worth.

It only becomes a problem when you espouse its virtues without being able to see and discuss any of its flaws.  That's the difference between my (and several others') love of the old SWG and our resident player whom you were concerned about becoming.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: caladein on October 20, 2009, 04:18:31 PM
Price dropped to $40 on Steam (http://store.steampowered.com/app/9880/) and for the boxed copy at GameStop (http://www.gamestop.com/Catalog/ProductDetails.aspx?product_id=73922).  Hell, Amazon has it at about $35 (http://www.amazon.com/Champions-Online-Pc/dp/B0024FA6EY/ref=sr_1_1?ie=UTF8&s=videogames&qid=1256080294&sr=8-1).

Countdown-to-bargain-bin GO!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 20, 2009, 04:30:00 PM
A monthly subscription for an awesome character creator strikes me as a sub-par deal. YMMV, but I'd say that about a furry too.

 :roll:

kinda


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nonentity on October 20, 2009, 05:44:15 PM
There was an email circulating around at work about two weeks after launch that had it discounted to $5.00 at a Gamestop.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on October 20, 2009, 06:44:51 PM
Dude get the sand out of your vagina.  Read the first part of my post, they are working on it.  Plus they have given out 3 full free retcons already, and they have lowered retcon purchases in-game.

They didn't even attempt to balance powers in beta. Leaving it to live, especially with a massive power-nerf on launch day, removes any sympathy I might have had for these guys. The fact they reduced retcon doesn't change the fact they reduced it from insane to punitive. If it were translated into hours of gaming for a full retcon you'd have Aion players grimacing. Making it so they can profit from their incompetence is just the wrong direction entirely.

The core problem is their respec system is broken by design. When they change power effects you have to pay increasing costs to respec out of each power bought since you made that decision. And in the case of something like movement powers or superstats that's really early in a character development. Thus they can't differentiate between the FotM switchers (though that's their balance problem too) and those correcting one nerfed power purchased early, they both look like a full respec. If they'd actually allow you to pay an increasing amount per power modified but freely select which power is modified first the system would not be so broken, they wouldn't have to be giving out free respecs and the C-store could go back to being a useless addition for ugly vanity pets.

That said, it's pretty irrelevant. The possibility of CO maturing into something interesting is marginal.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on October 20, 2009, 10:08:45 PM
If they'd actually allow you to pay an increasing amount per power modified but freely select which power is modified first the system would not be so broken, they wouldn't have to be giving out free respecs and the C-store could go back to being a useless addition for ugly vanity pets.

I definitely agree that's how it should work.  Hopefully that is how it evolves.  They didn't even have full retcon developed until 1 or 2 weeks into live, so maybe they are moving towards that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on October 20, 2009, 10:10:39 PM
I also still like ChampO, but the game has a number of significant flaws that probably will never be shaken out. But if only they could get the graphics working correctly on my PC on anything other than safe mode. If only.

I also find it interesting in comparing to the Aion (?) thread where the discussion is on what to do when everyone can heal. ChampO (especially post-Blood Moon) has part of that answer. It also helps provide an answer to "what happens in a game without classes?". Answer: balance nightmare. Although I certainly wished for more control in being able to build your own powers, I can only imagine how badly that system would have been abused in ChampO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ezrast on October 20, 2009, 11:23:54 PM
I'm not a proponent of skill-based systems, but to be fair this particular balance nightmare was more a matter of "Cryptic can't balance" than "classless systems can't be balanced." Remember when they changed their spreadsheets and sent the changes to live without anybody looking at the actual powers affected?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 21, 2009, 05:50:54 AM
It's a bad collision between "developers who are pretty amateurish about live management" and "system to which the normal logic of balancing doesn't really apply very well".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on October 24, 2009, 04:22:31 PM
Not sure what they did but the game is more fun to play now.  Aggro radius seems lessened and mob hit points seem reduced.  I can actually fight three mobs without another group of three mobs rushing in.  Big to me.  However, there is a slight 'hitch' when I move the camera.  It's small but it's annoying.  I am spoiled by the butter smooth performance of WoW. 

Loot seems abundant and useless.  I hate upgrading mystic items on my science/power suit guy, seems goofy.  I have canceled but thanks to a neat trick they do I got charged for another month.  So I will cancel again but will keep an eye on the game, it does have potential. Yeah I said it. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on October 27, 2009, 05:57:14 AM
That didn't take long:    

Quote
Play for Free, All Weekend

From Friday, October 30th, until Monday, November 2nd, come play Champions Online ... for free! Check out the plethora of changes to the game, including new missions, new powers and the free Blood Moon content update.

Check out our free weekend promotional page on the official Champions Online website to get started.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on October 27, 2009, 06:03:20 AM
I think they need to look up "plethora" in the dictionary.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on October 27, 2009, 12:40:05 PM
I think they need to look up "plethora" in the dictionary.
Given how often they changed things in late beta it's probably applicable...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 27, 2009, 02:18:56 PM
Blood Moon patch is out.  Its actually pretty decent. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Furiously on October 31, 2009, 09:32:25 AM
Free trial on steam this weekend.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on October 31, 2009, 10:10:18 AM
I have no desire to log on and check it out. How sad.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kovacs on October 31, 2009, 04:20:12 PM
I'm simply wondering how long it took them to design a movement system that is actually more annoying than click to move.  Maybe it's becasue I'm a left handed mouser but fuck moving and looking around is just horrific. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 31, 2009, 04:29:42 PM
I'm simply wondering how long it took them to design a movement system that is actually more annoying than click to move.  Maybe it's becasue I'm a left handed mouser but fuck moving and looking around is just horrific. 

Its pretty much like every other MMO I've seen? 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Pennilenko on October 31, 2009, 06:14:06 PM
Its pretty much like every other MMO I've seen? 

Other MMOs don't charge you cash to fix  mistakes. Yours or theirs.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 31, 2009, 06:16:41 PM
Its pretty much like every other MMO I've seen? 

Other MMOs don't charge you cash to fix  mistakes. Yours or theirs.

What has this got to do with him complaining about the movement system?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on October 31, 2009, 07:50:14 PM
Its pretty much like every other MMO I've seen? 

Other MMOs don't charge you cash to fix  mistakes. Yours or theirs.

Other MM0s don't give you the option, you have to suck it up.  CO gives you the option, and you still bitch. 

I second the movement issues, how is it any different than every other MMO?

Seriously, there are a lot of things wrong with CO...but retcon and movement are non-issues as far as I am concerned.

Bloodmoon is pretty solid.  My only gripe being the 13 undead heroe crypts...two maps rotated between all 13.  The BITE (hunter-werewolf PVP) is pretty fun.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kovacs on October 31, 2009, 11:00:30 PM
I can't get the damn camera to stay over the shoulder with mouselook options.  I stays facing the same direction regardless of character facing.  How is that like every other mmo?That and the old TR wonder of not being able to move forward with inventory open.  Wonderful.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sjofn on November 01, 2009, 12:06:10 AM
I can't get the damn camera to stay over the shoulder with mouselook options.  I stays facing the same direction regardless of character facing.  How is that like every other mmo?That and the old TR wonder of not being able to move forward with inventory open.  Wonderful.


Unless something broke with Bloodmoon, neither of those issues ever happened to me when I played CO (I am not currently playing because I am trapped on a laptop until mid November. :(((((( ).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on November 01, 2009, 01:48:35 AM
Wow, for serious? Did it default to locking the camera during movement? Because mine would bounce back to over-the-shoulder, and I couldn't find a way to change that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on November 01, 2009, 05:42:55 AM
I can't get the damn camera to stay over the shoulder with mouselook options.  I stays facing the same direction regardless of character facing.  How is that like every other mmo?That and the old TR wonder of not being able to move forward with inventory open.  Wonderful.


I haven't had either of these problems. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on November 01, 2009, 11:00:12 AM
LIES!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 01, 2009, 05:27:40 PM
I can't get the damn camera to stay over the shoulder with mouselook options.  I stays facing the same direction regardless of character facing.  How is that like every other mmo?That and the old TR wonder of not being able to move forward with inventory open.  Wonderful.


I haven't had either of these problems. 

Neither have I. Plus I run around all the time with my inv window open.

There are a large number of different camera and targeting options. I'll have to go and see what mine is set at because camera control isn't an issue for me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on November 02, 2009, 10:33:32 AM
For those of you in the US, Champions Online is the deal of the day at Amazon.com and is selling for $29.88.  It's $20 off if you were considering giving this title a try.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on November 02, 2009, 04:39:15 PM

Setting new records on how quickly the discounts start. At this rate should be free to play in another two months.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Triforcer on November 03, 2009, 11:04:00 AM
Jesus fucking christ, why does everything not WoW have to be the fail?  If Bioware lets me down, I'm just going to cry while playing a DK and cutting myself. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on November 03, 2009, 11:21:24 AM
Not sucking would go a long ways towards not failing.  We have to start there.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Cadaverine on November 03, 2009, 04:36:52 PM
Check the Alganon thread, already in progress, for proof that it's not WoW in and of itself, so much as the timing, not sucking, polish, etc, that accounts for WoW being the success that it is.  The Blizzard name probably doesn't hurt either.

There's plenty of room for an MMO to be successful, without ever coming close to WoW numbers, but they can't even get out of the gate without falling flat on their face.  I suspect that worrying about whether they're copying WoW too much, or not enough, plays a part in that.  E.g. WAR, and Vanguard.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 03, 2009, 05:21:32 PM
ChampO will be successful if it has a touch over 100k subs according to Emmert. That's fairly possible to do, even with existing complaints about the game.

I don't think ChampO came out as Cryptic wanted it to, but it did help serve as an acid test of all systems prior to STO, including the new functions they've taken on like CS and servers. If / when more content is introduced and gameplay stability is improved (and maybe launches on the Xbox 360), I think it will probably find its feet. It's not ever going to be a huge market player, but it does offer a number of things you can't get elsewhere (which is why a lot of people say, "It's fun, but...").

Also, WoW launched in a perfect storm of conditions that helped make it the success it was. It was full of launch bugs, but a lot of factors (gameplay and the Blizzard name included) helped to hold onto players and grow.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageh on November 04, 2009, 12:31:48 AM
I just hope that STO is not going to be using the CO engine, at least not in the state it is currently. My summary on the CO engine includes - but is not limited to - poor scaling, abysmal performance, incredibly annoying input handling (keypresses register late, with weird random delays, sometimes not at all, and yes, I know it is not network based) and characters getting stuck at every straw of grass in the landscape, with very stylish frozen "mid-run animations" everywhere.

Which is a shame, because the combat system in itself is fun and has huge potential.

The main problem, if you compare this to WoW is that WoW has an engine which allows you to take a level 1 character and start whacking bunny wabbits in Elwynn Forest at level 1, and everything about how bunny whacking feels is right. Animations are fluid, controls are responsive, sound and visual feedback from the combat are satisfying and spot on. And WoW was polished like this from start, it was not "patched" to become polished.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on November 04, 2009, 06:01:36 AM
I think when Emmert says 100k subs is a success, he means "we make enough money to keep going to our next marginal business success/creative failure". But as far as I can see, the farm is bet on Star Trek Online, since there isn't another product beyond that in their pipeline. I'd wager that the 100k figure is only a marginal business success for Champs if their projections on microtransaction revenue hold up, e.g., that they'll get a sizeable proportion of that small subscriber base to pay what's effectively a premium subscription rate. I think that will only work in turn if they can continue to find aspects of the game mechanics to monetize. They can't monetize an advantage in PvE because the game isn't tuned that way. They're going to run out of vanity items pretty quick, besides no one really likes the action figures anyway. So it's pretty much got to be costume pieces, custom animations/emotes, that kind of thing. That would probably be more alluring if the game had more of a "look at me" crowd scene like Atlas Park is in CoH.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on November 04, 2009, 08:29:52 AM
I just hope that STO is not going to be using the CO engine, at least not in the state it is currently. My summary on the CO engine includes - but is not limited to - poor scaling, abysmal performance, incredibly annoying input handling (keypresses register late, with weird random delays, sometimes not at all, and yes, I know it is not network based) and characters getting stuck at every straw of grass in the landscape, with very stylish frozen "mid-run animations" everywhere.

Which is a shame, because the combat system in itself is fun and has huge potential.

Very descriptive hyperbole.  Abysmal performance?  Are you playing on a Vic-20?  You could have described Lemuria on its own as abysmal, but the rest of the game runs pretty fluid to me - at max settings.  Poor scaling of what?  Stuck at every straw of grass? Not sure what your getting at, doesn't seem to be an issue or an issue I have seen complained about any where else.  You are bound to get stuck at walls and different landscape just due to the nature and speed of travel powers.  Super Leaping is going to smack you into building, and in tough holes, but this is similar to CoH.

The only thing I will concede is the input handling.  It is very inconsistent, and would not translate well into their expected port to a 360.  My perfectly timed heals and blocks, sometimes become ill-timed face-plants and resurrections.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on November 04, 2009, 08:37:23 AM
The engine works pretty well, I think. It's not really one of the game's problems, except in Lemuria. There's a bit of input lag sometimes, but not much compared to some.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageh on November 04, 2009, 09:10:49 AM

Very descriptive hyperbole.  Abysmal performance?  Are you playing on a Vic-20?  You could have described Lemuria on its own as abysmal, but the rest of the game runs pretty fluid to me - at max settings.  Poor scaling of what?  Stuck at every straw of grass? Not sure what your getting at, doesn't seem to be an issue or an issue I have seen complained about any where else.  You are bound to get stuck at walls and different landscape just do to the nature and speed of travel powers.  Super Leaping is going to smack you into building, and in tough holes, but this is similar to CoH.

The only thing I will concede is the input handling.  It is very inconsistent, and would not translate well into their expected port to a 360.  My perfectly timed heals and blocks, sometimes become ill-timed face-plants and resurrections.

"Abysmal performance" means I'm running this on an i7 overclocked to 3.6Ghz and SLI with 2x GTX 260, at a resolution of 1680x1050 with Anti-Aliasing and high shadows, detail sliders around 150%. I get framerates in the mid-30s outdoors if I'm lucky, and the scenery isn't looking like anything that should remotely be taxing my system. Oh yes, I know, it is an MMO, wait, that means poop performance guaranteed because of some secret ingredient.

"Poor scaling" means that if I turn any slider somewhere above the 100% mark everything starts to take a turn for the really bad. If more than 5 people are on screen doing sparkly stuff, everything takes a nosedive, performance-wise. If I move from a region with few buildings/debris to one with many buildings/debris, I win about 10-15 secons of slideshows and stutters.

"The most fucked up movement handling engine" aka "I get stuck on every pimple on an otherwise perfectly flat surface" is something that has been around since CoX and it is a particular irk of said engine. You move around at superspeed, and all of a sudden you are stuck gliding laterally, frozen in your animation frame because you encountered the infamous boardwalk, dastardly blocking your way. Or you zip around acrobatically dodging and doing backflips and then there's a corner of something in your jump path and your character starts hovering mid-air looking like he has been hit by a paralyzing ray of Dr. Doombots.

Did I forget anything? Not sure and I don't really care at this point. I've been beta testing CO since April 2009 and I have been repeatedly complaining about the same issues I listed above on the boards, just to have the fanbois swarm me with extremely constructive questions a la "Do you run this on a VIC-20 *cue laughter here* heh heh heh". There have  been performance threads going for 10-15 pages of length at the end of the beta, of course I'm sure everything is perfectly fine because you happen to have no problems (that you are aware of). Oh, and I've also played CoX for about 3 years on and off so I'm well aware of CoX shortcomings.

The technical quality of this engine is "crap level". While we can argue about "art direction" and "cel shading" and what not, the redeeming technical qualities are just not there. The ambitious CO does not deliver in the tech department, which is even more puzzling as CO is in some ways so like CoX that they should have been able to improve the inherent flaws of CoX in more ways than just adding more shiney. As it is now, it is - like noted - an ambitious but incompetent piece of technology showcase.

Oh, and I call bullshit alert on your "max settings fluid gaming". I claim that SSAO+Antialiasing+Shadows+every slider at 250% (which probably is close to "max settings") doesn't run "fluid" on anything else than some very high-end gaming hardware. Unless you define "fluid" as somewhere around 25 FPS.

EDIT: In fairness, my impressions are end of beta and the first couple weeks after launch. I stopped afterwards. Maybe they fixed performance, I don't know.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on November 04, 2009, 09:19:59 AM


EDIT: In fairness, my impressions are end of beta and the first couple weeks after launch. I stopped afterwards. Maybe they fixed performance, I don't know.

They did, a lot.  During Beta I had to turn things way down and sometimes still geting crap framerates.  I am currently running most of the settings on full, and only get slow down when there are a ton of particle effects on the screen at the same time.  They've done quite a lot of optimization since launch from my personal experience.

This Blood Moon patch has kept me going if for no other reason that I have a fun sorcery/celestial hybrid character planned.  They need to be pumping out some legitimate content soon though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on November 04, 2009, 09:46:19 AM
I was running the game on close to max settings with a 3 year old PC, and running at 1900x1200 res and getting around 30 to 45fps in congested areas.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on November 04, 2009, 10:32:58 AM
Did I forget anything? Not sure and I don't really care at this point. I've been beta testing CO since April 2009 and I have been repeatedly complaining about the same issues I listed above on the boards, just to have the fanbois swarm me with extremely constructive questions a la "Do you run this on a VIC-20 *cue laughter here* heh heh heh". There have  been performance threads going for 10-15 pages of length at the end of the beta, of course I'm sure everything is perfectly fine because you happen to have no problems (that you are aware of). Oh, and I've also played CoX for about 3 years on and off so I'm well aware of CoX shortcomings.

Not sure what to say mate, but you sound like a complete douche.  Get over the Vic-20 joke, I am sorry your super-machine feels insulted *cue laughter here*.  The internet is serious business. If you are insinuating that I am a fanboi (which is hard to tell), then your completely wrong.  I am pretty positive, especially from F13 point of view, on most of my gaming.  I enjoy CO for the gameplay and the character creation.  I do not try to talk around legitimate complaints, of which there are many.  CO is underwhelming right now, that is plainly obvious. It is not CoH 2.0, it is not WOW,  and development has been a clusterfuck and comedy of errors.

Quote
Oh, and I call bullshit alert on your "max settings fluid gaming". I claim that SSAO+Antialiasing+Shadows+every slider at 250% (which probably is close to "max settings") doesn't run "fluid" on anything else than some very high-end gaming hardware. Unless you define "fluid" as somewhere around 25 FPS.

Awww shit, I have been busted! Your right, not all my sliders are not at 250%. I believe I am running at max for the default settings without going into the advanced settings.  Looks good to me, on par with other comparable games, and runs fine.  Sure there is room for improvement. What else can I say to that?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageh on November 04, 2009, 10:54:13 AM
Not sure what to say mate, but you sound like a complete douche.  Get over the Vic-20 joke, I am sorry your super-machine feels insulted *cue laughter here*.  The internet is serious business. If you are insinuating that I am a fanboi (which is hard to tell), then your completely wrong.  I am pretty positive, especially from F13 point of view, on most of my gaming.  I enjoy CO for the gameplay and the character creation.  I do not try to talk around legitimate complaints, of which there are many.  CO is underwhelming right now, that is plainly obvious. It is not CoH 2.0, it is not WOW,  and development has been a clusterfuck and comedy of errors.

I don't know you, and I don't know why I should sound like a douche to you.  My super machine does not feel insulted, and among us, given that the internet is serious business, I'm not sure it loves me anymore, as today I have admitted its inferiority to you. I'll give it a hug when I'm done defending its honor against a random on the net though, just to be sure. I'm sure your VIC-20 joke (argument?) was well-natured and utterly positive, internet constructivism at it's best. Maybe it wouldn't have annoyed me as much as it has, had I not been hearing the same argument for so long on so various games, and in particular on my 6 months of CO playtime. Yet, it was nothing but a dumb comment.

For what it is worth, I did enjoy CO for exactly your reasons for about all the beta time, but sadly the game moved nearly zero forward since I first played. I owed them a box sale for a good beta time and I was out.

Either way, I'm not interested arguing with you, I was responding to your original criticism. Enjoy your game, I'm happy for you.





Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 04, 2009, 07:05:53 PM
I just hope that STO is not going to be using the CO engine

All Cryptic games are developed using the in-house Cryptic Engine.

Ironically, I had great performance during beta - never crashed, frame rates were good even on high settings - but whatever the patched in at launch sees me crash every 30 minutes or less, sometimes even to a BSOD. Nvidia graphics driver issue, apparently. Still annoying.

It might have been fixed during the Blood Moon patch, but I didn't bother to log in.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on November 04, 2009, 07:20:44 PM
I just hope that STO is not going to be using the CO engine

All Cryptic games are developed using the in-house Cryptic Engine.


The screenshots they've released for STO have a very similar look to Champions too. 

Images below:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on November 04, 2009, 11:41:51 PM
Heh, holy crap. I hadn't seen those before, let alone the comparisson. Honestly I like the game engine. They just need to do more with it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on November 06, 2009, 08:36:59 AM



Damned if that game doesn't look like a fan mod.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on November 06, 2009, 12:11:03 PM
In the series/movies I cannot recall any humanoid taking a direct phaser hit and keep moving.  I guess the borg, but they had personal shields.  For whoever actually plays this game it's got to seem really weird that you need to hit someone more than once with a phaser.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on November 06, 2009, 01:16:52 PM
Ensigns get the phasers that are intended to stun 10 rats.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 07, 2009, 06:27:06 AM
In the series/movies I cannot recall any humanoid taking a direct phaser hit and keep moving.  I guess the borg, but they had personal shields.  For whoever actually plays this game it's got to seem really weird that you need to hit someone more than once with a phaser.

Same for any title where there are weapons and hit points though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on November 08, 2009, 05:02:35 AM
I guess Starfleet Academy never had a course on taking cover.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageh on November 09, 2009, 09:43:52 AM
I guess Starfleet Academy never had a course on taking cover.

It was there though, right after the engineering class on seatbelt usage.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: raydeen on November 20, 2009, 11:16:07 AM
I guess Starfleet Academy never had a course on taking cover.

They had it but only but you couldn't take it if your shirt was red.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on November 24, 2009, 07:26:56 PM

Anyone still playing? Interested in whether the population has dived as fast as I expected.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 24, 2009, 08:13:38 PM
I would still be playing, except for some sort of crippling graphics bug that occurs because the Cryptic Engine ChampO doesn't like either Nvidia or ATI cards.

Last time I was in there were still a few hundred players in the lower zones. Player population is (of course) down on launch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on November 24, 2009, 08:38:06 PM

Anyone still playing? Interested in whether the population has dived as fast as I expected.


Its down pretty far, but I haven't played it during " prime time" in a while, so numbers aren't quite accurate.  Still, I'd say there aren't more than a couple thousand people on the server at a time.

Either way they are almost certainly far below their "100,000 would be considered a success" range that they mentioned at some point.


Also, yeah, I'm still playing it, I like the character creator and the combat mechanics enough that is tickles my fancy when I'm in the mood for some mindless beat em up action. What can I say, its just about everything I say I hate in a MMO, but for some reason I'm having fun, who knew?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on November 24, 2009, 09:24:03 PM
For clarification, I'd say just by eyeballing the number of instances of the major zones that are up at any given time the player base is down to about 20% of what it was.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on November 24, 2009, 09:49:09 PM
There's a free play event going on this weekend, apparently, starting on Thanksgiving, and some Black Friday deals in the RMT store.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on November 25, 2009, 06:36:04 AM
There's a free play event going on this weekend, apparently, starting on Thanksgiving, and some Black Friday deals in the RMT store.

I'd suggest people who haven't played give it the free weekend if you'll actually have time to play it, playing with the character creator is worth the time it takes to download the client, if nothing else.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on November 25, 2009, 07:34:25 AM
Still playing....albeit in-between my Dragon Age obsession.

Content is slowly being added, although a bunch of it is repeatable kill x quests with a few mission arcs here and there.  "Nemesis Confrontation Lair" patch is just hitting live servers which provides multiple 5-man nemesis level 40 content.  They have thrown in some new costume options (glow effect) and perks with the new content.I haven't tried the lair yet but hopefully this weekend I will make a run.

Cryptic has been pretty much patching weekly, mostly bug squashing with functionality fixes (UI, teaming options, mission sharing, etc.).

They are going through powersets one-by-one, with Archery getting an overhaul in the last patch.  They do now have the ability to individually retcon for individual abilities.  Sorcery is up next by the look of it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: waylander on November 25, 2009, 07:52:35 AM
I think it boils down to the fact that there is only so much room for a super hero MMO, and CoV/CoH is it until DCU comes out.  We beta tested CO using our squad from CoV/CoH, and at the end of the day the verdict was that it would be better to start up again in the old game than go to a new one that was basically an inferior clone.

I don't know much about DCU, but if it offers better game play and more diversity in the game then it might do ok. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on November 25, 2009, 07:54:55 AM
I think it boils down to the fact that there is only so much room for a super hero MMO, and CoV/CoH is it until DCU comes out.  We beta tested CO using our squad from CoV/CoH, and at the end of the day the verdict was that it would be better to start up again in the old game than go to a new one that was basically an inferior clone.

I don't know much about DCU, but if it offers better game play and more diversity in the game then it might do ok. 

I think a lot of people went back to CoH/V.  Now, I personally only played that game a short while and found the combat to be BORING as all hell.  To me that is where Champions is far far superior.  Of course as a new game it doesn't have the feature list that CoH/V has, but hopefully that'll increase over time, assuming I still care by then.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 25, 2009, 06:38:09 PM
I think it boils down to the fact that there is only so much room for a super hero MMO, and CoV/CoH is it until DCU comes out.  

Why is there room for multiple fantasy MMOs, but only one superhero one? I'm interested to know.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on November 25, 2009, 06:40:42 PM
I think there's room for more than one...as long as they're significantly different in some important feature set or design. We've discovered that there is really only room for one WoW, after all. It's not genre, it's design, that makes room for more than one.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: DLRiley on November 25, 2009, 07:10:00 PM
In the series/movies I cannot recall any humanoid taking a direct phaser hit and keep moving.  I guess the borg, but they had personal shields.  For whoever actually plays this game it's got to seem really weird that you need to hit someone more than once with a phaser.

Personally, if I'm not aiming that laser i give two shits. Its only when you ARE aiming weapon of most likely instant doom and the player is still up and running and mostly fine and only dead after several shots to the head is when I call bullshit, bullshit, more bullshit. But meh.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on December 18, 2009, 09:54:09 AM
New Winter Event is on, Attack of the Misfit Toys.

Quote
The Attack of the Misfit Toys has arrived! All heroes are requested to report to Millennium City to receive further instructions on the menace that’s been terrorizing charity workers throughout the city.

Crafted travel powers are here! Only the best at their skills will be able to assemble the devices necessary to imbue you with additional powers.

Gadgeteering has received a balancing pass. Due to the large number of changes made to the set, all Gadgeteering users have received a free Retcon.
Glow has been added back to a large number of costume pieces.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on December 20, 2009, 04:35:34 AM
In the series/movies I cannot recall any humanoid taking a direct phaser hit and keep moving.  I guess the borg, but they had personal shields.  For whoever actually plays this game it's got to seem really weird that you need to hit someone more than once with a phaser.

Personally, if I'm not aiming that laser i give two shits. Its only when you ARE aiming weapon of most likely instant doom and the player is still up and running and mostly fine and only dead after several shots to the head is when I call bullshit, bullshit, more bullshit. But meh.

How about every time you shoot someone but don't kill them, the animation looks like your phaser blast grazes them. Then, when you take them to 0 hp, you hit them center-mass and disintergrate them. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Xurtan on December 20, 2009, 04:51:16 PM
Forever being unable to shoot something accurately sounds worse to me, personally. Especially at the likely point blank ranges.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on December 20, 2009, 05:49:35 PM
Forever being unable to shoot something accurately sounds worse to me, personally. Especially at the likely point blank ranges.

Its the same conversation as the SWTOR thread really.  You have to do a few hurdles to try and shoehorn fun gameplay into an IP where one shots happen.  In the other KOTOR games they get around it by giving most stuff you fight melee weapons that can block light sabers through some sort of infusion of blah blah blah.  I'm sure you could do something like slap some sort of shield or something on most everything you fight that absorbs phaser shots until it goes down, then you get one shot.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on December 21, 2009, 04:28:38 AM
Either solution (lots of misses, or everyone has a personal shield) is better than hitting something with phaser fire a dozen times before it goes down.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: statisticalfool on December 23, 2009, 12:28:47 PM
Hey, apparently they've put the character creator (and first fifteen levels) on unlimited free trial (http://www.mmorpg.com/newsroom.cfm/loadNews/15824). Apparently, the main limitation is that you can only keep two of your finished creations from the character creator before deleting them, but you can upgrade to the full character creator and pay a monthly subscription to get more character creator slots, which doesn't seem like a terrible deal to me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: March on December 23, 2009, 02:06:25 PM
Can I delete and re-create as I wish?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on December 23, 2009, 02:34:28 PM
Hey, apparently they've put the character creator (and first fifteen levels) on unlimited free trial (http://www.mmorpg.com/newsroom.cfm/loadNews/15824). Apparently, the main limitation is that you can only keep two of your finished creations from the character creator before deleting them, but you can upgrade to the full character creator and pay a monthly subscription to get more character creator slots, which doesn't seem like a terrible deal to me.

I wonder if this is a hint of a move towards free to play + cryptic shop model.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on December 23, 2009, 03:15:23 PM
It isn't just the character creation. They are calling it a Champions Online demo (details here (http://champions-online.com/node/594806)).

It's essentially a play for free, with a limit to 2 characters, level 15, and only being able to play the "tutorial" first section "Millennium City udner attack", so yes this is the beginning of a F2P model or at least seems like that to me.

Can I delete and re-create as I wish?

You can keep creating characters and deleting them, but cannot exceed 2.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on December 23, 2009, 07:04:10 PM

I guess their numbers are not that hot.

It sounds like this gets you access to the tutorial area. Have they changed the tutorial area since launch though? It's pretty short and didn't have any power trainers so it would be fairly boring. And no idea why the cap would be level 15 since that zone was trivial about level 4-5.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on December 23, 2009, 07:06:57 PM

I guess their numbers are not that hot.

It sounds like this gets you access to the tutorial area. Have they changed the tutorial area since launch though? It's pretty short and didn't have any power trainers so it would be fairly boring. And no idea why the cap would be level 15 since that zone was trivial about level 4-5.


The tutorial is, as far as I know, the same.  I haven't been in there in a while though, since they added the ability to skip it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on December 25, 2009, 11:13:30 AM
Oh man, if they go F2P with micropayments, I'm totally going back. It's definitely worth a few bucks here and there for fancy bits and pieces, but not $15 a month.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on December 26, 2009, 07:37:58 AM
That just looks like a free trial, not a F2P system.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: statisticalfool on December 26, 2009, 04:07:53 PM
That just looks like a free trial, not a F2P system.

and a bad free trial at that.

Great if you like the character creator though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on December 26, 2009, 04:10:01 PM
It would be great if it led to a F2P system though. I miss my Sad Clown. I can't seem to recreate him in CoX.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on December 26, 2009, 06:25:23 PM

Great if you like the character creator though.

Considering that it is the best part of the game....


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: eldaec on December 27, 2009, 12:22:59 PM
Its the same conversation as the SWTOR thread really.  You have to do a few hurdles to try and shoehorn fun gameplay into an IP where one shots happen. 

Replace HP with 'luck', animate non-fatal shots as misses.

This is exactly what hollywood does.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on December 27, 2009, 03:45:09 PM
Its the same conversation as the SWTOR thread really.  You have to do a few hurdles to try and shoehorn fun gameplay into an IP where one shots happen. 

Replace HP with 'luck', animate non-fatal shots as misses.

This is exactly what hollywood does.

Yep.  I think its a fair way to handle it.  I can even settle for something like Lord of the Rings Online to be honest. Which is, for those who don't know, HP is called "morale" and when you run out you "retreat."  Hits do show as connecting, but even that minor bit of difference in how it is represented for some reason makes me feel better about it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on December 27, 2009, 03:55:07 PM
CO should go for free to play with advertisements, like AO. Then I could play it once in a while for free, and never buy anything advertised.  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Stabs on December 28, 2009, 06:31:55 AM
Its the same conversation as the SWTOR thread really.  You have to do a few hurdles to try and shoehorn fun gameplay into an IP where one shots happen. 

Replace HP with 'luck', animate non-fatal shots as misses.

This is exactly what hollywood does.

This is actually what hit points originally were in Advanced Dungeons and Dragons. From memory the description was something like getting harder to kill through a combination of luck, combat savvy, increased physical toughness and the favour of the gods. There was even a certain death rule in my 1978 DMG that basically said if you put a gun to the head of a 100 hit point character who can't move they die when you pull the trigger.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on December 28, 2009, 09:13:00 AM

There was a variant rule that some groups used (we did) where some amount of points were physical (con * 2 + level?) and caused blood to splatter plus healed slow and the rest was skill. Something you couldn't avoid, such as the gun to the head example, went straight to physical.

The main problem is players expect to see splatter and numbers as feedback for every shot.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on December 28, 2009, 09:24:17 PM
I'm sure we've only discussed this 4 times this year already.  :grin:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on December 30, 2009, 12:34:23 PM

Great if you like the character creator though.

Considering that it is the best part of the game....

Yikes. Downloaded it, stared at the character creation screen for 10 minutes, then turned it off. Just didn't interest me in slightest.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on December 30, 2009, 02:44:30 PM

Considering that it is the best part of the game....

Yikes. Downloaded it, stared at the character creation screen for 10 minutes, then turned it off. Just didn't interest me in slightest.

Yeah, if you don't like the idea of designing your own super hero, this game has 0 value.  On the other hand if you do like the idea, the game isn't half bad.  I don't know that there has been another mmo that has been so clear cut in this regard.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: WayAbvPar on December 30, 2009, 03:10:30 PM
I played it 5 years ago when it was CoH. Everything looked so similar (even down to the font) it just made me tired. I am hoping I get energized enough to at least create a character and look around, but it sure wasn't happening at 2 AM when the download finished. I have never experienced that in a MMOG before.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on December 30, 2009, 03:14:01 PM
Yeah, I didn't play CoH, so I wonder if that contributed to me liking the game more than a lot of people.  I mean, Champions has some major issues, most notably not having enough content, but I think a lot of what I find charming about the game is just old hat to CoH vets.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on December 30, 2009, 04:11:48 PM
Yeah, I didn't play CoH, so I wonder if that contributed to me liking the game more than a lot of people.  I mean, Champions has some major issues, most notably not having enough content, but I think a lot of what I find charming about the game is just old hat to CoH vets.
It would make a huge difference.  I think if you went to CoX and tried their character creator you'd also rather play with it than CO's.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on December 30, 2009, 05:43:30 PM
Quote
It would make a huge difference.  I think if you went to CoX and tried their character creator you'd also rather play with it than CO's.

That was it more than anything. I can't think of a thing that CO did better than COX. Other than give me a headache with the oversaturated graphics.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on December 30, 2009, 05:46:21 PM
Quote
It would make a huge difference.  I think if you went to CoX and tried their character creator you'd also rather play with it than CO's.

That was it more than anything. I can't think of a thing that CO did better than COX. Other than give me a headache with the oversaturated graphics.

Power set combination was much much more flexible, but that's about it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on December 30, 2009, 07:21:50 PM
Quote
It would make a huge difference.  I think if you went to CoX and tried their character creator you'd also rather play with it than CO's.

That was it more than anything. I can't think of a thing that CO did better than COX. Other than give me a headache with the oversaturated graphics.

I actually do enjoy the graphics in CO, I'll admit.  It does feel comic book like, especially with the outline on.  Though, they "fixed" the outline, after which it kind of looked like crap, so eh.

Anyway though, like Ingmar said, the power customization is fun too.  Frankly, most of the fun I got out of CO was due to thinking of characters (look + powers), sketching them on a piece of paper, and then seeing how close I could make it in game.  I did max one character out, and  played a couple more to the 20s, but its just soul crushing to have to play through the exact same content on every single character. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on December 30, 2009, 09:17:57 PM

CO's power design was another example that free selection of powers inevitably leads to tank mages. It also requires a fine degree of per power balance which is more challenging than per archetype. With power balancing not being one of CO's strengths.

The only thing CO did better was more advanced character models (CoH needs a refresh badly), more use of 3D components in the hero builder (though a lot of those were ghastly) and more varied travel powers. The character model stances could have been good but they weren't integrated into the animations so it was a bit of a wash.




Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on December 30, 2009, 11:57:09 PM
Yeah, I didn't play CoH, so I wonder if that contributed to me liking the game more than a lot of people.  I mean, Champions has some major issues, most notably not having enough content, but I think a lot of what I find charming about the game is just old hat to CoH vets.
It would make a huge difference.  I think if you went to CoX and tried their character creator you'd also rather play with it than CO's.

ChampO's char creator is more flexible, but that flexibility makes it more complex.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on December 31, 2009, 01:08:16 AM
COH's ui and game system seemed counterintuitave to me. I felt like I was fighting the game to play. CO was smooth as butter. I think it's got the 2nd best UI/game system next to WoW in the MMOGsphere.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on December 31, 2009, 11:03:33 AM

CO's power design was another example that free selection of powers inevitably leads to tank mages. It also requires a fine degree of per power balance which is more challenging than per archetype. With power balancing not being one of CO's strengths.

The only thing CO did better was more advanced character models (CoH needs a refresh badly), more use of 3D components in the hero builder (though a lot of those were ghastly) and more varied travel powers. The character model stances could have been good but they weren't integrated into the animations so it was a bit of a wash.




Yes, it is much more difficult to balance. I was speaking of CO's set selection adavantage more from the standpoint of picking abilities to match a character concept rather than the gameplay results. It is much easier to draw up a character concept and then pick powers to match it in CO than it was in CoX at release.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on December 31, 2009, 11:08:58 AM
I started with Champions Online, and then went to CoX. It feels so constraining -- only two colors at a time, no real battlesuit options, rigid classes -- but that's balanced out with the sheer amount of stuff to do.

If it survives, I might go back to Champions Online in 2012.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Glazius on January 02, 2010, 07:08:54 PM
It feels so constraining -- only two colors at a time,

Psst. There's a little green button under the color palette that says "link colors across all costume pieces" or words to that effect. You want to click that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on January 04, 2010, 03:14:03 PM
It feels so constraining -- only two colors at a time,

Psst. There's a little green button under the color palette that says "link colors across all costume pieces" or words to that effect. You want to click that.

Yeah, I was going to say "Only two colors per slot" but then I realized I'd have to explain what I meant by "slot" i.e. two colors per pants, two different colors per boots, etc, and then it got all complicated.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: raydeen on January 05, 2010, 06:44:58 AM
It feels so constraining -- only two colors at a time,

Psst. There's a little green button under the color palette that says "link colors across all costume pieces" or words to that effect. You want to click that.

Yeah, I was going to say "Only two colors per slot" but then I realized I'd have to explain what I meant by "slot" i.e. two colors per pants, two different colors per boots, etc, and then it got all complicated.

I actually liked being constrained to two or three colors at a time. Anything more and my uniform stopped being a uniform and became more of a Cyndi Lauper bargain bin eye exploding disaster.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: statisticalfool on January 05, 2010, 07:08:39 AM
Yeah, I mean, the two colors per part is a little bit restraining:

I guess as they stack up:

CoH: many, many more parts (and more independence of parts)
CO: better model customization, looks better, more color control

But I found that the lack of the part I wanted was always a lot more important.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on January 05, 2010, 07:28:21 AM
Quote
CO: better model customization, looks better, more color control

That is definitely a matter of taste. I thought CO looked horrible compared to COX.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on January 05, 2010, 07:28:35 AM
Male toons in CoH also seem to have a lot fewer options than female toons.  I always hated this, paticularly with regard to chest/leg set pieces.  It weirds me out to play a female toon so I prefer to have at least the same number of customization options that aren't weapon skins.  


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: statisticalfool on January 05, 2010, 09:11:35 AM
Quote
CO: better model customization, looks better, more color control

That is definitely a matter of taste. I thought CO looked horrible compared to COX.

(We're talking about cel-shading off, right?)

I think that the art design is stronger in CoH, but the models are definitely looking their age these days. Maybe Going Rogue will fix that.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Riggswolfe on January 05, 2010, 11:03:12 AM
So, since I don't want to read the entire thread can someone give me a summary of the issues with this game. I know 3 people that are playing the hell out of it and loving but they are also very casual players so I'm wondering if the issues don't start until higher levels. I'd guess they're in their high teens to low 20s right now.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: statisticalfool on January 05, 2010, 11:27:43 AM
Sure, quick summary:

* Low population and falling
* End game near non-existent/horrible grinds for no reward
* Barely enough content for one runthrough: your second character will do 95%+ the same content
* Group content/reasons to group slim to none
* Previous point underscores lack of diversity: everybody has to tankmage
* Lots of balance issues (god help you if you want to be melee)
* Lingering technical issues
* With STO coming, almost no support/new content from Cryptic.

But, if you treat it like a singleplayer game, and you have some friends, and you want to create a character and hit stuff for a few dozen hours, it's not the worst way in the world to spend your time. (although, you should just play Freedom Force: it's like $3 on Steam!)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on January 05, 2010, 11:57:00 AM
Male toons in CoH also seem to have a lot fewer options than female toons.  I always hated this, paticularly with regard to chest/leg set pieces.  It weirds me out to play a female toon so I prefer to have at least the same number of customization options that aren't weapon skins.  
They fixed this in CO by giving females half the options of males.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Riggswolfe on January 05, 2010, 12:59:45 PM
Sure, quick summary:

* Low population and falling
* End game near non-existent/horrible grinds for no reward
* Barely enough content for one runthrough: your second character will do 95%+ the same content
* Group content/reasons to group slim to none
* Previous point underscores lack of diversity: everybody has to tankmage
* Lots of balance issues (god help you if you want to be melee)
* Lingering technical issues
* With STO coming, almost no support/new content from Cryptic.

But, if you treat it like a singleplayer game, and you have some friends, and you want to create a character and hit stuff for a few dozen hours, it's not the worst way in the world to spend your time. (although, you should just play Freedom Force: it's like $3 on Steam!)


Thank you! The people who are playing it typically solo or duo because their kids call them away from their comps all the time. The wife loves alts though so if the content stuff is true I can see her getting bored quite quickly. I hope Star Trek Online doesn't suffer these problems. (Though honestly, lack of group content isn't a big deal to me as I enjoy soloing.)

I know STO uses the same engine so those technical issues could be worrying. As for support/content, do you think Cryptic just doesn't have enough bodies?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on January 05, 2010, 01:08:19 PM
I'll be playing this at some point this year. I enjoyed the heck out of the beta and got it during the steam sale.

I also fall under the casual afkalot moniker.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 05, 2010, 05:25:09 PM
* With STO coming, almost no support/new content from Cryptic.

I agree with most of what you said and if I could actually not lock up on the login screen, I'd check population levels.

However, to date Cryptic haven't been too bad in releasing events and patches. They may hang themselves with the talk of a 'big new awesome early 2010 content patch' though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on January 06, 2010, 06:44:29 AM
Also, STO looks like fucking balls. Cryptic will have to go back to their superhero roots after failing miserably. DOOMCASTED.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on January 06, 2010, 10:25:10 AM
Sure, quick summary:

* Low population and falling
* End game near non-existent/horrible grinds for no reward
* Barely enough content for one runthrough: your second character will do 95%+ the same content
* Group content/reasons to group slim to none
* Previous point underscores lack of diversity: everybody has to tankmage
* Lots of balance issues (god help you if you want to be melee)
* Lingering technical issues
* With STO coming, almost no support/new content from Cryptic.

But, if you treat it like a singleplayer game, and you have some friends, and you want to create a character and hit stuff for a few dozen hours, it's not the worst way in the world to spend your time. (although, you should just play Freedom Force: it's like $3 on Steam!)


I would say this is pretty spot on.  I would add that I still encounter too many bugs (Nemesis Missions, Unity Missions).  It is also a great suggestion to treat this as a single player, more casual MMO (contradiction in a sense I guess).  I still play pretty much nightly, but for 1 to 2 hours maximum.  The issue I have with the game is that it is a perfect casual game for me, but they add way too much grind with little or no rewards in between.  The new 400 level crafting quests - which ultimately allow for 3 new travel devices - are CRAZY SUPER grindy.  To complete all the recipes and finally craft a device would take weeks or months at my playstyle.

Ultimately, with all its flaws the combat is entertaining.  This is the main appeal for me (in addition to costume/power customization).  Dual pistol mojo, shotgun, web grenades, smoke grenades, acrobatics/swinging is a joy to battle with.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on January 07, 2010, 03:49:39 AM
Needs more content.
Needs better and less loot drops
Mission loot should be better than good to encourage grouping.
I hate that my bags are full of junk.

Not a bad game, just needs a partial re-vamp.  I really like the cel-shading and the comic book feel.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on January 07, 2010, 04:54:00 AM
My alpha/beta experiences: Not fun to play. Not fun to play. And not fun to play.

The rest can be fixed, but it was missing that almost impossible to define element of fun.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 07, 2010, 05:15:55 AM
My alpha/beta experiences: Not fun to play. Not fun to play. And not fun to play.

The rest can be fixed, but it was missing that almost impossible to define element of fun.

I actually found the exact opposite to be true.  The actually gameplay (by which I mean combat, because thats pretty much all there is to the game), is actually quite solid.  The endgame is nearly non-existent, and to level a new character means doing the same content over and over on every single character in nearly the same order, and it just becomes too repetitive.  The game needs literally about twice as much content, or alternatively, I suppose, about 1/2 the experience curve to hit max level so that you can skip whatever you feel like and mix up your path to max between characters.  As it is, every time I got to level 20 on a character after my first, my will to play any further was sapped.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Minvaren on January 09, 2010, 07:18:17 PM
I played CoH for ~6 months when it first came out.  I got a En/En blapper to 33 or so.  Teleport sucked.  Got bored and left.

I came back about a year after CoV came out.  It fixed most of the problems of the original (and I chose Superspeed ftw), and I levelled a Ninja/Poison Mastermind to 50.  95% of it was fun.  I left because I got bored once I dinged 50.

I picked up CO for $10 on the Steam sale and downloaded it eagerly.  I was astounded by the character creation, and think that level of characterization in other MMOs would be most excellent.  My sound was disabled (x64 realtek), prompting 30 minutes of investigation and changing launch settings to even get things to work.  I entered the game and promptly became very confused.  Block timing was not intuitive, and the text seemed microscopic (though this may have been my fault, after 6 tweak/restarts to get the video windowed and full-screen).  I picked a Celestial character, and had a hard time making it to 9 before I decided it Just Wasn't Fun Any More(tm).

I think it could be fun for the right person, and it is fairly fun to play, but as a CoX veteran, it wasn't for me.  The game feels shallow, and that's a lot considering these guys did CoH.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Numtini on January 11, 2010, 07:22:30 AM
I also found the block thing really "off." It seemed like some vestige of a more interesting system that was abandoned with the one bit left in.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: statisticalfool on January 11, 2010, 10:22:57 AM
I'm pretty sure that back in the early days, they were promising a lot more of an action, rather than your standard auto-attack + powers mix. When it's reduced to just block the fire, instead of don't stand in it, there's not a whole lot of appeal.

I totally know that players don't actually want to be challenged, but I think that enough people have the experience necessary to handles mobs who are least mildly tricky. (see also: increasing complexity of 5-mans).

By the way, Cryptic, how's that 360 port?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 11, 2010, 10:52:27 AM

By the way, Cryptic, how's that 360 port?

Whenever someone has brought it up on the forums, they always say they are still working on it, though frankly, I can't imagine its that good a decision to release this for the 360. They must  have some delusion that its somehow going to save the product as a whole.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageh on January 11, 2010, 11:44:11 AM
You'd only have to consider the amount they would have to invest in bug fixing to get this through Microsoft QA, which apparently is very demanding for 360 games. I don't think it would ever pay off.

But then again, maybe latter patches made everything better, I don't know.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: statisticalfool on January 11, 2010, 11:58:24 AM
You'd only have to consider the amount they would have to invest in bug fixing to get this through Microsoft QA, which apparently is very demanding for 360 games. I don't think it would ever pay off.

But then again, maybe latter patches made everything better, I don't know.

I envision a very large pile of skulls, with a sign ontop: "Foolhardy souls who tried to release their MMO on a console."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on January 11, 2010, 12:04:49 PM
I also found the block thing really "off." It seemed like some vestige of a more interesting system that was abandoned with the one bit left in.

Yeah, with hindsight, I think this was probably the single worst feature of the combat system. It got in the way of everything else rather than adding something.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageh on January 11, 2010, 12:16:40 PM
I actually liked the "block skill" idea, but the timing was hard to pull off correctly unless you were very conservative about your blocking. And there was visual information overload with "bubble"/"excalamation mark"/"circle"/"emote" all over the place, constantly.

Not to forget that at release there were versions of block that had the "The block effect still persists a few seconds after you release" thing, which could be made into perma-250% defenses by going "attack-block-attack-block-attack". Do they still have those?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on January 11, 2010, 12:28:45 PM
I thought block was cool. In the tutorial in beta, there was a mob with a high powered aimed attack (rescue somebody quest). I was duoing with some dude, and BLAM the other dude bites it. The mob turns to me and loads up that big attack, I block and survive, finish the quest.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 11, 2010, 02:41:15 PM

Not to forget that at release there were versions of block that had the "The block effect still persists a few seconds after you release" thing, which could be made into perma-250% defenses by going "attack-block-attack-block-attack". Do they still have those?

It got nerfed.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on January 11, 2010, 04:14:54 PM

Block was a pretty bad mechanic. Very latency sensitive and it made balancing player durability more or less impossible. So PvE content, if they actually had any, would have inevitably involved at least one person holding down block for the entire duration over which they had aggro. Not very exciting.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 11, 2010, 05:16:50 PM
I liked the block mechanic. However (as others say) the visual representation of when you block was off, so you were never sure if you were blocking or not when you pressed the button.

Ultimately Cryptic made what was a good idea for a system (open power selection) very complex, which just confused people rather than serving as some kind of balancing mechanism (powers! items! stats! power replacers! builds! undefined power synergies!).

By the way, Cryptic, how's that 360 port?

I'm 100% certain it works as well as the PC version. Take that as you will.

However, someone else on the ChampO forums made a great point - Cryptic doesn't just have a sub fee, they also have a cash shop. Would MS be comfortable in Cryptic porting this cash shop over to Xbox Live as well? If they are, they'll want a cut. If they don't then Cryptic needs a whole new content delivery plan.

Both STO and ChampO had their console ports as part of their business plan, I'm sure. However, the reality is that the gatekeepers of those consoles aren't nearly as flexible as the PC which I'm sure has unofficially scuttled those plans.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on January 11, 2010, 05:34:08 PM
The problem with block was it was an action gameplay element tacked onto what was otherwise pretty standard RPG style combat, with latency thrown in for fun. It just didn't mesh with the way abilities worked otherwise very well. I think in a combat system built more like a fighting game that it would have worked OK but as it was, it just interfered with the experience I think.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 11, 2010, 08:40:42 PM

Block was a pretty bad mechanic. Very latency sensitive and it made balancing player durability more or less impossible. So PvE content, if they actually had any, would have inevitably involved at least one person holding down block for the entire duration over which they had aggro. Not very exciting.

This is exactly how I did Burial Cave (one of the 5 man dungeons lairs).  At first I tried to actually hold aggro/tank with my might/con character, and the party failed miserably on the final boss.  We then just switched to a strategy where whoever had aggro just blocked and then when someone else pulled it off, they blocked.   I think Cryptic would hail this as combat that "transcends class roles" or some bullshit, but in the end it just meant that anything besides a high damage class was basically a handicap for the party (one person having a few healing abilities is nice but thats about it)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: statisticalfool on January 12, 2010, 07:29:54 AM
I'm 100% certain it works as well as the PC version. Take that as you will.

However, someone else on the ChampO forums made a great point - Cryptic doesn't just have a sub fee, they also have a cash shop. Would MS be comfortable in Cryptic porting this cash shop over to Xbox Live as well? If they are, they'll want a cut. If they don't then Cryptic needs a whole new content delivery plan.

Both STO and ChampO had their console ports as part of their business plan, I'm sure. However, the reality is that the gatekeepers of those consoles aren't nearly as flexible as the PC which I'm sure has unofficially scuttled those plans.

Preface: no disagreement that the difficulty is the gatekeeping.

Microtransactions, game-affecting, content-unlocking transactions, are commonplace for the 360, and Microsoft is more than happy to take their cut. Handling subscriptions (not including xbox live gold) is something that's nearly non-existent.

I think there are three reasonable factors:
1) MS Certification is tougher than just having a buggy game and patching it all the time. (counter-example: MW2)
2) MS is reluctant to let subscription games in, making the process harder.
3) Putting in the effort on CO for the 360 when STO is launching? Surely, you jest.

Also, you know, much as people like their carrots and levels and things, I'm not sure if there's really the audience for a game that just looks and plays kind of sad next to the middling Marvel: Ultimate Alliance 2.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on January 19, 2010, 08:55:07 PM

Someone doing some population checks, including those in instances (thread (http://forums.champions-online.com/showthread.php?t=97750&page=5)).

Quote
If you'll check some of my poll results above, you'll see that instanced players account for around 50% of activity at any given time. To reflect this, I changed the way I collected numbers.

Seriously, though. Concurrent users only break 1000 during peak times. Otherwise, they languish in the mid hundreds. Unless we magically have literally tens of thousands of users who maintain subscriptions but don't log in (like a couple of the earlier posters), that's bad news for subscription numbers, and in turn, CO's longevity.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 19, 2010, 09:00:59 PM

Someone doing some population checks, including those in instances (thread (http://forums.champions-online.com/showthread.php?t=97750&page=5)).

Quote
If you'll check some of my poll results above, you'll see that instanced players account for around 50% of activity at any given time. To reflect this, I changed the way I collected numbers.

Seriously, though. Concurrent users only break 1000 during peak times. Otherwise, they languish in the mid hundreds. Unless we magically have literally tens of thousands of users who maintain subscriptions but don't log in (like a couple of the earlier posters), that's bad news for subscription numbers, and in turn, CO's longevity.


Not surprising really, the game can be fairly fun, but doesn't give you any remotely compelling reason to play it more than a month or two max unless you are a huge comic junkie, and if you are, you are probably well established in CoX and aren't going to jump ship for a worse game.

I don't think they'll shut the game down, but I don't really expect to see much else come out besides perhaps a trickle of content to the c-store. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: statisticalfool on January 20, 2010, 06:31:44 AM
For standard subscription-based MMOs, is there any good idea what the total / peak ratio generally is:

Obviously, there are tons of confounding factors, but is there any idea if its 3-4x? 10-15x?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 20, 2010, 07:32:19 AM
For standard subscription-based MMOs, is there any good idea what the total / peak ratio generally is:

Obviously, there are tons of confounding factors, but is there any idea if its 3-4x? 10-15x?

I've heard everything from 5 to 20%.  If you look at a game like EVE its more like 50k out of 300+k, which is a bit under 20%, and I imagine that is one the high end, because for EVE I suspect there are more people with multiple accounts.  If the peak CO numbers are currently 1600ish, I can't imagine they have more than 10-15k players max.

There is also the variable of the 6 month sub package, which is still going, as well as the free trials.   The guy showed that a good 10+% of the player base at any given time is in the tutorial, which leads me to believe the free trial might make up a decent percentage of the player base.  The 6 monthers are going to run out in a couple months, and  I suspect a lot of them won't renew, causing a further drop off.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on January 20, 2010, 08:02:06 AM

When EQ was mighty I remember the rule of thumb was 4x peak online was a decent estimate of total subscribers. That might well have changed given a lot more casual players, and is likely to be larger for a game that is no longer "hot", but probably not by a massive amount.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 20, 2010, 08:43:52 AM

When EQ was mighty I remember the rule of thumb was 4x peak online was a decent estimate of total subscribers. That might well have changed given a lot more casual players, and is likely to be larger for a game that is no longer "hot", but probably not by a massive amount.


I think its fair to say they are in the 5000-15000 range somewhere,  and likely closer to the 5000.   The question is how many of those people are actually continuing to give Cryptic money (aren't lifetimes or trials)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 20, 2010, 08:50:36 AM
Also, how many are currently in the STO beta. I'm sure there is some significant overlap in the Cryptic's player base for both games.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on January 20, 2010, 09:43:44 AM
20% was the wisdom insiders gave us at the time of SWG.  Since then I've seen a lot of allusions to the numbers not being as accurate anymore.  Speculation on my part that player bases started to become more casual in their length of play, depending upon game, as older players gained families and the market widened.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on January 20, 2010, 03:28:57 PM
~20% still applies to games like WoW. Asian MMORPGs tend to report PCU (Peak Concurrent Users) since so many are free to play and their concept of "subscriber" is somewhat different than ours. So you can compare WoW China's PCU numbers to Blizzard's reported WoW China "subscriber" numbers to get the ratio and it is 1/5 to 1/6, at least for the Chinese. Other games, with different levels of "stickiness", will of course vary in their ratios.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Venkman on January 20, 2010, 03:32:18 PM
20% was the wisdom insiders gave us at the time of SWG.  Since then I've seen a lot of allusions to the numbers not being as accurate anymore.  Speculation on my part that player bases started to become more casual in their length of play, depending upon game, as older players gained families and the market widened.

That is certainly a part of it. But things also changed as more people showed up due to a combination of new MMO themes, more broadband penetration, and teens getting back into gaming in college. More hardcore showed up with them, but many more dabblers did as well.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 20, 2010, 05:50:25 PM
CoH/V had an average of 13.4% of their active subscriber base show up in their maximum quarterly concurrent figures, back when they released them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on January 21, 2010, 07:00:17 AM
I've got a free month thanks to cheap Steam deals, going to dip in for a bit.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on January 21, 2010, 11:46:20 AM
The main factor contributing to the high peak concurrent activity during earlier MMO's was probably simply due to only the extremely hardcore pc geeks playing MMO's back then. Back then, a lot of people were on much more unstable OS's, had relatively lower fps performance in videogames, had to deal with dialup, and shit like that. One of the reasons WOW was so popular was that before then, the mmo's were a much bigger pain the ass to even get running properly. Before then the kind of tech and tech knowledge needed were much less ubiquitous. Only the hardcore players would even put up with that shit. The more casual players didn't even bother.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 26, 2010, 06:18:14 PM
New "expansion" announced.  I don't know if its an expansion or "adventure pack" or what.

Quote
Vibora Bay Watch
We’ve had a big secret here at Cryptic, and we can’t hold it in any longer. Over the past few months we’ve been working like mad on our first expansion for Champions Online! Vibora Bay is one of the Gulf Coast’s largest and most exciting cities. It’s a center of commerce, culture, tourism, and some incredibly strange goings-on. It maintains unusual traditions of mysticism and religion along with an eclectic group of inhabitants and frequent paranormal activities. Heroes constantly face threats of global proportions, but this time the crisis is greater than ever. The apocalypse has come, and it rides upon the half angelic / half demonic wings of Therakiel.
A web page is currently in the works that will feature screen shots, a video trailer, and detailed information on this level 37 – 40 mega-adventure pack, so stay tuned for more information!

There is some debate about whether or not this is going to be a free "expansion" or require a buy from the c-store.  I have to assume its free, because I just don't think many people would pay money for it....

Edit:  Also, a big patch apparently: http://www.champions-online.com/node/594825


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: koro on January 26, 2010, 08:44:55 PM
It's not free:

Quote from: Daeke
I'll cut off this speculation before it even begins. Vibora will be our first paid content expansion. I can't talk pricing yet, but it will not be something on the scale of a full boxed game. It is a new zone, and will be priced accordingly.

http://forums.champions-online.com/showpost.php?p=1447669&postcount=5

 Their first actual real content addition and you gotta pay. :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on January 26, 2010, 09:06:09 PM
From a company where most of their innovation is in pre-order plans and milking the user base this should come as no surprise.

It's not even end-game content... another 37-40 levelling zone? That's just bizarre. And as some of the posters on the CO boards are saying would make a lot more sense in a f2p game.




Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Shatter on January 27, 2010, 05:22:29 AM
"I'll cut off this speculation before it even begins. Vibora will be our first paid content expansion. I can't talk pricing yet, but it will not be something on the scale of a full boxed game. It is a new zone, and will be priced accordingly."

WOWJUSTWOW.  I was kind of thinking that for those of you planning to play STO, if you want I can come to your house and kick you in the nuts, it will be a paid kick in the nuts but it will be priced accordingly. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on January 27, 2010, 06:44:05 AM
Disappointing.  I was really hoping that the announcement would include some more "sandbox" elements (base-building, identities, super-group mechanics/rewards). 

Most efforts are definitely focused on STO at the moment.  The "state of the game" announcement was rushed out due to a pitchfork-like frothing from the community for the lack of attention to CO. Pretty much why they have no media to accompany the expansion announcement. I am not sure a kitchen sink patch that fixed existing problems and a paid content 'expansion' will soothe the masses.  I am not sure many of the 6-month subscribers will be back.

Otherwise, the additional content consists of recycling the Blood Moon event every full moon and difficulty sliders which were available in CoX years ago.

I am really hoping that some of the work on STO and the cryptic engine is transferable to CO as I have no interest in STO.  I feel like I am supporting the development of STO at the moment.

I know I am part of the problem as I will pay for the new zone and continue to play CO albeit more casually than I have played any other MMO.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on January 27, 2010, 06:51:16 AM
It's not even end-game content... another 37-40 levelling zone?
There might be a perspective issue. The journey is the destination. Embrace it and mmo becomes a lot more enjoyable.

CO has been out, what, six months? WoW put out two expansions in five years. I'd hold off the drama until pricing and features are announced, but then I guess that's what makes mmo players so fucking retarded. Rage on, tiny dancers. Rage on. If I were Cryptic and attracted the kind of players that show up on their boards, I'd shut the fucking game down entirely. What a bunch of entitled assholes who expect way too fucking much out of a glorified online Marvel Ultimate Alliance.

Not aimed at Bandit, who actually has a reasoned opinion, apparently.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 27, 2010, 06:53:11 AM
Disappointing.  I was really hoping that the announcement would include some more "sandbox" elements (base-building, identities, super-group mechanics/rewards). 



Unfortunately, they said supgeroup bases were currently no in development.  Its a shame really, because thats the kind of feature that might actually make me want to go back.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Shatter on January 27, 2010, 07:09:42 AM
It's not even end-game content... another 37-40 levelling zone?
There might be a perspective issue. The journey is the destination. Embrace it and mmo becomes a lot more enjoyable.

CO has been out, what, six months? WoW put out two expansions in five years. I'd hold off the drama until pricing and features are announced, but then I guess that's what makes mmo players so fucking retarded. Rage on, tiny dancers. Rage on. If I were Cryptic and attracted the kind of players that show up on their boards, I'd shut the fucking game down entirely. What a bunch of entitled assholes who expect way too fucking much out of a glorified online Marvel Ultimate Alliance.

Not aimed at Bandit, who actually has a reasoned opinion, apparently.

CO is already a content dry game, one could argue this added content should of been there at launch(at least some of it) but they are going to make people pay for it. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on January 27, 2010, 07:46:04 AM
CO is already a content dry game, one could argue this added content should of been there at launch(at least some of it) but they are going to make people pay for it. 

Who knew that people would pay for scraps?  ... Well, given the recent crop of DLC in single-player games launching the game, and then launching DLC WITH THE LAUNCH OF THE GAME, it seems like everyone knows that people will pay for scraps.

So sure, compared with MMOs of old, this seems cash-grabby.  Compared with the new DLC business model, it's a no brainer.  It's just what the customer will tolerate.  All they need to do is charge in the $10-20 range for a zone or two and it doesn't matter how much people bitch.  Granted, Cryptic is in somewhat of a rarefied territory here, combining subs and DLC, but I don't get the feeling that Cryptic is doing fantastically, so can you even call it greed?  As a business, I get the feeling that they are just doing what they need to do (and know they can get away with) to keep operating.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on January 27, 2010, 08:01:24 AM
Unfortunately, they said supgeroup bases were currently no in development.  Its a shame really, because thats the kind of feature that might actually make me want to go back.
Not only would that be a perfect feature for a SUPERHERO GAME, but by adding a 'levelling zone', you're damned if you do, damned if you don't. Adding content satisfies content consumers for about a couple days at best. Then they will continue to bitch.

Adding more rp elements like the supergroup HQ would encourage the rp sections of the playerbase, who create their own content. The golden years of UO were very content-dry...and yet more content rich than any game since.
I don't get the feeling that Cryptic is doing fantastically, so can you even call it greed?  As a business, I get the feeling that they are just doing what they need to do (and know they can get away with) to keep operating.
That was kinda my take on it, too.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on January 27, 2010, 11:35:35 AM
The ensuing shit-storm is mildly entertaining...this made me laugh:

(http://img.photobucket.com/albums/v464/barney1969/lolbill.jpg)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 27, 2010, 11:54:45 AM
Oh Roper, in an industry of fallen stars, I think he may have left the biggest crater.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Count Nerfedalot on January 27, 2010, 07:56:35 PM
Oh Roper, in an industry of fallen stars, I think he may have left the biggest crater.

Wow, with the field including such standouts as John Romero, Brad McQuaid, and Richard Gariott, that's a pretty gutsy call to make!  :drill:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on January 28, 2010, 08:34:51 AM
I might be guilty of a wee bit of trolling of zone chat. CO players get really worked up about the game and have a real complex about STO. It's pretty hilarious.

CO is a fun beat-em-up. Period. I don't really understand people who need it to be something beyond that. MMO players, they're an odd lot.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 28, 2010, 08:54:54 AM


CO is a fun beat-em-up. Period. I don't really understand people who need it to be something beyond that. MMO players, they're an odd lot.

Because there are fun beat em ups that don't charge you monthly.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on January 28, 2010, 09:10:21 AM
Ok. So go play them if that's your problem.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 28, 2010, 09:56:49 AM
Ok. So go play them if that's your problem.

Well, yeah, thats what people are doing...  thats one of the reasons the game isn't doing well.  Thats my point, you made the comment "I don't understand ..."
I'm telling you why, so you CAN understand.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on January 28, 2010, 11:53:10 AM
That's not an explanation of why people need it to be something it isn't and get all verbose about it. It's fun, play it until it's not fun, then move on.

The rest is Cryptic's concern, not the player's.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on January 28, 2010, 12:16:13 PM
That's not an explanation of why people need it to be something it isn't and get all verbose about it. It's fun, play it until it's not fun, then move on.

I think this is an issue of emotional investment.  Look at what you've posted about the addition of pvp to EQ2 and apply your own response to it.  It's our passion for these games that takes the conversation in new and interesting directions.  It's not that we think we can actually change much.  

The statement above is a good one.  It's something we should all, as gamers, take to heart.  It's just hard to remember when we're passionate about the particular game that we happen to be playing.  We see a game getting close to our ideal and wonder why it doesn't spend more time and energy moving in that direction.  It's all part of being on the sidelines, I guess.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 28, 2010, 12:52:21 PM
That's not an explanation of why people need it to be something it isn't and get all verbose about it. It's fun, play it until it's not fun, then move on.

The rest is Cryptic's concern, not the player's.

Well then, I guess these forums might as well not even exist!  Whats to discuss?  Like the game play it, don't like it, don't play it, don't think about it, don't comment on it!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on January 28, 2010, 07:15:46 PM

One of my treasured delusions is that MMO's are evolving into a more complex and interesting experience.

So seeing Cryptic with a business plan to shovel half-finished and derivative shit to fanboys who don't know any better and the easily amused is somewhat painful. With their only innovation being predatory billing and bait-and-switch tactics into a space where no company with any sort of soul would go.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: statisticalfool on January 28, 2010, 09:39:46 PM
That's not an explanation of why people need it to be something it isn't and get all verbose about it. It's fun, play it until it's not fun, then move on.

The rest is Cryptic's concern, not the player's.

There are also the poor suckers who bought lifetime memberships, who probably make up a good chunk of the CO forum warriors, so I think it is kind of in play for them to feel like they're being screwed. These weren't people who bought lifetimes two years ago: they bought them probably a month to a few months before it launched, when Cryptic had plenty of time to let them know what they thought was going to be in and out.

It's not my game, but I'm sure most people who purchased the lifetime LOTRO sub feel like it was a fair deal, lots of support, occasional big paid expansions, constant attention. It's hard to envision anything other than laughter at Cryptic headquarters for the lifetime money.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 30, 2010, 07:40:17 PM
In response to a "Is CO dying thread."

http://forums.champions-online.com/showthread.php?p=1455831

Quote from: Arkayne
DOOOOM! 

No, CO is doing alright. The dev team is the about the same size as launch, plus we're getting some extra resources right now.

What's actually really exciting is that there's a lot of cool tech built in the core Cryptic engine that we're incorporating into upcoming CO content that will allows us to create more stuff more frequently.

If there's specific things you want to see improved, we constantly monitor the boards for useful community feedback. Daeke gives us a daily report of the major concerns which we review and discuss for scheduling. Of course, we can't address everything immediately, but we try to respond as quickly as we can.

Thanks!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 31, 2010, 05:51:08 AM
I'll wait and see what Vibora Bay actually contains before getting excited. It's another city area, which is great, but for only 3 levels? Even end-game? Hmm. Might be more like lvl 37 - 50, but they don't want to confirm that yet just in case.

The ChampO boards are pretty bad. It's what happens when those educated on WoW forums go forth and elucidate.

The fact it is a paid expansion is, however, a call back to EverQuest's expansion plans.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 31, 2010, 06:09:49 AM
I'll wait and see what Vibora Bay actually contains before getting excited. It's another city area, which is great, but for only 3 levels? Even end-game? Hmm. Might be more like lvl 37 - 50, but they don't want to confirm that yet just in case.

The ChampO boards are pretty bad. It's what happens when those educated on WoW forums go forth and elucidate.

The fact it is a paid expansion is, however, a call back to EverQuest's expansion plans.


I think the main problem is even now, (and I really don't know if it is true or not), the game is seeing as being incomplete from launch.  So the playerbase seems to be upset that Cryptic would be releasing something brand new that they would have to pay for, when they feel like Cryptic has still not delivered on fixing everything that came in the box.  Granted, my guess is that a lot more has been done than people accept/realize, but I think that is the objection, more than the fact that a paid expansion/content pack/whatever is coming out.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on February 02, 2010, 09:38:23 AM
That's not an explanation of why people need it to be something it isn't and get all verbose about it. It's fun, play it until it's not fun, then move on.

I think this is an issue of emotional investment.  Look at what you've posted about the addition of pvp to EQ2 and apply your own response to it.  It's our passion for these games that takes the conversation in new and interesting directions.  It's not that we think we can actually change much.  

The statement above is a good one.  It's something we should all, as gamers, take to heart.  It's just hard to remember when we're passionate about the particular game that we happen to be playing.  We see a game getting close to our ideal and wonder why it doesn't spend more time and energy moving in that direction.  It's all part of being on the sidelines, I guess.

I guess the odd thing for me (and I think Sky) in this thread is the hateboyism.  The game isn't robot Jesus.  Clearly. 

But it is an amusing little beat-em-up that levels decently quickly and has more power and character customization than CoX.  From MY perspective, that makes it better then CoX.  I just don't get the dedicated hate that exists in this thread.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on February 02, 2010, 10:15:57 AM
But it is an amusing little beat-em-up that levels decently quickly and has more power and character customization than CoX.  From MY perspective, that makes it better then CoX.  I just don't get the dedicated hate that exists in this thread.

How high did you get your toon to in this game?  I found that as I advanced a bit that the game forced me more and more into grouping.  That's where a lot of my hate stems from (though I've tried my best to temper it).

CoH rewarded grouping.  CO penalizes solo play.  It's that subtle difference that really irked me.  


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 02, 2010, 10:27:07 AM
But it is an amusing little beat-em-up that levels decently quickly and has more power and character customization than CoX.  From MY perspective, that makes it better then CoX.  I just don't get the dedicated hate that exists in this thread.

How high did you get your toon to in this game?  I found that as I advanced a bit that the game forced me more and more into grouping.  That's where a lot of my hate stems from (though I've tried my best to temper it).

CoH rewarded grouping.  CO penalizes solo play.  It's that subtle difference that really irked me.  

I'm not sure I had the same experience as you at all.  I made it from 1-40 grouping maybe 2-3 times, and that was by choice because I wanted to see the dungeons.  And this was even prior to them adding in a ton of quests to fill in content gaps.  CO might be the least group friendly and most solo oriented MMO I have ever played.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on February 02, 2010, 10:31:16 AM
I'm not sure I had the same experience as you at all.  I made it from 1-40 grouping maybe 2-3 times, and that was by choice because I wanted to see the dungeons.  And this was even prior to them adding in a ton of quests to fill in content gaps.  CO might be the least group friendly and most solo oriented MMO I have ever played.

I'm starting to wonder if I missed some stuff.  After 25 I really felt like they were expecting me to group.  My perception could be off due to my own laziness when it came to finding more solo content. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 02, 2010, 10:41:37 AM
I'm not sure I had the same experience as you at all.  I made it from 1-40 grouping maybe 2-3 times, and that was by choice because I wanted to see the dungeons.  And this was even prior to them adding in a ton of quests to fill in content gaps.  CO might be the least group friendly and most solo oriented MMO I have ever played.

I'm starting to wonder if I missed some stuff.  After 25 I really felt like they were expecting me to group.  My perception could be off due to my own laziness when it came to finding more solo content. 

If you played at launch it was more likely you were experiencing the infamous content gap, in which it was very easy to run out of content beore hitting monster island, forcing you to grind. They've since added lots of quests so that now you can easily quest solo from 1-40.  At least that is how it was last time I played.  They hosed themselves with the launch XP nerf, and it was handled really poorly. If you were to go back and play now, you shouldn't have a problem finding things to do solo.  Their intention all along was to be able to solo from 1-40, but they handled launch so poorly due to the XP nerf (which they did as a backlash because some people got to 40 during head start and they nerfed it in panic), that tons of people got about as far as you and quit for the same reasons.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on February 02, 2010, 11:38:14 AM
I don't think I ever needed to group, really. That's part of what I didn't like about the game: paying subscription money for a mediocre super-hero game where the presence of other players was at best an occasional provisioning of atmosphere rather than a core component of gameplay.

If I ended up really disliking the game, it's because I think it's a cynical milestone in the developmental history of MMOGs/virtual worlds. It's a content-light game with very little thought given about how to give you a sense of presence and persistence in a shared world. It's basically a great character creator and a very solid combat engine in search of a game environment, pretty much quintessentially something that should be sold as a f2p model rather than a subscription one. An additional irritant for me was the clownshoes handling of smaller technical and design issues after the game went live, which I thought was pretty much a clear indicator that they'd stripped off most staff resources to try and get STO up and running.

At this point, I think there's only two legit roads for developers:

1) Go f2p with microtransactions and the base product is what it is.
2) Go subscriber and try to go live with a much larger amount of content and some ability to deliver new content and mechanics on an ongoing basis.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 02, 2010, 11:51:21 AM
I'm a rabid altaholic, just like in CoH. Cosmo has hit 12 or 13 and I've got a few others at 8-11. Just dipping in to see what powers I like the most and play with character builds. I'll probably keep 3 or 4 of my current guys.

I've grouped a few times (Ferd, etc), it's a decent game for quick PUGs at least at lower levels. I do see some Zone chat for groups that will stay together for long enough to do instances or whatever. But toward the end I learned to do Ferd after I stacked up both crisis zones xp and could solo him :)

Just bumped all the graphics to max last night to see how my creaky old computer handled it, runs good and looks great. Cryptic still pwns everyone in character creation.

Forgive my indulgence here, but I'm still honeymooning and enjoying the heck out of the game and want to share.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: statisticalfool on February 02, 2010, 11:53:39 AM
That's not an explanation of why people need it to be something it isn't and get all verbose about it. It's fun, play it until it's not fun, then move on.

I think this is an issue of emotional investment.  Look at what you've posted about the addition of pvp to EQ2 and apply your own response to it.  It's our passion for these games that takes the conversation in new and interesting directions.  It's not that we think we can actually change much.  

The statement above is a good one.  It's something we should all, as gamers, take to heart.  It's just hard to remember when we're passionate about the particular game that we happen to be playing.  We see a game getting close to our ideal and wonder why it doesn't spend more time and energy moving in that direction.  It's all part of being on the sidelines, I guess.

I guess the odd thing for me (and I think Sky) in this thread is the hateboyism.  The game isn't robot Jesus.  Clearly. 

But it is an amusing little beat-em-up that levels decently quickly and has more power and character customization than CoX.  From MY perspective, that makes it better then CoX.  I just don't get the dedicated hate that exists in this thread.

Part of why I feel like the rage is pretty justified is the whole lifetime/6 month/C-store nonsense. Asking people to pay $200 for this, and chopping features left and right, putting the box sales in the bank, and then diverting your dev team to Star Trek Online while charging money for the first (presumably minor) new zone is exactly the kind of thing that needs to be singled out so this shit doesn't keep on happening.

If CO was just a diablo-alike (box + free online instanced multiplayer, maybe even just P2P, no servers other than a matchmaker), it'd be pretty much the same character creator game it is right now, and the people enjoying it would probably be having just as much fun, and it would have been a lot more honest to its customers about what they were getting.






Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on February 02, 2010, 12:01:26 PM
If you played at launch it was more likely you were experiencing the infamous content gap, in which it was very easy to run out of content beore hitting monster island, forcing you to grind. They've since added lots of quests so that now you can easily quest solo from 1-40. 

Thanks for that.  I may have to go back and give the game a second look.  I have resubbed to CoH about 8 times over the years as it's easily my favorite game to play alts in.  I enjoy the fast combat pace and, of course, the character generator. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on February 02, 2010, 12:19:14 PM
It's a content-light game with very little thought given about how to give you a sense of presence and persistence in a shared world. It's basically a great character creator and a very solid combat engine in search of a game environment, pretty much quintessentially something that should be sold as a f2p model rather than a subscription one.

Well said Khaldun, I couldn't summarize it any better than that.

Cryptic has come out and basically said they have done a shitty job of communication:

Quote
Okay, here's the plan:

    * Reviving Ask Cryptic (Request for questions is live on the website right now!)
    * Biweekly "State of the Game" columns (That is, once every other week, and it'll have more details about upcoming content)
    * Return of the IRC Devchat
    * In a few weeks, a bunch of Vibora Bay Developer Diaries


This isn't everything, but I think it's an acceptable start. We've done a poor job of keeping up with the continued requests for more information and openness, and the only way to redeem ourselves is to show, not tell. So, I'm not going to hype anything up that I've listed above. I'm simply listing it, and letting you decide for yourselves how you feel about it once these things get going. Sound good?

If anyone is playing, I would be more than happy to group up.....just send a friend request to @banditox.  I have a few f13ers on my list, but no idea who they are as so many dropped out after the first month.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on February 02, 2010, 04:47:29 PM
Bentley Hoggenbothom, martial arts master extraordinaire. The avatar picture fails to do him justice; max height, skinny torso and arms with big feet and legs, long limbs, triangle head and more style than can be imagined. Hilarious when he is in combat flailing limbs about.

I did that with one character, called him "Stretch" and gave him super-jump as a travel power. He's long and skinny, flailing arms and legs like you describe, but when he super-jumps he uses a different model; short and fat. He's a big round bouncy ball.

I wanted to go acrobatics, and hoped he would backflip across town like Elastigirl from the Incredibles. He does, but only when going backwards. Going forwards is just a super-run. Sadf.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on February 03, 2010, 07:02:55 AM

How high did you get your toon to in this game?  I found that as I advanced a bit that the game forced me more and more into grouping.  That's where a lot of my hate stems from (though I've tried my best to temper it).

CoH rewarded grouping.  CO penalizes solo play.  It's that subtle difference that really irked me.  

High thirties for the highest.  I have 7 toons now, all are in the mid twenties.  I didn't experience the gap you are talking about, but I wasn't in beta until late, so maybe I didn't expect there to be a gap so I went looking?  (not sure, just guessing).

(not at Nebu): Ok, so mostly people are pissed about the business model.  I agree that it's out of touch with the times.  But, in their defense, the "times" are changing pretty rapidly as businesses try out different models.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 03, 2010, 07:10:21 AM


(not at Nebu): Ok, so mostly people are pissed about the business model.  I agree that it's out of touch with the times.  But, in their defense, the "times" are changing pretty rapidly as businesses try out different models.

While a lot of the rage gets aimed at the business model, I'm not convinced its actually the main thing people are angry about. With this Vibora Bay announcement  it seems to me, from reading the forums, that a lot of people are more angry about the fact that they are charging for a new bit of content when they feel like the game still needs to be fixed up and polished from launch.    I think people feel like Cryptic has still not earned their box price for the game, and because of it, charging money for something brand new seems like a bad idea.   

This is only compounded by the fact that given the level range it seems like Vibora Bay is supposed to be an alternative (more like replacement), to Lemuria, which has been an unmitigated disaster ever since launch, and it seems like Cryptic is effectively charging its players extra now to fix things that were wrong with the base game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on February 03, 2010, 07:20:33 AM
The game being content light is valid.

That said, I guess I just don't see a greedy studio.  I see a newbie studio wanting to be the captains of their own destiny breaking off from a publisher and discovering that business isn't as easy as they thought.

They had to launch in a content-light state to avoid pulling a Flagship and now they are desperately trying to monetize anything they can to keep afloat.

I'm 95% sure I won't be buying the new content, but it doesn't make me hate them that they are charging.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 03, 2010, 07:30:15 AM
Interestingly, Lemuria got a big thumbs up from a lot of closed beta testers. They recognised its problems, but there was a lot of praise for doing something different and very comic book.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 03, 2010, 07:43:10 AM
I'm not sure the STO bitching stuff is valid or not, but it's ridiculous to bitch about a small company pouring resources into a game that already has a million accounts (per the STO thread, was that beta numbers?). The true irony is that even if they did pull resources to finish STO, the revenue of STO will pour back into CO, which directly benefits lifetime sub members. If I had a lifetime sub, I'd be cheering STO on like mad.

Beyond that point, I guess Typhon sums it up pretty well.

It took WoW three years to put out an expansion, and you still need to shell out $75 to get the game + expansions. That's not counting Cataclysm, which you will also have to shell out for, putting the total to get into the full WoW experience at $115! EQ2 is putting out its sixth expansion in the same timeframe and for the whole enchilada (all expansions and adventures), it's $37 (as every expansion box includes all other content).

We could talk shitty business models all day, if it were the business model that made or broke companies, SOE would be bajillionaires.

Oh, wait....BOOO they also have a cash shop!  :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on February 03, 2010, 07:43:46 AM
... I must have missed Lemuria being lauded. Underwater zones have been hellish since EQ and this one was no better. The tactic of hiding mission objectives down long funnels whose opening could be some distance away, at many possible Z levels, and is largely invisible was particularly brilliant.

I guess it all comes down to motive. However cryptic knew the game was shallower than a rain puddle and performed a number of actions to hide that from the user base. A very limited beta with wipes, "limited availability" lifetime subscriptions that had to be purchased before the game was even released, promising STO beta for long term subscriptions, playing games with billing (first MMO with sub + cash-shop + paid DLC?). They found it easier to screw the player-base than actually fix their shit or even admit the game was weak. And, in all honesty, I think CO was just a cost recovery exercise so they'd at least make some box sales ahead of the far more lucrative STO. And then they did pretty much the exact same thing with STO.

Cryptic's business model is shovel-ware MMO's. Build them fast, cheap and shiny (with massive asset re-use) and always have another one in development for when the novelty wears off.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 03, 2010, 07:48:48 AM
Interestingly, Lemuria got a big thumbs up from a lot of closed beta testers. They recognised its problems, but there was a lot of praise for doing something different and very comic book.

I didn't ever play it in Beta, but at least in live it was plagued by 1) horrible lag (hence the name Lagmuria) 2) rubberbanding, see 1 3) your travel power doesn't work normally there, which is a defining feature for many characters 2) it was hard to tell what was happening near your, and you often got attacked and couldn't figure out from where.

Basically, every nightmare I had about underwater zones in games in general, let alone an MMO, came true.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 03, 2010, 07:52:10 AM
They tried to hide the game is shallow? Did you play CoX? CO is exactly what I expected it to be, and I'm having a great time. I'll play for a while, then I'll get tired of it and go play the bajillion things I got on steam sale. Maybe I'll jump back into CO this autumn. JUST LIKE COX.

First mmo with sub+cash shop+ $DLC?  :oh_i_see: Bzzt.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on February 03, 2010, 08:09:35 AM

Yes, I have played CoX. Far better game mechanics but starved by a company happy to let it stagnate... wow, sounds familiar. I can't see how that matters though.

The fact you are enjoying CO says a bit about you and very little about CO.






Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on February 03, 2010, 08:12:26 AM
Cryptic's business model is shovel-ware MMO's. Build them fast, cheap and shiny (with massive asset re-use) and always have another one in development for when the novelty wears off.

or, on a more positive outlook, they are getting a stable of MMO's together under the same engine.  Thus improvements, engine upgrades, asset library and mechanic development would be more efficient and deployed across all their games.  Not sure I would term it shovel-ware myself - but to each their own.

In respect to Lagmuria, the recent update has improved the performance in this Zone considerably - from my short time there anyways.  Melee is still nightmarish in Lemuria though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 03, 2010, 08:35:47 AM
[ Melee is still nightmarish in Lemuria though.

This could be my problem.  The only character I ever took to lemuria was Might.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on February 03, 2010, 09:02:11 AM
or, on a more positive outlook, they are getting a stable of MMO's together under the same engine.  Thus improvements, engine upgrades, asset library and mechanic development would be more efficient and deployed across all their games.  Not sure I would term it shovel-ware myself - but to each their own.

Asset re-use done well is good. Asset re-use done half-arsed is bad. I wonder which Cryptic will go for?

From Current Live Issues (http://forums.champions-online.com/showthread.php?t=98688&page=9)
Quote
I'm convinced that some of the current batch of bugs are directly from folding in STO engine changes without proper QA. The changes in flight that aren't bugs (like the way flight no longer dives towards the ground, or the pivot point that appears to be further back) suggest starship travel.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: caladein on February 03, 2010, 10:20:50 AM
It took WoW three years to put out an expansion, and you still need to shell out $75 to get the game + expansions. That's not counting Cataclysm, which you will also have to shell out for, putting the total to get into the full WoW experience at $115! EQ2 is putting out its sixth expansion in the same timeframe and for the whole enchilada (all expansions and adventures), it's $37 (as every expansion box includes all other content).

Really now?  You're assuming someone will buy Sentinel's Fate, in the future, but you're cool with adding in an expansion that doesn't even have a release date into the total-cost-of-play.  That's the best case scenario for how much it takes to keep up with Everquest II expansions.

The WoW Battle Chest and Latest EQ2 Expansion When New are both $40 and get you playing.  That's what matters, even if you want to ignore that Everquest II gets boxed expansions twice as fast as World of Warcraft does.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 03, 2010, 11:34:29 AM
I was just looking at the cost of getting both games running with all released content as soon as the new expansions for each comes out. I made the same assumption on both sides. The numbers still stack in EQ2's favor if you run numbers for all current expansions or for just core game.

Battlechest doesn't include the Lich King expansion. So core + 2 for $75 vs core + 5 for $10. Or to just get into the game without worrying about buying expansions: core for $20 vs core + 5 for $10.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on February 03, 2010, 04:14:13 PM
The more popular the game the less it has to be discounted... film at 11. Though not sure how that relates to cryptic.

While surfing though I saw someone had cut bits out of Atari/cryptics strategy:

"a high-performance online platform: the acquisition of Cryptic provides Atari with high-performance, multi-game server-side technology architecture that can be used to develop a range of titles. When combined with a sophisticated customer service infrastructure, it offers very high productivity-per-employee and industry-leading client/server performance and creates MMO games at reasonable cost in 18 to 24-month cycles;"

Oh, and they canned Daeke I see. I guess the fact that Vibora Bay was paid content was meant to be a surprise.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 03, 2010, 05:03:09 PM
The more popular the game the less it has to be discounted... film at 11. Though not sure how that relates to cryptic.

While surfing though I saw someone had cut bits out of Atari/cryptics strategy:

"a high-performance online platform: the acquisition of Cryptic provides Atari with high-performance, multi-game server-side technology architecture that can be used to develop a range of titles. When combined with a sophisticated customer service infrastructure, it offers very high productivity-per-employee and industry-leading client/server performance and creates MMO games at reasonable cost in 18 to 24-month cycles;"


Well, if you look at the biggest problem most people have had with these games, its that the content just isn't good enough, and the games are generally not as feature rich as people want.  Its  not surprising at all that these are the problem, give the 1-2 year dev cycle.   Cryptic seems to provide games that people generally find fun for a bit, but don't have staying power.  If they can get all their systems running at full for one title, you could see them hitting a home run at some point, but the problem is, they have such a small margin for error, that I just think it'll ever happen.  Hell, even with the experience of Champions being pretty "meh" for most people on these boards, Star Trek still attracted a bunch of people from here, even though most say they are just there for a month.

Any, I think that was coherent, but its a little borderline now that I look at it.  In summary:  Cryptic might be making mediocre MMO games, but they seem to be succeeding at their business model.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on February 03, 2010, 05:23:02 PM

I think it makes good sense from Atari's point of view. They believe they have a stockpile of valuable IP that could be converted into MMO properties and make box + subscription + micro-payment cash for them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 03, 2010, 06:45:44 PM
By my rough count that makes about 7 community people that ChampO has ground through, starting with Sporkfire. Some have moved off internally into Cryptic and others have disappeared entirely, but being the ChampO community mod is a high fatality position.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on February 03, 2010, 08:56:15 PM
Personally, I felt that Daeke was a piss poor community manager.  It may have not been his fault directly, but there was little to no communication or even 'fluff' CO shit like lore articles, dev interviews etc.

I don't read straight up MMO forums.  They make me sad about society in general, and that is wasted time you can't get back.  However,  I do read Community posts and Developer posts when i have time.  The CO dev tracker and community posts are pretty sparse compared to other games. Even their development tracker is flawed, its full of german and french technical support posts.

The CO website is a mess as well.  Some of the fansites they have listed are horrible user created blogspot sites that haven't updated since mid-September (from a September release).  They don't have even have all the powersets listed on their own fucking site. But yet they release half-baked ideas like a mobile phone application which doesn't work very well and a comic book creator application that nobody has paid attention to.

Cryptic are just taking on more then the can chew right now.  I think most agree that both Champions and Star Trek are mildly interesting and engaging from a gameplay point of view, but for a maximum of two or three weeks.  Their engine as a whole appears to be more than adequate to produce a well-balanced MMO.

It's just sloppy development at the moment, with CO being sloppy seconds to Star Trek. I just think they realize they need an injection of cash to realize this business plan of theirs, hence the onslaught of Cryptic Store releases and paid expansions.

I am guilty of supporting this, but I still generally get more dollar for dollar value in CO than I do single player games (which I also buy). I am also hoping all you damn trekkies support STO, so they can fix my game as well.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 04, 2010, 07:16:24 AM
Not to derail this fine griping about Cryptic...

I just figured out you could drop the initial powers you are given at creation. I made a new Power Armor guy, Maschinenmensch, two nights ago. Last night I got out of the tutorial and went to the powerhouse, and in the remove powers window, it hit me. I never used the Charge power with Moleculator after I got the Maintain one. So I dropped the Charge power and took the Maintain in its place, which let me get the Micro Munitions (iirc, the little missiles) in the crisis zones, which was great. Ferd surrounded by zombies? Airstrike from max range.

I also decided to change up from a DPS build to a more balanced build, and since I took Invulnerability first I took Con as my first superstat. While I run out of missiles faster, I have almost double hps and 26%/6.1 damage reduction at level 10, which is pretty nice for survivability.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: DaZog on February 04, 2010, 12:19:52 PM
Con/Int superstatted should serve you well. While Invlun has a Str component, it only buffs the absorb damage portion, and you can slot +str in Offense primary and either offense or defense secondaries, as Con is primarily defense, while Int is Utility.

Power Armour is one of the most powerful powersets in the game. Take Electric Sheath along with Chest Beam for massive particle damage cheese.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 04, 2010, 12:45:03 PM
Int to reduce the cost of powers, right? Does it also reduce the cooldowns? I'm still kind of a newb here. I was thinking of going with End as a second superstat to have more of a pool to play with, but if Int can basically have the same kind of effect and give me the secondary effect of helping with the timers it would be pretty cool.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 04, 2010, 12:55:34 PM
Int to reduce the cost of powers, right? Does it also reduce the cooldowns? I'm still kind of a newb here. I was thinking of going with End as a second superstat to have more of a pool to play with, but if Int can basically have the same kind of effect and give me the secondary effect of helping with the timers it would be pretty cool.

Int and End is a good combo for Power Armor because power armor abilities can be used at the same time as long as they are different slots (chest, shoulder, whatever).  Having a large end pool, and cheap powers means you can absolutely unload with a ton of stuff at once.  Also, endurance makes you get more energy per pop from your energy builders, meaning you refill faster.  Int does reduce cooldowns as well, but if I recall, the effect isn't drastic.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: DaZog on February 04, 2010, 04:40:19 PM
Unless you superstat it. It's more for the costs of powers than anything. Power Armour is a hungry, hungry beast when you have multiple toggles going.

You could take the Quarry passive from Archery instead of Invuln, take the adv that heals you on enemy defeat. Once you get going in PA, things tend to just die.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 04, 2010, 05:40:23 PM
Based on a test of 1 session, I found that setting /maxfps 25 suddenly stopped the game dying all the time. Thanks to whoever above in this thread suggested going that path.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on February 04, 2010, 06:47:02 PM
Based on a test of 1 session, I found that setting /maxfps 25 suddenly stopped the game dying all the time. Thanks to whoever above in this thread suggested going that path.

I think that was me in the other Crypic FAIL thread (STO), but, you're welcome.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on February 05, 2010, 06:04:29 AM
Personally, I felt that Daeke was a piss poor community manager.  It may have not been his fault directly, but there was little to no communication or even 'fluff' CO shit like lore articles, dev interviews etc.

Daeke annoyed me in the first two months of live because most of his community management consisted of occasional sucks of fanboy cock with little snarks and a few "oops, we completely fucking broke something with the last patch, it'll get fixed soon, kthnx" posts. But it wasn't his fault if he didn't have anything meaningful to communicate at that point because in fact there were no meaningful plans to respond to pressing issues and design problems. In the first two months of live, the skeleton crew actually managing the game were more obsessed with assfucking the levelling curve or nerfing powers with all the meticulous care of a drunk driver.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 05, 2010, 07:42:57 AM
Unless you superstat it. It's more for the costs of powers than anything. Power Armour is a hungry, hungry beast when you have multiple toggles going.
Yeah, just got the minigun toggle. Still lvl 12 with MM, so going to superstat Int next level, I think. Dropping powers is still fairly cheap, so now's the time to play around with it.

I do love the toggles. Unleashing the missile swarm, then hitting the leader mob with the minigun and  beam weapon...awesome.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on February 05, 2010, 08:31:44 AM
Unless you superstat it. It's more for the costs of powers than anything. Power Armour is a hungry, hungry beast when you have multiple toggles going.
Yeah, just got the minigun toggle. Still lvl 12 with MM, so going to superstat Int next level, I think. Dropping powers is still fairly cheap, so now's the time to play around with it.

I do love the toggles. Unleashing the missile swarm, then hitting the leader mob with the minigun and  beam weapon...awesome.

I believe Invulnerability scales with strength as well (from recollection), so if it is your primary defense then don't ignore it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: DaZog on February 05, 2010, 08:33:56 AM
Yeah, it scales with Con (damage reduction) and Str (damage absorb). I personally find the Con portion much more beneficial, as the Str portion is applied after the reduction, IIRC.

And with minigun, just wait until you get the Teflon Coated Rounds advantage.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 05, 2010, 09:38:12 AM
I went for Con because it also has the benefit of giving me a crapload of hps vs Str just pumping knockback. I think I have been defeated a couple times, but just because I don't pay attention to hps at all with MM. 25% reduction plus almost twice as many hps at level 12 plus massive area damage bursts and a decent single target maintain has been a lot of fun. I will try to look for stuff that has a Str effect on it, though.

Plus I look pretty spiffy, been getting a few compliments on the costume. (Costume? This is no costume! This is the result of a madman's sick experiments! (Maschinenmenschen and whatnot, wiki it)).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on February 07, 2010, 08:00:17 PM
I have the hardest time getting past the character creation bit on this.  It is really spectacular and the gaming leaves a lot to be desired.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 07, 2010, 09:34:22 PM
I have the hardest time getting past the character creation bit on this.  It is really spectacular and the gaming leaves a lot to be desired.

This is probably why the free trial is actually hurting more than helping them.  Granted, I have no idea if that is actually true, I'm just assuming it.  If you can get the best part of the game for free, why bother paying?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on February 07, 2010, 09:50:27 PM
It is my understanding that the trial only lets you play until the point before the initial crisis missions?  At that point, you can't even test out the travel powers, which are also well done. They should be showcasing that and at least a taste of the open power selection.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 08, 2010, 07:27:38 AM
They should gimp options in the trial.

Alkiera has more hours in the trial than I have in the game, and I've been playing like mad :)

I just unlocked my second costume slot on MM and went to give him "civvies". There was a guy parked working on costumes who had the coolest costume that I totally want to steal, but I can't figure out how he did the head. Looks like a full helm, but not bulbous like a full helm and he still has eyes. Maybe an unlocked part? It looks kinda like the cyborg head, but without features.

edit: The costume in question:



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on February 08, 2010, 08:36:46 PM
Unfortunately Sky, that is one of the 'Art Deco' pieces rewarded to lifetime subscribers.

Interesting Ask Cryptic:

Quote
Halorin: Where does Champions Online fit into Cryptic's plans a year from now? Two years? Three? And what resources are Cryptic willing to invest in the game see those plans to fruition?

Jackalope: We’ve just started working on the next step of widening the Champions Universe and we’ve nailed down our ongoing content plans. In short, you can expect to see new adventures every other month (roughly). The content will be far more story based and focused on the background of the game. Meanwhile, we’ve got some other things afoot (and some of you might be able to deduce what that is) and we’ll talk about it more soon.

Darth-Log: How confident are you that Champions Online can succeed considering its current lackluster performance and in lieu of upcoming competition? What have you learned, what are your short term considerations and long term goals?

Chronomancer: We remain dedicated to the Champions Universe, and we have plans to continue to grow it. While our numbers of players is less than we would like, it is also more than several other MMOs that continue to service their communities. The upcoming expansion is an excellent example of our plan to make the game bigger and better while also addressing the desires of our players.

We learned a great many lessons from Champions, and I think you can see some of that knowledge expressed in how we ran our beta testing and approached content creation in Star Trek Online. Game development is continued learning, iteration, and alteration to fit the needs of an ever-changing market. A game that was a huge hit five or ten years ago probably wouldn’t do anywhere near as well today. The interests and demands of gamers have changed. So we have to learn from our mistakes as well as our successes and move forward.

In that regard, we’re going to be focusing more on creating content to provide multiple paths of advancement within Champions Online. The plan is to create more of what you want in smaller bites so we can do them on shorter timelines. We also want to provide more ways and reasons for players to group, which is what much of the Flashback and Difficulty Slider work has been focused on.

In the long term, we’re working on creating new stories, game play mechanics, and locales for the Champions universe. We’re increasing our presence in the community and being more open and communicative with you so you know what we’re thinking and working on. And perhaps most importantly, we’re continuing to look for ways that we can make Champions a better game.

FongSolo: What is Cryptic doing, or even planning behind the scenes to rebuild good faith in the company and this product that many of us paid the lifetime subs for?

Arkayne: Aside from a ton of things that we just can't talk about right now, but will be very soon, we're actively making a couple of changes around here: We're stepping up the communication. We're going to do more Ask Cryptics, more Dev Chats, we're going to be in-game, playing with you more, Our GMs are going to start letting you know the status on the current bugs, and the entire development team is going to start being more active on the forums. On top of that, we also moved Stormshade back to Champions. We know you don't know him well yet, but believe us when we say, he gets really loud when you guys aren't happy. Oh, and that "soon" we're talking about up there, that's not a "soon(tm)" that's a soon, as in as soon as humanly possible soon.

Derangement: Are there any plans to eventually include more non-seasonal content as part of a free update, or will you be focusing the revenues from monthly subscriptions on bug fixes and otherwise upgrading the game's core, while relying on microtransactions for added content?

Stormshade: We have plans to add more free content to the game very soon, not seasonal stuff, and we'll be talking about that shortly. (Sorry gang, you're not getting a Valentine's Day Event, but we do still love you.)

Heathenish: I'd like to know what the relationship between STO code and CO code is. Because this past patch seems like you guys just dropped the "improved" STO engine right back into CO. Seems like a crazy thing to do, but for instance the direction-reversing and crazy camera bugs seem to have come straight from STO beta. Also, are both games sharing the same server? It doesn't seem fair to have login problems because some other game is flooded.

Poz: Champs and STO share Cryptic's global services: the chat and mail server, the account server, and proxy servers. The games themselves do not share any servers. As you noted, the account server is what we've had some problems with due to Star Trek. Unfortunately, we couldn't safely change how our system works and split the two games apart there. Many of the load issues are fixed already, and we have programmers whose highest priority is keeping the account server working smoothly.

IchbinVol: Will there be any reason to have a theme based character in the future? Perhaps a synergy bonus for having a certain set of skills?

BigOtter: That's actually one of the goals of our Tier 4 powers being introduced in our upcoming expansion - to provide high-end thematic meta-powers for each of the power groups.

DawningDestiny: When is the melee rebalancing coming? You've talked a lot about it, but I've seen nothing that wasn't a nerfy baseball bat to the face when it comes to melee. It's by far the most underwhelming, underpowered set in the game. So yeah, what's your timetable for that fix?

Akinos: Our melee review is currently underway. It is a massive review that involves 5 full framework reviews as well as an overall look at melee as a whole. It’s too early to give an ETA but rest assured is it being worked on.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 08, 2010, 08:49:13 PM
I appreciate that at least they'll say publicly that things haven't been going well. Lots of companies won't.

It's all just words, of course - every MMO company is publicly dedicated to its products until the day that it isn't - but they are the right words.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 09, 2010, 07:25:54 AM
Unfortunately Sky, that is one of the 'Art Deco' pieces rewarded to lifetime subscribers.
Dammit.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on February 09, 2010, 06:24:15 PM
Heh Vibora Bay expansion is now free (March 2010). Well, Well.

Quote
* Vibora Bay Becomes Revelation
      The expansion formerly known as Vibora Bay has a new, more descriptive name: Champions Online – Revelation! We’ll be talking quite a bit more about it in the coming weeks.
    * It’s Free!
      We heard our community and we acted. Champions Online – Revelation will now be available to everyone at no extra charge. That is a free expansion pack for all Champions Online players.
    * A True Expansion
      Champions Online – Revelation is a full-fledged expansion. It’s a brand new way for you and your friends to enjoy the game together.
    * March, 2010
      Revelation will be available mid-March, 2010. Video, screens, interviews, previews ... . All will be coming very soon.

And here's a quick message from our Executive Producer, Bill Roper:

    Recently, there has been a lot of internal debate regarding the Revelation expansion and how it should be delivered to our community. Simply, Revelation represents some of the best work to date on Champions. The expansion features an epic storyline filled with noble heroes and terrifying villains and it's set in gorgeous new environments. We've also incorporated many suggestions from the community on what they want: new gameplay areas, new powers, new rewards, and more challenging gameplay are just some of the additions.

    And so, while we may have originally built Revelation to be a paid expansion pack, we reconsidered our decision based on recent community discussion. Our community means everything to us and if we can make them happy, we will.

    I'd like to reassure everyone that going free does not in any way imply Revelation is unworthy of a price tag. It is still legitimate expansionary content -- same as ever. Now it's just very, very nicely priced expansionary content. No better price than free, right?

    We'll be releasing more information on Revelation very soon. Until then, start leveling up your Champions!

Thank you all so much for your feedback and continued support. We’ll see you in Revelation!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 09, 2010, 07:03:27 PM
Heh Vibora Bay expansion is now free (March 2010). Well, Well.



Hmm, interesting choice.  I mean, as a free expansion, there is a good chance I'll check it out, unlike before.  However, now that they have set the precedent of free expansions and caving to their community re: price.  Still, I think its a good decision, at this point they need to do everything they can to get people in the game, and can worry about future expansions later.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on February 09, 2010, 07:04:27 PM
Is this a first?  A paid xpac turned free?  I might re-sub around late March and see whats going on.  


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kovacs on February 10, 2010, 07:27:54 AM
Does anyone really thik this has anything to do with community feedback? 


Fake edit:  Unless by community feedback they mean the vast swathes of 'mmo'ers' who aren't part of the community.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: HaemishM on February 10, 2010, 08:10:08 AM
It shows that if you deliver an unfinished game, charge a subscription fee on top of the box fee and then try to stiff the customers for ANOTHER box fee for features that were supposed to be in at release, people are going to call you money-grubbing fuckwads and not buy your shit. But then Cryptic has always charged too much for an expansion, IMO (Blizzard does as well, for comparison's sake).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 10, 2010, 09:23:04 AM
Does anyone really thik this has anything to do with community feedback? 


Fake edit:  Unless by community feedback they mean the vast swathes of 'mmo'ers' who aren't part of the community.

There was an uproar on their forums, I'm not sure what other measure you can use.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on February 10, 2010, 10:13:46 AM
And they just got themselves a re-subscriber. Me! Bravo!

Edit: When Vibro go live, of course. Not before.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on February 10, 2010, 12:34:49 PM
Maybe I will resub for this also. I really liked the combat in this game, but to much buggyness and crap at release. Also, I would love to actually play this game with some people and not just by my self.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on February 10, 2010, 04:52:11 PM

No reason to assume it was the forum that got their attention. They are charting subscriptions after all even if they don't make that information public. I have no problem believing that a lot of people were on the fence about the value of their subscription and found the Vibora Bay information to be a good reason to give it up.

That's almost certainly what Daeke got canned for. The plan was to keep people sticking around in the hopes the new content would refresh the game. And dropping the $-bomb wouldn't have been as much of an issue if it was good and more importantly available immediately.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 10, 2010, 06:11:26 PM
From the little I dealt with him I liked Daeke, but the first rule of community management is "Don't throw rocks at the bee hive". Daeke released the info on VB poorly and got everyone angried up.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 10, 2010, 07:28:46 PM

No reason to assume it was the forum that got their attention. They are charting subscriptions after all even if they don't make that information public. I have no problem believing that a lot of people were on the fence about the value of their subscription and found the Vibora Bay information to be a good reason to give it up.


Probably true, although the news today seems to have been received very well.  There is even a thread on the first page of their forums saying "Buy Cryptic Points in support of the decision!"   I don't know how many people actually are doing it, but I guess it does show that the community is willing to put money into the game if they feel they are being treated well.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on February 11, 2010, 09:10:35 AM
Sometimes I wonder if they're doing a double-psyche every time they do this. "Let's release this content for free. BUT FIRST we'll tell players we're charging money, and THEN act like we're changing our minds! We'll be heroes!!!"

Heh. Funny. I originally misspelled "heroes" as "whores." Just sayin'.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on February 11, 2010, 10:28:44 AM
I've been dicking around with this a bit while I have down time at work.  They've certainly improved it from the first couple of months.  It seems a lot more stable and fluid.   


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 12, 2010, 07:33:39 PM
http://forums.champions-online.com/showpost.php?p=1471636&postcount=64

Apparently there are more than 20k subscribers! (woo?)  Honestly, this is meaningless enough not to be news the way its worded, but since subscriber size is something we've been talking about in this thread, it seemed worth posting.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on February 13, 2010, 07:06:19 AM

Several thousand of which are lifetime subscribers who are a revenue negative going forward. Then again, it's a nice spin regardless of what their numbers actually are. He's a product advocate not a neutral party.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on February 13, 2010, 04:11:57 PM
Is AoE in general ridiculously powerful in this game or just sparkstorm?  I can burn down like three or four mobs to nothing in a second or so with that power. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 13, 2010, 04:53:18 PM
Is AoE in general ridiculously powerful in this game or just sparkstorm?  I can burn down like three or four mobs to nothing in a second or so with that power. 

Sparkstorm is amazing.  I really can't say much about other AoE from lack of using it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 16, 2010, 06:45:34 AM
Well, AoE is good for henchmen, anyway. With my power armor I usually open with a swarm of micromissiles to clear the chaff and then use my beam weapon to finish (still working up the railgun).

Can't wait to play again, been without a tv for over a week, dammit. And that was a four day weekend for me. My house is clean as hell.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on February 19, 2010, 07:07:06 AM
Try Spark Storm, Sky.  It does ridiculous amounts of damage so far for me.  I've screwed around with some of the other AOEs.  The darkness one (I forget the name) is pretty powerful too, but it has a crazy cool down.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on February 19, 2010, 01:54:57 PM
Sub lapsed, free month is up. I mentioned in an EQ2 thread that LotRO charged me $30 as I forgot to cancel it in December, so my mmo budget is gone for a couple months.

Definitely going to be back for more CO, it's a fun game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on February 19, 2010, 10:06:49 PM
AOE is a centrepiece of ChampO. Playing a munitions character and Mini-mines followed by Lead Tempest can melt a lot of opponents at once.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on February 20, 2010, 05:56:30 PM

My beta character was ego sprites, the nano-something power that put a DoT on next attack and lead tempest to do that next attack on everything in range. AoE DoT so I can basically move on to the next clump of mobs while the current one melted. Trying to kill one mob at a time just made it too tedious.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 16, 2010, 11:24:46 PM
Bill Roper moves onto "other projects" within Cryptic, replaced by long-term Cryptic developer Shannon Posniewski aka poz. (http://www.champions-online.com/node/594888)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Falwell on March 16, 2010, 11:55:34 PM
Holy shit he's on the move again. The transient of the MMO scene, Boxcar Willie Roper. Somebody cue Roger Miller.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on March 17, 2010, 12:05:01 AM
The most disturbing thing about that statement is that it would seem to imply that they're working on yet another new MMO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on March 17, 2010, 03:36:18 AM
Well of course they are.  Kick one MMO out a year, grab box sales, a few lifetimes and move on.

/full disclosure:  I like STO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 17, 2010, 07:35:46 AM
The most disturbing thing about that statement is that it would seem to imply that they're working on yet another new MMO.

I thought the rumors were a D&D or Neverwinter nights MMO.

Either way, I don't know if Roper is to blame for HGL, but he definitely didn't take Champions in a great direction, though I doubt new leadership is going to do much for this game at this point.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 17, 2010, 06:13:51 PM
Well of course they are.  Kick one MMO out a year, grab box sales, a few lifetimes and move on.

/full disclosure:  I like STO.

Can't be 100% sure, but it really looks like Cryptic / Atari is trying to adopt the SOE multi-MMO strategy in about a 1/3 of the time SOE did. Having John Needham, ex-SOE, as one of the major management people at Cryptic at least lets me think they have some knowledge there.

Next up would be Cryptic / Atari publishing and supporting other studios' MMOs.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 17, 2010, 06:37:31 PM
Well of course they are.  Kick one MMO out a year, grab box sales, a few lifetimes and move on.

/full disclosure:  I like STO.

Can't be 100% sure, but it really looks like Cryptic / Atari is trying to adopt the SOE multi-MMO strategy in about a 1/3 of the time SOE did. Having John Needham, ex-SOE, as one of the major management people at Cryptic at least lets me think they have some knowledge there.

Next up would be Cryptic / Atari publishing and supporting other studios' MMOs.

Followed by Cryptic Pass?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: koro on March 17, 2010, 11:19:03 PM
Lifetime Cryptic Passes, a steal at $999.95!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on March 18, 2010, 03:45:02 AM
Who's stealing from whom?  :ye_gods:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on March 18, 2010, 06:06:51 AM

Not sure what's surprising there. The Atari financials made it crystal clear they intend to push out a new MMO ever 1-2 years, so I'm sure they are well on the way towards their next Champions mod MMO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ard on March 18, 2010, 09:50:42 AM
I thought the rumors were a D&D or Neverwinter nights MMO.

That one is probably going to highly dependant on the lawsuits both Turbine and Hasbro have going on with Atari right now regarding their treatment of the franchise.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Shatter on March 18, 2010, 07:47:14 PM
Maybe the next one will have enough content for 5 weeks!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on March 19, 2010, 12:29:02 PM
Contrary to popular opinion they just might get better at it over time.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ard on March 19, 2010, 01:37:37 PM
Their track record so far hasn't exactly proven any sort of upward trend.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Goreschach on March 19, 2010, 01:47:44 PM
Their track record so far hasn't exactly proven any sort of upward trend.

What is it with so many mmo companies and the big names tied to them seemingly becoming less competent with each game they release?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on March 19, 2010, 01:52:08 PM
Their track record so far hasn't exactly proven any sort of upward trend.

I played neither game but people seemed to be a bit more positive about Star Trek than Champions.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ard on March 19, 2010, 01:57:00 PM
We can argue all day about the reason why, but the simple fact is that they had completely different built in customer bases, comic book nerds vs trekkies, and one of those is significantly larger which means more word of mouth while at the same time having much lower standards than the other.  Even with those lower standards, some pretty significantly large bridges were burned with their special offer for Star Trek that came less than a month after release.  I stand by my statement.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 19, 2010, 03:31:41 PM
We can argue all day about the reason why, but the simple fact is that they had completely different built in customer bases, comic book nerds vs trekkies, and one of those is significantly larger which means more word of mouth while at the same time having much lower standards than the other.  Even with those lower standards, some pretty significantly large bridges were burned with their special offer for Star Trek that came less than a month after release.  I stand by my statement.

The reality is that neither game is very good.  They both moments of being good, but over all, the experience is extremely lacking.  Their games take nice screen shots, are very marketable, etc, but when it comes to the actual MMO, they just aren't very good games, they don't have enough content, and they don't have robust non combat systems (like housing or economies), that get people to stick around for the metagame of it.    Maybe shiny screenshots is all they need to sell enough boxes to keep afloat though, who knows.  I'm definitely not buying any more Cryptic games, I'll tell you that much.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on March 19, 2010, 09:06:49 PM
If you expect a game where you play for years, maybe. I'm kind of glad that's not their model. I've enjoyed both CO and CoX, feel I've gotten my money's worth out of both. I'm certainly not mainstream mmo, I don't want to be subbed year-round, I don't want to grind for achievement/raid/etc. A game is fun for a while, then it's not. It's really a question of "Did I get my money's worth when weighed against other games on the market for X dollars?" And the answer with CO and CoX has been hell yeah.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Shatter on March 19, 2010, 09:52:22 PM
Their track record so far hasn't exactly proven any sort of upward trend.

I played neither game but people seemed to be a bit more positive about Star Trek than Champions.

No I think its more the Star Trek name if anything that is keeping it afloat(but barely), if that wasnt there this game would of tanked as fast as CO


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 20, 2010, 08:29:47 AM
Incidentally, there is a new promo video for Revelation.  It actually looks kind of neat. *shrugs*

www.champions-online.com/revelation


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on March 20, 2010, 09:57:54 AM
I agree, I think it looks good.  Also, it didn't look like the five new villain groups were re-using other art, which is cool.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on March 20, 2010, 11:06:24 AM
Yeah, I think they'll get a month out of me on that. Then I'll likely go back to WoW.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Minvaren on March 20, 2010, 01:11:05 PM
I got an email late last night indicating a free-to-play weekend the weekend of the 26th - anyone else?  I might try it out for a bit if I have any free time.

Also, it seems like the board forgets my "last read post" settings for just this thread... :?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on March 20, 2010, 02:42:04 PM
I get that, too.  It goes back a page, like it lost thirty or so posts in its count.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on March 20, 2010, 04:24:38 PM
Also, it seems like the board forgets my "last read post" settings for just this thread... :?
I get that, too.  It goes back a page, like it lost thirty or so posts in its count.
I was having this occur not only in this thread, but the other Cryptic thread (for STO) as well. I even tried clearing my cache and deleting cookies for F13, but it is still happening.

At first, I wasn't sure if it was because of the number of pages, but other threads (with more pages like the SWTOR thread) do not do this.

I got an email late last night indicating a free-to-play weekend the weekend of the 26th - anyone else?  I might try it out for a bit if I have any free time.
I also got the free weekend email... (link version (http://us1.campaign-archive.com/?u=b9e128e61093be03835491d95&id=3a192d6be3&e=67f5787a78)) and I never purchased the game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 21, 2010, 06:31:16 PM
One thing that CoH did (less so CoV) was hang onto players for a lengthy period of time, despite having all the same complaints levelled at it that ChampO and STO now do regarding content and diversity of experience. One of the lessons Cryptic may have learned was that they can ignore those complaints for a bit, provided they can add in new zones / areas post-launch and have a fun 30-day experience off the bat.

I'm not sure that maxim, if it is something Cryptic took on board, holds in 2009/10 as strongly as it did in 2004.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 21, 2010, 06:39:37 PM


I'm not sure that maxim, if it is something Cryptic took on board, holds in 2009/10 as strongly as it did in 2004.

Well, it also works a lot better when you're the only Superhero MMO in town too.  Now you are competing with that game that has years of post launch development.  Sure, shiny graphics and particle effects that come with a new game are going to draw people's attention, but if they realize after a month that they actually have more fun with the other game, they aren't going to stick around, especially when they have well established communities and characters in the other one already.   

Truth be told, Champions neede to launch with another 15-30 zone and it would have been fine,  because there would have been a lot more stuff to do, and a lot more replayability, as it was (and is) though, they might hold people for a single 1-40, but then you realize the end game is basically non existent, and that you are going to have to do the precise same content is pretty much the exact same order on subsequent characters and it'll suck your will to play very quickly.  It isn't that this is less acceptable now than it was the, but then there was nowhere else to go.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on March 21, 2010, 08:00:31 PM
I don't agree with that at all. Champions did launch with a paucity of content ensuring that the second play through would be identical to the first which guts re-playability. But there are other mechanical faults that make it a lot worse than it was for CoH. Having a class structure in CoH meant that you could make a number of characters who played quite differently, especially in a team environment, and you couldn't use a respec to flick between them. The gameplay also encouraged people to team (CoH is probably one of the best MMO's for this, without being totally punitive to the soloist) which gave more possibilities for imaginative power sets and gameplay variety in terms of team combination. In the absence of this the CO powersets are almost entirely built around solo DPS. Team powers are rare, underpowered and not valued because the game has weak team gameplay and content (accentuated by mindless idiocy like DPS focused contribution calculations). CoH also had a better model for widening the pool of missions (city as base, door missions, re-use of assets) that allowed it to launch with survivable content and expand it... if they had cared to. CO tried to do WoW quest progression on a budget and it showed.

And lastly CoH was a lot slower paced for character development. If you know in advance your game is going to have low replayability and no meaningful end-game then the levelling has to be meat of the gameplay. Sure, that means it's going to be ultimately repetitive but that can be fixed with expanding content and earn you some returning subscribers. A Player who has reached max level, and knows there is nothing there, is going to write the game off as "completed". CoH progression through improving power enhancements is also more complex, open ended and has a tactical element compared to CO's model of upgrade your powers or buy one enhancement, and most of the enhancements are crap (or brokenly good).

Frankly CO is just a bad game. They got the graphics engine done, a really simplistic powers model (spam 1, then 2!) and then tried to do wow-like quests on a show-string budget. Terrible use of beta in that they were struggling to make the thing sellable rather than considering balance and gameplay. Follow that up with more or less abandoning the game on launch, after a last minute nerfing, and I'm not surprised if their retention is well under that of CoH which frankly should embarrass the hell out of them.

 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on March 22, 2010, 06:22:53 AM
See, for me the worst thing about CO was the screaming incompetence of the live management starting about five days before launch and continuing well afterwards. I actually think this is where a lot of recent MMOs have taken their fatal wounds. You can recover from design issues if you put a lot of resources and tight organizational discipline into plugging the worst holes as they appear and moving quickly to give subscribers a calm, confident sense that the game is going good places. When instead a live management team doesn't seem to understand some of the most basic issues subscribers are seeing, stonewalls or denies on-target criticisms of the game's shortcomings, and actively makes some problems even worse, that's a pretty clear sign that it's time to abandon ship.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 22, 2010, 06:34:53 AM

Frankly CO is just a bad game.
 

I sort of disagree with this.  The idea of an open power system and tons of customization is just what I would want in a super hero game.   The gameplay isn't terrible, though shallow, and the content that is there is decent.   In my opinion the game felt more unfinished than "bad."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Minvaren on March 22, 2010, 08:24:31 AM
The gameplay isn't terrible, though shallow, and the content that is there is decent.   In my opinion the game felt more unfinished than "bad."

I'll second this.  My one-sentence review to a friend who loves the Champions IP: "Let me know when it's finished."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on March 22, 2010, 11:55:53 AM
I sort of disagree with this.  The idea of an open power system and tons of customization is just what I would want in a super hero game.   The gameplay isn't terrible, though shallow, and the content that is there is decent.   In my opinion the game felt more unfinished than "bad."
One follows the other, in my opinion.

"Wasn't that a GREAT game yesterday?"
"Uh, dude, they cancelled it in the 3rd inning."
"Yeah, but it was TOTALLY awesome until then.  I'm so looking forward to the first quarter of Saturday's soccer game before it gets rained out."
"..."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on March 22, 2010, 12:09:27 PM
Yeah, it was unfinished in a way that went beyond, "Needs more content". They also just didn't seem to understand in any way what the consequences were to building an open power system would be in terms of gameplay. Or didn't care.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on March 22, 2010, 01:16:28 PM
They also just didn't seem to understand in any way what the consequences were to building an open power system would be in terms of gameplay. Or didn't care.

Not sure what you mean here.  It's a PvE game so there's really almost no need to balance power sets at all.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on March 22, 2010, 02:12:46 PM
[...]
And lastly CoH was a lot slower paced for character development. If you know in advance your game is going to have low replayability and no meaningful end-game then the levelling has to be meat of the gameplay. [...]

Frankly CO is just a bad game.[...]

Quote from: Khaldun
[...]You can recover from design issues if you put a lot of resources and tight organizational discipline into plugging the worst holes as they appear and moving quickly to give subscribers a calm, confident sense that the game is going good places.[...]

(yes, I snipped out the parts that I wanted to focus on, if someone wants the entire context of those posts... just look down the page two or three posts).

Lol, did you guys even play CoH in the first six month?  As has been said many, many, many times in this and other threads, CoH at launch was a different game than CoH two months in, 3 months in, 6 months in. 

Kageru, if I'm reading your post correctly, you are hinting that they made the right choice by having that slow leveling rate because it allowed them to milk paying customers for a longer period of time.  Ok, that's just fucked up.  A large portion of players on this site abandoned CoH (and never came back) BECAUSE of the punishingly slow leveling rate.

Khaldun, a sense of calm?  The live team for CoH fucked the game six ways to Sunday half a dozen times in the first couple of months by making frequent, sweeping and clueless design/balancing/etc changes.  They gave players of the game anything but a sense of calm or confidence that they had any clue whatsoever that they knew what they were doing.  I remember hoping that they'd just stop making changes so that I could enjoy what was left of the game.  For reference, I really like/liked CoH.  Queue conversation about UO, EverQuest, WoW at launch, EVE, etc.  MMO players will put up with horrid amounts of upset and stupidity if 1) something about the game speaks to them and 2) they think there is even the smallest chance that the game will get better (more stable, more content, more balance, more).

I feel like I got my moneys worth out of CO.  It's a good game, there just wasn't that much of it.  Ok, they had some oddities during the first couple weeks of launch.  They've been a bit slow about releasing new content - do you know how long it was before CoH actually released new content versus fucked with the leveling/combat mechanics/balance?  Longer than you think.

If/when CO releases new content that looks interesting I'll return - because the leveling was quick, there were a large number of customization options (including power set selection) and I could see most of the content without having to group with... folks that put WAY to much importance into what does or doesn't happen in a computer game - I don't want the drama or stupidity that comes with PUGs.  That said, I CAN group with friends that have the game without having to fight with peer-to-peer bullshit (like Borderlands).

To say that this game is "bad" is an affront to the games that were genuinely bad - a long and distinguished list that is chronicles nicely in the posts in this forum.  CO is a mediocre game that was very stable from launch but unfortunately lacked the spark of genius that would have launched it to 'great' or 'compelling'.  It's a fun diversion for a couple hours a week if you happen to like what it's offering.  Given the depths to which other MMO games have sunk, that puts this game solidly into the "good" MMO game category.

So the only thing that I can think is that you're mad at Jack & Co for a variety of reasons, or that the game just didn't have elements which appealed to your playstyle.  Neither of which means that it was a bad game.  So I'm left wondering, at what point do the "CO sux!" posters move on and find some other game thread to waste their time in?  I'm not playing anymore and only check this thread for any updates to the game from people still playing it... and yet I still see, month after month, the same names talking about how much it sucked.  Really?  You really feel this game sucked enough to waste your time posting the same exact viewpoints twenty pages later?  I'm certain it was neither good enough nor bad enough to warrant such slavish dedication.

We get it.  We really, really get it.  You didn't care for it.  Now, please, move the fuck on.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ingmar on March 22, 2010, 02:28:11 PM
Speaking for myself, the changes to CoH in the first 6 months were what *kept* me playing it. It was an absolute balance/QOL mess before that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on March 22, 2010, 05:29:05 PM
Yes, I played CoH from launch. No, I didn't think they fucked the game nearly as badly as CO, in fact, I thought they did a decent job about talking about what they were doing and where the game was going and then delivered content at a reasonable pace. They fucked the levelling curve and that hurt the game bad, since it was already a bit grindy even at launch. So then the same people did it again and worse? Sorry, you get one free play and then you're expected to have learned something. Other than that, condescend much? If that's your money worth, so be it. I got more fun out of the Freedom Force games or Arkham Asylum as far as superhero hijinks go and neither expected me to pay a subscription fee. I have different expectations for an MMO. You don't, fine for you, but don't pull this, "Oh you silly newb, if only you had seen it back in the day." This is an old and tired schtick in these debates and it doesn't play well with people who were playing Gemstone III on GEnie and Adventure on college mainframes and so on.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on March 22, 2010, 06:38:15 PM
Kageru, if I'm reading your post correctly, you are hinting that they made the right choice by having that slow leveling rate because it allowed them to milk paying customers for a longer period of time.  Ok, that's just fucked up.  A large portion of players on this site abandoned CoH (and never came back) BECAUSE of the punishingly slow leveling rate.

You missed "If you know in advance your game is going to have low replayability and no meaningful end-game then the levelling has to be meat of the gameplay". Effectively you are aiming to have a slow burn so you have time to add more content (which people who quit due to repetition are in a position to use should they return) and use the fact that hitting maximum level is a powerful lure. Not my ideal of game design but a better survival strategy than CO's where you can see 100% of the content in the first month and realise there is no gameplay left and zero interest in more levelling content (like Vibora bay) being added.

I'd love to see the retention rate between the two games. I'm pretty certain CoH milked more months out of it's player base, thus earning some funds for repair work, than CO.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on March 22, 2010, 06:50:23 PM
Khaldun, a sense of calm?  The live team for CoH fucked the game six ways to Sunday half a dozen times in the first couple of months by making frequent, sweeping and clueless design/balancing/etc changes.  They gave players of the game anything but a sense of calm or confidence that they had any clue whatsoever that they knew what they were doing.  I remember hoping that they'd just stop making changes so that I could enjoy what was left of the game.  For reference, I really like/liked CoH.  Queue conversation about UO, EverQuest, WoW at launch, EVE, etc.  MMO players will put up with horrid amounts of upset and stupidity if 1) something about the game speaks to them and 2) they think there is even the smallest chance that the game will get better (more stable, more content, more balance, more).
I'm going to guess you played a Regen Scrapper.

CoH was much better in its early period.  I was in at beta until a month or two after ED.  Now that was a cluster.  And eventually they sorted things out, though by that time I wasn't really interested.  CO learned just about nothing from that time, and I don't see how they can be defended at all since it was made by the SAME company and didn't even earn being called CoH 2.0.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 23, 2010, 01:34:53 AM
I disagree with that - I think Cryptic learned a lot from CoH/V and tried to jam most of it into ChampO without having sufficient time to work out the kinks in all those systems.

Choosing your own powers is great, for instance, but a lot more testing was needed to make various combinations more viable or modify those powers that were demonstrably the best / overpowered.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ollie on March 23, 2010, 01:41:07 AM
*snip*  CO learned just about nothing from that time, and I don't see how they can be defended at all since it was made by the SAME company and didn't even earn being called CoH 2.0.

I think much of the disappointment seeping through people's posts stems from Lantyssa's comment above. I'd wager that in their heart of hearts, CO's target audience secretly hoped for a game that would top CoH across the board; both qualitatively as well as quantitatively. Instead, Cryptic released a title that was more of a side grade than anything; a weird combination of poorly learned lessons and half-finished game systems tacked on to a new engine.

It's not that CO is even that bad of a game. It's not a triple-A title by any stretch of the imagination, but then again, it could be argued that it was never intended to be one. The reason behind some of the vitriol is the blatant lack of progress. Instead of even trying to offer players something new, Cryptic essentially just remade a game they had already released. For a player familiar with CoH, it's hard to look at CO and think of any justification for its existence, other than the obvious financial ones.

As it stands now, the sound of Roper and Emmert dancing to the jingle of the cash register is a tad too hard to ignore. Hence the grumpy posts.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on March 23, 2010, 04:56:36 AM
Khaldun, a sense of calm?  The live team for CoH fucked the game six ways to Sunday half a dozen times in the first couple of months by making frequent, sweeping and clueless design/balancing/etc changes.  They gave players of the game anything but a sense of calm or confidence that they had any clue whatsoever that they knew what they were doing.  I remember hoping that they'd just stop making changes so that I could enjoy what was left of the game.  For reference, I really like/liked CoH.  Queue conversation about UO, EverQuest, WoW at launch, EVE, etc.  MMO players will put up with horrid amounts of upset and stupidity if 1) something about the game speaks to them and 2) they think there is even the smallest chance that the game will get better (more stable, more content, more balance, more).
I'm going to guess you played a Regen Scrapper.

CoH was much better in its early period.  I was in at beta until a month or two after ED.  Now that was a cluster.  And eventually they sorted things out, though by that time I wasn't really interested.  CO learned just about nothing from that time, and I don't see how they can be defended at all since it was made by the SAME company and didn't even earn being called CoH 2.0.

This was my experience as well, sorry if my post didn't make that clear.  I liked CoH at launch (it was easy, but I thought that was the point).  With every patch I liked it less and less and I had the strong feeling that the team managing the game didn't understand what made the game fun, what the playerbase wanted, and definitely had no clue about how to communicate what they were trying to do. 

[played: Storm/Elec Defender, Fire/Energy Tank, Darkness/Reflexes Scrapper, Fire/Fire Blaster, Energy/Energy Blaster (aside, the lowest level blast animation and sound is still the best/most satisfying weapon effect ever)]

I was trying to point out how CoH's live team didn't instill a sense of calm.  But so what?  Almost every MMO that has ever launched took at least 6 months to smooth things out before the live team figured out how to manage the game and what their player base likes.  How many years did it take the EverQuest live team to figure that out?  Wait, did they ever actually figure it out?  So, saying that a live team being nimrods drives people away I think is over stated.  It might drive a few away, but if there are retention problems it's not because of jitters because the live team is thrashing.

They can be defended because the technical team making CO IS A COMPLETELY NEW TEAM.  Jack doesn't know shit about technology.  He happened to have a really good first team and trashed around a bit at the game design level (as opposed to the technical design/engine level).  All of those technical people stayed on CoH (probably because Jack is a douche).  The next team wasn't terrible, but they weren't as good as the CoH team.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on March 23, 2010, 05:06:17 AM
Yes, I played CoH from launch. No, I didn't think they fucked the game nearly as badly as CO, in fact, I thought they did a decent job about talking about what they were doing and where the game was going and then delivered content at a reasonable pace. They fucked the levelling curve and that hurt the game bad, since it was already a bit grindy even at launch. So then the same people did it again and worse? Sorry, you get one free play and then you're expected to have learned something. Other than that, condescend much? If that's your money worth, so be it. I got more fun out of the Freedom Force games or Arkham Asylum as far as superhero hijinks go and neither expected me to pay a subscription fee. I have different expectations for an MMO. You don't, fine for you, but don't pull this, "Oh you silly newb, if only you had seen it back in the day." This is an old and tired schtick in these debates and it doesn't play well with people who were playing Gemstone III on GEnie and Adventure on college mainframes and so on.

If you think Jack did a decent job planning and communicating for the first six months then I'm completely baffled as to where you are coming from.  They basically came out and said, "we've asked Jack to stop communicating with the player base because he's making everything much, much worse."

Jack DID learn.  CO has more player customization.  CO has more player powerset flexibility. CO has a much easier leveling curve.  Unfortunately for CO, it also has CO which doesn't have as interesting villains - but they bought the license, stupid not to use it.

I paid essentially the same amount for CO that I did for Freedom force plus $15.  I played FF through ONCE, total time played was about a month.  I liked it and felt like I got my money's worth.  I played CO about two months.  During that time I could play with friends without hassles.  That's worth $15 to me.  I see them as very competitive because I like playing with my friends.

I'm not trying to be condescending, I'm almost 100% certain that everyone posting in this tread was there for CoH early days.  There is no newb card to play.  I'm trying to say, "what the hell are you remembering?  I'm remembering something very different".


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on March 23, 2010, 06:55:50 AM
I have different expectations for an MMO.
/thread


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 23, 2010, 03:53:54 PM
As an aside from our squabbling over the merits of Champions as an MMO,   Revelation has been released. 

http://www.champions-online.com/node/594900

Patch notes in the spoiler - The format didn't paste in well, so its a little messy.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on March 24, 2010, 05:56:50 AM
Started playing through Revelations last night.  So far, it appears to have better writing and a darker theme for quest lines.  Established heroes are actually dying.  Spoiler I know, but who really plays CO other than me  :drill:  I haven't gotten out of the "Vibora Apocalypse Crisis" portion, so I have only really scratched the surface of the expansion.  The Villain groups introduced so far look pretty good.

They also added a back room to Club Caprice for Lifetime accounts.  It's actually more than I was expecting - with discount pricing on nemesis items, cheap heal/shield items, some exclusive action figure purchases, and a transporter that is not yet functional.  I am expecting this is not only a reward for current lifetimers, but an incentive for what I expected to be another offering of "limited time" lifetime accounts.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on March 24, 2010, 11:00:17 AM
I like the lifetime rewards. If people pay for some kind of thing, they should get lots of other things to go with it.

Looking forward to Revelations. Will check it out when I gots the time.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Minvaren on March 24, 2010, 01:33:56 PM
CO Xbox 360 port canceled (http://www.shacknews.com/onearticle.x/62957).

Well, guess they only have one codebase to maintain going forward.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on March 24, 2010, 01:41:36 PM
I launched CO once while my 360 controller was still activated. Some of the button commands showed up. It didn't seem like a very good setup. I even tried playing for a few minutes with the controller, just moving around was awful. Maybe it could be tweaked to be good, but I didn't bother.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 24, 2010, 06:41:35 PM
During beta, when the Xbox controller was better supported, a lot of people reported that playing with the controller made the game much easier to play. Targeting was an issue, but activating powers felt a lot more natural.

Not surprised they cancelled the port. Launch would have been the best time for it, but that didn't happen.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on March 25, 2010, 06:38:36 AM
you couldn't use a respec to flick between them.
About this: I see that more as your willingness to game the system. I'd NEVER take another powerset with my robot guy, because he's a robot. He's got a little story and everything. With both games I'm all about the characters, and respeccing to an entirely new powerset completely destroys one of the coolest parts of the game. So I don't do it. But it's nice to have to undo things that didn't work out or try new things within the idealized version of the hero.

The only sacrifice to the game I've made in both games was taking flying as a travel power, because you know. But I always hated my badass military mastermind being able to fly, completely out of character.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on March 25, 2010, 08:23:45 AM
you couldn't use a respec to flick between them.
About this: I see that more as your willingness to game the system. I'd NEVER take another powerset with my robot guy, because he's a robot. He's got a little story and everything. With both games I'm all about the characters, and respeccing to an entirely new powerset completely destroys one of the coolest parts of the game. So I don't do it. But it's nice to have to undo things that didn't work out or try new things within the idealized version of the hero.

The only sacrifice to the game I've made in both games was taking flying as a travel power, because you know. But I always hated my badass military mastermind being able to fly, completely out of character.

This was one of the things where I was kind of stunned at how weak the live management team's understanding of the game was. The design looked as if it was entirely aimed at people making thematic characters, and a really striking number of people did that rather than just construct a min-max tankmage. But a few people did min-max tankmages and raped the content in two days, so the devs started dishing out nerfs like drunken sailors grabbing whores from dockside bars. When people with thematic characters started complaining that the result of this was to cripple working if non-optimized builds, and to make certain powers nearly mandatory for survivability, the devs seemed to be clueless about this response. They had their fixation entirely on the problem of a small number of min-maxing powergamers.

Now this, I agree, was also an issue with CoH relatively early on, though the grindiness only really kicked up hard after the first few months. But this is precisely why I expected Cryptic to have learned their lesson. Who is your customer base, who are your targets for retention? Forget the people who blow through the content by making crazy-quilt tankmage power selections. Worry about satisfying the thematic character builders, because they're going to be the people attached enough to the characters that they make that they'll hang around for the long-term.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on March 25, 2010, 08:56:28 AM
To be fair, a lot of studios have made the mistake of worrying about the power gamers rather than the people just there to have fun.  Where I don't cut them any slack is that there is now an established history of how well this works out.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on March 25, 2010, 10:06:17 AM
Not sure if this has been mentioned or not yet.

CO now has a unlimited free trial, ala Warhammer. Level capped at 15, and you can only have 2 characters. I downloaded it last night so see how much has changed since launch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on March 25, 2010, 12:34:54 PM
Look at Alkiera's steam stats for the CO trial  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on March 25, 2010, 12:54:57 PM
CO now has a unlimited free trial, ala Warhammer. Level capped at 15, and you can only have 2 characters. I downloaded it last night so see how much has changed since launch.

I may need to download that.  Level 20 is about where I always quit anyway. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on March 25, 2010, 01:07:11 PM
You can only have 2 characters on the "trial" account and cannot leave the tutorial section (Millennium City under attack).

The character creator was the best part of the game IMO, which you can use multiple times if you delete characters and/or save costumes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on March 25, 2010, 01:14:44 PM
If you can't leave the tutorial section, than it is pretty much pointless...with the exception of the character creator.  You won't be able to mix up powers too much, or use travel powers.

I think I have some buddy keys lying around still, if I can find them.  In addition, there is a referral system that you can play for free but I am not sure of the restrictions.  I can send out referral invites if you PM me, just not sure how it works exactly.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: taolurker on March 25, 2010, 01:19:00 PM
I was actually wondering whether this upcoming "free play" weekend would allow trial accounts full access to the game, and might actually be testing that out.

I think I have some buddy keys lying around still, if I can find them.  In addition, there is a referral system that you can play for free but I am not sure of the restrictions.  I can send out referral invites if you PM me, just not sure how it works exactly.
I'm not sure, but I think the buddy keys also had the same restrictions, although I'd be willing to test this if you don't give all of them away.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Redgiant on March 25, 2010, 01:22:52 PM
So many things about CO parallel the Mythic mess.

CoX is a classic, and had a unique MMO position in its time and still holds up okay despite its age. A worthy successor would be great!
CO wtf?

DAOC is a classic, and had a unique MMO position in its time and still holds up okay despite its age. A worthy successor would be great!
WAR wtf?


Reminds me of many Hollywood movie sequels and remakes.
Some things you cannot improve on but try to anyway and fail. Other things might have an evolution potential but only if you do it from a certain angle and bring enough newness to it to get out from the shadow of its predecessor and make it stand on its own (see Aliens, T2, The Empire Strikes Back for examples of how to do it).

I still dont' get the graphics style, God I hate it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on March 25, 2010, 01:49:00 PM
Let's not forget AC and ACII.  Also very similar.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 25, 2010, 06:12:33 PM
CoX is a classic, and had a unique MMO position in its time and still holds up okay despite its age. A worthy successor would be great!
CO wtf?

DAOC is a classic, and had a unique MMO position in its time and still holds up okay despite its age. A worthy successor would be great!
WAR wtf?

Both cases suffer from a second-systems effect and also from fans of the first game expecting a repeat-but-better for the second game while the developers wanted to fix their original perceived / stated mistakes.

Plus the market has changed dramatically. If CoH/V launched today it'd be crucified. Hell, even for being a classic, it's player base has been consistently shrinking for a long while now.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on March 25, 2010, 07:21:56 PM
I honestly didn't see either WAR or CO as attempts by the devs of those games to fix their original perceived/stated mistakes. That's the thing--dig out Mark Jacobs' talk before WAR went live. He perceived DAOC's mistakes accurately, and they included most of the mistakes that they ended up making in WAR, including a punitive approach to levelling. CO doesn't strike me as being in any way a design response to "perceived mistakes" in CoH/CoV. Its relationship to the company's early work frankly seems kind of incoherent--a few small features polished here and there, but there doesn't seem to be any thoughtful sense of a response to CoH.

AC2 strikes me as a response by Turbine to AC--obviously a very screwed up response. As does EQ2. But WAR? The mystery is that Jacobs is on record during WAR's design process as describing some of the exact errors that DAOC made and saying that they'd learned their lesson. Which, evidently, they had not. CO? Don't see it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on March 25, 2010, 08:09:31 PM
Plus the market has changed dramatically. If CoH/V launched today it'd be crucified. Hell, even for being a classic, it's player base has been consistently shrinking for a long while now.

I still re-sub to CoH once in a while, and actually enjoy it for a couple of weeks (or more, depending on how much I play).
I re-subbed to Champions Online recently, logged in, and regretted it in 5 minutes.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 27, 2010, 05:56:00 AM
CO? Don't see it.

A really quick and incomplete list:

 - Crafting and PvP at launch.
 - Large zones over smaller zones with instancing.
 - Even more flexible character costume system and powers system.
 - No fixed 'roles' / classes.
 - More powers and power options.
 - Stats and gear added.
 - More 'heroic' actions characters can do / take part in.

There are others, but I see a number of areas where Cryptic has considered the criticism of their earlier title and tried to rectify it. What they really needed was more time to polish up these areas, but that wasn't done prior to launch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 27, 2010, 07:33:42 AM
[
 - No fixed 'roles' / classes.
 

This is the big one for me, honestly.  If was just another class based MMO, I would have dismissed it entirely from the beginning. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on March 27, 2010, 10:07:45 AM
A really quick and incomplete list:

 - Crafting and PvP at launch.
 - Large zones over smaller zones with instancing.
 - Even more flexible character costume system and powers system.
 - No fixed 'roles' / classes.
 - More powers and power options.
 - Stats and gear added.
 - More 'heroic' actions characters can do / take part in.
Initially:
- (crafting) With crazy requirements
- (zones) And level 30 villains next to level 5 ones
- (powers) Granted on power flexibility; Definitely NOT more flexible on female costume options
- (rolls) A good goal
- (stats/gear) Total confusion and useless junk; Type often didn't fit desired stats
- (heroism) Never felt more heroic

CoH scrapped the idea of open powersets and archtypes because they found it too hard to balance.  As things stood at launch, I don't think CO figured out how to overcome those obstacles, especially since they decided to balance to the min/maxers rather than those interested in making their cool idea for a hero into an avatar.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: climbjtree on March 27, 2010, 03:00:14 PM
Ok.

1. I downloaded the trial via Steam.

2. Created a character, realized I like CoH's creator better.

3. Played through the trial and never got to see a travel power.

3. I deleted the game. It sucked.

I'd definitely be willing to give it a chance if the gameplay significantly improved after the end of the trial. Mainly because the swinging travel power looks awesome. Anyone actively play?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 27, 2010, 03:09:59 PM
Ok.

1. I downloaded the trial via Steam.

2. Created a character, realized I like CoH's creator better.

3. Played through the trial and never got to see a travel power.

3. I deleted the game. It sucked.

I'd definitely be willing to give it a chance if the gameplay significantly improved after the end of the trial. Mainly because the swinging travel power looks awesome. Anyone actively play?

Depends about what you thought was bad about the demo/trial.  I mean, the basic power builder + other abilities gameplay mechanic is base of the combat system, so that doesn't change much.  I always found the game was MUCH more fun once I got a nice AoE power.   Swinging is neat. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Khaldun on March 27, 2010, 06:04:42 PM
CO? Don't see it.

A really quick and incomplete list:

 - Crafting and PvP at launch.
 - Large zones over smaller zones with instancing.
 - Even more flexible character costume system and powers system.
 - No fixed 'roles' / classes.
 - More powers and power options.
 - Stats and gear added.
 - More 'heroic' actions characters can do / take part in.



1. Terrible crafting. Broken PvP.
2. The excessive instancing deprived the game of any social connections whatsoever.
3. The flexibility of the character creation system was just +++ of what CoH/CoV offered. In any event, one thing no one criticized CoH/CoV for was lack of customization.
4. Same for more power options.
5. Stats which made ambiguous sense, gear which was confusing.
6. The heroic thing was *precisely* what many CO players complained about in the pre-launch nerf. I don't see even the remotest sense in which they learned that lesson at a fundamental level.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: climbjtree on March 27, 2010, 06:58:41 PM
Depends about what you thought was bad about the demo/trial.  I mean, the basic power builder + other abilities gameplay mechanic is base of the combat system, so that doesn't change much.  I always found the game was MUCH more fun once I got a nice AoE power.   Swinging is neat. 

Maybe it was the powers I had that really turned me off to it. I took gadgeteering and had a sort of ray gun and I just stood next to an alien and shot point blank. It just didn't seem fitting. Do other sets look better?

Games like that might benefit from a Matrix Online style of melee combat, where the two models go through matching animations.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 28, 2010, 04:43:22 AM
Depends about what you thought was bad about the demo/trial.  I mean, the basic power builder + other abilities gameplay mechanic is base of the combat system, so that doesn't change much.  I always found the game was MUCH more fun once I got a nice AoE power.   Swinging is neat. 

Maybe it was the powers I had that really turned me off to it. I took gadgeteering and had a sort of ray gun and I just stood next to an alien and shot point blank. It just didn't seem fitting. Do other sets look better?

Games like that might benefit from a Matrix Online style of melee combat, where the two models go through matching animations.

I never used Gadgeteering, so I can't really comment on it myself.  There are a lot of sets that do look cool in my opinion though, including but not limited to: Electricity, Munitions, Might (I really like the LOOK of might, but I'm not too keen on how it actually plays, heh),  and Force.  Those are the ones I have experience with that I liked it.  The only one I personally haven't liked all that much is Celestial (in terms of animations).

The game is probably worth a month if you can the box real cheap, if for no other reason than to just can't out of the millenium city crisis zone and see if you like the actual game.   If you have to pay more than 20 bucks though, probably not worth it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Minvaren on March 29, 2010, 08:12:06 AM
So this last weekend was the free weekend.

So I reactivated for it, downloaded the client again, patched the client again...

...played 5 minutes and went back to WoW.   :uhrr:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Shatter on March 29, 2010, 10:09:06 AM
So this last weekend was the free weekend.

So I reactivated for it, downloaded the client again, patched the client again...

...played 5 minutes and went back to WoW.   :uhrr:

No one can listen to what you said since you didnt put in at least 50 hours of gametime, oh wait nm thats Darkfalls excuse. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 29, 2010, 11:53:36 AM
So this last weekend was the free weekend.

So I reactivated for it, downloaded the client again, patched the client again...

...played 5 minutes and went back to WoW.   :uhrr:

No one can listen to what you said since you didnt put in at least 50 hours of gametime, oh wait nm thats Darkfalls excuse. 

To be fair, there are some games that get good only after you've played them for a while.  The question is whether or not its worth playing to get to the point.  Either way, Champions isn't really one of those titles, so it doesn't really matter.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on March 29, 2010, 12:01:18 PM
...played 5 minutes and went back to WoW.   :uhrr:

If you want something WoW-like, WoW is the best choice by a long shot.  If you want an MMO that is decidedly not WoW-like, CoH or CO aren't bad choices... though I much prefer the former. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on March 29, 2010, 12:13:16 PM
For people who don't like the game, this is a pretty active thread.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 29, 2010, 12:21:55 PM
For people who don't like the game, this is a pretty active thread.

I actually don't think the game is quite as horrible as I sometimes make it out to be really.  The major problem is that they just don't have enough stuff to do in the game.  I love super heroes, I love the character creator, the combat while a little shallow is entertaining, I even like the comic book looking graphics that some people find hard to look at.  What I don't like is that I feel like I am just an errand boy for an ever growing list of NPCs.  Too much questing, not enough...everything else.  No super group HQs, no interesting PvP, public quests are a waste of time, crafting is pretty pointless outside of consumables.  Champions is a decent super hero game, it just isn't a very good MMO.

EDIT: Full disclosure: I'm not playing any other MMOs, so I started playing this again for the hell of it, spurred on by Vibora Bay.    Its fun to beat up bad guys, and thats about it.  I'll probably stick around til I max out my current character, then stop again until something interesting happens.   *shrugs*


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Minvaren on March 29, 2010, 01:22:49 PM
...played 5 minutes and went back to WoW.   :uhrr:

If you want something WoW-like, WoW is the best choice by a long shot.  If you want an MMO that is decidedly not WoW-like, CoH or CO aren't bad choices... though I much prefer the former. 

Agreed x2.  I was more curious to see if my initial impressions of the game had changed in 2 months - not really.  Although getting sound working was easier the second time around.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Soln on March 30, 2010, 05:12:35 PM
How on earth do you sell stuff from your inventory?

And if an item tooltip says, for example, "Arms" and you're into "Mysticism" can you still use it?  Or should you?

edit: appalling grammar correction


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 30, 2010, 05:52:14 PM
How on earth do you sell stuff from your inventory?

And if an item tooltip says, for example, "Arms" and your into "Mysticism" can you still use it?  Or should you?

When you are at a vendor, select the sell tab.  Then you can sell from the sell window, or right click things on your inventory. 

The type of item (Arms, Mysticism, Science) doesn't matter insofar as talking about what gear you should wear/use.  instead, it matters for researching items.  If you are, for instance a Mysticism crafter, any item that is of the type Mysticism can be broken down (researched), from the research tab of a Mysticism table (found near Mysticism trainers).  Researching an item destroys it (so don't research items you want to use), but gives you components that you can use to craft other things, and can give you skill ups in your crafting as well.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on March 30, 2010, 06:05:59 PM

Which leads to the ridiculous situation that if you are an arms character then your gear is all mystical bangles of blargh. You get the same power regardless but items of your "theme" are the only ones with a secondary value for crafting. Though crafting was fairly worthless in beta, and probably still is. That said I do remember my female character finding "awesome torpedoes" as a chest item and finding that mildly amusing.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on March 30, 2010, 06:10:39 PM

Which leads to the ridiculous situation that if you are an arms character then your gear is all mystical bangles of blargh. You get the same power regardless but items of your "theme" are the only ones with a secondary value for crafting. Though crafting was fairly worthless in beta, and probably still is. That said I do remember my female character finding "awesome torpedoes" as a chest item and finding that mildly amusing.


Luckily, gear has no bearing on how your character looks and is really just a set of items that increases your stats.  Crafting is still useless outside of consumables, and when you are level 40/maxed out you can craft travel powers or something I frankly have no idea how that works.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on March 30, 2010, 08:02:47 PM

Which leads to the ridiculous situation that if you are an arms character then your gear is all mystical bangles of blargh. You get the same power regardless but items of your "theme" are the only ones with a secondary value for crafting. Though crafting was fairly worthless in beta, and probably still is. That said I do remember my female character finding "awesome torpedoes" as a chest item and finding that mildly amusing.


Luckily, gear has no bearing on how your character looks and is really just a set of items that increases your stats.  Crafting is still useless outside of consumables, and when you are level 40/maxed out you can craft travel powers or something I frankly have no idea how that works.

I wouldn't bother with crafted travel powers.  The grind would make a korean blush. I have been playing since launch on mostly one character and I am no where close to crafting the tier 3 version travel power (I haven't even finished tier 1 - just the 3 tier recipes).  Crafting in general is pretty grindy, including the newer craftable action figures.  There are a few useful consumables....rez, summoning devices, force fields.  It is unfortunate, as Kageru mentioned, that crafting professions don't make any sense thematically as well.

I will say though, Vibora Bay is excellent.  Without a doubt the best Zone/Storyline in the game.  It's too bad that you need to get to 35 to experience it, but it is fine work.  


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 30, 2010, 10:11:30 PM
I appreciate that Cryptic tried a slightly different tack with crafting - it is all about destroying the drops you get to boost your skill.

However, there isn't much point to crafting in a game like ChampO. It's just a sideline.

The gear is split up like that in order for 1) ChampO to have gear and 2) for players to possibly choose more thematic gear options. Few players care, but the ones who were vocal on the beta forums really, really wanted that.

Oh, and one of the gear items that appeared in ChampO's beta was 'Reinforced Bowels'. WTF are you fighting if you need your bowels reinforced?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Soln on March 30, 2010, 10:31:11 PM
if this game were any more casual I'd be asleep. That said, it's filling a gap nicely.  Thanks for feedback.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on March 30, 2010, 11:56:52 PM
Bill Roper becomes Cryptic's Chief Creative Officer, replacing Jack Emmert who becomes Cryptic's Chief Operations Officer. (http://www.massively.com/2010/03/30/bill-roper-made-cryptics-cco-jack-emmert-switches-to-coo/)

Don't know what these kind of titles mean specifically.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on March 31, 2010, 07:23:33 AM
The gear is split up like that in order for 1) ChampO to have gear and 2) for players to possibly choose more thematic gear options. Few players care, but the ones who were vocal on the beta forums really, really wanted that.

Oh, and one of the gear items that appeared in ChampO's beta was 'Reinforced Bowels'. WTF are you fighting if you need your bowels reinforced?
The best gear in my limited experience was the power replace stuff. Loved getting a new gun or adding a secondary effect to a power. Too bad it could only add to limited powers (those with a 3d model to replace), and only one of my guys had them.

Bowel reinforcement was essential when fighting the arch-villain Brown Noise.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Murgos on March 31, 2010, 08:40:53 AM
Bill Roper becomes Cryptic's Chief Creative Officer, replacing Jack Emmert who becomes Cryptic's Chief Operations Officer. (http://www.massively.com/2010/03/30/bill-roper-made-cryptics-cco-jack-emmert-switches-to-coo/)

Don't know what these kind of titles mean specifically.

Sounds to me like Jack is going to focus more on running the business while Roper takes more responsibility for future projects.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Soln on April 01, 2010, 09:39:40 PM
welp, guess I lasted 6 days?

not a great "new player" experience.  You really need to have finished CoX to play this game I think.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ollie on April 01, 2010, 11:53:40 PM
True, CO does a pretty poor job of welcoming the uninitiated to the fold. The UI, while marginally better than at launch, is still astonishingly unintuitive, and some of the tool tips really put the cryptic in... well, Cryptic.

Unless a new player is willing to do a bit of forum digging on different power builds, the risk of severe gimpage is high. Plus, to the best of my knowledge the game still isn't too kind on purely thematic characters that stay within one powerset.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on April 02, 2010, 06:59:00 AM
True, CO does a pretty poor job of welcoming the uninitiated to the fold. The UI, while marginally better than at launch, is still astonishingly unintuitive, and some of the tool tips really put the cryptic in... well, Cryptic.

Unless a new player is willing to do a bit of forum digging on different power builds, the risk of severe gimpage is high. Plus, to the best of my knowledge the game still isn't too kind on purely thematic characters that stay within one powerset.


Its definitely a lot better than it used to be in that regard, but it still leaves a lot to be desired.  You really do need to read through all the info screens in the tutorial (the optional ones) to have a good idea of the game mechanics.  Stuff like passive defensive/offensive skills, which are arguably the most important, and definitely one of the most important aspects of how well a character will do are still pretty unintuitive.   I always stay with just my first two powers and then get an upgrade block power, a passive power, and then an AoE.  Thats the real core of any successful character in my opinion, and by then you are level 14 or so.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on April 02, 2010, 07:27:52 AM
I always stay with just my first two powers and then get an upgrade block power, a passive power, and then an AoE.  Thats the real core of any successful character in my opinion, and by then you are level 14 or so.

I think this is good advice, although I'd say that the order in which you take the block upgrade, defensive passive and AoE are flexible.  For instance, if the defensive passive that you plan on taking is regen, you would want to take that first, and then you can hold off on the block upgrade till last.

I haven't played lately (friends talked me into resubbing to wow,... again), so I'm not sure how competitive the re-worked passives are compared to regen.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Soln on April 02, 2010, 11:04:47 AM
FWIW the game seemed to fall off a cliff for me at 13.  It was fine in the newb zone (CDN North) , but then some of herald quests sent me to MCity where the difficulty level of the new quests were 14 and 15.  The chained 2-4 mobs that are everywhere just kept kicking my ass too much.  I dunno, it just felt unbalanced.   I was fine in the newb zone, then I moved here and the resists seemed different?  It feels like Cryptic throws a bunch of stuff at you after the starter zone and expects you to grok the whole of MCity.

But my expectations for an MMO are much higher these days.  As a new player I want the option to go on rails if I want to.  I'm not reading player guides or hunting through forums.  All ChampO has to do is allow you to survive and be clear about why you should keep looking forward to your next power/talent.  I didn't get that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ollie on April 02, 2010, 01:12:07 PM
But my expectations for an MMO are much higher these days.  As a new player I want the option to go on rails if I want to.  I'm not reading player guides or hunting through forums.  All ChampO has to do is allow you to survive and be clear about why you should keep looking forward to your next power/talent.  I didn't get that.

Most new MMOGs are feeling the effects of heightened customer expectations, CO among them. Nowadays players will look past something as major as a poorly flowing levelling progression only if some other game features really stand out in a positive way. I certainly recognise the same unforgiving tendency in myself, not to mention that I get extra pissy if marketing does a shoddy job of managing customer expectations pre-launch. But that's another story.

In the context of Soln's six-day escapade, it seems CO still has ways to go in making the game mechanics rewarding, transparent and intuitive enough so that even the uninitiated can jump in and feel like they can make reasonable headway without resorting to forum-monkeying.
 
My personal pet peeve was the ridiculously opaque synergy between superstats and specific offensive and defensive powers. I must have spent countless boring hours at the Powerhouse reading vague tooltips and crosschecking that I picked the right damage scaling stats for the build that I was going for. Might be part of the fun for some, but it definitely wasn't for me. Especially since it felt like the tooltips were actively trying to punch me in the face.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on April 02, 2010, 03:19:06 PM
Why in the world does anyone have higher expectations for MMO's?  MMO's peaked back in 2004.  It won't peak again until Blizzard releases another one.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ollie on April 03, 2010, 01:07:00 AM
Seething sarcasm noted, though it's not like your apathy is utterly unfounded. Specific niche titles aside, no one else seems to be able to deliver the complete package. The customer base keeps evolving, though, even if the games do not. The post-WoW marketplace has given rise to two neat movie title-esque trends: The Rise of the Casuals and the Revenge of the Enthusiasts. Turns out, both groups like polish. If you can't deliver that on day one, strap on your parachute come the end of the first 30 days.

Back on topic, I doubt anyone was high enough to seriously expect a world-class performance from Cryptic. We're just harping on the few specific areas where CO fails to even give it the old college try, namely the new player experience and intuitive character building.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on April 03, 2010, 06:41:16 AM
Have I posted that the questgrind is what killed CO for me? At this point, after leaving the noob zone, I'd rather do anything than questgrind. Everything else was fine for me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on April 04, 2010, 07:52:15 PM

The saddest fact is there's so few moderately decent MMO releases of late we're still talking about this turkey.

Given that their subscription numbers have to be very low, the company probably not making a profit and they've proven the subscriber base isn't too willing to pay for content packs they've got to be considering whether or not to put this game on life-support. CO going inert probably isn't going to affect STO subscriptions any more, and they'll be shifting resources to their next title to generate more box-sales.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on April 04, 2010, 11:42:20 PM
Depends how Vibora was received, plus how much has come through the C-Store. I don't think ChampO is a massive commercial success, but it might be doing enough to be profitable.

If ChampO and STO have over 100k active subs, they are likely profitable for Cryptic. Although I think the term 'Plan to Fail' is crude, it reflects a viable strategy.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ollie on April 05, 2010, 12:39:35 AM
And a strategy Roper and Emmert have more or less gone on record for advocating. I have no idea who coined the term shovelware, but it's fitting.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: satael on May 01, 2010, 12:55:04 PM
http://www.play.com/Games/PC/4-/6080087/Champions-Online/Product.html (http://www.play.com/Games/PC/4-/6080087/Champions-Online/Product.html)

(champions online EUR 3.99 with free delivery if someone for some reason would want to try it)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hutch on August 16, 2010, 03:08:17 PM
Bill Roper departing from Cryptic (http://www.gamasutra.com/view/news/29939/Cryptic_Studios_Chief_Creative_Officer_Bill_Roper_Announces_Resignation.php) (gamasutra article)

Roper's post on the CO site. (http://www.champions-online.com/node/595033)

With no new job lined up. Nothing that's mentioned in either link, at any rate.

It seems like only yesterday that he was signing up at Cryptic (http://forums.f13.net/index.php?topic=11392.msg540892#msg540892), to take on the newly-created job of "design director". Now I wonder if it was a real job, or just a golden post-Hellgate parachute.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on August 16, 2010, 04:46:58 PM
Bill Roper departing from Cryptic (http://www.gamasutra.com/view/news/29939/Cryptic_Studios_Chief_Creative_Officer_Bill_Roper_Announces_Resignation.php) (gamasutra article)

Roper's post on the CO site. (http://www.champions-online.com/node/595033)

With no new job lined up. Nothing that's mentioned in either link, at any rate.

It seems like only yesterday that he was signing up at Cryptic (http://forums.f13.net/index.php?topic=11392.msg540892#msg540892), to take on the newly-created job of "design director". Now I wonder if it was a real job, or just a golden post-Hellgate parachute.


*shrugs*  I honestly can't will up much emotion about this one, and frankly I was one of the few people on these forums that think both Hellgate AND Champions were decent games.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on August 16, 2010, 10:26:09 PM
Not surprising, really. I don't think Cryptic is doing that well financially (or at least as well as they'd hoped) and it's a tough market to bring players back to games they might have tried and then turned away from.

According to Atari (http://corporate.atari.com/MT-3.34-en/mt-static/FCKeditor/UserFiles/File/FY10-11_1Q_PR-revenues_7-22-10_UK.pdf), they earned about US$10.8m from online sources in their Q1 2010 (Apr, May, Jun, I think), the majority of which I'd expect to come from Cryptic (unless Atari have some other key online business unit I'm unaware of). That's not bad... especially since Atari apparently didn't release any major titles during that time, which saw a massive decline in its retail revenues.

Hmm, who knows? Maybe Cryptic are ticking along better than I thought. IIRC, August 2010 was a key period that Cryptic was meant to get bonuses from Atari (http://corporate.atari.com/event/120909_Cryptic_PR_final_GB_def.pdf) if they delivered specific revenue targets for their games. Wonder if they are going to get those bonuses?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on September 02, 2010, 01:24:55 AM
Throwing it out there:

Full free trial for this week as part of the anniversary celebrations. (http://www.champions-online.com/play_free)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 02, 2010, 09:03:25 AM
They made it a year.  I'm impressed.

This thread is also still completely borked, so that clicking new post takes you back twenty-five.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on September 06, 2010, 12:57:47 AM
Trial's just about over. I was planning on revisiting CO anyway, and it was fun. I really like a lot of CO, but it's also just not enough to keep me subscribed for months, like WoW.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Rendakor on September 06, 2010, 12:14:45 PM
They made it a year.  I'm impressed.

This thread is also still completely borked, so that clicking new post takes you back twenty-five.
I thought that was only happening for me...


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Engels on September 06, 2010, 12:59:21 PM
me too. its rather odd.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on September 06, 2010, 01:14:50 PM
They made it a year.  I'm impressed.

This thread is also still completely borked, so that clicking new post takes you back twenty-five.

It's because the thread was released before it was ready.  I'm sure it'll be fixed in a future patch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 06, 2010, 01:59:16 PM
Trial's just about over. I was planning on revisiting CO anyway, and it was fun. I really like a lot of CO, but it's also just not enough to keep me subscribed for months, like WoW.

I think I've said it before, certainly in other threads and probably this one I think I've said this is more or less the problem with CO that I can tell.  The game itself is more or less decent, but the meta game is non existent and there is really only so many times you can play through the content with a different power mix.  As it stands though, unless its really important for you to do your grinding in tights instead of plate, there isn't much reason to play this instead of something else.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Zetor on September 07, 2010, 02:58:42 AM
Yeah, I played this in a static team of ~4 people back when it was on sale for $6 on steam (including a free month!) and it wasn't a bad experience, really. The quests / zones are decent, character / power customization is nice, PQs are actually executed well... it's just that the actual combat gameplay felt extremely buttonmashy without playing like an action game / FPS. Kinda like combining the blah parts of a fighter game with a diku? The block mechanic itself was really annoying; when we were doing a mission with elite mobs, I pretty much did nothing but block 80% of the time and try to squeeze in some one-shot taunt blasts the rest of the time... it was either that or dying.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 07, 2010, 04:38:34 AM

You know I actually reported the fact that block was unbalanced, probably incapable of being balanced (you cannot have a mode the multiplies intrinsic defence to that extent and balance challenge) and extremely boring in beta. But they were fast too desperate to make the game saleable to think much about gameplay.

The button mashy gameplay is the remnants of the "console action" gameplay. It was even worse when you energy builder (which is basically the most debased possible combo system) had no auto-repeat mode.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on September 07, 2010, 06:22:24 AM
I took advantage of the free time to play as well.  I really liked the Vibora Bay intro.  I think they have made some improvements in the engine, as combat seemed to flow a bit more smoothly.

I think they could balance block pretty easily - make it a channeled effect that drains energy.  Have the channel time be 3 seconds and drains half your energy if you channel it fully.  Put it on a three second cooldown.  Blocking boosted abilities returns some energy and negates the cooldown. This way, you'd really need to time your blocks to coincide with the big-hitters.

If they were to do this, they'd need to re-balance all of the harder mobs.  Super-villain and above would have to be (to some extent) susceptible to holds, knock downs, etc.  If you were trying to take on a large number of scrubs, you'd need to work in knock-downs, holds, stuns, etc.

I'd also like to see them re-do the energy building mechanism. It seems like a good way to get you to alternate powers, but they missed the boat by making only one builder.

Take power armor as the worst offender.  The "chest beam" does massive damage and knock back/down.  So basically you alternate between energy builder and chest beam.  If they modified the powers so that you needed to execute combos to generate energy, and spamming a single attach drained energy, the combat would be more engaging.

They fixed "Might", it is actually pretty fun.  Drop out of flight, hit the "charge" ability which dashes you to the targeted mob, hit "slap" to daze them all, uppercut the villian, move back and around to ground slam the lot.

I still like this game, I'm considering re-upping for awhile.  That said, I like the sound of the changes to CoX planned in the next two released.  A bit tempted to return there as well.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on September 07, 2010, 11:43:27 PM

If block is short enough you have to use it reactively you screw over people with bad latency.

Since block is so strong you can't provide a challenge to a "blocking" character without one-shotting anyone else. And a blocking character in a group needs to keep blocking or risk getting one shot.

Really though the group dynamics in the game were a complete after thought. As are the powers which were almost entirely different colored DPS.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Pendan on September 09, 2010, 09:22:59 AM

Really though the group dynamics in the game were a complete after thought. As are the powers which were almost entirely different colored DPS.

I started playing CO with a static group 6 weeks ago. I agree that group dynamics are messed up but feel differently about DPS. I felt that way about damage in CoH. In particular one blaster was the same to me as another blaster. However with the similar range DPS energy frameworks in CO each type plays differently and requires different stats and support powers. For melee you also have different synergies and styles going on. You have single target or multi target strengths. You can go for burst or sustain damage. You can go for fear, bleeds, critical, or knockback/knockup powers and then must have other skills that take full advantage of those states. You also have a lot of choices between how defensive or offensive you want play with your choice of passive, block, crowd control, energy form, active defense, toggle form, and stance. The weakness with the system is not all powers are balanced but you can still enjoy the diversity if you choose.

Group dynamics are completely messed up. Instances scale with numbers (outdoors somewhat scales too because things run off to get friends when grouped which is often annoying but not too big of deal). The health and damage scaling would not be so bad but the numbers scaling makes it insane. In a 5 person group the first character to get agro takes 5 times the damage than they would take solo. Then the healer takes 4 times damage because 80% of the MOBs switched target as result of either healed or just having a buff running on the first character. This is particularly bad at low levels when you don’t have the skills yet to be defense and agro generating or healing and defensive. As a result my solo character can be set at very hard mode and go through an instance with wild abandonment. Only defeated on very rare occasions when make too many mistakes. My static group character at very hard mode plans out every pull and is either defeated or stays in block almost entire time.

Of course the other weakness of CO is diversity and length of content. 6 weeks of play and one level from max with solo character. Level time will depend on play hours but no other game have I reached max level with my first character in less than 4 months and I have not played CO as intensely as some others. I know an experience player can go from 0 to max extremely quickly.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 09, 2010, 04:19:33 PM
Of course the other weakness of CO is diversity and length of content. 6 weeks of play and one level from max with solo character. Level time will depend on play hours but no other game have I reached max level with my first character in less than 4 months and I have not played CO as intensely as some others. I know an experience player can go from 0 to max extremely quickly.

Ugh, yeah. If they had more diverse low- to mid-level content, then fast levelling would be a strength. But with only one starting zone and two lowbie zones, you're pretty much done with the game after a few weeks.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 09, 2010, 04:22:00 PM
Of course the other weakness of CO is diversity and length of content. 6 weeks of play and one level from max with solo character. Level time will depend on play hours but no other game have I reached max level with my first character in less than 4 months and I have not played CO as intensely as some others. I know an experience player can go from 0 to max extremely quickly.

Ugh, yeah. If they had more diverse low- to mid-level content, then fast levelling would be a strength. But with only one starting zone and two lowbie zones, you're pretty much done with the game after a few weeks.

Indeed, one of the things they've been adding is scalable content which would supposedly add in variety, but from what I can tell by reading the forums the last bit was pretty poorly received, mostly for sucking in general though, not for being scalable.  When I was playing I was making an argument than the game didn't need more depth, but more breadth, though it seems mostly to have fallen on deaf ears.  Another 2-3 low to mid level zones (to compliment the one high level zone they added, which I actually played and thought was of really high quality), would really flesh out the game and make it worth playing through multiple times.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ragnoros on September 17, 2010, 02:25:44 PM
This is on sale on Steam for 6 USD at the moment.  Never did more then beta myself.  I think I can stand that price point for a couple days of goofing around.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Rasix on September 17, 2010, 03:59:42 PM
This is on sale on Steam for 6 USD at the moment.  Never did more then beta myself.  I think I can stand that price point for a couple days of goofing around.

Yes, but it's sitting right next to Monkey Island special editions for $5 a piece.  Choose wisely.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hoax on September 19, 2010, 09:23:17 AM
This is on sale on Steam for 6 USD at the moment.  Never did more then beta myself.  I think I can stand that price point for a couple days of goofing around.

Yes, but it's sitting right next to Monkey Island special editions for $5 a piece.  Choose wisely.
:heart:

Was looking at it myself but I'm not sure messing w/ the creator is worth $6


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on September 19, 2010, 12:02:45 PM
This is on sale on Steam for 6 USD at the moment.  Never did more then beta myself.  I think I can stand that price point for a couple days of goofing around.

Yes, but it's sitting right next to Monkey Island special editions for $5 a piece.  Choose wisely.
:heart:

Was looking at it myself but I'm not sure messing w/ the creator is worth $6

Are they still offering the demo?  I think that offers access to the creator, and its free.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 26, 2010, 06:48:29 AM
Not that anyone cares about this game anymore, but it looks like this is going to enter the free to play fray, also some significant changes according to this post: http://champions-online.com/node/595093

Maybe it'll be worth checking out again...then again, maybe not :)

Quote

We're doing three major things to address these issues in the Free-to-Play update.
 
New Descriptions - We've added tech and rewritten all of the power descriptions so that they are accurate and understandable. Tooltips should be more succinct while at the same time being clear and complete.

Streamlined Powers - We're fixing many systemic inconsistencies and outright errors throughout the power frameworks. Most of the time, we're doing this by simplifying interactions. For example, there were many different kinds of holds, which led to all sorts of strange interaction problems and unexpected results. We've simplified control powers so that there are fewer distinct hold types. We've also set them up in a way that should make them easier to understand and use appropriately.

Heroic Archetypes - The really big thing we're doing is adding a whole new way to choose your hero's powers! When you create a hero, you may choose an Archetype, which will specify which powers you earn as you level up. Archetypes aren't general like classes or roles, nor do they simply map to our frameworks. Archetypes are character builds that mimic a specific kind of superhero from the comic pages. For example, one of the Archetypes is "The Blade."  As you might guess, The Blade is a melee based character focused on using single-blade powers. He specializes in doing tons of damage to single targets. For comparison, "The Brute" is also a melee character that dishes out tons of damage, but instead focuses more on group combat and survivability. The Free-to-Play update will have at least eight of these Archetypes available to play right off the bat, and we'll be adding more every month.

Quote
A lot of players have mentioned how they’d love to spend more time in the city after the tutorial rather than immediately be whisked off to deal with the crises in the Desert or Canada. Players also said they wanted more direction and help following the tutorial. The main social hub in Champs is Millennium City's fantastic Renaissance Center, which players don't get to until a little later in their hero's career.
 
We're reorganizing and reworking our early content to address these issues.
 
Improved Tutorial - We're streamlining the tutorial to make it flow and teach better.

Welcome to Ren Center - Immediately after the tutorial, players will go to Renaissance Center, the social hub of Champions Online. Defender will be their first contact and help them get their bearings in Millennium City. He'll eventually send the hero off to check on some strange happenings in the park by the Super-Jet, which will lead the hero to adventures in Westside.

Westside Revisited - We've reordered, rescripted and augmented the content in Westside. There is now a more tightly scripted storyline for the whole neighborhood that ties everything together. While some of our favorite missions are still there, we've also added new ones, including a couple new boss battles! We've added new landmarks to the zone as well, so players can tell where they are and where they're going. After completing the adventure in Westside, players go to the Desert Crisis.

Desert Revisited - The Desert Crisis and the Desert have also had their stories punched up notch! There is now an overall structure to the story that integrates Project Greenskin, Burning Sands, Burnside and the Atomic Wasteland. We've also added a couple new fights and a big bang to conclude the adventure! This brings the player to around level 18 or 19, where they can continue in the Desert or return to Millennium City.

Quote
First of all, you can (and should!) still subscribe to Champions Online. If you continue to subscribe (and become a "Gold Member"), then what you get doesn't change from what you get today. You still get all the zones, all the levels, all existing and future adventure packs, and all the costume parts available today (plus a bunch of new ones). You still have complete control over what powers your hero has (as well as their color), just like today. The only difference you'll see is that there will be more things in the C-Store to buy, if you are so inclined.
 
Current lifetime subscribers automatically become Gold Members for life and get all the same benefits.
 
Non-subscribers ("Silver Players") don't get all of that. Most importantly, they don't get complete control over what powers their heroes get. Instead, they can only create heroes by choosing an Archetype. Though the power progression is predefined, the player can tailor the powers with their choice of Advantages. Silver Players are also limited in other ways such as inventory, bank and marketplace space. Of course, Silver Players retain full control over how their character looks using the costume editor. They also get access to all the zones and levels.
 
If you decide to switch from Gold to Silver, your characters will still be there. However, you won't be able to play them until either you re-subscribe or you convert them into Silver characters. Exactly how this will work is still being determined.
 
There are several other ways that Gold Members and Silver Players differ. We have a Features Matrix published right here with the exact differences.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on October 26, 2010, 07:05:30 AM
Champions where you can't pick your powers?  Well sign me up.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 26, 2010, 07:07:15 AM
Champions where you can't pick your powers?  Well sign me up.

I get the impression that is not to replace ther current power selection system, but an alternative way to do it to make it easier on new players.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on October 26, 2010, 07:20:23 AM
Read your last quote.  Free-loaders have to use the archtype system.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on October 26, 2010, 07:57:34 AM
Really though, I think this is the best and only option for CO.  I still play time-to-time as I enjoy the pace of combat and combat in general.  The content just wasn't there and to compensate they had wtf-ridiculous grinds.  Hopefully this breathes new life into the game and quickens updates. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on October 26, 2010, 08:24:02 AM
Wait, free to play but I can't play my existing characters?

F2P lulz


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on October 26, 2010, 09:05:04 AM
Champions where you can't pick your powers?  Well sign me up.

At least they'll get access to the compelling content!  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nebu on October 26, 2010, 09:14:19 AM
At least they'll get access to the compelling content!  :awesome_for_real:

Nice!  That one got a loud laugh from my office.  :awesome_for_real:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: koro on October 26, 2010, 10:04:05 AM
If the latest content patch can cause the Champions servers to completely shit the bed for a week+, I can't wait to see what will happen when you toss a few thousand curious freebies into the mix.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on October 26, 2010, 10:26:01 AM
 :facepalm:

Well they've shown they can learn. Maybe they'll eventually figure this one out too.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on October 26, 2010, 11:22:16 AM
I really like CO, in concept. They have some amazing ideas, that actually worked. The UI and interface where super customizable, to the point you could actually make the game simulate a FPS. But all the pieces just didn't quite fit to make a compelling game. Also, their super expensive (non-existant at launch) respec system combined with broken or undocumented powers made character concepts sort of a shot in the dark.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Nevermore on October 26, 2010, 12:58:05 PM
Is it just me or does this seem less like 'free to play' and more like a glorified trial?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ginaz on October 26, 2010, 02:35:09 PM
Is it just me or does this seem less like 'free to play' and more like a glorified trial?

When is it not like this for any f2p mmo?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on October 26, 2010, 06:50:07 PM
Fun fact: if you ever had a ChampO account, you could have played for free anyway, but were restricted to the zone your paid account expired in.

I'm not surprised and thinks this gives ChampO some chance of growing the player base. It's also a way of testing this thing out for Cryptic before Neverwinter launches.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on October 26, 2010, 09:24:08 PM
Is it just me or does this seem less like 'free to play' and more like a glorified trial?

 :oh_i_see:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on October 27, 2010, 12:24:34 AM

Forum users complaining about lag? I know their server code handles it very badly from beta experiences... but with fewer users and all this time live I really am surprised they're having server lag issues. I guess they might have downgraded the hardware as a cost saving measure in which case it means the money coming in from CO must be pretty marginal. Which is of course supported by this latest initiative.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: koro on October 27, 2010, 11:28:09 AM
Apparently they mostly fixed the lag last night after the F2P announcement, but aside from a small launcher announcement put up right after the F2P thing they never once addressed it on the forums in the week of its existence. I guess they were on some posting blackout?

According to my friend who plays, it was really horrible rubberbanding and server disconnects in Millennium City, extending to the other zones fairly frequently. Coincided exactly with the latest content patch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Pendan on October 28, 2010, 09:31:26 AM
Fun fact: if you ever had a ChampO account, you could have played for free anyway, but were restricted to the zone your paid account expired in.
You were also set to level 15 until subscribed again. Being restricted to zone also meant you could not even enter the Power House. Still MC had level 15 repeatable content and banks so was a good zone to have characters in when unsubscribed.

F2P is a downer for me as a person who subscribed briefly in the past. Can't play my existing characters in FtP an no more free weekends (or anniversary week) to play those characters either I expect.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on November 11, 2010, 05:03:02 AM
Not that anyone is interested in actually buying this, but i feel like I couldn't help but post this here:
Lifetime is back!
http://www.champions-online.com/lifetime

 :ye_gods:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Count Nerfedalot on November 11, 2010, 07:29:05 AM
Am I the only one who thinks that buying a lifetime subscription to a Cryptic title is rather like buying a lifetime subscription to Duke Nukem Forever?  Sure you get some minor improvements to the experience along the way, but how long after paying for it are you willing to wait to actually get a whole game?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Shatter on November 11, 2010, 07:40:06 AM
Not that anyone is interested in actually buying this, but i feel like I couldn't help but post this here:
Lifetime is back!
http://www.champions-online.com/lifetime

 :ye_gods:

$300....LOLOLOLOLOL


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 11, 2010, 08:38:03 AM
There's been demand for the return of the lifetime sub on the forums. May as well give the people what they want.

Atari's 6 month financials are out (http://www.atari.com/dyncontent/atari/uploads/PR_ATAR_93010_Final.pdf). They keep making a loss, but not as bad a loss as they have previously. Atari is increasingly seeing a revenue stream through online (Cryptic mainly) that was around US$17m; if we assume that the entire 6 month increase in this area was due to Cryptic, it's something like US$15m in revenue from Cryptic. I don't think this includes the launch of STO, which means that sub revenue is probably a solid component of that return, but Atari's accounting cycle throws me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on November 11, 2010, 08:42:15 AM
Yeah, but $299 is batshit crazy for this game.  It's maybe worth $150.  Maybe. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on November 11, 2010, 08:45:22 AM
Yeah, but $299 is batshit crazy for this game.  It's maybe worth $150.  Maybe. 

Agreed. 10 months seems more reasonable than 20 months sub-equivalent.

That said, calling it a 'lifetime' sub loads up expectations of length of existence, so Cryptic is no doubt showing its renewed confidence in ChampO.  :grin:



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Shatter on November 11, 2010, 10:21:29 AM
Thats what I find funny about it.  Not that charging $300 for a lifetime sub in some games is a good idea but not THIS game from THIS company and especially after the games been out for > 1 year with the condition it launched in, etc.  Im sure its much better today but they have permanent bruises now from this and STO that wont heal up.  They clearly are unwilling to bite the bullet even a little to give people a good deal, they are still far-reaching for the most cash they can.  I would agree that lifetime for $150 would probably get a good chunk of people to sign up but $300(25 months) *boggle*.  Cant help but feel that they are looking down the road into 2011/2012 and seeing the number of high profile titles coming out one of which is another super hero MMO and trying to get cash now cause they will have a hard time getting cash later. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on November 12, 2010, 09:19:23 AM
The idea of a $150 lifetime sub when CO launched may have interested me. Now...that's sillycrazynuts.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on November 12, 2010, 09:24:13 AM
Thats what I find funny about it.  Not that charging $300 for a lifetime sub in some games is a good idea but not THIS game from THIS company and especially after the games been out for > 1 year with the condition it launched in, etc.  Im sure its much better today but they have permanent bruises now from this and STO that wont heal up.  They clearly are unwilling to bite the bullet even a little to give people a good deal, they are still far-reaching for the most cash they can.  I would agree that lifetime for $150 would probably get a good chunk of people to sign up but $300(25 months) *boggle*.  Cant help but feel that they are looking down the road into 2011/2012 and seeing the number of high profile titles coming out one of which is another super hero MMO and trying to get cash now cause they will have a hard time getting cash later. 

To be fair to them, quite a lot of people on the forums appear to have been asking for it to be offered again, and I suspect the higher price is so that people who bought it at launch didn't feel like they got hosed for buying it then rather than rewarded for "faith" in the game or whatever.

Granted, 300 is just still an insane price for this.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on November 12, 2010, 09:30:56 AM
I see $150 as being a reasonable price for those that are overly enamored by this game.  As with Sky, it's too much for me, but for someone that truly loves the game that is a reasonable price.  $299 should put the corporate bigs of Cryptic in prison.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 11, 2011, 06:12:34 PM
Conveniently timed for DCUO, looks like CO is going f2p on the 25th.

I'll give it a whirl again, this time the price is right.

I checked out their website and found this video that really methodically goes over all the stuff they've changed and added since release http://champions-online.com/videos  (click on  System Shock)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on January 12, 2011, 06:21:22 AM
I think you probably know this already but the f2p experience isn't the same as the regular experience because you are shoehorned into specific builds.  My guess is that this isn't a huge issue and that they are doing it more to guide newbies into a good/decent build rather than allows newbies to gimp themselves (said newbies possibly liking the game so much that they then want to subscribe).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: ghost on January 17, 2011, 02:33:23 PM
Why does this feel so very planned?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: statisticalfool on January 25, 2011, 12:14:54 PM
F2P live. Anybody? Anybody at all?

*crickets*


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 25, 2011, 12:16:04 PM
F2P live. Anybody? Anybody at all?

*crickets*

I'm going to poke around tomorrow, possibly late tonight if I have the energy.  I'll post some reactions.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on January 25, 2011, 12:25:17 PM
I liked CO quite a bit, so I'm tempted. Although like most f2p, it looks like a giant pile of why bother.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on January 25, 2011, 03:59:42 PM
I'm interested in your reaction as well.  Would especially like info on the pre-builds. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 25, 2011, 07:05:48 PM
Logged in (and saw Malakili come and go).

Servers are pretty busy with the main point of complaint I've seen was the lack of inventory space on the free accounts.

It's much, much better than launch and there has been a lot of clean-up, but the core problem that the game plays better on a controller than KB/M remains. I like ChampO as a casual game, but often feel I need a third hand to move and activate my powers and steer at the same time. I'll try plugging in my Xbox controller again, but last time it didn't work.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 25, 2011, 07:26:51 PM
Alright, I played for about an hour or two, so I'll give me quick response here, take for whatever an hour of play is worth, I'm going to do this a bit narrative-like.


So, the game feels a lot more polished (read: finished, compared to launch at least) right away.  Obviously there has been a lot of development time since then, but just from a UI standpoint everything seems a bit better put together.  Not the hugest deal in the end, but it definitely made a decent first impression on me from that front.  So, if you are a free to play player, you basically have to choose of the available archetypes.  There are currently 2 extra archetypes you can purchase at the c-store to add to your options (more on the c-store later).  They feel limiting compared to the free form type, but thats part of the point.  I chose "The Solider", which is based around the munitions power set, basically, guns guns guns.   You still get a huge load of costume options, and the costume creator is as good as ever.

The tutorial is more informative than before and does a better job of teaching you the game. A lot of the "optional" stuff from before is now made really obvious to you, just mechanics wise across the board.  Its effectively the same tutorial though, with just a bit better thought put into it.  You can also skip the tutorial once you've done it once, which is nice (just starts you off at level 5).  After the tutorial I trained up in the power house.  Since you can't choose your powers as an archetype, you just go to the trainer and they give you your next power.   You do still get your advantage points to spend as you like though, so there is room for customization within the archetype to a degree.  You can also choose your travel power still.  I think some of them are unavailable to free players, but they are purchasable at the store if you really want them.  I chose super jump.  

The post tutorial experience is WAY better than I remember.  Rather than shoving you off to either Canada or the Desert, you start right away in Millennium City, complete with an in-engine cutscene with a way over-acted voiceover.  You get a quest that takes you around the Ren Center and shows you where all the important buildings are (crafting people, bank, etc).  You then get sent to west side in the city, which has been totally revamped to be level 8-something and the flow of the area is totally changed.   At this point I really only had 3 abilities still, my energy builder, which was a slow firing pistol that did decent damage, an assault rifle that I could hold down and do a lot of single target damage, and a submachine gun burst, that did frontal cone AoE.   I didn't really have any problems killing anything, and it felt pretty fun.  The combat is basically the same as its ever been, though the UI does feel a little more responsive than I remember.  

My archetype "The Soldier" is designed for DPS, these archetypes are all designed with a group role in mind, but also to be able to solo from what I understand.   The downside is obviously lack of customization compared to free form, but the upside is that I didn't have to worry about accidentally gimping myself for choosing a poor set of powers, or powers in a bad order.  I'll have to see if that holds up past level 10.  For what its worth from a "feel" point of view, the fact that so many people are around with only 8 archetypes didn't feel so bad.  The huge variety of costumes still made people feel different enough from my standpoint that it didn't feel like every fire guy running around was the same, even those they were shooting the same fire abilities.  Maybe a small point, but one of my worries with archetypes would be that everyone feels basically the same.  Granted, it still not as good as having the option to free form, but it didn't feel as bad from that standpoint as I had expected it to.  Here is a list of free to play archetypes: http://www.champions-online.com/node/595112  There are two more you can buy access to that aren't listed there.

The C-store has obviously been totally revamped and loads of stuff added.  My impressions of the c-store are not all that great from browsing through it.  They've got your standard free to play fair of health potions, mana potions, etc.  There are some exp boosting devices with a time limit, group buffs, and so forth.  There are some complete novelty items (which are actually kind of silly, but fun, I saw some people using them already).  For instance, there is a wearwolf transformation device that makes you into a wearwolf (complete with a wearwolf set of powers to use in that form), there is a device that makes you really big, or really small (a device for each).  Some other total novelty stuff.  There are a lot of costume sets you can buy as well.  If I was going to buy anything ever, it would be costumes I imagine.  You can also buy the adventure packs they have released since the game came out.  There are also a host of services you can buy - like a token that lets you rename your character, a retcon token (which I don't know how that works for an archetype character, maybe lets you choose a different archetype?) .  The prices struck me as overly expensive, but that happens ever time I look at prices at a F2P store.  The prices seem marginally higher on the items in the pre-F2P item store, I seem to remember costumes being 280 a pop (read: $3.50), and now they are about 4 bucks or more.  Services can be 10 bucks.  The consumables seemed expensive, but I guess were probably only like 25 cents per "use" for most potions, which is probably typical of F2P games.  Here is a link to the new c-store https://www.champions-online.com/store  (it can also be accessed in game)

The kicker is, you can still subscribe for 15 bucks a month.  That gets you access to a goodly amount of the items sold on the c-store as part of the subscription (access to the adventure packs, many of the costumes, etc), and an additional 400 Atari points to spend at the shop per month (5 bucks worth).  It also gets you the ability to make free form charaters, which is the biggest selling point.  All this leads me to believe that the free to play way of playing isn't really meant to be viable or intended long term.  I really think their intent even with "f2p" is to get people to subscribe.  I can't imagine myself being invested in the game enough to want to buy things at the store for the prices they are charging but not willing to put in the extra 5 bucks or so amonth and just go for the gold subscription plan.  So, that part leaves a little bit of a bad taste in my mouth, but on the other side of things, I might be over reacting to the f2p model in general, because I generally don't like it too much, so take all that with my personal bias in mind.

In summary, the game content I played was generally more polished and even when basically the same quests, organized and presented in a better manner.   The combat mechanics weren't too different if different at all from what I remember, but I always thought they were more or less fine to begin with.   The UI is much improved all around.  The C-Store bothered me, but I didn't feel like I  *had* to buy anything to function either.  But is it fun?  Yes, I'd say I had quite a bit of fun as my soldier beating the crap out of bad guys and bounding around the city.  The combat is a little more traditionally MMO than DCUO(from what I can tell from DCUO videos, I haven't played it myself), but it has a lot more flexible controls and you can set it up to play with a crosshair/action style and even use an xbox controller if you want to (I used mouse and keyboard), so you can get a more fine tuned experience depending on how much of that "action oriented" feel you want.

Bottom Line:  If you liked CO at all but couldn't look past its faults, I'd suggest giving it a go again.  If you absolutely hated the game the first time around, the core mechanics are more or less intact and you won't lthem more now than you did before.  But if you were hoping for a more polished CO, it does seem to be that.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rk47 on January 25, 2011, 09:31:09 PM
$300.. the amount of Steam sales and regular purchases I could pick over a year is better than one MMO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: raydeen on January 26, 2011, 04:26:49 AM
I installed it last night and rolled up a Mind hero. It still feels like a poor man's CoX but for the lack of a sub fee, It's ok I guess. I did find by accident that apparently there is no cooldown on my powers and that I could just spam the one button and it was easy mode ranged and up close kills. Sucks the mana down quick but makes the killing even quicker which is a good thing since I'm pretty squishy.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: 5150 on January 26, 2011, 04:54:09 AM
F2P live. Anybody? Anybody at all?

*crickets*

I had the free trial already downloaded in Steam* but never got around to playing it before F2P

Went to try it last night and immediately had to download a 1.5GB patch which I left running over night

A friend who tried downloading it from the web site overnight was still sat at 3% this morning


*interestingly you do not appear to be able to either buy or download the trial from Steam now, the Steam page just displays the F2P website


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Bandit on January 26, 2011, 06:26:41 AM
I downloaded the update without issue last night and just took a quick peek at the archetypes and some of the patch notes.  I played the shit out of CO up until the release of Serpent Lantern.  I loved the gameplay, but the content just wasn't there.  Lack of content was made up with soul-sucking grinds for medicore rewards (craftable travel powers).  I do have a lifetime (groan), so the archetypes really don't interest me - aside from archetype only PvP.  PvP in CO was pretty fun, except for 90% of people had Teleport, chainsaw and chest beam at the time.

If you haven't played before, I would recommend checking out Zombie Apocalypse PvP, Vibora Bay (content much better than rest of game at the time, I think it starts at level 30?), and Lemuria (just from an aesthetic point-of-view), and the Nemesis Lair (fun short group content where you fight everyone's nemesis).

The werewolf device and shrink/grow devices do interest me, as you could flesh-out a few more concepts in detail.

 I fully plan to take another character to 40 when I finish up another Mass Effect 2 run, which is most likely this weekend.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Hawkbit on January 26, 2011, 06:29:58 AM
I dl last night no issues.  ~4gig install, took maybe 4 hours total because it was fluctuating quite a bit.  

Installed, logged in and remembered why I didn't like this in beta.  It's great that it's free, but... unfun.  


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Morfiend on January 27, 2011, 08:58:42 AM
If only we could somehow combine COs width of powers and movement abilities with DCUOs combat and gameplay. Would be a really fun superhero game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 27, 2011, 09:41:00 AM
If only we could somehow combine COs width of powers and movement abilities with DCUOs combat and gameplay. Would be a really fun superhero game.

You you tried customizing the controls in CO?

Edit: I found this tutorial, its very old, but I think still applicable: http://www.youtube.com/watch?v=g1Oe3KezBUU  combine it with using an xbox controller if you like.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on January 29, 2011, 11:07:17 AM
After playing with access to all the powers and costumes, the free version sounds like CO without the char generation, and that's like half the game to me.

Thinking of resubbing this month, to see where the game is at and dink around with my chars some.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 29, 2011, 01:33:47 PM
After playing with access to all the powers and costumes, the free version sounds like CO without the char generation, and that's like half the game to me.

Thinking of resubbing this month, to see where the game is at and dink around with my chars some.

I don't know when the last time you played was, but the Vibora Bay content is arguably worth resubbing for if you have a character in the mid or upper 30s.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Ratman_tf on January 29, 2011, 02:10:52 PM
After playing with access to all the powers and costumes, the free version sounds like CO without the char generation, and that's like half the game to me.

Thinking of resubbing this month, to see where the game is at and dink around with my chars some.

I don't know when the last time you played was, but the Vibora Bay content is arguably worth resubbing for if you have a character in the mid or upper 30s.

I think my powersuit char is in the 30's.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Tannhauser on January 29, 2011, 04:04:36 PM
Hows the loot now?  Do they still drop a ton of useless stuff on you?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 29, 2011, 04:43:30 PM
Hows the loot now?  Do they still drop a ton of useless stuff on you?

Seems that way, which is sort of an issue with the limited bag space in F2P.  Though if resubbing is your aim you can get bags a lot easier.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: koro on January 31, 2011, 09:03:10 AM
The main thing you have to keep in mind with F2P Champions is that the revamped re-polished content only extends to Millennium City's Westside and the Desert Crisis. Every other part of MC, (almost all of) the post-Crisis Desert, all of Canada pre- and post-crisis, Monster Island, Lemuria, and Vibora Bay? Completely untouched and still largely (with the exception of some of VB and some of Canada) horrible. Lemuria is a completely dead zone as well; nobody ever, ever goes there.

As mentioned, inventory space is going to be a huge annoyance for anyone playing F2P, since my character in the 30s is usually running with one or two rows of quest-related items at any given time and enemies also drop a ton of crafting loot relating to the craftable travel powers, so your inventory fills up even faster. I can fill up the main bag of my inventory in around ten minutes with minimal effort.

My worry with the F2P deal is that Cryptic won't re-invest in the game with the money they're getting from their horrifically overpriced C-store (a quick easy way to tell how much they're getting: look around MC at any given time and see how many people are giant or are really really tiny. Each one of those people has spent at least $12.50 for that ability; if they have both they spent $25). The only new content the game's seen since launch has been Vibora Bay (which as we all remember was going to be a paid zone), Serpent Lantern, and Demonflame; the latter two being little more than extended dungeons. The main game itself could probably use one or two more actual zone zones, some sort of new end-game PvE raid content (I'm sure people are sick of running Therakiel's Temple by now), and revamps of at least Lemuria and some of Monster Island.

I suspect we'll probably just see adventure pack after adventure pack instead though, since they can charge more for those.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on January 31, 2011, 05:07:40 PM
A lot of that probably depends on how successful the F2P switch is. Poz has been doing a good job in trying to fix a lot of the issues that earlier ChampO faced and now its a matter of seeing if Cryptic can earn enough money that reinvesting in ChampO is worthwhile.

Early signs are positive that F2P is at least attracting triallists who spend a few dollars, but we'll see in the longer term (which definitely requires more new content... and an undated Adventure Pack named Resistance is apparently in the works).


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on January 31, 2011, 07:00:30 PM
A lot of that probably depends on how successful the F2P switch is. Poz has been doing a good job in trying to fix a lot of the issues that earlier ChampO faced and now its a matter of seeing if Cryptic can earn enough money that reinvesting in ChampO is worthwhile.

Early signs are positive that F2P is at least attracting triallists who spend a few dollars, but we'll see in the longer term (which definitely requires more new content... and an undated Adventure Pack named Resistance is apparently in the works).

I'd much rather see more Vibora Bay like content addons than Adventure packs.  Granted, I realize full zones are a lot more work than adventure packs, but the way I look at, the world feels a little too sparse in terms of zones, especially since you basically go to them all to level up, so there is no variation really.  They've hit all the staples really, ice world, desert world, city world, jungle world, water world, but I think they could add some more in.

Either way the biggest problem facing Champions long term is that the game lacks a real soul...its like...what am I suposed to do when I log in? If its just do PvE content, they have no hope of making enough to keep up with demand, but there aren't any real compelling meta games to keep you redoing stuff anyway.  As it stands, i'll probably play from time to time when I get the itch for super hero ass kicking, but it lacks that *something* that makes me want to make it "my game" so to speak.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rk47 on February 10, 2011, 06:03:42 AM
I don't understand how can this game be so un-fun compared to CoH. It took me an hour to realize they deserve to fail when another random mob killed me in the streets.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 10, 2011, 06:10:23 AM
I don't understand how can this game be so un-fun compared to CoH. It took me an hour to realize they deserve to fail when another random mob killed me in the streets.


I've always thought that this was a lot more fun than CoH to be honest.  Granted, I always thought CoH felt kind of sluggish and slow, maybe because I got to it a little bit late, and it already felt a little dated to me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rk47 on February 10, 2011, 06:15:22 AM
I had subbed around 2 months in CoX and had fun trying out archetypes like ranged and melee. But upon starting a ranged hero in Champ O, and got gang-banged by 3 random same level mobs, I realized this game is just one of those 'party mmorpg in hero skin'

Picking mind archetype was a bad decision, I'm sure, but there's nothing heroic about investigating a sewer only to retreat knowing that it's impossible to take on 5 mobs in there at once. What happened to COH scaled content? I never had issues with soloing in there and it felt more rewarding going in there, mixing it up with 2-3 mobs at once and coming out on top compared to Champ O's 'u died coz u didn't party'


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on February 10, 2011, 06:52:04 AM
I only had that issue with the mind and martial arts specs.  I never played the sorcery spec, and given that it has heals you might also have issues there.  Every other spec was easily able to take on 3-5 mobs.  Lightning can steam roll any number of mobs, pretty much.  But there were also spec's in CoX which couldn't solo as well as others.  I agree that it's very annoying if you had a great (insert weak soloist spec here)-hero idea that you wanted to play.

Definitely agree that CoX set the high-water mark in terms of allowing the player to set their own difficulty level.  Would love to see this in more games.  Agree with Malakili - I resubbed to CoX for another run and it hasn't aged well, the controls felt very clunky/sluggish compared with CO.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 10, 2011, 07:10:26 AM
I had subbed around 2 months in CoX and had fun trying out archetypes like ranged and melee. But upon starting a ranged hero in Champ O, and got gang-banged by 3 random same level mobs, I realized this game is just one of those 'party mmorpg in hero skin'

Picking mind archetype was a bad decision, I'm sure, but there's nothing heroic about investigating a sewer only to retreat knowing that it's impossible to take on 5 mobs in there at once. What happened to COH scaled content? I never had issues with soloing in there and it felt more rewarding going in there, mixing it up with 2-3 mobs at once and coming out on top compared to Champ O's 'u died coz u didn't party'

Frankly, if you pick an archetype that is based around party play, you don't have much ground on which to stand and complain that you need to party more.  CO is INSANELY friendly to solo play to the point where group/party play is barely needed at all.  I was playing the solider archetype and melting away groups of enemies at a time.   My old custom characters from pre-F2P could also take on tons at once.   It sounds to me like you like picked a bad solo archetype AND are kind of bad at the game....yea I had to throw that last bit in there because I'veliterally not ever had a hard time soloing in this game.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Spiff on February 10, 2011, 12:53:39 PM
I had a peek at this a few days after it went f2p and was pleasantly surprised tbh. Although I haven't gotten very far, so haven't seen any of the supposedly un-revamped crap areas like Canada.
Ironically I'm now considering picking up DCUO, 'cause this has awoken my latent dreams of flying through the sky in spandex once again, but it still feels a bit rough around the edges (the game, not the spandex, which fits as snug as ever).

About the archetypes btw, I played around with a few of 'em and they are wildly different in ability.
The Behemoth tank-type AT for instance is tough as nails straight of the bat and only gets better from what I've seen; 5+ mobs is a singe even 2-3 levels above.
The blade-wielder guy felt incredibly gimped in comparison. Why that is I'm not entirely sure, haven't studied their skill system yet.

It just fits what I want from a game now: bit of fun with the funky character creator and some quick zipping around and spanking baddies. No stress, no fuss (no depth  :why_so_serious:).
If I played it for more than an hour or 2 once in a while it would get old fast I'm sure, but that's exactly what I want from an MMO atm.

P.S.: They went a little overboard with the puns and cheesy references though, I like a bit of quirkiness as much as the next guy but sheesh, it's like the Wayans brothers wrote most of it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: koro on February 10, 2011, 02:01:37 PM
Most of the Archetypes are actually quite nice, which is surprising. There are a couple real stinkers though, namely the Blade and Glacier. The Blade is nearly impossible to properly gear for due to having Strength and Dexterity, which share gear slots, as super stats. It's also an almost entirely single-target build; in Champions AoE is still king, so pretty much anything else will crank out more damage and kill things faster. The Glacier is just weird, being built like a crowd controller but with the defensive abilities of a tank. It's obviously meant to be a 'ranged tanker', which is a neat concept, but without the kind of aggro control a tank needs (and the Behemoth has), it doesn't actually fulfill its job well.

Pretty much everything else is more or less solid though, with a couple (mainly low level) issues. Both the Behemoth and Marksman are complete and utter bores until level 11 and the Inferno is perpetually squishy.

And yes, the pop-culture references are ridiculous. I am not exaggerating when I say that it is usually harder to find quests that don't, in some way, reference some kind of gamer in-joke or pop-culture thing. It gets very very tiresome and really kills questing momentum after a while when you discover that you're basically playing one giant Family Guy joke.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rk47 on February 10, 2011, 05:32:46 PM
I had subbed around 2 months in CoX and had fun trying out archetypes like ranged and melee. But upon starting a ranged hero in Champ O, and got gang-banged by 3 random same level mobs, I realized this game is just one of those 'party mmorpg in hero skin'

Picking mind archetype was a bad decision, I'm sure, but there's nothing heroic about investigating a sewer only to retreat knowing that it's impossible to take on 5 mobs in there at once. What happened to COH scaled content? I never had issues with soloing in there and it felt more rewarding going in there, mixing it up with 2-3 mobs at once and coming out on top compared to Champ O's 'u died coz u didn't party'

Frankly, if you pick an archetype that is based around party play, you don't have much ground on which to stand and complain that you need to party more. 

Disagreed. I was under no impression that the mind role was support. It was nuke, nuke, nuke. Till level 8, where they gave me another AoE DoT. Are you telling me this game's caster is even too weak to solo? Because I can't even buff my party or heal anyone else for sure. But hey, it's F2P and F2Ditch.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on February 11, 2011, 05:26:37 AM
I had subbed around 2 months in CoX and had fun trying out archetypes like ranged and melee. But upon starting a ranged hero in Champ O, and got gang-banged by 3 random same level mobs, I realized this game is just one of those 'party mmorpg in hero skin'

Picking mind archetype was a bad decision, I'm sure, but there's nothing heroic about investigating a sewer only to retreat knowing that it's impossible to take on 5 mobs in there at once. What happened to COH scaled content? I never had issues with soloing in there and it felt more rewarding going in there, mixing it up with 2-3 mobs at once and coming out on top compared to Champ O's 'u died coz u didn't party'

Frankly, if you pick an archetype that is based around party play, you don't have much ground on which to stand and complain that you need to party more.  

Disagreed. I was under no impression that the mind role was support. It was nuke, nuke, nuke. Till level 8, where they gave me another AoE DoT. Are you telling me this game's caster is even too weak to solo? Because I can't even buff my party or heal anyone else for sure. But hey, it's F2P and F2Ditch.

Thats not the game's caster, its the game's healer/support archetype.   If you was a pew pew caster, choose the inferno archetype.

Also, I'm sure its *possible* to solo as the mind anyway, maybe I'll go make one today and try just to see, but my guess is that you are playing kind of bad. 

Edit: I guess that sounds a little harsh, but its kind of like someone making a priest in some other game and complaining that it isn't a mage. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on February 11, 2011, 06:34:35 AM
But you only know that mind is a support class if you look higher up in the tree.  First three abilities are attacks.  If you are new to the game and you happen to pick Mind you're screwed.  As far as I could tell it doesn't get better all the way through level 14.  I re-rolled my Force char into a Mind char at level 14 and he just flat out sucked.  I was disappointed with Force until I rolled a Mind then I realized that Force wasn't the worst spec to solo.  Really couldn't finish the purple mobster boss quest line with this spec without a friend.  That is the only time I experienced anything like that in this game.

tl:dr; Mind blows in CO, don't use it.

Edit: fixed grammar


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Threash on February 11, 2011, 07:18:06 AM
I had subbed around 2 months in CoX and had fun trying out archetypes like ranged and melee. But upon starting a ranged hero in Champ O, and got gang-banged by 3 random same level mobs, I realized this game is just one of those 'party mmorpg in hero skin'

Picking mind archetype was a bad decision, I'm sure, but there's nothing heroic about investigating a sewer only to retreat knowing that it's impossible to take on 5 mobs in there at once. What happened to COH scaled content? I never had issues with soloing in there and it felt more rewarding going in there, mixing it up with 2-3 mobs at once and coming out on top compared to Champ O's 'u died coz u didn't party'

Frankly, if you pick an archetype that is based around party play, you don't have much ground on which to stand and complain that you need to party more. 

Disagreed. I was under no impression that the mind role was support. It was nuke, nuke, nuke. Till level 8, where they gave me another AoE DoT. Are you telling me this game's caster is even too weak to solo? Because I can't even buff my party or heal anyone else for sure. But hey, it's F2P and F2Ditch.

I'm sorry but this was fairly clear in the archtype descriptions, i've never played the game until last night and it was pretty obvious to me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on February 11, 2011, 12:59:28 PM
But you only know that mind is a support class if you look higher up in the tree.  First three abilities are attacks.

If I remember CO correctly, isn't this the case for EVERY archetype?  The first two abilities are always attacks at least. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on February 11, 2011, 01:09:23 PM
Yes, your first two are attacks.  After the first two you get a number of abilities to open up.  From memory, you can choose more attack powers for mind, so you can try to make Mind a soloist spec (I was).  But it just sucks.  Actually I remember being surprised that the spec had so much trouble soloing.  I played a lot of alts, and none of the others were at the Mind level of suck.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: rk47 on February 14, 2011, 06:48:57 PM
Yeah. I gave up and rerolled blade then tried might. MUCH better. It felt more like a superhero game. Mind archetype is just horrible for first timer.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: 01101010 on May 16, 2011, 11:24:25 AM
Is this worth a download...the f2p version I mean. Till my bills come down I am going to freeload what I can and need something to screw around with. More importantly, how big is the download / patching?



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: DaZog on June 29, 2011, 01:41:38 PM
Just when things started to look like they were, if not turning around, at least righting the ship-

Paragon Studios releases the 20.5 content patch and the next day, Cryptic breaks CO to the point of unplayability! (http://forums.champions-online.com/showthread.php?t=132070)  :why_so_serious:


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: caladein on June 29, 2011, 02:39:15 PM
Those are some pretty awesome issues.

"Crafting not working"
"Flight Travel Powers: Flying UP/DOWN is borked."
"All mobs in the World instances (millenium city, monster island) do not aggro on anyone unless attacked first."

Sadly, I've been playing CO so hopefully they sort this out before the weekend when I can get free of Firelands.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on July 01, 2011, 10:26:31 AM
Wow. I was considering coming back to it, too. Not at this rate!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on July 08, 2011, 09:50:35 AM
ChampO gets character housing:

http://www.youtube.com/watch?v=wBR0BpQz2Yc&feature=player_embedded#at=11

I'm not sure if Mom's Basement as an option is inspired, insulting to ChampO players or both.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on July 08, 2011, 10:19:49 AM
lol, that's awesome


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Amaron on July 08, 2011, 11:14:22 AM
Edit:  I just logged in to try it out.  If you're gold you get to choose one of the hideouts for free.   I picked the moonbase and it's actually fairly cool.   You can't like move furniture around but they basically let you change several things by say picking the conference table and making it simple or some hologram table.   There's roughly 10 different things you can change with 3~4 options each. For outside my lunar base I could choose to have a landing strip, nuke silos, solar array, or humongous death ray.    You can even choose between earth/lunar gravity.   If they put in more functionality to get people to meet up in these things it will be a huge cash shop item for them.

I'm not sure if Mom's Basement as an option is inspired, insulting to ChampO players or both.

I wanted the command center from Live Free or Die Hard.  Would of actually been a fairly amusing choice that way.  :why_so_serious:



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on July 08, 2011, 07:00:59 PM
I'm not sure if Mom's Basement as an option is inspired, insulting to ChampO players or both.
It was good enough for Alf!


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on July 10, 2011, 02:15:37 PM
I follow all the instructions, hit "Travel", and nothing happened.  None of the planes are currently working either, so I'm guessing it's currently borked.  Will try again later, bummed I can't see my totally-unique-to-me moon base.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: caladein on September 28, 2011, 12:09:15 PM
So, the only way I can log in to my "Gold" character without a sub is to completely respec it over to one of their fixed classes.  And if I decide to resub afterwards, I think I can change it back to a free-form character once.  (I don't know if you get one conversion per character both ways or just one period.)

To top it all off, it might wreck my costumes as they're a mix of MT pieces and stuff that comes with the subscription.

I can understand the logic of some of it, but I think I'd rather just play a new character (or something else entirely :awesome_for_real:) instead of faffing about with what would essentially be a new character anyway outside of level.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on September 28, 2011, 05:16:19 PM
CoX has that right.  Once you have a character, it's yours.  Only exception being IOs, but you don't lose them so much as can't use them.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Slyfeind on September 29, 2011, 12:12:02 PM
I actually resubbed to CO for a bit, and had some mindless fun with it. But now CoX is free to play, and they're doing it right, so now I'm back there. It is a bit more sluggish, and the graphics aren't as strong, but there's more to do, and I don't feel so constrained.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Dren on September 30, 2011, 10:07:46 AM
I actually resubbed to CO for a bit, and had some mindless fun with it. But now CoX is free to play, and they're doing it right, so now I'm back there. It is a bit more sluggish, and the graphics aren't as strong, but there's more to do, and I don't feel so constrained.

I installed CoH last night to try the f2p and get some nostalgia, but wow you understaed the sluggishness and graphics being way subpar.  I'm going to uninstall it tonight.  It was just too bad to care about anymore.  CO feels a lot better of a game even with the issues.  Now, I haven't played anything past the f2p portion, so my opinion may change over time. 


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Zetor on September 30, 2011, 11:45:42 AM
I still play COH a lot, though its combatresponsiveness definitely leaves something to be desired -- it still has that crazy fully-scalable "bring anyone" team content, very cool "class" concepts, interesting story and enemy groups... not to mention player-created missions.

OTOH, the only redeeming thing I can say about CO is that it allowed me to make a frog in power armor called Frog of War.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Sky on September 30, 2011, 12:35:05 PM
I played the f2p CO a bit but didn't like my awesome subscriber characters staring me in the face as I played a limited character. Still like to go back and play a bit, I had some great characters.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: caladein on September 30, 2011, 02:13:11 PM
I actually resubbed to CO for a bit, and had some mindless fun with it. But now CoX is free to play, and they're doing it right, so now I'm back there. It is a bit more sluggish, and the graphics aren't as strong, but there's more to do, and I don't feel so constrained.

I installed CoH last night to try the f2p and get some nostalgia, but wow you understaed the sluggishness and graphics being way subpar.  I'm going to uninstall it tonight.  It was just too bad to care about anymore.  CO feels a lot better of a game even with the issues.  Now, I haven't played anything past the f2p portion, so my opinion may change over time. 

Yeah, I definitely forgot over the many years (1900+ days apparently) since I last played CoH how unresponsive it was.  The graphics aren't particularly bad, but I'm generally not a snob about polys so much as I am about design.

That tutorial was pretty cool but man, I just can't play something like that anymore.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Dren on October 04, 2011, 07:20:06 AM
I put some more time into this game over the weekend.  Now I'm getting a hang of things and it is fun.  My son is playing too and enjoying it.  I'm going to try to do some coop with him sometime this week and see how that goes.

The game does get better at higher levels and I feel a lot more heroic.  At first I was discouraged because it almost looked like you had to buy content to get anywhere.  That doesn't seem to be the case quite yet. 

I did look further into pricing and what you get for your money and didn't like what I found.  The content they are selling iis too expensive, in my opinion.  I was willing to throw them some money for some bling, but not at those prices.  I'll get what I can for free I guess.  Maybe later I'll fall in love with the game so much I won't care about the prices anymore?

I was willing to sign up for a premium service if the price was right, but couldn't find this option anywhere.  Can anyone fill me in on this?  I saw mention of this here and there, but nothing specific.  I'm wondering if this is just left over from the people that actually paid a box price when the game first launched?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on October 04, 2011, 09:55:24 AM
Yeah, I definitely forgot over the many years (1900+ days apparently) since I last played CoH how unresponsive it was.  The graphics aren't particularly bad, but I'm generally not a snob about polys so much as I am about design.

That tutorial was pretty cool but man, I just can't play something like that anymore.
Weird, because I've never found CoX to be unresponsive.  An ATI card maybe?  They've always had trouble with those.

CO always feels like I have a second of lag after any action, and turning down the graphics to useless levels only helps a little.  I find it worse than LotR, and theirs is at least intentional.

Edit: Whoops, fixed quote.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Dren on October 04, 2011, 10:45:24 AM
I installed CoH last night to try the f2p and get some nostalgia, but wow you understaed the sluggishness and graphics being way subpar.  I'm going to uninstall it tonight.  It was just too bad to care about anymore.  CO feels a lot better of a game even with the issues.  Now, I haven't played anything past the f2p portion, so my opinion may change over time.  
Weird, because I've never found CoX to be unresponsive.  An ATI card maybe?  They've always had trouble with those.

CO always feels like I have a second of lag after any action, and turning down the graphics to useless levels only helps a little.  I find it worse than LotR, and theirs is at least intentional.

You misquoted.  That was me.  All I know is I went and got the new free client.  I played with graphics settings for an hour to improve.  It never did.  Everything was herky jerky and I didn't feel connected to my character at all.  The installer said I had a really good video card and could make use of the newer super fantastic video settings.  So I did that.  They still looked worse than CO, but really the gameplay and animations were what killed it for me.  Really really dated.

In CO, I have zero persistent lag (sure some lag when transitioning areas, etc, but not anything constant.)  Controls are very reactive and this is with all the graphics pumped to max.  The original settings were at min and looked terrible.  Now, they are acceptable, but nothing spectacular.  Again, not really a gripe on graphics, but animation/fluidity/gameplay, etc.  My biggest gripe is probably the "Tab" feature for next target, but I have yet to play an MMO that has done this right yet (including WoW.)  It is on par  though.

Most of what has defined my "bar" for this is coming from the FPS games I've been playing lately.  While MMO's can't always take it to this level, there are some already out there that come close.  Global Agenda is one of my best current examples.  Very reactive.  I seldom have a feeling that I wasn't able to do something in the game because the controls didn't react well with my intent.  

The less often I have to think "That's NOT what I wanted you to do!" the better a game scores with this regard.

That's just my objective reivew.  I have no love or hate for either game.  I just wanted to get some super hero gaming on and for a free start like both provide.  YMMV.

*Edit:  I immediately stopped playing LoTR for this reason.  Even with all its good ideas, cool lolore, etc., I couldn't get past the disconnection between my intended gameplay and what came out on screen.  It just felt terrible to me.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Valmorian on October 04, 2011, 11:12:32 AM
My biggest problem with Champions Online's F2P model is that they've taken a game where the biggest draw is to be a superhero of your own creation and transformed it into a model where you can only make a narrow set of superheroes. 

At least in CoH as a free player I still have a lot more variety as to the kind of characters I can make.



Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 04, 2011, 11:17:37 AM


OTOH, the only redeeming thing I can say about CO is that it allowed me to make a frog in power armor called Frog of War.

This sort of thing is basically what CO has to offer.  Honestly, I wish they made more full zone add ons like Vibora Bay.  I got frustrated with this game mainly because lack of content and insteresting meta game, neither of which they have seriously addressed since F2P in my opinion, from what I can tell.   The few times I've tried to go back I just think "ugh this again" and quit.

On the question of combat, I actually did like CO, more than CoH.  It felt much more actiony and faster paced to me - especially because you could customize the controls to be almost third person shooter-esque.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Dren on October 04, 2011, 12:49:39 PM
It felt much more actiony and faster paced to me - especially because you could customize the controls to be almost third person shooter-esque.

Exactly.  I set the controls like this myself within 5 minutes of starting it up.

I forgot to mention this also killed it for me in CoH.   I just could not set the controls up how I wanted.  At least, I couldn't easily figure it out and I've never run into that in any other game. 

As for endgame content, I'm not even close to that yet.  My perspective is only from a newbie.  I'd imagine CoH has this in spades by nature, but it doesn't really matter.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Typhon on October 04, 2011, 03:54:54 PM
I had the same issue going from CO back to CoX for going rogue, controls were just no where near as fluid as CO.  I couldn't get used to it, ended up uninstalling as well.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Kageru on October 04, 2011, 06:15:38 PM

CO had console ambitions so there's lots of button spamming, especially when the end-builder wasn't auto-repeat, to keep people busy. Then again pretty much all the powers were different flavored attacks so I got bored of it fast (though I did level-cap in the beta). CoH is very strict about animations and button refresh so I find it ends up being more about a rhythm and watching the animations. They really are quite different games, with CoH being almost the product of a different age of MMO's.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on October 04, 2011, 07:02:07 PM
Of course, CoH had complaints of being "too twitchy" at its launch, so it's funny how time changes things.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Spiff on October 05, 2011, 05:45:17 AM
Content-wise there is very little added value in paying for CO, some of the extra missions are somewhat interesting (they've revamped them a little recently), but way too short for the price and too bland to run multiple times imo.

Their f2p scheme is all about limiting character development (by far the biggest draw for the game).
I did sub for a few months to get to play around with free character builds (and open up most costume options) which was quite fun, perhaps not €15 a month fun though.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Dren on October 05, 2011, 09:48:23 AM
Their f2p scheme is all about limiting character development (by far the biggest draw for the game).

I've been trying to see the downside of not paying anything and haven't found it yet.  Maybe I'm missing it, but what do you mean by "limiting character development?"  I see where you have to buy many things at character creation if you want something other than vanilla, but within the vanilla classes/powers it seems pretty much complete.  The one thing I noticed that might be cool are those special "chang-into-something-else" powers.  They might be fun to play with, but you can't use them for PvP so I'd imagine the novelty would wear off pretty quick.

I still haven't found a reason to pay for anything yet.  As I level there turns out to be a huge amount of content to burn through and the crafting is keeping pace quite well.  Am I missing something?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Lantyssa on October 05, 2011, 10:14:51 AM
If you pay, you do not have to follow an archtype.  You pick and choose your powers from any category.  (Higher tier powers still require having a few lesser ones, but you're not locked in.)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Malakili on October 05, 2011, 10:21:10 AM
If you pay, you do not have to follow an archtype.  You pick and choose your powers from any category.  (Higher tier powers still require having a few lesser ones, but you're not locked in.)

Yeah, this, combined with costumes/look are the best parts of the game.  You can pretty much come up with any super hero concept you want and make it work (Early on I made a character using the Force and Darkness sets that was based around the idea of manipulating gravity...sounds cheesy, but it was super fun, if not the most effective thing ever)


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Dren on October 05, 2011, 11:41:56 AM
Ah, ok, I didn't know about the forced archtype thing.  For now, I'm liking what I'm limited to, but I can see later that might get old.

I couldn't seem to find a one time fee to step up to some premium service.  Is that possible?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: caladein on October 05, 2011, 01:07:57 PM
If you're happy with the archetypes available (or the ones you can buy access to) there's really not much that's "missing" while you're leveling up.  Technically, free-form characters do get more powers at the end and maybe more upgrades for them, but that's not a big deal.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: koro on October 05, 2011, 01:16:45 PM
Ah, ok, I didn't know about the forced archtype thing.  For now, I'm liking what I'm limited to, but I can see later that might get old.

I couldn't seem to find a one time fee to step up to some premium service.  Is that possible?

Any amount of money you spend on the game, whether for the smallest denomination of points or a monthly sub, gets you Premium status.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Dren on October 05, 2011, 01:45:29 PM
Ah, ok, I didn't know about the forced archtype thing.  For now, I'm liking what I'm limited to, but I can see later that might get old.

I couldn't seem to find a one time fee to step up to some premium service.  Is that possible?

Any amount of money you spend on the game, whether for the smallest denomination of points or a monthly sub, gets you Premium status.

Ok, they are going the TF2 route basically.  Got it.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Amaron on October 05, 2011, 07:18:43 PM
Any amount of money you spend on the game, whether for the smallest denomination of points or a monthly sub, gets you Premium status.

I think you meant to post in the CoH thread.  If you want free form you have to have gold which requires the monthly fee or the lifetime subscription.   Lifetime is 300 bucks.

http://www.champions-online.com/f2p_matrix

There's several other reasons than just free form in there.   For every level 40 you get in gold you get a new char slot / respec for instance.   It's not required though if you like the archetypes.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: koro on October 05, 2011, 10:24:46 PM
Any amount of money you spend on the game, whether for the smallest denomination of points or a monthly sub, gets you Premium status.

I think you meant to post in the CoH thread.  If you want free form you have to have gold which requires the monthly fee or the lifetime subscription.   Lifetime is 300 bucks.

http://www.champions-online.com/f2p_matrix

There's several other reasons than just free form in there.   For every level 40 you get in gold you get a new char slot / respec for instance.   It's not required though if you like the archetypes.

No, I meant to post it here. I thought there was a level in between silver and gold, but I may be remembering wrong, since Champions is kind of shitty regardless. If there IS no intermediate level, then it's just further proof that Cryptic are still a bunch of Don't Get Its.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Amaron on October 05, 2011, 10:48:26 PM
Why?  The whole "premium" idea is smart for basically getting you to put your credit card on file but it's not actually something for consumers.   You can just call ChampO's basic level the equivalent to free premium from our point of view.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: UnSub on June 09, 2013, 08:26:05 AM
Hmm, I'm sure there was a more recent thread for this, but anyway:

Cryptic appears to have picked up most of the former Flying Labs (Pirates of the Burning Sea) team and have turned them into Cryptic North (http://gamasutra.com/view/news/193707/QA_With_Neverwinter_inbound_Cryptic_founds_Seattle_studio.php). No idea what this means for whoever is still propping up POTBS.

Cryptic North is working on Champions Online and a Massively poster made the good point that they'd be well placed to help get that Torchlight MMO up and running too since both studios are located in Seattle.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: koro on June 09, 2013, 11:53:08 AM
I was under the impression that the Torchlight MMO was a no-go, after seeing how the MMO space has changed in the time it took to develop TL2.

But more people working on Champions is good, since the game hasn't had much of any new content in two fuckin' years.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Scold on June 14, 2013, 12:52:18 PM
But more people working on Champions is good, since the game hasn't had much of any new content in two fuckin' years.

Champions: On Alert?


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: koro on June 14, 2013, 03:28:30 PM
"Much." The alerts, from what I saw, were pretty much nothing but "A boss is attacking, so here comes a bunch of people to beat it up and then immediately leave."


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Fordel on June 14, 2013, 04:02:43 PM
Of course, CoH had complaints of being "too twitchy" at its launch, so it's funny how time changes things.


There were? My first impression of CoH was I couldn't fucking attack and move at the same time, something even bloody DaoC managed.


Title: Re: Champions Online: The No-NDA Merged Edition
Post by: Trippy on June 14, 2013, 04:07:40 PM
Yes there were. Lots of people starting out were used to the EQ auto-attack style of game play where you occasionally mash your taunt/beg/kick/whatever buttons and the rest of the time you read a book.