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f13.net General Forums => City of Heroes / City of Villains => Topic started by: SirBruce on April 21, 2004, 05:39:37 PM



Title: A Flaw in City of Heroes
Post by: SirBruce on April 21, 2004, 05:39:37 PM
So, I admit I've been having fun in City of Heroes, but I think there's a flaw in the long-term gameplay, and it's bothering me.

Imagine if someone come out with a new fantasy MMOG.  The features?  Fighting, and grouping, and guilds.  That's it.  No crafting, no building, no vehicles, no PvP nor any other little mini-games.  Just combat and customizing your character.

Pretty lame, huh?  Well, that's City of Heroes, except in tights.  And that's bothering me.  Because while it's fun to be a superhero for a change instead of a fantasy hero, if all I'm going to be able to do for the next six months is combat -- either freestyle or in missions -- this game could quickly suck.

The missions offer some variety in artwork, but they are all essentially the same.  Beat up all the bad guys and maybe click on 0-12 flashing objects of various size and shape.  Some of the story that is revealed in clues and contact dialog is interesting, but also easily ignored.  Hell, there's not even an in-game newspaper that randomly reports superhero successes.

Bruce


Title: A Flaw in City of Heroes
Post by: schild on April 21, 2004, 06:04:43 PM
See, now you're just talking to hear yourself talking.

We all know how bare CoH is, the difference however, is that it is fun.

If combat in any other MMO's was actually fun, CoH may pale in comparison. Until then, I'm playing in Paragon City.


Title: A Flaw in City of Heroes
Post by: cevik on April 21, 2004, 06:45:37 PM
Heh, I find it funny, SirBruce, that you of all people are pointing out that flaw in CoH because doesn't WWIIO suffer from the same fate?

Anyways, I'm of two minds of the subject, perhaps Cryptic studios realized that all gamers just eventually get tired of the MMOGs they play, perhaps they thought "It's better for us to do one thing really really well than 10 things mediocre."  Which does seem to be the case.  At first I was afraid I'd get bored of the game faster because of this, but then I thought about it for awhile and I realized that I never do anything other than fight in any other mmog, so I doubt it will affect me much.


Title: A Flaw in City of Heroes
Post by: Venkman on April 21, 2004, 07:08:49 PM
Bruce, you're not saying anything we all haven't been thinking :) But who gives a shit? Future potential time investment doesn't matter to me and really hasn't for awhile. It's fun or it's not, with enough reasons to pay to continually advance through the content, for however long that lasts.

I'm done treating MMOGs like religions. I've got a life.


Title: A Flaw in City of Heroes
Post by: schild on April 21, 2004, 07:11:15 PM
Quote from: Darniaq

_________________
Darniaq.com
Writer: Grimwell.com
Token MMOG fanboi


What's that last one say?


Title: A Flaw in City of Heroes
Post by: Venkman on April 21, 2004, 07:32:45 PM
Fanboi. Doesn't mean some irrational need to make them the ever time sucking vacuums some really want to be. Fuck that. I did my time. Let someone with six hours a night and full weekends take over.

I love MMOGs for what some of them can be. I get to choose though.


Title: Re: A Flaw in City of Heroes
Post by: MrHat on April 21, 2004, 07:37:40 PM
Quote from: SirBruce
Hell, there's not even an in-game newspaper that randomly reports superhero successes.

Bruce


Actually, you know all those 'information' points around town?  Go ahead, click on one, there's nothing in the tutorial about it, but I'm pretty sure those are for people who have fought lots of baddies that day.  i.e. Your superhero success.


Title: Re: A Flaw in City of Heroes
Post by: Joe on April 21, 2004, 07:52:29 PM
Quote from: SirBruce
Imagine if someone come out with a new fantasy MMOG.  The features?  Fighting, and grouping, and guilds.  That's it.  No crafting, no building, no vehicles, no PvP nor any other little mini-games.  Just combat and customizing your character.


I see where you're coming from, but the way I play, I usually avoid everything except fighting, grouping, and guilds. The lack of pvp is a huge downside for me, but I wouldn't be surprised to see it slowly trickling in, and ultimately something close to largescale pvp happening whenever City of Villains releases.

When I think back to what I used to do when I was dedicating 50 hours/week to these things, I realized all I ever really focused on was the fighting. The only crafting I ever did was in UO (and I was a miner trying to get money for a house) before I had a connection worthy of pvp. Since then, pretty much everything I've done has been centered around beating the shit out of some monster/player. It hasn't been fun since UO, but it is in CoH.

I'm not sure if it'll keep my attention for years, or will even stop me from waxing romantic about UO's halcyon days. I'm just going to play it until I completely burn out or run out of content. I'm level 10 after a month of playing casually, so I doubt I'm going to hit a wall any time soon.


Title: Re: A Flaw in City of Heroes
Post by: Fargull on April 21, 2004, 09:32:02 PM
Quote from: SirBruce
Imagine if someone come out with a new fantasy MMOG.  The features?  Fighting, and grouping, and guilds.  That's it.  No crafting, no building, no vehicles, no PvP nor any other little mini-games.  Just combat and customizing your character.


Have been thinking similar until I realized something someone else mentioned already.  Cryptic might not have offered the freedom of UO's playablility, but they took one feature and made it fun as hell.  That fun as hell feature also happens to be the center of what we call the game, i.e. the combat.  Make the combat the fun and you can add on through expansions and free content.  They can add the make your gadget feature, pvp villiany, massive titanic city battles with cars going boom from giant godzilla invasions, and all the rest of the shit as time passes.  And for once, the time that passes will be spent having fun instead of grinding to the goodstuff.  Shit, the sidekick feature makes the casual and the catass friends again.  Fucking imagine that...


Title: A Flaw in City of Heroes
Post by: geldonyetich on April 21, 2004, 11:41:45 PM
My line of reasoning along these lines pre-dates City of Heroes by quite a bit.  It goes something like this:
  • Star Wars Galaxies has trade skills, housing, vehicles.    Highly detailed and well modeled versions at that.
  • I don't enjoy Star Wars Galaxies.
  • Therefore Trade Skills, Housing, and Vehicles add next to no entertainment factor to a MMORPG for me.[/list:u]I'm not bemoaning their lack in City of Heroes at all.   In fact, it's already occured to me that it's one of the main reasons I like the game.  More attention to core gameplay, less attention to this extra crap.   I look forward to Ultima X for much the same reason.  

    Rewind 4 years to the anti-UO advertisements, "I don't play MMORPGs to bake bread."  I'll make up a couple more slogans, "I don't need to pay rent on virtual property I rarely use anyway" and "I don't require a virtual vehicle avatar for my virtual avatar."

    That's not to say that City of Heroes doesn't have flaws.   I mentioned a few of them I noticed in my review.


Title: A Flaw in City of Heroes
Post by: Alrindel on April 22, 2004, 03:02:36 AM
I don't know that I'd use the word "flaw".  It's simply a slightly different game plan than we have seen from other MMOGs so far.  Most of them up to now have been designed around keeping subscribers through:

1) a long levelling period, player unwilling to abandon investment in high level character
2) reluctance to leave in-game friends, guild structure
3) elitism factor: rare uber lewt from high level encounters
4) engaging world persistence, allowing players to build structures
5) involving player participation in in-game economy
6) PVP competition and rivalries, rewards and notoriety for winning battles

To what extent CoH has 1 remains to be seen.  2 is the same as all other games, although they will take a hit for not having a better-developed guild structure in place for release (Statesman acknowledged this on the beta boards, they're working on more stuff to patch in).  3-6 are not applicable.

For a while I was comparing CoH's situation to Planetside, another MMOG that only contains "half" of what we usually expect to see in the genre (only RVR combat and battlefield persistence, no economy, no PVE) but Planetside faces competition that CoH doesn't: there are dozens of FPS on the market that you can play multiplayer for free.  There isn't a free co-op superhero game you can play if you enjoy CoH but don't want to pay the monthly fee.

By having a stable game that's fun right out of the box, they're starting from a position of strength.  If the CoH live team can succesfully:

1) quickly finish the post-release feature set - guild halls, tailors, etc.
2) regularly add new medium and high-level zones, and
3) run frequent storyline events - the end-of-beta Rikti thing is a good sign that the tools to do this are implemented and working - that'll go a long way to offsetting the lack of world persistence

then I think they have a good chance of keeping their players around for a profitable amount of time, even if they will lose a certain number of players who were weaned on EverCrack and who will burn out quickly.

One thing they have going for them: storage space required per account should be minimal thanks to the small player inventories and lack of custom items.  That has let them expand replayability by permitting each account to have a LOT of alts.  It'll also let them keep old accounts in storage forever without worrying about their database exploding, which is imporant because I suspect we'll see a lot more ex-players re-upping down the line to come back and check out the new content than is usual in the genre.


Title: Re: A Flaw in City of Heroes
Post by: Shockeye on April 22, 2004, 03:24:04 AM
Quote from: SirBruce
Pretty lame, huh?  Well, that's City of Heroes, except in tights.  And that's bothering me.  Because while it's fun to be a superhero for a change instead of a fantasy hero, if all I'm going to be able to do for the next six months is combat -- either freestyle or in missions -- this game could quickly suck.


I can see myself becoming bored with this game between 3-6 months from now if nothing really *new* is added to the mix. Do I mind that? Not really. As most people have said, the game is fun. It will continue to be fun until it gets boring. At that point I cancel my account and wait for something to change.


Title: A Flaw in City of Heroes
Post by: SirBruce on April 22, 2004, 04:01:30 AM
Quote from: cevik
Heh, I find it funny, SirBruce, that you of all people are pointing out that flaw in CoH because doesn't WWIIO suffer from the same fate?


Not exactly.  The reason is WW2OL is PvP focused, and it has things like the high command planning missions, research and development, linked supply and demand routing, as well as vehicles.  So, it's more than player infantry shooting AI infantry.

Quote from: cevik

Anyways, I'm of two minds of the subject, perhaps Cryptic studios realized that all gamers just eventually get tired of the MMOGs they play, perhaps they thought "It's better for us to do one thing really really well than 10 things mediocre."  Which does seem to be the case.  At first I was afraid I'd get bored of the game faster because of this, but then I thought about it for awhile and I realized that I never do anything other than fight in any other mmog, so I doubt it will affect me much.


A lot of people have said similar things, so maybe they are on to something.  We all knew combat in MMOGs was usually a bore, but I would not have guessed that simply making combat fun (and dumping everything else) would have been the Holy Grail.

Bruce


Title: Re: A Flaw in City of Heroes
Post by: SirBruce on April 22, 2004, 04:04:05 AM
Quote from: MrHat
Quote from: SirBruce
Hell, there's not even an in-game newspaper that randomly reports superhero successes.

Bruce


Actually, you know all those 'information' points around town?  Go ahead, click on one, there's nothing in the tutorial about it, but I'm pretty sure those are for people who have fought lots of baddies that day.  i.e. Your superhero success.


Not really what I was thinking of.  When the database isn't down :) it seems to be tracking influence and "kills", as a sort of leader-board, which isn't what I was looking for.

No, I was thinking more of a newspaper report which would pick a hero after a mission, show you a picture of them, and a headline like "FartMan thwarts Dr. Vazliakh; saves city water supply" or something like that.

Bruce


Title: A Flaw in City of Heroes
Post by: Alrindel on April 22, 2004, 05:36:38 AM
So far, the devs seem to be sticking to a philosophy that eschews rare rewards: if something is in the game, then everyone can get it (with the exception of possible player-character cameos in the monthly comic book).  An in-game newspaper picking out people for special mention would seem not to fit with that design.


Title: A Flaw in City of Heroes
Post by: Venkman on April 22, 2004, 05:43:58 AM
Quote from: SirBruce
No, I was thinking more of a newspaper report which would pick a hero after a mission, show you a picture of them, and a headline like "FartMan thwarts Dr. Vazliakh; saves city water supply" or something like that.

Here I agree. The game falls all over itself congratulating players overtly and subtley. Adding a SimCity-esque city newspaper would be one extra step. It'd also be a great way to keep players involved in a storyline.

Quote from: SirBruce
We all knew combat in MMOGs was usually a bore, but I would not have guessed that simply making combat fun (and dumping everything else) would have been the Holy Grail.

Not the Holy Grail as much as a logical next step.
  • They've gotten "The World" down to a science. All it takes is some talent and worlds from photorealistic (http://www.starwarsgalaxies.com) to stylized (http://www.worldsofwarcraft.com) are just a few million dollars away.
  • Given the number of folks who enjoy it, I've got the feeling Crafting doesn't really need thousands of additional man-hours to explore, even though some are trying (http://everquest2.station.sony.com/).
  • Socializing is really just an implied function of an MMOG worldspace. Why spend money developing ways to bring people together when by virtue of buying the game they've already proven that they want to be with others.[/list:u]
    Innovation obviously isn't dead. CoH isn't revolutionary. It just ratchets up the speed in a few key areas while removing stuff that really highlights the grind, like crafting and an economy.

    Really, it's just a game. But even if people get bored with it after a month, two or three, it's got a style, polish and raw playability that is more universally enjoyable than Sim Beru. And this is something that can be copied.

    It's about time developers started emulating The Fun from previous titles.


Title: Re: A Flaw in City of Heroes
Post by: Signe on April 22, 2004, 05:44:10 AM
Actually, that's a pretty good idea about the newspaper, and totally in keeping with the whole comic book atmosphere of the game.  The newspaper emote is cute, but making a real newspaper would be very cool.  Perhaps being able to pick special missions or something from the want ads would be fun, too.  There could even be a 'personal' column for you sad, lonely gits. Someone make it so.

Also, in keeping with the subject at hand... When I play a game and primarily craft, I miss combat.  When I'm a combat oriented character, I miss the crafting.  I don't miss crafting one bit in this game.  I hope the dev's are working on more high level content and things that add some sort of creativity to the game but, if not, I'll do exactly the same as Sonic... play until I become unhappy with it all.  Actually this game is refreshing in the fact that I don't have to think too hard... I might find that too simplistic in the future, but, for now, it suits me.

To play on schild's words:  Thinking is Hard.


Title: A Flaw in City of Heroes
Post by: daveNYC on April 22, 2004, 05:50:26 AM
This might be a crazy idea, but what if Cryptic designed their business plan around a three to six month subscription time?  Which might explain why people are saying the game is fun, they didn't feel the need to put in mechanisms to artificially extend subscription time.


Title: A Flaw in City of Heroes
Post by: Xilren's Twin on April 22, 2004, 05:56:48 AM
Quote
A lot of people have said similar things, so maybe they are on to something.  We all knew combat in MMOGs was usually a bore, but I would not have guessed that simply making combat fun (and dumping everything else) would have been the Holy Grail.


Oh I don't think anyone would describe CoH as the "Holy Grail" by any stretch.  I think we all recognize it's limitations, but the refreshing thing about it is it's actually FUN to play what it does offer and illustrates what many have being saying: it's not the prescence of the level curve itself which is a problem, it's the execution of the gameplay to move along the curve.  They made combat fun and still pretty well balanced with a what hybrid class/skill system.  Hell, most people would say they even managed to make character creation and the tutorial fun.  Based on that, I hope any new content and system that might add will also be designed from a fun first standpoint.

Personally, I've given up looking for a Holy Grail of mmorpg gaming b/c i recognize what I want from a "deeper" game than CoH would be very difficult to design and build and is probably too niche to even get funding.  So, I'll stick to the same basic criteria I use for single player games; it's fun.  That's enough, no matter how long it eventually lasts.

As to the newspaper thing, that not really workable game wide because your hero would simply one of a list of heroes who defeated Dr Vahz that week.  I like the souvenier concept where you can get items (that don't really affect anything) or your hero so you have a personal history.  Perhaps if they add guildhalls your team could have it's own momento's on display in a trophy room.    I do wonder how they will handle including some in game activities in the monthly comic they will be sending out; cool concept but could the breed the same sort of "why didn't you choose me, i'm a special unique snowflake too!" whining that I think the newspaper idea would breed.

Xilren


Title: A Flaw in City of Heroes
Post by: Alrindel on April 22, 2004, 05:58:08 AM
Quote from: daveNYC
what if Cryptic designed their business plan around a three to six month subscription time?


They have 4-5 years of development to amortize. I'm certain that they are going to want to try and keep people longer than that.


Title: A Flaw in City of Heroes
Post by: kaid on April 22, 2004, 06:03:49 AM
Coh accomplished what they aimed to do they created a fun world and fun super heroic combat. Will the lack of other things to do besideds combat eventually get dull? I don't know probably some day it will. But at least coh identified what they wanted to be very good and made it both good and fun. SWG tries alot of things and no one system they have is very fun.

Combat in swg which is nearly as big a portion of the game as COH is frigging DULL! Wacking moles always plays a huge part in most mmrpg and COH is one of the first ones that really made it enjoyable.

The next big thing would be for a game that has fun crafting and fun non combat stuff to include a system as fun or more fun than COH. If a game could pull that off it would get a HUGE ammount of players.


Kaid


Title: A Flaw in City of Heroes
Post by: Venkman on April 22, 2004, 06:43:06 AM
Theoretically, WoW and EQ2 are going to do just that. "Fun" combat with relevant crafting and an economy. Color me skeptical though.

If I were to get infused with a few million bucks, I'd go straight where CoH has gone too. So many more people enjoy the dynamic heroic or even subtle fighting than crafting that the needs of Crafter-type players, in my opinion, are adequately met. Maybe I'd enhance CoH's Combine dialog to allow some true personalization of powers, like changing the colors or sounds that are displayed when cast. A sort of Power Customization Interface. If I determine a need for some sort of economy, I'd allow this customization to be sellable as a server using the Trade window interface on the front-end.

But beyond that? If the majority of folks want hunting, give them hunting. More unique powers (something CoH will take advantage of I'm sure as so many are the same thing rendered differently) and power combinations (like what they have now: DD+slow, DD+snare, DD+DoT, DD+root, etc). More zones with unique NPC behaviors (CoH has, though I don't have experience with even 1/3 of the behavior types). More ways to get more customization to the character during the game, like the proposed Tailoring system but to include more things like personalized Powers, names, that Newspaper thing Bruce mentioned, and so on.

I'd also love to see an Incognito ability (unless it's already in?). Maybe start it at level 14 or something. A way for a person to disguise themself as, say, first a regular citizen (which means they could get jumped), then as some types of villains, then as more and so on. It'd be like EQ Enchanter Illusion, and level-based, with some cool potential for RP. Basically, Invisibility done a different way.

Raph mentioned last May that he was comfortable with SWG as a system upon which post-Launch features can be built. I agreed then and agree still. It's not a game for me right now, but if one considered SE simply an über feature, then the argument holds. And they've got enough accounts to prove the game is for enough to keep going.

I think the same of CoH. It's got issues, but nothing game breaking. It's a strong base to build from. It's EQ without the suck and may very well be held up as proof that the suck is not required to keep the players in.


Title: A Flaw in City of Heroes
Post by: Alluvian on April 22, 2004, 06:52:08 AM
Yeah, best thing that won't happen right now would be that WoW and EQ2 see CoH and decide to revamp their combat to more closely match it.  Then they could be big winners.  It won't happen, but it would be neat.


Title: A Flaw in City of Heroes
Post by: Aslan on April 22, 2004, 07:06:44 AM
I think schlid and the others who said it's about teh fun got it right.  That's the key, there.  I played pretty hard during the beta and never really got bored.  There are several zones I never even saw and lots of stuff still to do.  And, theoretically, by the time the grind gets really painful, they will have patched in some new content/zones, ect.  But the basic game is FUN.  That's going to keep me around for a while.  
My goal in the end is to play both this and WoW.  I can have catassing for lewts and crafting and armors and stuff, and then when that gets old, head to CoH for some thug-smacking action.  Between the two, I think they are going to be able to keep me entertained and what one can't or doesn't do, the other seems to.


Title: A Flaw in City of Heroes
Post by: Venkman on April 22, 2004, 07:17:49 AM
I purposely kept myself down in the leveling for two reason: 1) I want teh s00prise post Launch, 2) and I hate wasting effort that'll be wiped. My highest is 8, and between advice here and Warcry's Hero Planner helps me get a feel for life beyond.

Of course, I also freely admit I've been an absolutey terrible tester in this one. I basically have no issues with the game save a few minor spelling errors and have avoided beta forums. I'm semi-sure that it's the same as pre-launch <insert umpteenth beta here>, with only the words that have changed.

CoH is what it is, particularly at the point when I got into it.


Title: A Flaw in City of Heroes
Post by: Murgos on April 22, 2004, 08:56:12 AM
By the time I got to 15 I admit I was feeling a little bored.  11 to 14 apparently were what has been called the 'hell levels' of this game, though cryptic just reduced the exp needed for those levels so all good.  I got through 11 - 14 by mostly soloing on the city street, not because I ran out of missions but because with my template I was able to solo small groups (4 -6) of yellow minions with orange bosses.  Let me just say, big exp, quickly.

A dynamic changed at 14 though, missions became A LOT cooler.  First 14 was a snap and did the whole thing in a Task Force, mucho fun with 4 people and would have been AMAZING with 8...  Also now some of my normal missions have way cool story arcs.  One I did started with a kill 10 clockworks which when completed revealed a clue.  i wont go into details because I dont want to ruin it, but its a nice little 4 mission story arc with a compeling reason to follow it though, very cool.  I understand that this sort of thing gets more and more interesting as you go on.

As long as Cryptic can keep coming up with little pleasantnesses like that every 5 or so levels I'll be pretty happy for a while.  Plus now I want to do the level 15+ task force, should be yummy.

As far as Bruces newspaper thing is concerned I don't think I'd care if was implemented as he said with random heros being singled out for recognition for stuff I maybe already did.  If it was to be implemented I woudl rather see something along the lines of a personalized newspaper, after all to you, you  are the biggest thing to every hit Paragon City.  When I /em newspapaper I would like to see "Electron Blue Saves Two From Burning Building" If I had just done that in a mission.  My paper, my game, my story.  Leaderboards are all well and good and it CAN be fun trying to stay atop one, but top 10 lists are really only fun for 10 people.  My idea is fun for only one person but that one person is me, in massive parallelism (i.e. everbody.)

Crafting?  Blech, I tried crafting in EQ, hated it.  Crafted in DAoC, god what a chore, work, work, work.  Crafting in SWG, wasn't for me.  Crafting in FFXI, the grind was too reminicent of EQ/DAoC leveling so I sure as shit wasn't sticking around to catass crafting.  Show me a 'fun' crafting system and I'll change my mind, just as CoH has helped easy my worn and weary sword arm but until then if it ain't fun I don't want to hear about how 'uber' it is.

Guild Hall?  Nice to have, don't need it.  Would be nice if you could mount guild trophies in it from difficult supergroup level missions.  Maybe some nice statuary?  Who knows?  Again don't bother unless it can be made fun.

Mini-games.  Love 'em would like to see more.  I really wan't a game to implement the standard card games with betting in a nice easy interface.  Four people waiting for a fith to log on?  Startup a game of hearts, spades, eucher, tonk or poker.  Simple enough just float the cards over your heads and a simple set of rules for deals and rakes the players will do the rest.  Two people killing time?  Chess board, or checkers.  Gambling halls, wander in and blow your Platinum Pieces, Gold Pieces, Prestige Points what have you on trying to overcome rigged games of chance.  Heh, virtual horse races would be nice.  And of course for the timid or loners, poppit, gems and any of the other myrad fun simple games out there.

Anyway, just some stuff to while away a slow morning.


Title: A Flaw in City of Heroes
Post by: Morfiend on April 22, 2004, 10:15:16 AM
Quote from: Murgos
Mini-games.  Love 'em would like to see more.  I really wan't a game to implement the standard card games with betting in a nice easy interface.  Four people waiting for a fith to log on?  Startup a game of hearts, spades, eucher, tonk or poker.  Simple enough just float the cards over your heads and a simple set of rules for deals and rakes the players will do the rest.  Two people killing time?  Chess board, or checkers.  Gambling halls, wander in and blow your Platinum Pieces, Gold Pieces, Prestige Points what have you on trying to overcome rigged games of chance.  Heh, virtual horse races would be nice.  And of course for the timid or loners, poppit, gems and any of the other myrad fun simple games out there.


You do know you can emote Dice and Rock Paper Sicsors. So, you could play craps, or some thing like that.


Title: A Flaw in City of Heroes
Post by: Murgos on April 22, 2004, 11:07:43 AM
You could do craps but it would be a pain in the ass one die at a time and there is no inherently set way to post and collect bets, which for craps can get tedious AND complicated.


Title: A Flaw in City of Heroes
Post by: Venkman on April 22, 2004, 11:52:23 AM
Quote
You do know you can emote Dice and Rock Paper Sicsors. So, you could play craps, or some thing like that.

But I'm personally tired of having to do what any kid with an iPaq could bust out in a few minutes with Visual Basic! I know that Dice and Rock-Paper-Scissors are a trade facilitators, but particularly in a real-world-setting like CoH, card games would be a joke.

The most disappointing thing in SWG was the lack of a playable Sabacc game. And don't get me started on the absolutely horrific gambling system. "Sucks" doesn't even begin the path towards going far enough to describe that insult.

I could see someone questioning the need for something like this, of course, but it seems like everyone was just happy enough with DAoC's text-based "card game" implemented at the whim of a programmer one day 30 months ago that they've been conditioned to accept nothing more since.

Give me real mini-games or don't bother.


Title: A Flaw in City of Heroes
Post by: Signe on April 22, 2004, 11:53:27 AM
If they add more dice, we could play Yahtzee.


Title: A Flaw in City of Heroes
Post by: Venkman on April 22, 2004, 11:57:09 AM
Edit: Heh. This is what happens when I forget to paste in what I wrote :)


Title: A Flaw in City of Heroes
Post by: schild on April 22, 2004, 12:10:19 PM
Darniaq, Are you ok?


Title: A Flaw in City of Heroes
Post by: Alluvian on April 22, 2004, 12:16:18 PM
I was wondering the same thing, but didn't want to waste a post with the equivalent of WTF?

I wasted it on this instead.  I think I made the wrong choice.


Title: A Flaw in City of Heroes
Post by: Signe on April 22, 2004, 12:31:54 PM
It makes perfect sense to me.


Title: A Flaw in City of Heroes
Post by: eldaec on April 22, 2004, 12:47:28 PM
I do think it's worth remembering that the powers you gain as you level up in CoH do rather more to the way you play than a new style in DAoC or slightly more powerful version of a DD spell in EQ.

I think that's probably enough of a hook to get people's main and an alt to level 38.

What happens after that is another matter.


Title: A Flaw in City of Heroes
Post by: Fargull on April 22, 2004, 12:54:22 PM
I want waffles, without waffles, the game is the sux.


Title: A Flaw in City of Heroes
Post by: SirBruce on April 22, 2004, 01:39:05 PM
Yeah, and I want pie.

No, seriously, crafting I can see being left out, particularly given the game's mechanics.  But I'd like to see some mini-games.  I'd like to have, you know, housing... not just guild halls, but apartments.  I'd like to actually be able to see my trophies instead of just read about them.

I think I'd also like some phat lewtz.  It would be easy enough to implement a "special" series of slots in the Enhancement screen to hold these sorts of global effect abilities.  They already allow for temporary powers, which work nearly the same way.

I'd like some more background-story driven plots.  Imagine when you ask your contact, you're given a choice not just between two missions (street busting or private mission) but one choice that pops up randomly based on your origin that unveals one of several possible origin plots.  You could learn who was really behind your "accident" that gave you your powers, or the cosmic entity that gave your magic wielding abilities, or whatever.  There's a lot of writing involved there, I know, but it would be very interesting.  And not necessarily binding... if your particular character has a really unique origin in your mind, you don't have to pick the mission, or you can just ignore what it tells you about your origins, but still enjoy the ride.

I just want more than cracking heads all the time.

Bruce


Title: A Flaw in City of Heroes
Post by: schild on April 22, 2004, 01:44:12 PM
Quote from: SirBruce
I think I'd also like some phat lewtz.  It would be easy enough to implement a "special" series of slots in the Enhancement screen to hold these sorts of global effect abilities.  They already allow for temporary powers, which work nearly the same way.

Bruce


Already in game. Some high level quests give you enhancement slots that can affect 2 abilities. I'm sure they'll make global ones later. As it stands, they've got the core gameplay polished to a shine. That's what matters to me on the day of release.


Title: A Flaw in City of Heroes
Post by: daveNYC on April 22, 2004, 01:46:39 PM
Since we're throwing shit out there, how about alter-egos and missions that incorporate them.  

Something similar to Superman II, when Clark has to sneak away from Lois, so Superman can save the stupid kid who fell over the falls.


Title: A Flaw in City of Heroes
Post by: schild on April 22, 2004, 01:48:17 PM
Quote from: daveNYC
Since we're throwing shit out there, how about alter-egos and missions that incorporate them.  

Something similar to Superman II, when Clark has to sneak away from Lois, so Superman can save the stupid kid who fell over the falls.


I've been thinking about alter-ego's for a long time. I really want them to implement a 'street-clothes' type alt, that lets you walk around and not be agro-d for damage but kinda mugged, you can either reveal yourself or wait for another hero to come save you. The + side to this is you can take a chance and walk through areas much higher than your level and not die - the downside is, it can take a while for someone who is upper level to come save your ass on Talos Island.


Title: A Flaw in City of Heroes
Post by: Venkman on April 22, 2004, 01:53:44 PM
You guys are soo six hours ago :) That's what I meant with Incognito. I just type too fucking much sometimes though...


Title: A Flaw in City of Heroes
Post by: daveNYC on April 22, 2004, 01:58:12 PM
Ah, that's what you were talking about.  I read disguise and I thought some sort of disguise like Batman in The Dark Knight Returns.


Title: A Flaw in City of Heroes
Post by: Venkman on April 22, 2004, 01:59:52 PM
Quote from: daveNYC
Ah, that's what you were talking about.  I read disguise and I thought some sort of disguise like Batman in The Dark Knight Returns.

Well heck, if I confused things, at least it lead to referencing a really cool story :) I want that effing batmobile.


Title: A Flaw in City of Heroes
Post by: Alluvian on April 22, 2004, 02:24:03 PM
Quote
I'd like some more background-story driven plots. Imagine when you ask your contact, you're given a choice not just between two missions (street busting or private mission) but one choice that pops up randomly based on your origin that unveals one of several possible origin plots. You could learn who was really behind your "accident" that gave you your powers, or the cosmic entity that gave your magic wielding abilities, or whatever



First, the backstory of the missions is already the best I have seen in an mmog.  Mainly because they are not just 1 mission, but arcs linked together.  When I foiled that Vazh from tainting the cities water supply I really felt good.  Not because that last mission really kicked ass but because it was the culmination of about 10-15 missions that started at level 2 and ended at level 13.  I got a little id card souveneir that describes the whole story in detail and how I played my part in uncovering and thwarting the plot.  Some of the plot missions were just kill 10 stuff but with clues that would lead me to the next mission.

It was really cool.

As far as stories on your origins... hell no.  Who wants the game to tell you how your character got his origins?  I know for each of my characters I have my own idea in my head based on their appearance and origin.  I don't want my fire/fire guy to be told he has his powers because he ate a genetically engineered guatemalen insanity pepper.  No, he happened to be ex-covert ops whose enhancements are government based.  The fire ability is natural but the cybernetics enhance it.  He learned too much during the course of his job and started incriminating his boss who then tried to have him killed.  After killing his boss, the hit squad and burning down a government building, the government just wanted to shut him up so they asked him what he wanted.  It was just a simple end to his contract that required him to work for the agency until he had paid off the price of his cybernetics, which was pretty much never at government salary.  No grudge, no conspiracy shit.  Just one crooked boss and some underlings doing what they thought was their job who unfortunately got killed in the process.

This is just what I thought in character generation.  It isn't anything fancy and is pretty damn derivative, but it is better in my head than being told what my origin was.  No way the game can KNOW my personal origin story and then on the fly make a mission based on it.  That would require a human.

Leave it up to the game and I could be the result of some mad scientist trying to make the worlds hottest chili powder and I was the unfortunate test subject.  Then maybe the game could give me a quest to destroy the  secretly restarted chili powder factory.  But I would not be fucking happy with it.


My other character is a mutant.  He thinks he is a troll who thinks he is a Ranger.  It is part of a sort of inside joke that I make a ranger in every game I play.  So I followed up on it.  Being born green and with regenerative powers is not easy and he became pretty mentally unstable this is just part of a psychotic break he suffered while growing up.  Combining his weird powers, appearance, and a DND character he once played into a split personality that has totally buried whoever he originally was.  He currently too busy trying to bend sticks to make a bow without breaking them.  This pisses him off to no end so he goes and kills bad people between attempts.  If we ever get alter egos he may occasionally flip back to his original self and at that time I might actually decide to flesh it out.  In the meantime it is a great reason to roleplay a troll running around a modern city smashing things.  I find that fun.  And not just a troll, but a mentally fucked up troll.

My other characters were just goofy so I didn't come up with backstories.  With names like BETA BOY and bright purple with pink polka dots its not like I was going to go live with them as they were.  I was just seeing if I could burn out anyones retinas.  Unfortunately I play mostly third person so it sort of backfired.


Title: A Flaw in City of Heroes
Post by: SirBruce on April 22, 2004, 10:13:21 PM
Quote from: schild

Already in game. Some high level quests give you enhancement slots that can affect 2 abilities. I'm sure they'll make global ones later. As it stands, they've got the core gameplay polished to a shine. That's what matters to me on the day of release.


Huh?  How does that work?

Bruce


Title: A Flaw in City of Heroes
Post by: SirBruce on April 22, 2004, 10:15:15 PM
Quote
if your particular character has a really unique origin in your mind, you don't have to pick the mission, or you can just ignore what it tells you about your origins, but still enjoy the ride.


Because reading comprehension is hard.

Bruce


Title: A Flaw in City of Heroes
Post by: Xilren's Twin on April 23, 2004, 06:12:52 AM
Quote from: SirBruce

I'd like some more background-story driven plots.  Imagine when you ask your contact, you're given a choice not just between two missions (street busting or private mission) but one choice that pops up randomly based on your origin that unveals one of several possible origin plots.  You could learn who was really behind your "accident" that gave you your powers, or the cosmic entity that gave your magic wielding abilities, or whatever.  There's a lot of writing involved there, I know, but it would be very interesting.  And not necessarily binding... if your particular character has a really unique origin in your mind, you don't have to pick the mission, or you can just ignore what it tells you about your origins, but still enjoy the ride.

I just want more than cracking heads all the time.


Not a fan of the background driven plots simply b/c they focused in the wrong direction (I.E. stuff that would have happen out of the game) and would too easy to ignore; in other words, lots of effort for not much benefit to most of the players.  Rather, I want them to continue focusing on variances of the missions themselves.

They already have plans along these lines, fer instance, they mentioned in their plans thinks like getting knocked out in a 5th column mission and waking up in a prision rather than the hospital, which you now have to escape from and may meet contacts/interesting people inside...

Hell, they already have stealth powers, so adding some sneakery type missions ought to be a no brainer.  Or disguise type inflitration missions where you can dress up like a member of the CoT and attempt to learn inside information, perhaps resulting in a CoT contact that gives you mission against other foe groups?

Even goofball things like team task relay races and such.  Hell, hold the 1st annual super powered olympics or something.

There's a LOT they can do even without adding pvp and mini games.

There is one cool thing they could do with backstory for your unique character.  If they wanted to, the could incorporate player character backstories into that monthly comic book they are sending out.  Deciding who gets picked would be the rub, but wouldn't that be neat to have Cryptic contact you to ask details about your story and actual create a comic from it?

Xilren


Title: A Flaw in City of Heroes
Post by: Alluvian on April 23, 2004, 07:23:30 AM
Quote from: SirBruce
Quote
if your particular character has a really unique origin in your mind, you don't have to pick the mission, or you can just ignore what it tells you about your origins, but still enjoy the ride.


Because reading comprehension is hard.

Bruce


No, no problem with reading comprehension.  Just that I think it is an abyssmal idea with or without the part you quoted.  No matter how many backstories you wrote you would have people get the same exact mission.  And it is a ton of effort for a feature many would actively disdain.  But what do I care?  I have enough confidence in the devs that they will never add a feature anything like this.


Title: A Flaw in City of Heroes
Post by: kaid on April 23, 2004, 09:46:16 AM
There already are some stealth missions. One mission in the freak show story line gives you a limited duration freakshow disguise which really does disguise your character. You can either fight your way through the mission or don your disguise and finish the mission sneaky like.


There are also many missions were your objective is to find something from a box/crate/puter whatever.  If you have steath or invis powers  you can complete these missions and never swing a puch.

Kaid


Title: A Flaw in City of Heroes
Post by: HaemishM on April 23, 2004, 01:10:55 PM
I'd like to see some more random-type heroic events other than just stopping muggings. Things like a burning building filled with tenets that you have to save. It would be almost like a puzzle game, as opposed to just straight combat. You could even add in some 5th column arsonists and shit to give it a combat sprucing.

Of course, I'd also like them to add some form of climbing/swinging into the game, along with the capes. The discussions about having to escape from a cell and fight back to your teammates if you die during a mission is another good way to spruce up the gameplay.

I'm not worried about the longevity of the game. I'll play it 'til I'm not having fun, then I'll quit. Thanks to the sidekicking and the fun of character creation, I don't feel the need to keep up with anyone's levels. I think attempting to shoehorn something like crafting into the game would only result in much suckitude; the lack of crafting fits the world. I do think you COULD add crafting options for some types of templates (like Tech origins being able to upgrade their gear, Magic types making new spells or whatever), but I don't think the game suffers for its lack.

Card games, Olympics and Danger Room duels/team duels would be some nice additions to the game as well.


Title: A Flaw in City of Heroes
Post by: Venkman on April 23, 2004, 01:19:04 PM
Quote
Of course, I'd also like them to add some form of climbing/swinging into the game, along with the capes

/agree. I'd really be nice to have some sort of grappling hook type thing. Visions of Spawn and Batman...


Title: A Flaw in City of Heroes
Post by: kaid on April 23, 2004, 01:46:29 PM
Swinging I don't think would ever work right due to the problems I mentioned in another thread about anchor points and the physics engine. Wall crawling should be very doable and is probably one of those things that will get added down the road.

As it stands with combat jump you can scale just about any building that is not completly flat. The number of buildings that is completly flat is VERY tiny.

With just CJ I have scaled the tallest buildings in the city on a number of occasions.

Kaid


Title: A Flaw in City of Heroes
Post by: SirBruce on April 23, 2004, 05:48:38 PM
Quote from: Alluvian
Quote from: SirBruce
Quote
if your particular character has a really unique origin in your mind, you don't have to pick the mission, or you can just ignore what it tells you about your origins, but still enjoy the ride.


Because reading comprehension is hard.

Bruce


No, no problem with reading comprehension.  Just that I think it is an abyssmal idea with or without the part you quoted.


Then why did you say ...

Quote from: Alluvian

As far as stories on your origins... hell no. Who wants the game to tell you how your character got his origins? I know for each of my characters I have my own idea in my head based on their appearance and origin. I don't want my fire/fire guy to be told he has his powers because he ate a genetically engineered guatemalen insanity pepper


... when clearly that doesn't apply?  Just to show off?

Yes, I realize you have other objections.  'Twas not the point.

Bruce


Title: A Flaw in City of Heroes
Post by: SirBruce on April 23, 2004, 05:54:06 PM
Quote from: kaid

There are also many missions were your objective is to find something from a box/crate/puter whatever.  If you have steath or invis powers  you can complete these missions and never swing a puch.


Yeah, I've had some of those.  And in many missions you don't have to kill everything to accomplish it.  However, you probably SHOULD anyway... because a lot of times, they're spawns of the appropriate level for you to defeat, meaning they'll be good experience and maybe drop some good loot.  And the boss might drop something really cool you are unlikely to find out on the streets.

If you tried to go through all of those missions without killing anyone, you'd just wind up "behind the curve" on experience, where all your missions are done and you still haven't levelled, so you have to go out and grind by killing stuff anyway, and this time, it might not be tuned to your level requirements.

Having stuff like burning buildings is a great idea.  Also, I must say I am heavily disappointed that none of the terrain objects in the streets are destructable -- I think Freedom Force left me jaded in that regard.  But I think it would be a lot cooler to see mailboxes and lightpoles and parked cars getting smashed.  (And you could have the server respawn them back as new within 60 seconds or something, so the whole city wouldn't become a razed disaster area.)

Bruce


Title: A Flaw in City of Heroes
Post by: Venkman on April 23, 2004, 07:25:36 PM
I would actually love it if we could interact with the citizens and their cars in some way. While it's cool to have a "living city", it feels more like I'm looking at a fish tank for all the affect I have on it.


Title: A Flaw in City of Heroes
Post by: Shurijo on April 23, 2004, 08:14:34 PM
Quote from: SirBruce
Quote from: schild

Already in game. Some high level quests give you enhancement slots that can affect 2 abilities. I'm sure they'll make global ones later. As it stands, they've got the core gameplay polished to a shine. That's what matters to me on the day of release.


Huh?  How does that work?

Bruce


As far as I understand its like a two SO enhs combined. So this special enhancement is a SO damage and SO accuracy combined into one enhancement. Maybe I'm wrong, but I thought that was what the bumped players were talking about. This is the prize for defeating that big blob villian (forgot his name, but its Haimdon or something) that requires dozens of lv 40 heroes to fight.

Quote from: SirBruce
Having stuff like burning buildings is a great idea


The timed mission of saving the hostages and disarming the bombs is a pretty cool mission. Finding that last bomb is a real pain thou, it took me and a sidekick about 5 minutes to just find that last bomb (the mission was in an 5 story office building with about 5 bombs and 5 hostages, 45 minute timer.)


Title: A Flaw in City of Heroes
Post by: SirBruce on April 23, 2004, 11:04:39 PM
Oh, okay, that's different.  You're describing an enhancement that grants, for example, both damage and accuracy to one power.  I was talking about an enhancement that would "globally" enhance the damage of any and all powers you selected.

Bruce


Title: A Flaw in City of Heroes
Post by: schild on April 23, 2004, 11:14:48 PM
No no. These are enhancements slots that effect more than one power. You can slot a damage into it and it will for example enhance the 'swipe' and 'uh some other power here' (memory lapse), but you can only put one enhancement into the slot.

It's not quite global but it would allow for a single damage enhancer to enhance two seperate powers. Or a DO damage, or whatever other enhancement you wanted to throw in.