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f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Topic: Champions Online: The No-NDA Merged Edition 0 Members and 2 Guests are viewing this topic.
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Author Topic: Champions Online: The No-NDA Merged Edition  (Read 897488 times)
Venkman
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Reply #490 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.
Malakili
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Reply #491 on: February 08, 2009, 06:53:48 AM

eldaec
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Reply #492 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.

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Reply #493 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.

eldaec
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Reply #494 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.

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
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Reply #495 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).  Oh ho ho ho. Reallllly?

Draegan
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Reply #496 on: February 08, 2009, 06:15:49 PM

I played this game today.   ACK!  Don't get your hopes up.

Numtini
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Reply #497 on: February 08, 2009, 07:11:47 PM

I played this game today.   ACK!  Don't get your hopes up.



Ever notice the worse a game is, the more NDA breaks you have?

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Trippy
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Reply #498 on: February 08, 2009, 07:39:44 PM

I played this game today.   ACK!  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.
« Last Edit: February 08, 2009, 08:04:33 PM by Trippy »
Signe
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Reply #499 on: February 09, 2009, 09:15:53 AM

What was wrong with it?

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Big Gulp
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Reply #500 on: February 09, 2009, 09:22:52 AM

raydeen
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Reply #501 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.

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Signe
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Reply #502 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.

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Draegan
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Reply #503 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.
« Last Edit: February 09, 2009, 01:25:28 PM by Draegan »
Signe
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Reply #504 on: February 09, 2009, 01:37:01 PM

Oh dear.   ACK!  And I was hoping for some sort of loot!  I love loot.  Maybe there will be a miracle build. 

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Xanthippe
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Reply #505 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?

Nebu
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Reply #506 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!)
« Last Edit: February 10, 2009, 07:19:53 AM by Nebu »

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raydeen
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Reply #507 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!

I was drinking when I wrote this, so sue me if it goes astray.
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Reply #508 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.

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Reply #509 on: February 18, 2009, 04:05:18 PM

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Reply #510 on: February 18, 2009, 05:27:06 PM

GameStop have had ChampO available on pre-order for June 2 for a while.

However, I'll await for official word from Cryptic, not Atari.

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Reply #511 on: March 05, 2009, 04:15:44 PM


eldaec
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Reply #512 on: March 06, 2009, 04:21:07 AM


Never, in the history of the genre, has there ever been a good underwater zone.

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Nevermore
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Reply #513 on: March 06, 2009, 06:24:41 AM

Oh great, Murlocs.  Ohhhhh, I see.

Over and out.
Malakili
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Reply #514 on: March 06, 2009, 06:47:17 AM

This game just keeps looking worse and worse  ACK! And to think, I was excited about this a couple months ago.
Signe
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Reply #515 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. 

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Venkman
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Reply #516 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.
Trippy
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Reply #517 on: March 06, 2009, 09:14:26 AM

Kedge Keep was definitely 3D. As for fireballs working underwater: it's magic, duh!
Murgos
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Reply #518 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.

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stark
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Reply #519 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?
Sky
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Reply #520 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.
Malakili
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Reply #521 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.
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Reply #522 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.

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Reply #523 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.

Sky
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Reply #524 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.
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