Trying Champions Online again

Looking for our City of Heroes replacement (mutter mutter mutter), Margie and I loaded up Champions Online.  Rather, I loaded it back up; Margie still had it on her machine from our last go-around.

Very initial thoughts:

  1. We are former subscribers. Trying it F2P, we eventually found it a lot easier to simply create new accounts. That’s because our accounts are “full” of our previous characters — which are unplayable as F2P players because they use freeform archetypes.  CO doesn’t make this very clear up front or during the whole process.
  2. It was also kind of messy distinguishing between our old Cryptic Online accounts and the new Perfect World accounts, esp. since sometimes you can use either, other times you have to use the PW account, and in both cases they really don’t want you to have the same display name for the forums and onscreen as your account name, and both are limited to just characters and numbers, no spaces or dashes or underscores.
  3. The new character tutorial has been trimmed down a bit in terms of what adventures are available during the Qularr invasion. That got us out of it faster, but also lost some of the more fun bits.
  4. There’s also still that sense of mad rush with attackers attacking even as little tutorial bits pop up to help you through what you’re desperately trying to mash keys to avert.  Blocking wasn’t really discussed, and the whole need for energy buildups, etc., either flashed by without my spotting any info about it.
  5. There are some nice on-screen button prompts for things you can do in proximity (Talk to X, Open Door Y).
  6. There’s additional narration / dialog to frame the whole invasion and all, which is nice. On the other hand, we lose the big salute/parade at the end, which is sad.

We didn’t get much beyond that in our first play with two newly-rolled characters (fire blaster and strength tank). We’ll continue trying, though. I’m anticpating how the level-up process has evolved, if at all, as well as how level-balanced things work out in the non-instanced field of play.

So, what about those other super-hero MMOs?

The super-hero genre is one that I enjoy a lot. It allows a lot of individual variation  in very dramatic fashion for the various toons. The thought did occur to me that, in moving from City of Heroes, I might think about shifting over to Champions Online or DC Universe Online again.

Then I checked my old posts on the blog:

Transitions (Mar 2010)

I just came the the realization that I have next to zero interest in ever playing Champions Online again. Which ticks me off to no end since (as I’ve said a dozen times) there are so many things about the game I like. I just find the overall experience an awful, not-terribly-fun grind.

Because occasionally I feel like I should post something other than tweets (Feb 2011)

Never signed up for DCUO after doing the beta stuff — bright and shiny but annoying non-instanced missions and overly combat-oriented.

Mr. Kiss-Kiss Bang-Bang (Dec 2011)

  • Champions Online: She was bright and shiny and promised so much but gave back so little.  We had some fun times, but ultimately she was never someone I could settle down with.
  • DC Universe Online:  Another try at rekindling an old relationship, but it was just too much of the same old grind.  I keep thinking I might give her a call some day, have some coffee, no strings attached, but I can never quite work up the interest.
  • Margie had an extensive post on CO experience here. And I had one here.

    So … for anyone who’s been playing those, has any of that criticism actually changed? Are these actual games we should consider picking up again?

    What I’m looking for from my next MMORPG

    Okay, while I’m still in mourning about City of Heroes, I want to set down what’s made it so special, in a way that looks forward to the next MMO Margie and I get involved in.

    Because, yes, while there are any number of pragmatic reasons why this provides a good opportunity to kick the habit and turn all those hours into something more “productive” … playing CoH has been such a very nice thing for Margie and me to do together that I want to maintain that experience. Though, obviously, sadly, in a different game.

    So … here’s what I’m looking for the next thing (and, it goes without saying, I’m looking for specific suggestions from my vast reading audience as to what that next thing should be based on that).

    1. It needs to be soloable and duoable. That’s how we play. If the significant content and advancement requires you to belong to a guild of some sort in order to access it, that’s not for us.  I don’t mind mass events or the options to do such a thing, but this is about Me and Us time.

    2. I’d prefer minimal grinding. One thing CoH got away from over the years were a lot of the “Go shake down 20 Council and find out their next target” kind of things. Those missions still existed, but they were a minimal part of the action in more modern content.  That sort of busy-work was one of the things I disliked about LotRO, too (“Collect 30 Neek-a-breeker wings! Great. Now go out and collect 40 Fruit Bat Eyeballs!”).  That leads into …

    3. I want to be a big damn hero. This was another place where I always felt LotRO fell short. I never felt heroic, in the sense of being a person of extraordinary skill and ability, able to do incredible things (and faced with incredible things to do).  Sure, I was a cool character with a sword, but I was fighting other guys who were also cool and who could take me down at any moment. I’m not asking for a walk in the park, but feeling extraordinary, not just another guy with a sharp axe, is important to me. Travel powers are definitely a part of that (something LotRO has partially solved with more pony-power options) — if I spend the majority of my time running across the landscape to the next content, I’m not being heroic, just persistent. And bored.

    4. I’m an alt-aholic. The system has to have a high “paper doll” factor in terms of letting me try a wide array of both appearances and abilities.  And I don’t want to be limited to just a few of those as my sole build(s) (“Man, I’d really like to try this character concept, but I only get four slots so I’d have to drop someone else.”) And, by definition, that means a high replayability factor in terms of content and approaches to tackling it.

    5. Instanced missions are okay. In fact, preferred. One thing I always disliked with Champions Online was the “Okay, go defeat XYZ” … who is standing in the open and thus gets gacked by a series of people on the same mission and you have to stand around and wait for your turn to do it.  Going through a mission door and being on our own to defeat the bad guy(s) is a big improvement, in my opinion.

    6. Decent scaling. I seem to recall LotRO had (has?) this problem — a very narrow band of mission levels suitable for your character. Take one a level or two too hard, and you’re dead meat. A level or two too easy and it’s drop-dead boring.  CoH, over the years, really added a lot of flexibility to tackle content above and below with appropriate scaling, as well as being able to set global difficulties for your character (bump up/down the opponents X levels, multiply the villains X much).  As a sidebar to this, appropriately scaled missions are also important — Champs Online felt way too uneven, as though one mission was way easy, then the next nigh-impossible.  I like a constant and consistent challenge.

    7. Not so much with the crafting, please. Though I eventually got used to it on CoH and enjoyed playing games with it, in most systems crafting is (a) a time sync, (b) a way to keep you from exhausting content, and too often (c) a requirement for advancement. I don’t like any of those options.  If I want to worry about a day job, I’ll worry about my real one. This was another place where LotRO failed for me.

    8. I’m investing my time and, probably money. Likewise, please. So now I’m skittish about getting involved in a game only to have it yanked out from underneath me.  Call it commitment anxiety.  My inclination is for a game with something of a track record, and certainly from a company that’s doing well.

    9. Trying things out. I don’t mind a subscription model. In fact, I’ve kind of liked that with CoH.  I wouldn’t mind starting out on a F2P format and be able to graduate to a playing player once I’m convinced the game style is what I want.  But I’m open to a variety of options, as long as it’s not too microstransactional (“Welcome to Level 5. Please deposit 35 BlastCorp Bucks to continue playing!”).

    10. I’m looking for RP Lite. In line with the Solo/Duo thing (and the Alt-aholic thing) above, I don’t need something that’s highly social, but I would like to stand out a bit in a crowd, and have a backstory concept that’s reflected in how I can behave. I want to feel at least some level of role-playing in the design and naming of the characters. If every toon is simply a set of characteristics and standard abilities, and there’s a sense of  “Oh yeah, well, every Blue Elf is like every other Blue Elf,” then it’s just mixing and matching numbers and not nearly as much fun.

    I’m not particularly tied to any genre — I’ve done a lot of supers, obviously, but fantasy or SF or whatever are certainly viable settings.

    I suspect it’s not going to be easy to find these things all in one bundle. They’re what I’ve loved most about CoH, and obviously no other game is going to have quite the same level set in these attributes. But, as I said, options and opinions are welcome.

    COH Signature Story Arcs

    Okay, I admit it — I have a bit of Obsessive-Compulsive Behavior viz City of Heroes. Such that, as the various Signature Story Arcs have come out, I’ve been insistent on our running through them with all of our alts who qualify.

    Which, given that they tend to ramp up in level, has limited the scope.  We have 13 “high-level” alt pairs that we run — defined, loosely, as level 25 or higher.  Some are Legacy Consortium Heroes on Champion, and a few high-levelers on a some other servers. Several were part of the Great Praetorian Boom. Still other were the Final Level Pact Rush.

    But 25 or so only gets you (on the Pandora’s Box SSA) so far.  I think the first installment is level 30, and the second was 35. The third (just out) is 40+, which restricts us to six duos to run (we’ve now done four), though we hae twom ore that are in the 38-39 range and could be advanced with a bit of focus.

    What’s actually cool about the SSAs is that they play quite differently depending on who’s going in on them. We have an array of variations in our duos (scrapper-or-brute/troller of various flavors, blaster-or-corruptor/tank ditto, scrapper duos, mastermind duos) as well as variations on their difficulty settings.  Given that we can usually plow through one of the SSA installments in an hour (after the first hero and villain run-throughs, where we actually read the dialog), that’s not too bad a way to kill an evening.

    The current installment (2.3) is actually pretty darned good.  Malta is always a challenging mix of firepower and debuffs, but the final installment does a nice job triggering some status quo changes that are due out with I24.

    I look forward to the third SSA. And, as well, to our herd of level 5-20 duos we have growing up on Exalted qualifying for these adventures …

    CoH: A fine Double-XP weekend. Plus, Death from Below!

    Margie and I didn’t spend quite as much time on CoH over the weekend as we’d hoped, but we still took good advantage of the exercise — pushing a couple of our 30s duos into the higher 30s.

    We also discovered the joys of “Death from Below,” the introductory trial / Sewer Mission that they’ve added in since Freedom came up.  For about an hour of time (including standing around and waiting for the team to gel), you can easily add several levels of experience to your intro characters, plus get a nice Hydra boost to your accuracy, damage, regeneration, or defense for a couple of weeks of game time.

    (It’s not clear how much of the level jump was also due to the double-XP weekends. Okay, well, thinking about it, I’d guess about half of it. 😛 )

    It does have a feel very much like the old Sewer Raids (which you can still do if you are so inclined), but somewhat safer and more organized.  It’s also a good intro to various low level mobs.

    The DfB missions can be run by any level, though you get exemplared down to level 2 to start with.  They are also re-runnable, so we were able to fairly easily advance a couple of our beginner toons into the low/mid-teens with relative ease.  (Though CoH has added some nice low level material, it’s also nice to be able to advance relatively quickly to Steel Canyon … and, honestly, a “can’t we start off around level 15?” has been a long-time lament from many in the player base).

    There are also trainers stationed along the way of the trial, to let you level up as you go if you’re so inclined. Ironically, not all of your leveling will immediately take, since your exemplared level is dependent on the team leader’s leveling, not your own. Thus you can take a new power, have it showed up as grayed out, then have it appear later in the trial. Also, there’s a certain time pressure (aka “everyone’s running pell-mell ahead”), so standing around pondering power choices for too long is a bit impolite.  Do it a couple of times, but save most of it for Ms. Liberty at the end.  Slot in haste, respec at leisure.

    One slightly irksome note: While the DfB missions are supposedly doable via the “LFG” functionality they’ve added in (click on the LFG button, join the queue, get automatically added into a mission once 4-8 other folks have joined in), few people seem to be using it, meaning that we were dependent on folks pulling together DfB team, or pulling one together ourself, semi-manually.

    How to pull together your own DfB run (since the instructions are not readily apparent):

    1. Join the queue, noting that you want to reserve it for your own group.
    2. Broadcast/invite people to your team. This may take 30 seconds or 15 minutes depending on competition, time of day, etc.  People can be anywhere, so a lot of folks use the Help message queue for this.
    3. When you get 4-8 players, go back to the queue, click on it again, and once everyone on the team accepts, you’ll be teleported in.

    It’s not for everyone, but, as I said, it’s a nice, non-tedious way to get past the first several-to-dozen levels in a short period of time … especially during double-XP weekend.

    CoH: Who Will Die? (Part 6 of 7)

    The latest installment in the signature arc, “Who Will Die?” came out this week, and last night Margie and I ran a couple of our 50s (blue) through it.

    (The arc is designated for level 40+.  Paragon decided to have the earlier episodes available in the 20s, and then ramp up to the 30s and now 40s.  Which makes it a bit tough to run a low level toon through the whole contiguous story, to be honest.)

    The illustration for this ep has a skull-faced Manticore drawing back his bow, and, yes, Manticore does something that will shock, shock, shock you.  Or maybe not, since Manticore is the go-to guy for bad decision-making in the Freedom Phalanx.  (What is it about archers, anyway?)

    But here’s the thing — it’s a cool adventure, full of drama and all that, but … it just didn’t click. No spoilers here, but while I could see that there was a connection with the previous eps, I didn’t go, “Ah, of course, there’s the problem.”  The episode and it’s climactic problem just felt sort of pulled out of a hat.

    The adventure, at least, is pretty good, with minimal cut-scene constipation as the previous couple of eps had.  It’s centered in Peregrine Island, and was doable by both our duos in about 35-40 minutes.  Travel powers are optional, unless you have problems with the mobs in PI.  The mission sites are all within a reasonably close jog (esp. if you start at the mission-giver).

    The individual missions are pretty decent and of good length.  Mobs include Carnies, Malta, Nemmies, Circle of Thorns, and Rularuu troops.  There’s also a pretty decent ally that comes along with you and is only mildly annoying in her over-aggression against the baddies. The final boss in the final mission was not all that big a deal.

    Overall, a good mission arc, even if the Big Event at the end felt like it was coming out of left field (and with no sense that you could have done anything about it).

    LotRO: Unto a New Generation

    Katherine has suddenly decided over the last few days that LotRO is an incredibly fun game that she wants to F2P.  With Margie as a partner, if available.

    Which led to her watching the first to LotR movies today (since she was off for MLK Day). And also to opine that she really doesn’t want to play a dwarf because they’re all boys.

    I’ll be curious to see how long this impulse lasts for her, but I think it’s kind of cool.  Not that it makes me want to play LotRO again, but it’s still cool.

    Mr. Kiss-Kiss Bang-Bang

    Via Doyce, from the Daily Grind a way to frame to your relationships with MMOs the way you frame your … “real” relationships:

    I’m sure you’ve heard of the classic “marry/kiss/kill” ranking game (or some not-so-PG version thereof) designed to rank your interest in a trio of human beings. So how about turning that upon MMOs today?

    Which games would you marry, would you kiss, and would you kill? By which, I mean:

    1. Marry: You’re in it for the long haul with this title, admiring the devs’ past and present efforts, and are confident that the future will hold great things. You plus this game equals “happily ever after.”
    2. Kiss: You’re interested — or currently involved — with a brief fling with this game, but you’re pretty sure that it’s not going to last. This is a title best left to brief flirtations versus long-term relationships.
    3. Kill: You are done with this MMO — or never wanted to get involved with it in the first place. You abhor the studio’s practices and products, and wouldn’t mind seeing the game thrown into the sun. Metaphorically, of course.

    Actually, kind of an objectionable way of framing it, but let’s see if I can tweak it a bit:

    Marry:

    • City of Heroes:  A first love, and still a best love.  She’s comfortable, pleasant, mature, fun to be with, a great sense of humor, still has plenty to explore … and she eve now manages some new surprises and unexpected presents now and again. My friends know her, which is nice.  There have been times we separated, though I always come back.  Lot of people think she’s over the hill, but I’m quite happy with her.

    Kiss:

    • Lord of the Rings Online:  Old, kind of crazy girlfriend I remember fondly and still occasionally socialize with. Things just never seemed to be going quite the way I was hoping, though, but I’m very glad she’s found other relationships.  Still occasionally think about another brief fling, since she’s free now, but it hasn’t happened yet.
    • Wizards 101:  I’m happy enough chatting with her while the kids are capering on the playground equipment. We were never close, but she always seemed good with children.

    Kill Don’t Return Phone Calls From:

    • World of Warcraft: We went on a first date, and I carefully thereafter blocked her on my phone. Never did see what people saw in her.
    • Champions Online: She was bright and shiny and promised so much but gave back so little.  We had some fun times, but ultimately she was never someone I could settle down with.
    • DC Universe Online:  Another try at rekindling an old relationship, but it was just too much of the same old grind.  I keep thinking I might give her a call some day, have some coffee, no strings attached, but I can never quite work up the interest.
    • Star Trek Online:  Met her at the con, seemed to share may of the same geeky interests as me, but eventually it seemed like that was all she was about.  The repeated conversations grew boring. I still play some of the music she lent me, sometimes.

    (Maybe I need to stay away from girls named “Online” … it ever seems to end well.)

    Ogle from Across the Room:

    • Star Wars: The Old Republic:  She’s hot, she’s new to the scene, she’s hot, she’s got everyone talking.  But she looks like someone who could take over my whole life, and I’m just not ready for that now.
    • EvE:  She’s mysterious, intriguing, and into some wild and different stuff.  I know folks who go on and on about how cool she is. Rumor has it she’s a tiger in the sack, but a very demanding mistress. Staying way away from her.

    Man, gaming relationships are complicated

    The CoH Signature Arcs – “Who Will Die?”

    I’ve not been playing much CoX of late — but when we have gotten on, we’ve been having fun with the “Who Will Die?” signature arc tales they’ve been putting out on a monthly basis. The story arc hasn’t been wildly gripping, but the scenarios and set work have been fun.  And they’ve done some great stuff in varying them between how they work for heroes vs. villains.

    What’s actually been fun is running them with our full stable of alts.  Different power combinations make for different ways to get through, blast through, eke through the same scenario.  Part of it depends on what level prestige level we’re at going in. Having good stealth make things easier (or not).  Some of our sets are more vulnerable to debuffs than others.

    Each scenario takes us about 30 minutes to complete (make it 45 the first time through), so it’s not a huge time sink, which is nice.

    Each progressive story has been staged at a minimum 10 levels higher.  That meant our normal Victory stable was short on bodies on the most recent tale … so we’ve started dusting of our Old Stable of folks over on Champion … which gets pretty embarrassing, because the 50s there are all into SOs and don’t have their Inherent Fitness respecced and …

    (Psi-Clone and Amorpha still kick ass. Even downgraded to lower levels.)

    Dipping a toe into I21, Part 2

    Got in a little more gameplay last night on the VIP nights for COH:Freedom.  More early impressions …

    • Atlas Park sure is prettified.
    • The initial mission arcs in Atlas are also nicely crafted (even tying into the Galaxy events, as should be).
    • There are a lot of open zone/instance hunt missions (“Hunt 10 Skulls [in this area where they will regen moderately quickly]”).  It has a different feel (not necessarily good) from the traditional hunts for some reason, perhaps because so many others were hunting there, too — largely because the proposed area to hunt is now highlighted on the maps.
    • I do like the giant arrow coins over the heads of the contacts, rather than just a colored circle at their feet.  Less realistic, sure, but it does make them easier to see.
    • There are several early adventures where you end up split up as individuals on a team (single-person instances, run in parallel).  Which is great, but at present buggy — every time, the mission didn’t give credit to the non-leader on the team, and we had to rerun it.
    • In addition to an Icon in Atlas, Ms. Liberty also lets you buy costume tweaks.  It looks like there are 5-6 slots you get through the normal means, and then another 5-6 you can buy (if you are really into costume changes).  This is actually a nice feature, to allow this at such a low level, since  what looked good in the costume maker doesn’t necessarily look good once you’re running around staring at the toon’s butt the whole time.
    • It’s still possible to make a lot of money very quickly at Wentworths.  If one is so inclined.

    Travel Powers:

    Okay, my life is much easier because of two costume packs I already had purchased — Steampunk has a jet pack, and Animal pack has the most excellent Beast Run.  Those become available at lvl 4 — which is the point that the Power Pools become available.

    All the Travel Pools now have five powers.  The first 3 come up at lvl 4, which removes that problem, the 3rd of them being the traditional travel powers.  However, there is now a 5th Travel Pool power that comes available at 14 (if you’ve chosen two in the pool already):

    • Afterburner (Flight): Increases your fly speed and makes you much more difficult to hit for a time.  However, you can only use self-directed powers while it’s running.  This should be cool.
    • Spring Attack (Jump): Heavy damage attack where you land in the middle of a crowd, knocking them down (“boom” for jumpers).  Looking forward to this, too.
    • Burnout (Speed): In exchange for a big Endurance hit, you recharge all of your powers.  Not quite as usable as the others, but I can think of a few situations.
    • Long Range Teleport (Teleport): Increases TP range, including across zones.

    Interestingly, these extra Travel powers counteract the recent trend, where (a) you could get the real Travel power without any prerequisites (besides level) and (b) the Fitness pool became automatic.  Suddenly, I’m eyeing what I’m going to want to take in the way of powers, and when, and realizing I’ll have to compromise.

    Good stuff so far.  A very nice issue.

    Dipping a toe into I21

    I’ve had near-zilcho time to take advantage of the VIP Head Start to City of Heroes I21 / Freedom / new-shiny-coolness. So some very few notes on it:

    1. The new character creator is very nice. There are some bugs in how easy it is to browse through stuff, and there are still odd disconnects where it’s not clear why an option is or isn’t available for certain classes of costume parts.  But the overall looks is nice, and the mere fact that you can check and reserve your name while just starting off your character is truly awesome.
    2. Splash screens, illustration style, and updated character creator music are all pretty spiffy.
    3. The new Galaxy intro is fun, exercises basic combat skills and is overall a Good Thing — certainly more heroic than slugging Infected.  My main problem is that it is way too reminiscent of the intro setting for Champions Online — you’re in a city, devastated by an ongoing alien invasion, with voices telling you which way to go and what to do.  I was just waiting for someone to tell me to “Launch the Ironclad Defense!”
    4. That said, the “morality mission” part of the intro is a bit … lame.
    5. There’s now an Icon in the very attractively redressed Atlas Park.  Hurrah!
    6. No email before level 10?  That’s weird.

    And that’s about all I’ve done (thanks to a malfunctioning client that hadn’t been keeping me patched).  But I’m looking forward to more.

    The Dynamic Trio

    So Margie and I play CoH off and on fairly regularly, rotating through a variety of duos. This week we shook things up a bit, though, and had our daughter, Katherine, play as well.

    I’ve been eyeballing the F2P option coming up in City of Heroes for a bit, thinking that would let Kay play at will, rather than waiting until one or the other of us is off. But as we looked at the options, we realized that a purely F2P setup was going to place just too many limitations — including not being able to join a supergroup. We realize there will be some limits, but we didn’t want Katherine to feel too gimped.

    So we went ahead over the weekend and opened up an account for her and got her set up in it, and then spent most of Sunday running a new trio through Praetoria (or least through ten levels of it) — Margie with a broadsword scrapper, me with a grav/rad controller, and Kay with a ninja/bubbles mastermind.

    Fun times, though Katherine was having some performance problems with her machine that I need to check out, as well as just her having to deal with the learning curve (and the kibbitzing from the parents). It was kind of cool having a third member of the party, too.

    One thing that stood out, though, was her lack of veteran award status, and how much that shapes our early game — e.g., getting full travel powers at 6 (vs prerequisited powers at 14), Nemmy staff / Blackwand / Sands of Mu options, etc. Plus we have some costume packs we’ve purchased — Mystic, Mutant, Beast, and now Steampunk — that provide some added bonuses (travel powers, in particular).

    Fortunately for the travel power glitch, we can also do Assemble the Team. 🙂

    The plan is to maintain her account for a few months, then switch over to F2P when Freedom comes out. That will give her some extra benefits. Or, if playing with her becomes a new norm, we might maintain her as a VIP account. We’ll see.

    Show me the way to go Home …

    For some reason, the Redirection plug-in in WordPress was redirecting anything going to the home page to go to a post earlier in July. No reason why, but I fixed it.

    Meanwhile, though we haven’t had a lot of CoH action here in the household (though Finest Jade and Lady’s Keeper were on last night to continue playing their all-Architect careers), we’re watching Issue 21 and Freedom with expectations. Some cool stuff coming out there …

    When Praetorians Attack!

    For the 7th anniversary of CoH, they are running some special Praetorian invasion events for a few weeks. Margie and I hopped on this evening for a couple of hours for the one on Champion.

    I got on first, running Torchielle (figuring a blaster would be a worthy addition to an attack from Praetorian Earth), with Margie later jumping on as Amorpha. And, it quickly became clear that the biggest danger to Primal Earth from a Praetorian invasion was a disruption of the time continuum, leading to things moving ever and ever slower …

    Yeah, the lag was pretty awful.

    After most of the invasion was done, I swapped out to Psi-clone, figuring he deserved some massive SO drops like Torchy had been getting.  Unfortunately, the event sort of dragged out to a close, with large intervals of nothing happening leading people to think it was all over.  Still, I got some action in with him, too.

    And, when all was said and done, I realized I’d missed both those characters — and that both needed some serious attention, as they’re still all-SO, still unrebuilt after veteran travel powers and inherent Fitness.

    And, yeah, that means some money, which, fortunately, I can send in bushel-baskets-full from some other characters I’ve actually been paying attention to.

    Not looking forward to respeccing Level 50 characters, but it really needs to be done.

    Because occasionally I feel like I should post something other than tweets

    Even though there’s not a lot of News or Info or Interesting Stuff to post about.

    Um …

    Margie and I have been playing CoX (business trips permitting) pretty regularly over the last weeks.  We’ve been mostly running the cohort of 20ishes we grew up through Rogues, playing with new Tip missions vs Evil Duplicate missions vs Plain Ol’ Police Band missions vs etc.

    For a guy who hates crafting/auctioning, I’ve been spending an inordinate amount of time at Wentworths (etc.) building up bankrolls by Buying Low and Selling High, mostly Special Enhancements and highly rare Invention Salvage.

    By the way, the recent addition of a new Salvage tab that requires scrolling over in order to see the Invention tab?  Highly irksome.

    So, not much more to tell.  Playing CoX. Having fun.  Booyah.

    Viz other games … well, never signed up for DCUO after doing the beta stuff — bright and shiny but annoying non-instanced missions and overly combat-oriented.  Haven’t done any STO in ages, either — it didn’t float Margie’s boat, and ultimately felt too repetitive (though what it was repeating was rather cool).

    We’re pretty much a CoX shop these days.  And, for the time we have to spend, that’s not a bad thing.

    Wherein Dave tries to demonstrate that he is, in fact, not just a Twitter bot

    Yeah, Blog of Heroes hasn’t been getting a lot of love lately.  But at least that annoying auto-playing CoH trailer got finally pushed off the front page …

    Things have been uber-busy the last month or two.  November was pretty much sucked up with NaNoWriMo — after hitting my 2K words, I had no energy for gaming.  December, thus far, has been mostly holiday prep, but Margie and I did get some CoH in over the weekend — mostly taking some of our newly-arrived Praetorians through their low-20 adventures, evil twins, all of that.

    I19 is out, of course, alas right about when I couldn’t talk about it at length (esp. having been in closed beta).  There’s just a whole bunch of nice QoL improvements, from trains that run everywhere (and tell you about where you’re going) to being able to sign out without logging off (though it’s a kludgy implementation, and buggy to boot).

    Over on the DCUO front, various beta keys are being given away, etc. and so forth.  Not that I would, theoretically, have any time to be playing with that, either …

    CoX: Signs that Cole is a Tyrant

    For all that I’ve waxed  lyrical about the Going Rogue expansion, two things stand out as serious errors by the Cole Regime.

    First off … doors on the subway? Really? The ferries and train stations of Primal Earth get by just fine without an additional click to go between zones.

    (On the other hand, kudos to the Emperor for designing a city that is actually usable by Super-Speed.)

    Secondly, power suppression sucks. It especially sucks at the Trading House. It especially sucks when you have a football field or two to slowly lope across at the Trading House to get to the traders and you can’t even Sprint.  (C’mon — a suppression field that recognizes Sprint, Hover and Swift would be just fine and serve the purpose of keeping the TH aura-free while not driving folks mad.)

    (I  note with my current MasterMind that my pets get a “Stay” override at the Trading House door when I get there.  They follow me inside, but stay at the entrance. Which is fine.  I note that they do not lose the Stay when they exit with me, so they just hang out there until I come back. Which is weird.)

    This is especially annoying because the Resistance setup has it made — trading house + bank + vendors + contacts + level-up all in one area … and it’s just down the freaking street from the crafting tables.  And no suppression!  Compare that to the Loyalists, where the trading house has the suppression field, the bank’s across the street, the nearest vendor’s a good 30 seconds of travel power away, the crafting tables are twice that and in the opposite direction ….

    C’mon, Cole … throw us a bone.

    (The Resistance setup demonstrates that it is possible to have  all these things a trivial distance away — even more convenient than Steel Canyon or Talos with a Base — without somehow unbalancing the game.  Slogging about building up money in trading, or even making use of trading, is a PitA for Loyalists,  and a joy for the Resistance.)

    Been a few years since I went to this sort of trouble

    Emperor Cole and Eliza Dee

    I’ve remained familiar and comfortable enough with the various ATs I usually play to just sort of go with the flow.  But I’ve never (well, not recently) done a Brute (SS/WP) before like Eliza Dee.

    So I broke down today and found an online CoX toon planner (CoHPlanner) to lay out where I want her to go through at least Level 20.

    CoHPlanner is pretty simple to use, and since what I’m interested in charting out is basic power choices and slots (and not which enhancement sets I’m going to build/buy, etc.), it does the job just fine.  And now when we ding, I won’t have to worry that I’m completely forgetting about a power I really, really wanted.

    I used to use various planning and build software on all my toons.  Of late, I’ve not worried about it.  It’s kind of interesting to be back into doing that.

    (Side note: It’s very cool that I have the Vet award that lets me take my main travel power at 6, rather than 14. On the other hand, it makes the rest of the build feel like it’s a tick or two behind.)

    (Side  note 2: Praetoria is pretty damned flat. Aside from some minor jumping downs along the river bank, there’s none of the multi-story retaining walls or fortifications that are so characteristic of Paragon or the Rogue Isles. That’s kind of nice.)

    CoX: No more Mr. Nice Guys

    Or Ms. Nice Guys, since so far our Praetorians have all been female.

    Last night we wrapped up the Responsibility Loyalist arc with Ms. Crackle and Positive Force.  The last mish with Inspector Kang felt a bit short (or shorter than I expected), before heading off to be a Praetorian Ambassador of Good Will to the folks on Primal Earth.

    (It is interesting the differences and parallels in the motivations for sending Responsibility Loyalists vs. Warden Resistance toons over to Primal Earth, not to mention variations in the “what you can expect” briefings you get before you go.)

    The send-off at the portal is similar — chatting with some (surviving) former colleagues and comrades before deciding on whether to head to Paragon City or Rogue Isles.  For both of the “good guy” (caring about the People) series we run, the strong suggestion has been Paragon; I’m presuming the opposite will be true for “bad guy” (out for our jollies) folks we run for the next two series.

    The Responsibility Loyalist arc ends with an interesting conversation (no spoilers) that highlights the limitations of CoX’s new (very cool) multi-path dialog trees.  By simulating what responses you’re giving (even if providing you with multiple scripted answers to give), the sense of “railroading” dialog sometimes seems even greater than just clicking on an Accept button. I didn’t feel that any of the dialog I was choosing between in that final exchange was what Ms. Crackle would have said.

    Anyway, that’s another pair back in Paragon City.  We’ve been adding them to our SG already there (one reason we chose the Victory server), even though that makes them “Animaniacs” (sigh), but it does give them a base.  And if the Loyalists and the Resistance end up running across each other, they’ve agreed to look in the opposite directions.  After all, it’s all for the People of Praetoria.

    Next up, our Crusader Resistance pair (otherwise known as “Anarchy for Fun and Channeling of Anger”).  I’ve rolled up yet another rendition of Eliza Dee (my Power Girl / Galatea knock-off, 4th edition), a Super-Strength / Willpower Brute.  Margie put together Fragile Package (mysterious Clockwork figure), a Rad/Kin Corruptor.  While it’s obviously way too early to really tell, the first few mishes we finally ran (after much costume work) went pretty smoothly.

    (It’s also a nice change of pace for us.  I’m usually the ranged/support toon — Controller, Blaster, Defender, etc. — with Margie giving or taking the up-close punches.  We’re changing that around a bit with this pair.  We’ll see how that works.)

    City of Rogues – bits and bobs (Part 3)

    Well, we basically took up our Labor Day weekend playing CoX — which was some pretty fun together-time for me and Margie.  One last round of random comments on the Going Rogue supplement:

    1. Our first duo, Golden Judgment and Velorio, hit Level 20 and departed for Paragon City.  We decided at that point to shift over to another duo we’d gotten up to 5, Margie’s Positive Force (Kin/Elec Brute) and my Ms. Crackle (Elec/Storm Controller).  We ended up this evening at 18, well into various story lines in Neutropolis, and quite happy with how the duo plays.
    2. Timed missions are interesting in GR.  Unlike “Do X. You have 45 minutes.” types of missions, instead you get “Do X. Additional security will arrive in 5 minutes.”  Sometimes that must means running at full tilt in the mission map to X, then finding your way back out. Other times it means just living with the wave attacks of bad guys that happen with the timer goes off.  The nice thing  is that you don’t Fail the mission by losing the timer; instead, it just becomes more difficult.  (I think in some cases, that’s more to add tension to the situation; some of those missions simply cannot be done in the time alloted, unless you have a stealth power.)
    3. Every first mission from a contact you have to return to that contact (with some very rare psychic exceptions).  After that, you get the person’s cell phone for the next mission in the arc.  When I think back to early days in CoH when you never got to call the mission contact, but always had to trot back across the zone (or two or three) to report in … yeesh.
    4. Everything in GR is an arc.  Kudos to the CoX team for not throwing a bunch of random one- or two-offs as starting content.  Level progression is steady, and story interest is high.  Randomized missions, a la Newspaper/Police Band stuff, can be added in later supplements.
    5. GR buildings have names.  Time to go visit Mr. Yin?  You can find him at the Yin Technologies building, not some random structure in the city.
    6. GR has a large number of cut scenes. Particularly nice, your character shows up in several of them.
    7. I still resist the idea that it’s all about a binary choice of SIDES.  There are enough moral gray areas in some of the decisions to be made that stepping over the line here or there shouldn’t brand you as an automatic hero to your new side, or an automatic enemy to the other.
    8. That said, it’s odd that the consequences of being known as Resistance (i.e., you no longer have the combo to the Loyalist Underground area, nor do you get Loyalist missions) doesn’t mean that you get auto-attacked by PPD (nor vice-versa for being known as  a Loyalist).  That might have to change if they expand the level cap in GR beyond 20, since that’s sort of the Big Final Decision Point.
    9. There are no Zone Alerts in Praetoria.  Zone camping areas seem to be smaller in number, too.  On the other hand, it’s very cool that it’s all a huge 3-zone city, and that you can actually either take the train or fly from one end to the other.  No war walls or island barriers.  Really, it’s not a significant difference technically, but it has a different feel.  You can see Cole’s tower in Nova Praetoria, all the way across in Neutropia.
    10. Missions are nicely clustered in your neighborhood.  No need to go flying to hell and gone for a given mission (unless you need to go back and sell, or visit the one auction point and invention building in Praetoria).
    11. Along those lines, the Resistance has a way better access to commerce.  Their Underground lair in Imperial City has an auction point and a vendor in spitting distance from each other, and the exit point is just down the street from the invention site.  Loyalists have to fly back and forth across People’s Park to do the triangle trade of Auction / Vendor / Invention.

    Good stuff.  As much as I want to see new content, I really hope they retrofit some of the GR mechanisms back into the old CoH stuff.