Five years ago today …

… I succumbed to intense social pressure (coughDoycecough) and tried out for myself that newfangled “City of Heroes” game.  I didn’t actually blog about it for a bit because I was sort of, um, keeping it secret from Margie (I knew I could quit any time).

The rest, as they say, is history.  And while my  own gameplay over the past few months has been near-nothing, Margie continues to solo her way through endless hours of fun with CoX and CO.

And as soon as Kitten goes to bed and they both get off the Wii (where they are playing Scooby-Doo), she and I are going to play some City of Heroes.

And who knows … maybe I’ll actually start playing again.  Heck, maybe I’ll start posting to this blog again! Stranger things have happened!

See y’all in Paragon!

Yes, I am still playing …

I did hop ontp CO briefly the other day — and found myself stuck with Psiclone (Lvl 12)  in Canada with the choices of (a) doing Lvl 13 mishes, (b) trying to redo the Lvl 12 “two people recommended” mish that I’d died in last time., or (c) taking out 100 Viper agents.

Sigh.

Hopped over to the Desert. Which, after much searching for missions, I determined meant going wading in the radioactivity pools, one of my least favorite areas to date. 

So I signed on as Force of Will, did some research and respec on her TK Blades setup, and ran her from 7-8 in a short interval (even, as noted below, Vanquishing Ferd), before having to sign off for dinner.


 

 

My gameplay of late has been restrained, and will be for a while. The flu knocked me out pretty much all last week. But at present, the biggest time competitor is NaNoWriMo, National Novel Writing Month, in which I try to write a 50K novel in 30 days.

But even if that’s keeping me from playing CO and CoX, there’s a tie-in: my novel stars my perennial CoX main (and CO toon as well), the ever-popular Psiclone (spelled in Cox with a hyphen due to duplicate naming).

I’m covering that over in my Doing Write blog, which has a link to the work-in-progress in case you want to see what sort of crappy fan-fic I can write when I put my mind to it. 😉

CoX: Boo!

We signed onto City of Heroes this afternoon — me, for the first time in a few weeks. The Halloween event is in full swing, of course.

We brought on Fazenda and Araware — two of our oldest toons — and managed to ding 30 in a few hours of Trick-or-Treating and Zombie-bashing.

We also tried out the Halloween Event — banners and fiends and XP, oh my! It wasn’t clear what we were supposed to do with the Deadly Apocalypse thingie. Paragonwiki has more details — it’s complicated, but kind of cool once the details are spelled out. We’ll see if we do something with it next time around.

AFKish

Between an out-of-town trip last week, and evenings this week that have been action-packed (sufficient that when I get home I want to just plop down and watch some TV), I’ve not been doing much online gaming. Like, um, at all. That’s likely to continue for a bit.

That said, I continue (as seen) to monitor the boards for Interesting Info, which I will pass on post-haste.

Return to Yesterday – playing CoX again

Went to play CO tonight … and the server was down. So, back to CoX!

We pulled up a pair of villains we had at 18 (and managed to ding 20 by the end of the evening), but of more interest (to me) was the areas of difference between the two games (and the one I prefer).

  1. The graphics/animation are the most obvious. While CO goes for a cartoony look, Cox goes for semi-realism, full of shades and textures. Unlike some who consider one (or the other) an abomination, I can accept both approaches. I prefer CO, but not to the point where it makes me refuse to play CoX. CO
  2. The default perspective on CoX seems to be much closer and “over the shoulder” of the toon than in CO (which tends to have the character smaller mid-screen). It’s a bit weird, and I’m not sure that it’s not just my perception. CoX
  3. I kept hitting [T] to activate my Travel power (rather than my standard [\]). I might have to change my default mapping (who actually wants to turn off the targeting window, anyway?). Having a universal travel power key is a great idea. CO
  4. Level Pact! I love Level Pact! Level Pact rocks! CoX
  5. We have the Tarot deck from the Magic expansion, which we use faithfully even though it’s non-immersive because neither of our characters is magic-based. Nice mini-buffs, bad gameplay. CO
  6. Distinctly shorter aggro range in CoX. I give the nod to CO for realism, CoX for ease of play. Tie
  7. Where are the drops? I was told there would be drops. It’s odd having Enhancements and Inspirations just magically appear in your tray. Odd, but nice. I prefer CoX’s approach here (especially since I spent an annoying 5 minutes trying to grab some bangs (“!”) that had been dropped by some guys I zapped in CO, but being constantly interrupted by other guys attacking me). CoX
  8. The mish is done! And the EXIT button is there! Huzzah! CoX for the win! CoX
  9. The new email “only accept email from friends and SG mates, not from strangers and spammer” option rocks. CoX
  10. The Level Number! Okay, that’s there in CO, too, but it was so nice seeing it in CoX. Tie
  11. The new difficulty level stuff is … weird. “Level: +- (x0 players) No AV” Okay. I guess that’s more informative and granular than “Tough” or “Daunting” or “Ball-Busting” or whatever the old “reputation” descriptions were, but it’s a bit less game-immersive. On the other hand, it’s nice to be able to adjust mission difficulty. CoX
  12. It was odd that one or the other of our duo was indented on the Team window based (I think) on whose mish it was. Not wrong, just unusual.
  13. Man, I love reticles to team mates and mission doors. I seriously like how CoX does that. CoX
  14. Margie notes that, unlike COs’ (and LotRO’s, and WoW (I guess) “follow the idiot as they wander back to the base / door / safety” mishes, CoX’s “you’ve rescued the idiot, and now they will follow you out” style mish is at least as realistic and not nearly as frustrating. Esp. with the new little arrows on the map for them. CoX
  15. I like that in CoX I drift a bit when I stop flying forward (etc.). CO feels a bit too controlled. CoX
  16. I have to confess it was kind of nice running around knowing the environment, the rules, and how things would be, more or less, laid out. CoX

(I also need to note, purely as a side comment, Margie’s definition of “disgustingly rich” in CoX: if your influence is over 2 million x your level. Yeah, she does that pretty regularly. Maybe I should let her handle our investments.)

So, net-net, which do I prefer?

Well, really neither. The differences above are just on reflection, and aren’t a real comparison. I’m doing a lot more in CO these days because it’s new, but CoX still has a lot to offer — not just in content, but in some very nice, polished Quality-of-Life features. CO has some advantage, to be sure, but neither game blows the other out of the water. I’d recommend either for a new player, really.

And it’s nice to know that when I get tired of the novelty of CO, I’ll have CoX to still fall back on and enjoy. And vice-versa, too.

Adventures in Name-Dropping

As I was heading off to change zones with my character CPO Sharon, I saw this tell show up in the Zone listing.

[20:05] [Zone] Egypt@redacted: SHAAAARON

Now, I didn’t think I knew this person, but … well …

[20:06] [Zone] C.P.O. Sharon@Three_Star_Dave: Yes?

Pause.

[20:06] [Zone] Egypt@redacted: OMG
[20:06] [Zone] Egypt@redacted: I so didnt expect that

I think he meant to be shouting “Stella!” but it was still pretty funny.

It’s all a matter of perspective

So this morning, whilst showering and having pre-church coffee, Margie was regaling me with her thoughts on CO (which were the foundation of the lengthy post I did this afternoon). 

After about, oh, half an hour of various gripes and complaints, I was feeling more than a bit tense. I realize (in retrospect) that it was because I felt like (a) I had gotten her into CO, and (b) she wasn’t having a good time, thus (c) I was responsible for her being unhappy. That she was going on and on about it simply made me feel like I was being righteously scolded for my iniquities (I can say “iniquities’ because it was, as I mentioned, pre-church).

I actually did voice my concerns and unhappiness over same, and was, in turn, reassured that, despite her various complaints, she was still having fun and that there were a lot of good things about CO, and that, really, her main complaints were (a) it could be so much better, (b) she felt like she didn’t know what she felt she needed to know, and (c) kill-stealing / spawn-stealing seriously sucks and any game that allows it deserves whatever opprobrium it gets. (I inferred the last item).

On reflection — and it didn’t take much reflection — her various gripes and griefs and suggestions re CO were, in fact, very well taken. They were also proportional — there’s a recognition that some things are Very Bad, and other things are just Mildly Annoying. And the fact is, once I stopped feeling all defensive about it, I agreed with nearly everything she said.

hindenbergWhat seriously put it into perspective, though, was some skimming through the forums this evening. Oh. My. God. You’d think that Bill Roper and the various CO Devs were personally spitting on each person’s mother’s grave, and also selling their sisters down to Rio. “Game is screwed – quitting now.” “One last shot for CO to prove me wrong.” “30 minute Retcon grace period or i cancel my account.” “This sucks.” “Nerf is WRONG, WRONG, WRONG.” Etc.

In many cases, the complaints boiled down to, “I want a character that can do X, Y, and Z, and they are not letting me have that.” Some such criticisms were valid concerns, but most were akin (in style, and usually in substance) to kids screaming incoherently about candy not granted or toys not bought. And very, very few of them had any perspective viz where CO is in its life cycle, how most MMOs look and feel, and how game balance works.

Compared to which, Margie’s critiques are positively the Roger Ebert of reasoned, enlightened, perspicacious, insightful observations. She makes cogent comments that don’t involve invocations of DOOOOM! or assumptions that the Devs are out to rob her, personally, of having any fun. And she’s also quick to note the things she likes, too.

It’s all a matter of perspective.

CO: I’m back in the Hollows again

There’s a lot of Champs Online criticism below. It’s leavened by some positives at the end, but it comes from a few days of fairly intense play (mostly on Margie’s part), and a variety of frustrations.


 

Once upon a time … before zone remixes, and early travel powers, and early radio contact with  contact, and police band missions, and a variety of content …

,,, The Hollows was the bane of CoX experience. A huge zone. Missions assigned willy-nilly across the whole map. Endless nasty mobs that you had to run past or dodge around. And no hospitals in the zone — you die, you go back to Atlas. No trainer in the park — how many groups lost all their momentum (and often members) because people had to run back to Atlas for leveling — “GTL BRB.” No stores in the zone, either.

And it was the only game in town. From 6 to 15 or so, that’s where you had to go, sooner or later. Yeah, there was some Kings Row stuff, and if you really were desperate you could go into Perez (which was where all the I1-3 content for that level was — The Hollows was a late addition).

There’s a reason why the Chamber of Transcendence was the epitome of the Hollows — hard to get to, lots of mobs, a pain in the bitch of you get killed (or need to level) …

There’s also a reason I don’t go to the Hollows much any more, even though it’s been much improved as a level,

Champions Online feels, sometimes, like I’m stuck in the Hollows. At least in the Canada / Desert zones. Huge zones, Missions scattered around. Contacts that you always have to go back to. If you need to level, sell, or craft, you have to go all the way back to the beginning of the zone. Dying (respawn points) aren’t as bad, but it’s still annoying.

Part of this is travel power selection. Flyers and TP are pretty much golden, though they miss some of the ground content and “treasure” — and there are AA guns in some areas. But Superspeed, Acrobatics, and even Superjump are problematic — especially since even just being aggroed will immediately slow you down (and draw fire for seemingly 30 seconds, even if you break LoS).

(Irradiates plasma bolts remind me of the old-style ToS Romulan fireballs — faster than you and unevadable.)

Much of this is due to the relative immaturity of the game, sure. There’s a lack of content, and the Devs are still tuning the XP curve and how aggro works and all. I’m sure that, in the future, we’ll probably be able to call contacts (realistic), and pick up mission rewards (um, okay, that would be unrealistic). We’ll know about the best paths through the terrain, the relatively safe points — using meta-knowledge to counter lack of world immersion.

But it’s still annoying.


 

I hate inventory issues. No, really.

And CO has them. Not a lot of them immediately, but we started to see it last night. 

You have basically three sets of things in your inventory: 

  1. Widgets / power-ups. Some of these you use, in which case you swap them for something else in your tray, which doesn’t help the overall inventory problem. The rest you either sell (if not of your craft school) or deconstruct (if they are). You might also auction them, but we haven’t started doing auction stuff yet. That means these things do, with regular maintenance, get taken care of.
  2. Resources / raw materials. These are used for crafting, so it’s unlikely you’re going to use them up as fast. They become a real problem as you advance in crafting tiers, and suddenly open up new types of raw materials. There may be a more efficient way of dealing with them, but at present they aren’t too bad.
  3. Mission items. These are the real PitAs. They can fill your tray in nothing flat — and sometimes they end up staying there. (Do I ever really need the Key to the City? Like, ever? Inquiring minds want to know and/or clear their inventory). Given that you can stack several missions and be working on different ones, it’s irksome — especially with missions that involve several items (e.g., four different keycards takes up almost 15% of your inventory right there).

I’ve gotten past being irked about how you have to handle drops (wait, there’s a bang! no, that’s yours. wait, I opened it up, but then forgot to choose Take all …) I just find the growing inventory problems a pain.

My solution: Treat mission objects separately. They simply exist.

Another solution: Treat resources separately. I mean, my guy isn’t really carrying around a locker full of Argent Arms on his back. We assume they exist in katanaspace, and move on.

Another solution: More places where you can sell stuff.

Ironically enough, the one place that you don’t run into inventory problems is with stacking of stuff, e.g., heal patches. Except, when they are down in your actual “usage” tray, you can’t see how many you have. Rrg.


 

Other gripes:

  • There’s a lot of interesting “read this” content … Viper plans you run across, taunting letters from mysterious enemies, arcane tomes stashed here and there, etc. Unfortunately, those items stay “stuck” wherever they are; read them while you are standing there (hopefully not in an area where bad guys are about to respawn). That’s both silly and a lost chance for immersion. 
  • Is anyone taking active use of the “multi-build” capabilities? I’m not — it’s all I can do to track what I have and can do, let alone creating specialty versions with different powers available. 
  • A group of -5 cons should not be able to take me down. Or even slow me down. If i can’t get XP for them, I should not be be in danger or affected by them. Or, conversely, if they are a risk, I should get XP.
  • The current XP curve is wonky. Characters are ending Canada and Desert content around levels 12-13 … but MC is really designed for 14 and above. And you can’t just go out at that point and punch out some baddies — they’re all conning so low that the XP is worthless. So I’m finding myself taking maxxed-out chars in one place and hopping over to the other to grab a few more missions in the hinterlands.

 

All that said, it’s clear that CO’s biggest “problem” is that it is an immature MMO. There is nothing fundamentally wrong here that can’t be fixed by time and tweaks — as demonstrated by CoX having overcome most of this stuff. Which begs the issue of, aside from volume of content, why should the CO devs have to relearn some of those lessons that CoX already lived through.

There are still a lot of positive that get lost in the above. The gameplay is fun. The travel powers are cool. Things could just be better than they are. Being able to be a totally custom framework character is very, very cool. But the learning curve remains high, and the documentation remains scanty. As Margie puts it, she feels “inefficient.”

An example problem — I was agonizing over a power to take last night. I finally took one. Um … hey, what happened to it? Wasn’t it supposed to show up there? Ah, it’s a slotted passive power. And I already have one. Um … then why was it being offered to me? Oh, I could slot it in a different build. Hrm. Okay. A warning that, “Hey, dummy, you already have one, so you can’t have another in your currently active build” would have been nice. For that matter, realizing that I was going to be offered one later on would have been nice, too. I suppose I could use my freespec on the character to fix that (the button is finally there), but I’m not sure I want to.

Meanwhile, Margie discovered that she had a slotted passive power that hadn’t gotten slottted. So she was operating at a disadvantage for the last couple of sessions of gameplay. Irritating.

I like it that the sound quality in certain settings changes — sounds (powers, etc.) start to echo. I like the number of objects that can be affected. I like the animation and art style, still.

Interestingly, for a character who’s traditionally been (in CoX) a Controller/Defender, or sometimes a Blaster, I’m finding myself most enjoying melee characters that just hop in and start wailing.

I like that there is a dedicated “T” key to toggle on Travel powers. I don’t like that my toons keep getting bugged back to CO button layouts (using C1-5 for the usage items) rather than the “Other Super-hero Games” (snort) (using F1-5).

Margie says: “I don’t think it will replace City of Heroes for me — but that’s okay. And it will take a while for me to get tired of picking up Humvees and throwing them.”

That’s not a bad place to be a couple of weeks post-game start.

Cheating vs. Optimizing and the Battle of the Great Nerf Bat

Massively has a great article on folks learning how best to work MMOs and what the Devs end up doing to deal with those occasions (if they choose to deal with them).

Cheating, exploits, and the game-mechanics behind the nerf – Massively 

All manner of such exploitation of the intricate game-mechanics of MMOGs have become institutionalized, leading to the general stratification of roles within the game, from Tank to Crowd-Control. Much of that is what is expected of us, even hoped for.

At the same time, you have 250,000+ players examining every possible combination of races, classes, powers, abilities, gears and buffs, looking for an edge. Looking for that combination that makes your Elven Rogue stand out from all the other Elven Rogues. The one that gets you picked for the A-team and not left behind when the guild goes raiding.

Eventually someone finds it. Usually a whole bunch of someones. Some combination of race, class, gear and skills transforms you from Neeshka to Prince Nuada, head and shoulders among the other characters of your type. That combination of Elf, Rogue, Flurry-of-Blades, and twin Spark Daggers seals the deal, and makes you awesome.

And you feel good. You’re playing by the game’s rules, and you’ve found an edge. You know a trick that nobody else knows, and that’s a great feeling. But someone else is going to figure it out, if they haven’t already.

Inside of a month, the developers/operators notice that half the server population are Elven Rogues with twin Spark Daggers, and pumping their Flurry-of-Blades skills. Most of the rest are healers, just so they get to go along on raids.

It’s not that the combo is overpowered, necessarily, but it makes everyone not playing that particular combo feel underpowered.

The devs are faced with a choice now. Either rename the game to World of Elven Roguecraft: The DaggerSpark Flurry, or change things up so that this particular combo doesn’t make every other combination seem pathetic.

Whether other things get boosted, or your things get nerfed, you’re not happy. All that special magic has gone, and your Elven Rogue is just another undistinguished character again.

The question is, were you cheating?

Generally, there’s stuff we know is cheating, stuff we’re sure is not cheating, and a whole lot of stuff in the middle that’s individually decided by millions of players per day, who each generally don’t think they’re actually cheating. They’re maximizing the benefits that they get from the game mechanics.

Hey, if I asked you to kill ten powerfully dangerous wolves with a bow and arrows, are you going to stand down there where they can maul you to kibble, or are you going to stand on something to prevent them getting to you while you pull off this undeniably dangerous chore?

Right. Because you’re not stupid.

The question is, most “fair” players understand the difference between cheating (if I do A and B in an unnatural fashion then I can get lots of XP for minimal effort — see Meow Missions in the early days of CoX AE — where “unnatural” means “not in keeping with the conventions of the genre), and simply optimizing play (“Hey, build X gives me a huge advantage over build Y, so I’m going to be an X”). Devs, though, see that on a continuum, and have to decide in every case hwne they are going to intervene with the nerf bat to “balance” things properly.

It’s always interesting — and rarely uncontroversial. Since even the most obvious “cheats” have their defenders (“Hey, I pay my $15/month, I’m entitled to get to the level cap in 12 hours”).

The problem being, of course, that we are incented to find ideals, and can think of ways that they are represented in-genre (both Blue Beetle and Superman are cool — but there’s no question that any Dev would consider the two unbalanced as character classes, and few players would choose the former vs. the latter). If the Devs spend too much time whacking on optimizations, then there’s no real incentive to excel.

What it comes down to is a every real-life conflict. We believe in equality of opportunity, but all the Devs (like the courts) can actually judge on is equality of outcome. If the latter is out of whack, then they assume (possibly rightly) that the former is messed up.

So it goes.

CO: Early Start and Social Gaming

Despite battling to find time around a good friend’s visit, we managed to play a fair amount during Early Start Weekend. We both got some alts generated (I went a bit crazy with that, of course) and pushed up through the Tutorial.

We also got Zebra (Martial Arts) and Finneas (Dark) up to Lvl 12, and finished up with the second half of the Crisis in the Desert work, winging our way back to Millennium City to park.

In retrospect, we kind of blew it — we should have hopped over to Millennium City a lot earlier and dealt with the Qularr event stuff going on there, since I now recall there were Unique Prizes and Stuff that will Never Be Available Again. Oh, well. I think Margie was telling me about that, and I completely spaced.)

I did make some moderate use of the Bug feature. I like that it lets you search for terms first, identify already-reported bugs, and flag that you have that problem, too. It helps consolidate bug reporting for the support team, and lets you know that “you are not alone.” That said, it would be nice if when a bug gets closed, that everyone who reported it gets a ping.

Overall, I remain pleased with the game. There are a few interface issues that Margie and I have chatted about, though no showstoppers (and they are matched by some nice features that I already take for granted). I do think the early mission tree is going to be something of a pain — it’s not just the initial Qularr invasion tutorial, but also the initial Crisis in the Desert / Crisis in Canada mission sets. That’s a lot of repetition before you get to a broader range of play options (continue where you are in various adventure trees, return to MC, or head off to the other crisis locale). Regular players with lots of alts (ahem) are going to find it something of a grind.


 

From a social standpoint, I got some Friends added to my list (with invites out for a few others). Interestingly, Cryptic’s trying to make the main web page for CO, when signed in, a social hub — you can see your friends and their status, you can go into “Cryptic Space” and blog, you can look at “My Characters” and see your characters in summary and detail. You can even blog as your characters.

That said, it’s not very robust or ready for prime time as of yet. “My Characters” shows serious lag in updates (it doesn’t yet show two characters I built Saturday, and the mission list is similarly behind for characters that were in place then). It’s also unclear how to share the character list with others (or how others might see your character’s blog). I can infer it from the URLs, but I have no idea if these show up for everyone — e.g., a character stream for Zebra (which seems to include all blog entries), or my User Profile, etc.

I’m sure it’s all going to get fleshed out, or at least I hope it is. There’s a lot of opportunity for socializing the game through the website, and not having it as polished as possible at launch would be a serious error.

CO: A Last Night of Beta Love

Did some casual reading pre-Beta Close Event this evening, and discovered that, hey, that giant aircraft would take us back to Millennium City and there would be special trainers who would bump up to 40 for the Big Destrobot Blow-Out.

So we did — CPO Sharon (Gadgeteer) and Fineas (Sorcery), and we went ahead and leveled up to 40 and power populated to 40 and …

… well, we were defeated a lot. But we also helped in knocking down several of the Giant Robots, as well as various ground troops of Dr. Destroyer. So that felt good.

(Margie notes that CO handled it as a level-up, vs. CoX events where all opponents are basically Bosses to you no matter what level you are. It’s not clear to me whether or not that was intentional so as to let people take all those Level 40 powers.)

We also ran a Level 40 Sewer Mish, just to see how that worked. (Answer — not very well, largely because it was really unclear how some of the powers worked — e.g., all my “bot” powers.) We eventually made it through with many Defeats and the help of my Orbital Laser (yes, in the sewer — it’s that powerful). It was living proof of the danger of “PL MEH!” — you end up with big powers and no understanding of how to use them.

As Margie noted, the Big Event didn’t really give you a good sense of what it’s like to be Level 40. Grinds against giant opponents, or dealing en mass with human (or robotic) wave attacks isn’t the norm. Thought it was fun, in moderation. I can now say, “I was there.”

So closes the Open Beta (it’s actually been extended to 5PM Tuesday, to make up for server problems earlier today). CO opens for business on … 1 Sep? Though it is open for “early play” (if you do something or another) on Friday.

I’ll actually be happy to take the rest of the week off. 🙂

Final verdict: it seems likely (pending a chat with Margie) that we’ll up for a 6 month sub. The CO folk warn:

Due to high demand, we’ve only got 1000 Lifetime subscriptions and 500 discounted 6 Month subscriptions left, so make sure you grab them before it’s too late! You can check out our current offers at our exclusive specials page. Once we’ve run out of 6 Month subscriptions, you’ll still be able to purchase them, but at their standard price of $77.94 (that’s a savings of $12 from the normal month to month rate). There are no current plans to offer another Lifetime subscription plan, so if you’ve been on the fence about it, now’s the time to buy it!

We’ll see.

CO: “They stole the soul out of the rocket boots”

An interesting review of Champs Online.

Referencing the initial quote — I like in theory the idea of a power that can cause you problems when pushed too hard — but, then, I don’t want to fall off my hover disk, get my wings broken by trying to maneuver too tightly, or trip and fall into a boulder when superspeeding at 80 mph, so I think it’s probably an okay “nerf.”

Though I did, yesterday, get shot off my hover disk, which was kind of cool, and cautionary …

CO: Almost Final Beta Thoughts

I like Champions Online.

Not unreservedly, mind you. There are plenty of places where it is still rough, still “1.0.” My comparison is with CoX, of course, and I’ve been playing that over five years, since Issue 3. When I compare CO to that, and to rumors of what CoX was like at release, I think it fits most favorably.

 

CO reminds me a lot (to change point of reference) to LotRO, in terms of the graphics and the feel — except that here I feel (super-)heroic.

One point of contention on CO is the graphics, and the “cartoon” look. I like it. Margie doesn’t.

I think we both got a sense of the “console” feel of the game which folks had written of. It’s hard to pin down — just a sense that the controls have been designed around a more limited keyset. I don’t find it that jarring, and it’s no so much different from a “keyboard” feel as to cause me any particular difficulties. It’s occasionally inconvenient, but not dramatically so.

I like that there’s no AFK timeout. We both like that when you exit, you don’t go through a 30 second cool-off before it takes. Margie (and I agree) dislikes the CO “interacting” for elevators.

The proximation algorithms and mechanisms for choosing between the various things you can do standing at point X (Talk to Fred, Lift that Crate, Visit the Arms Table) are awkward. Double-clicking on something actually sometimes chooses whatever is highlighted or at the top of the list, not what you clicked on.

I miss being able to level pact. Again, as a console game, there’s not a strong sense of people playing duos that would LP. Of course, CoX only recently got that feature (and it’s still limited to new characters), so it’s hard to bitch too much.

The crafting setup is irksome. It makes a bit more sense than some I’ve seen, either the doubletalk abstractions of CoX or the folk magical industry of LotRO, but it’s still just an annoying thing to have to do. And, at least for some stuff, you sort of have to do it. (Certainly the second string of missions forces you through it, though apparently there are gadgets in the final mission — Desert side, at least — that will take care of it if you haven’t been crafting what you’ve been told you have to craft).

I’m sure there are people who will just love piecing together bits and bobs and blueprints and different foci and schools and emphases and all to make (or deconstruct, for that matter) crafted widgets. I am not one of those people.

At least, though, inventory hasn’t been a problem. So far.

Margie isn’t happy with the HUD/interface, feeling that it feels more obtrusive than in CoX. I disagree, but I do agree that the chat window is nearly useless.

While there is (Praise the Maker) a way to see what level you are at, there is no easy way to tell if you need to go and train up (i.e., you have leveled).

One serious weakness to the game starting out is that while it provides a lot of numbers, it doesn’t do a good job of explaining them. There’s a lot of info thrown at players in the first several levels, but when it’s time to go into the Power House (a great concept) to level up, there’s a tremendous amount of guesswork and shrugwork going on. Take upgrade X that gives a 20% chance of some unexplained effect occuring? Take another level of the power? There’s some great possibilities here, but without explaining in plain English what it means (with numbers to follow for those who understand the shorthand), it’s a frustration of “OMG, did I choose the wrong thing?” That’s less of a concern in Beta, but it will be moreso in the future (though respecs are not wildly difficult).

It feels more difficult to defeat foes. Even moreso solo. In some instanced missions we’ve run both solo and duo, there’s not a lot of apparent scaling going on.

I miss the character selection screen not telling me where they are (thought it does, like the main HUD, tell me what level they are!). I also miss not being able to rotate the characters.

The mission play is more episodic, at least through level 8. In other words, you are in a setting, and there are missions around that setting. Again, that reminds me of LotRO, and less of CoX (where you are In The City). On the one hand, that provides a real feeling of depth and interest and difference over time. On the other hand, there’s a whiff of railroading, a resemblance to FPS games, and (so far) less feel for what life is like in Millennium (vs. Paragon) City.

And maybe (from the limited perspective I have, only having gotten up to lvl 8 with any characters) that’s the most significant difference between CoX and CO. With the former, I’m exploring the city, doing good, pursuing different arcs, but generally acting independently. (CoV introduced some destiny sorts of stuff, but we’ll disregard that for the moment). In the latter, we’re on a series of adventures around the world. It’s a much larger palette, but it also feels more like (as I said) a FPS game, going through scenarios.

Margie misses Superjump being something you can just hold the keys down for, rather than having to jump each jump. On the other hand CPO Sarah loves her flying disc. Acrobats is a freaking blast. And even Super-Speed isn’t very annoying. I like the way they’ve dealt with in-combat vs. out-of-combat travel powers.

Bottom line: I think we’re going to subscribe, probably for a 6 month block. I don’t quite feel the confidence to do a Lifetime sub (even if it gives me eight more precious character slots), but I can see this as a game I can enjoy for a while. And one I can enjoy while still playing CoX, too.

CO: More Beta Thoughts

Another night of running some toons through the initial invasion tutorial. (Hmmm … how are we supposed to be providing “beta” feedback to Cryptic?)

LIKES

  1. I really like the Invasion environment. There’s just a lot going on. Consider the “Outbreak” environment in CoX — you spend a lot of time running down the street, but the “bad guys” are all safely off behind a fence — and, of course, in small mobs that stand there and don’t attack until you come within each of their aggro ranges. Heck, the same is true for CoX in general. On the other hand, there is stuff going on all over the place in Millennium City in CO — even the “safe areas” get groups of Qularr charging into them (with cops and soldiers shooting back). It feels more dynamic — and heroic.
  2. I like the talking NPCs (limited, thus far, to two Champions). It’s a nice break from, and addition to, the voiceless dialog boxes and mute NPCs you get missions from.
  3. I like that the Level 1 powers have, in many cases, different poses associated with them each time they fire. Since you use them so much, that’s important. Martial Arts is very nice, as is the Handgun. Others, there’s less difference.

DISLIKES

  1. The 8-toon limit is going to drive me nuts, I assure you. I’ve already deleted off one just to try some other concepts. Bleah. I think this is an area where the “console” limits/bias of CO shows, hand in hand with a “this is how people will play” bias toward single toon players. Regardless, it irks. And if the idea is that this will be expanded via microtransactions, it had best be a very small MT indeed — on the order of a buck — otherwise it will be even more irksome.
  2. The invasion tutorial is very good. I think, though, it will become long and irksome with repetition — unless the idea, again, is that folks will take a single toon (or maybe two) through to level cap completion. For altoholics (though Beta further distorts this) it’s going to be a real pain sooner or later.
  3. How the attributes (Endurance, Strength, Presence, etc.) tie into the powers and abilities is not very transparent; the tutorial doesn’t tutor on it. At least, I haven’t gotten it clear in my head, aside from persona RPG experience. Nevertheless, one is asked to choose loot based on attribute increases it gives, etc. That could all use some work. As could what the different screens do. There’s plenty of good info provided, but it’s a more complex environment than CoX, and needs more explanation therefore. 

OTHER NOTES, OBSERVATIONS, QUESTIONS

  1. Margie noticed last night, going through the log book for the heroes after we were done, that there were a few missions we had missed. She did some research, and discovered that, for example, Foxbat is buried under some rubble somewhere, and Sapphire, I believe, is also lurking around. We need to do a bit more exploration, but suffice it to say that you can’t just take the mission chain from one end to the other and hit all the content there. Which is a good thing.
  2. If I had to characterize the feel of CO vs. the other two MMOs I’m familiar with, I’d say it has the “vibe” of CoX (through the super-hero genre) with the mechanics of LotRO (screen layout and controls, multiple trays of stuff, drops that boost attributes and sometimes require decisions about whether to use them and lose a lower-level one). It’s a nice combination.
  3. I have yet to learn or have explained or figure out how the various drops work in the primary, secondary, and tertiary (I guess) attack / defense / utility trays. Loot just seems to go the appropriate points when clicked on, but I don’t know what pressing 8, 9, or 0 does (there’s no particularly visible effect or message). Are those active powers, passive ones, or what?
  4. Took me a while to see how to customize the powers, but it can be done on the fly — right-click on the powers, I believe, and the list comes up with dropdowns for emanation points (where that applies) and sliders for color. Nice. And nice that it’s not a “tailor token” to do.
  5. How do you toggle powers on? I’ve seen mention in a few places that the Level 1 attack power can be toggled on (to fire off whenever you select a target). That’d be nice, but there’s no obvious way to do it (though in some cases the firing seems to get stuck on).
  6. There was a discussion about looting earlier. From my observations thus far, the only loot that can be kill-stolen from outside a team are the “inspiration” drops (which are immediate boosts) from kills (if you’re in melee or close blasting, you usually get it automatically because it spawns within range of you). Objects that drop are sometimes for individual heroes (the little “!” is formatted different), and sometimes for folks within the team. The team leader gets to decide on various strategies of how those get divvied up. Looting, beyond those “inspirations,” remains annoyingly manual.

Overall impression is favorable. It’s time to take some characters to the Desert and to Canada, to see how those environments play, but at the moment I am overall content with the game.

CO: Likes, Dislikes

Thus far, having rolled five characters

LIKES:

  1. I like the “comic book/cartoon” look. So sue me.
  2. I like the ability to have different default poses.
  3. I like that the main display shows what level you are. Genius!
  4. In answer to a couple of common criticisms, I did not feel that my powers were repetitive (vs., say, a low level CoX character), nor that the sharded zones were underpopulated.
  5. Gameplay was very similar to CoX. Well, maybe even more similar (in my limited MMO experience) to LotRO.

DISLIKES:

  1. The character design light source shines down on the chest awfully hard, making viewing of detail and true color difficult.
  2. 8 alts? 8 freaking alts? Very disappointing.
  3. Shards/instances aren’t in numeric order, and aren’t consistently ordered in any fashion between two machines. So, “Okay, let’s choose shard 145” means the other person’s going to be doing some searching around.
  4. Running animation (male) is awful. The lumbering gait resembles that of the Huge figure in CoX. Bleah.
  5. Looting. 
  6. Waiting for things to repop in non-instanced missions.
  7. Equpping stuff – very LotROesque, slotting various types of gear into different types of roles. I’m sure it will eventually all come automatically, but at the moment it’s sort of shrug and drag it. How different attributes affect different things is purely intuitive to me at the moment, and I’m sure I’m not maximiizing the potential of the character.

Overall: I like, though there are things I don’t.

CO: Beta comments from other people

Well, with the Open Beta ostensibly started, the NDA for the Closed Beta is turned off, and folks are indeed commenting.

The comments at Champions Online NDA has dropped – Massively have a lot of the initial impressions. Not surprisingly, they consist of (a) “Ew, it’s lame, it’s console gaming, it’s buggy, it’s icky, Cryptic blew it, nobody will ever play this” and (b) “Zowee, I love it, I’m signing up for a lifetime subscription.” 

As Mark Twain put it

It is not best that we should all think alike; it is difference of opinion that make horse races.

Mark Twain (1835-1910) American writer [pseud. of Samuel Clemens]
Pudd’nhead Wilson’s Calendar (1894)
 

Specific comments of substance seem to be:

  1. The character creator is awesome.
  2. There’s a shortage of original content of an epic, thematic nature — though, of course, it’s the start of the game. I’ll be trying to get a feel for this as we start playing.
  3. There’s little to encourage grouping. Which is the opposite of some concerns I’d heard of previously (and doesn’t particularly bother me).
  4. It feels to much like a “console” game. This seems associated with doing lots of key presses to build up and use powers, plus movement within combat, plus repetitiveness of combat. Not sure how that is all that different from CoX. The “controls” are described as console-like. I’m not quite sure what this means (I suppose I will find out — but, honestly, it’s not clear to me what in the
  5. Power balance is off. Well, that’s often a matter of taste, and is always something true in betas and the early versions of any game (cf. CoX).
  6. Powers are too much the same. Which is the risk of balancing power sets too much, the flip side of the previous item.
  7. Servers instance too much, reducing city population in any instance excessively. Again, something to watch out for, and something Cryptic can adjust if need be.
  8. A lot of debate (pro and con) over the reduction of roles — tank, healer, etc. — in the game. Again, I think some of this is gameplay expectation and some of it will be play style. I look forward to getting a better sense of it.
  9. Some concern about non-instanced missions and drawbacks to that (boss camping, kill stealing) that I’ve seen in other MMOs. Again, to be watched for.
  10. Some folks hate the look of the game. Other think it’s da bomb. The former tend to be more of the “I don’t like it, therefore it is an abomination before Man and God,” which is tiresome in politics, let along in gaming.
  11. Micro-transactions suck. Well, they can suck depending on how they are applied. I don’t think they are intrinsically sucky (I’d rather have everything covered by the monthly cost, but …). They can easily be abused, though. Most discussion of this, though, is on a binary Evil/Not-Evil basis.

An interesting comment was made that, once the Xbox console version comes out, we may not see much in the way of big content patches. I have no idea how updating on the Xbox works; if it cannot handle large content patches (new zones, etc.) or even new game system mods, then that would in fact be a concern.

Massively did give their reviewer beta impressions, too. What’d we think? Staff impressions of the Champions Online beta – Massively. By and large, while touching on some of the above, they were pretty positive.

Comments there don’t touch on anything new, other than “Cryptic sucks!” “No, you suck!” “Nuh-uh, CO sucks!” “Nuh-uh, WoW sucks!” “You suck for saying I suck for saying CO sucks!”

Also, there are plenty of folks who seem to think the game sucks (or will suck) because of the cluster regarding the downloads last night. While the problems may be indicative of Cryptic’s ability to support the system, they don’t have much to do directly with whether it’s a good game or not.

I’m looking forward to actually playing this … albeit maybe sometime tonight. Or maybe over lunch …

CoX: Hey there, wait a minute, Mr. Postman …

Does anyone actually use the email functionality within CoX? Because I think it’s been about eleventy-zillion years since I got anything in there besides influence-farming spam. 

Of course, there aren’t a lot of folks I communicate with — but even in the heyday of my social butterflyness on CoX, I found the email interface awkward as heck, and maybe got two messages in all that time.

I wish there was a way to just get rid of it, so that I didn’t have to clear the spam with each character to keep from having that GLOWING RED “EMAIL” INDICATOR grabbing my attention.

CoX: And just in case it seems like I’m doing nothing but panting for CO to come out …

We’re still doing plenty of CoX at the moment (and Margie is agog at the speed and clarity of her new system).

Actually been doing a fair amount of CoV of late. Gifted Kid and Special Educator are up to 36 and running around St Martial now. By far the highest level Villain I’ve run, I remain in loooooove with the Mastermind class. 

I remain excited about CO, but CoX continues to be fun to play.