CO: Patch Notes

A pretty big patch (and one with a few troubles sticking, it seems).

A few highlights (RTWT):

General

  • Early improvements to the Market. It’s now possible to search beyond the initial results, when there are potentially more items.

Anything that makes the Market a bit more interesting and better organized is a good thing.

User Interface and Chat

  • Non-shareable missions can now be set to the Primary Mission.

Yes!

  • When a Primary Mission is set, teammates who don’t have the mission will see the objectives in their mission tracker and will see the waypoints for that mission.
  • When a Primary Mission is set, all teammates will only see the waypoints of the furthest-behind team member for that mission.
  • You can now see the mission progress of your teammates next to their portraits. If a primary mission is set, this shows the primary mission. Otherwise, it shows the last mission that made progress on.
  • Added arrows to expand/collapse team mission.

Some badly needed team interface improvements here.

  • Clicking empty power slots opens the powers UI now ONLY when you are out of combat.

I didn’t know it did that before. I can see where that might have been, um alarming.

  • Added special type-specific background icons for empty slots for all power and item types in main trays and builds UI to clarify what goes where.
  • Added lightning bolt UI indicator for when you have points to spend at a Power House.
  • Added target-of-target indicator to UI.

All good things.

  • Chat – Long lines with multi-byte characters (such as ‘?’) will now wrap properly.
  • Chat auto-complete now properly completes & replaces multi-word character names.
  • Chat auto-complete for /tell now includes a list of recent /tell correspondents.
  • Chat auto-complete is now annotated by color to indicate where player suggestions came from (e.g. team, friend, guild, local, chat, etc.). A textual annotation can also be turned on by going to Chat Settings – Options and checking on “Annotate Auto-Complete”.
  • Using the same emote repeatedly will no longer spam chat text.
  • Chat text will now replace $player with your name and $target with your target’s name. So you can e.g. ‘/bind y “emote point $$ local Attack $target!”‘.

Haven’t used Chat a lot, but, again, all good-sounding improvements.

Powers

  • Martial Arts powers: Inexorable Tides: These power now gain bonus damage from the player’s Strength (up to +20%), the same as all other melee powers. As a reminder, this bonus is cumulative and not related to the bonus from your Characteristic Focuses.

Yay.

  • A number of changes to pets have been made. All pets attempt to follow with 8’ of their owner. Read on for more changes.
  • Combat Pets: Attack Mode: Critters attack the player’s target and will continue to do so until the target is dead. Then they will immediately target the player’s current target and use it as their own target and so on. If the player has no attack target the critter returns to the player. Players can cause the pets to switch targets at any time by pressing the attack button again. Targets for critters can only be set out to 150’ from the owner.
  • Combat Pets: Assist Mode: If the player initiates combat, critters set their attack target to be the player’s target and attack. If the player (or critters) are attacked first, the critters use default aggro rules. Critters return to the player after combat has ended.
  • Combat Pets: Passive Mode: Pets follow the player and never enter combat.
  • Combat Pets: Stay Mode: Critters stop following the player and do not enter combat if the player does. If the critter takes damage it will enter combat. If this causes the critter to move more than 100’ from the spot it was told to stay, it will return to the spot after combat. Critters despawn if the player moves more than 200’ from the critter.
  • Follow response time improved for pets. Pets also have collision with their owners.
  • Fixed bug with Frenzy command for wolf pets that would cause them to not respond if one wolf dies.
  • Fixed a case where a long range target could causes turrets in Assist mode to not fire.
  • Healing Drones: Attack Mode: If player is targeting a friendly, that friendly will be used as the critter’s target. If targeting an enemy, the critter will use the enemy’s target as its own target. Drones will heal this target until they are over 90% health and then will return to the owner. Drones will not interrupt their healing to aid the player if their owner is damaged. Drones also do not switch targets if the enemy’s target changes. Pressing Attack again will update the target.
  • Healing Drones: Assist Mode: Drones will heal the owner if below 90% health. If above 90%, drones will attempt to heal any allies within 50’ of the owner. If the owner moves outside of 50’, the drones will break off of their healing and follow the owner. If the owner drops below 90% health while healing an ally, the drones will switch to target their owner.
  • Healing Drones: Passive Mode: Drones follow the player and do not heal.
  • Healing Drones: Stay Mode: Critters remain stationary and attempt to heal any allies below 90% health within 12’ (the range of the healing beam), giving preference to their owner. Drones despawn if the owner moves over 200’ away from them.

Since Pet AI (esp. in Gadgets) has been a huge set of complaints, these should all help a lot.

Archery

  • Quarry: Updated Quarry’s description to indicate that it does have ranks and what ranking it up does: “Increasing the rank of Quarry increases the amount that the Quarry buff reduces the energy cost of all of your powers by.”

Quarry’s a pretty cool power, and frequently used cross-framework.

Might

  • Clobber: Sucker Punch: Can no longer interrupt Super Villains, Legendary Villains, or Cosmic Villains.
  • Defensive Combo: The way this power applies the Defiance buff has been changed. It will no longer stack the Defiance buff, instead, it will apply 1 stack of Defiance if no stack currently exists, or refresh any number of existing applications of Defiance.
  • Defensive Combo: Surge of Strength has been changed to function the same way, and now guarantees an application or refresh of Defiant on every swing.

I’ll leave Margie to tell me if this helps make Might more viable.

Unarmed

  • Lightning Reflexes – Aura for Lightning Reflexes power can now have its color customized.

Excellent.

Missions/Environments

  • Most mission rewards should now be equippable regardless of level so that if you can complete the mission you can equip the reward.

Excellent. I hate getting a whole bunch of mission awards … and find I can’t frelling use them. Rrg.

  • Patrol Missions now drop items as loot rather than inserting them directly into your inventory.

Ugh. Anything that doesn’t directly add to inventory is a bad thing.

Millennium City

  • “Jailbreak” – changed the ringleaders to run to a point when they spawn so that they are separated from one another. Also made the critters around the reward bag despawn when the mission is completed.

All good ideas.

There’s lots more. The CO Devs have been busy little beavers, which is a good thing.

TWITTER IS TEH EEEEVIL!!!!

Perhaps I have drunk too deeply of the Kool-Aid, but I find myself ever-more bemused by the rabid hatred that some folks have for Twitter. The micro-blogging social media tool is either (a) stupid, (b) idiotic, (c) a waste of time and bandwidth, (d) an active force for evil in this world, or (e) all of the above.

There’s a new article at Ars Technica about the use of Twitter in online games, specifically auto-Tweeting from the games. The case study is about Uncharted 2.

Uncharted 2 was created with a feature Naughty Dog seemed rather excited about: the game would tweet your progress in the game automatically. That meant that your friends would know what you were playing, and how far along you were. It seemed like a good idea, until review copies were sent to the gaming press.

Soon, if you followed the industry, the entirety of some Twitter feeds consisted of messages about their progress in the game. This created something of a backlash, as other gaming writers—which may have included this one—took to tweeting about their progress in random boardgames. A consensus seemed to be reached that allowing a game to take over your Twitter account was a bad thing. Naughty Dog noticed the negative publicity, and very quickly pulled the plug on the feature.

The rest of the article is all about how gaming companies are trying to figure out the right use of Twitter, but that auto-Tweeting is definitely Not It.

The comments are just as bad, if not worse. Not only is some of the anti-Twitter rhetoric even more pointed (“The root of Twiitter is ‘twit'” and “I just don’t get it” (as if that answered everything)), but even the Tweeters make the point that auto-Tweeting is always, categorically, summarily a Bad Thing. (Oh, and a “waste of bandwidth,” as if all the Tweets in a 24-hour period came close to one downloaded movie in bandwidth usage.)

I beg to differ.

Interestingly, Champs Online, as a brand new game with Twittering (and Facebook and something else, too) capability doesn’t get a mention. But it’s story arc parallels that of Uncharted 2. The Twitter feature went live with go-live, and it was immediately clear that it was waaaay overkill. Not only did the updates overwhelm Twitter, but people simply weren’t expecting them to be as frequent as they were (thanks to the standard CO dearth of documentation). A patch later, and things got throttled way back. 

And now?

Well, I make use of it, but I’ve also been careful to create a separate Twitter account to do so. But within those bounds, it works pretty well as a way to track the progress of characters in the game. If nothing else, it makes for some nice fodder when posting here is light on the ground. I’ll be able to look back at some point and say, “Hey, I remember that character” or “Who was I was running who defeated Foxbat?”

It’s not perfect (as if anything in CO) is, but it has potential (just as so much in CO does). I’d like to see some serious control in the Tweeting interface beyond just simple checks on/off. E.g., rather than every 5 levels announcing it, allow someone to make it a number higher than 5. Allow the level of Perks or whatever to be eased back as well.

Offering some guidance, too, would be helpful for users. As would letting the social media settings be set globally for all characters or just for individual ones. And, honestly, there should be some sort of identifying text or hashtag in the Tweets that are made, so that it’s clear what they’re for/from. Even better, as suggested, if a Tweet is going to go out, allow for a prmopt to come up about it to confirm (if not even edit) it.

But the big thing to remember is that this is all voluntary. Everything about Twitter and the reading of same is. Not interested in hearing someone Tweeting about their gameplay? You don’t have to follow them. Wow. What a concept. You never actually see stuff on Twitter unless you explicitly follow someone. And you can easily stop at any time.

Let me repeat that. If someone is Tweeting about their game, and you don’t like it, unfollow them. Better yet, if you’re really interested in what they were saying earlier, but you think the game Tweets are drowning that out, let them know that. 

Yes, I know it’s much more self-amusing to make snide comments about how stupid Twitter is and Twitterers are, or how sophomoric it is to auto-Tweet your game achievements, and to make broad generalizations about What Should or Should Not Ever Be on the Web, like an Internet Mister Blackwell. On the other hand, it’s very difficult to take responsibility for your own reactions to things, to not turn them into universal verities, and to tune your Internet access to just see what you want, rather than demand that everyone follow your particular bliss. 

But, y’know, it might be worth giving it a try.

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.

CO: More notes on balance, reinforcements, and coming attractions

Bill Roper chats on the current questions of balance.

We’re really working hard right now to dial the difficulty in from both ends of the spectrum. Some builds are very challenging to play, while others are still far too easy. The powers that are dramatically out of balance on either end of the spectrum are the easiest to identify and fix. As we’re finishing this first pass, we’re starting a more refined, surgical look at the powers so we can continue to make as many different combinations of powers fun to play.

I can’t say that I’ve found any combos that are overly easy to play.

What changes are being made to the threat system, particularly on the matter of zone mobs chain-pulling on players in groups?

What players are seeing is something in our reinforcement system at work. Champions Online isn’t a “pull one monster and everyone beat on it” style of game like most MMOs. When you solo through an area, encounter groups (usually 2-3 enemies) interact with you on a group-to-hero basis. When multiple heroes – whether on a team or not – attack these encounter groups, they’ll run and get help because they’re outgunned. A particular enemy from the encounter group gives off a “tell” that they’re running to get reinforcements, usually in the form of a chat bubble. Then they run off to get help. Players can use tactics to stop that enemy from getting reinforcements. This system allows us to scale for to multiple heroes clearing out an area, especially outdoors where people tend to get into the formal structure of a team less often than in instances. To be very clear – there isn’t random “chain-pulling” of enemies onto a player. This is a designed system that takes effect when numerous heroes fight encounter groups.

This doesn’t actually bug me all that much. Indeed, I actually think it’s a good thing.

We have a list of things that just missed the cut that we’re working on now. This includes being able to skip the tutorial after having completed it once with a hero, improving the functionality of the teaming system, doing some refurbishing to the very popular Powerhouse, and a few other things that we just haven’t prioritized yet.

Good to hear, on all accounts.

CO: It’s the Economy, Stupid!

Chronomancer talks about CO’s economy. Folks have been griping about too few drops, too expensive retcons, etc.

Actually, at the risk of alienating people early days, I agree with the caution they’ve shown. Balancing always needs to be handled carefully. Make things too stingy, yes, and people grumble about it not being fun. Make things too easy, and people have the same grumbles. But loosening up always makes people cheer, while tightening down makes folks fume. Better to make few changes, and make things more fun, than to thrash back and forth frequently and “take things away.”

The bottom line of the analysis since they’ve gone live is that … well, yes, the economy was too tight. So there’s changes a-coming, starting on Test this weekend:

We’re increasing the number of white upgrade drops in the world by a substantial amount – close to double of what you’re seeing now.

Yay! Granted, that puts pressure on people’s inventory while in game, so expect some frustration if stores aren’t easier to find.

We’re also flattening out the curve on resources gained for selling upgrades to stores, meaning that you’ll get a lot more for white primaries, a little less at the highest end (blues and purples). This equates to distributing about the same overall potential resources while skewing gains to the lower end. We had originally considered just simply increasing the amount of resources you earned from selling all items to “fix” the economy. However, this would have broken crafting – hence the shifting of primary and secondary upgrade values that maintain a net balance of total resources you have coming in from selling upgrades.

Not breaking crafting is, I guess, good. At any rate, this shows a reassuring level of nuance (assuming they are correct). Ratcheting up the costing slider or the drop slider would be easy, but probably too crude.

We’re also increasing the amount of resources you get for defeating all enemies. This means not only will you naturally get more for doing missions, but you’ll also get more by helping others on their missions or by sweeping the streets. We’re also increasing the resources you get for mission rewards specifically.

More money is probably good.

The retcon pricing curve is going to be much gentler so that players can undo more decisions at any time. It’s important to note that although we’re tuning the overall costing model of retcon during this phase, a substantial retcon will still have a high price. The heroic, thematic nature of the game doesn’t support letting players constantly change their fundamental character concept. But at the same time we want to make it possible for them to completely retcon their character if it’s their goal.

I’m glad they’re easing the curve on this. Honestly, though, I don’t see the problems with letting folks easy re-roll their characters, esp. since I don’t anticipate it’s something that most folks will do.

Finally, we’ll be issuing a free retcon for all heroes when the economy changes go Live since it will take a little time for the effects of the new economy to allow players to build up a retcon bankroll.

I’ve inferred elsewhere that, like CoX, you can only have one “freespec” in your bag. The result here being, if you still have early-days characters that have a freespec, you should probably go ahead and use it before this goes live, since 1 + 1 will still equal 1.

Note that this is all giving us some data points, too — how frequently freespecs are given is always useful info as to how much they should be hoarded or spent.

Anyway, it’s good to see that, yes, they have been paying attention to player unhappiness on this, and that the direction is to loosen up on the money supply a bit. Good times should ensue.

CO: New State of the Game

Chronomancer chats on what’s going on. In summary …

  • New repeatable mission chains for Monster Island are on their way to Test next week
  • Enhancements to the team system to let everyone see more about team missions and team member missions.
  • Some graphics improvements have gone live, but you may need to re-tune your sliders down if they were ratcheted all the way up (for high-end players).
  • No ETA yet on not being able to send resources to other heroes. It’s on the list, but requires “a tech solution.”
  • Balancing continues on powers, and on trying to get more resources into the economy.
  • Getting black and white tinting into the powers is turning out to require some major work on the graphics engine. But … CoX did it!
  • Celestial Powers are coming (yes, we know).
  • They’re working on how to let players skip the Qularr Invasion tutorial if they’ve already done it once. “It’s next up on the list for our content lead, and we’re hoping to have this onto the Public Test Shard as soon as next week.”
  • The plan is to make Club Caprice and the Powerhouse duel-free zones (thank you!) ASAP.
  • The Powerhouse is also going to get a “Danger Room” to let you try out powers against automated enemies. Excellent.

All in all, sounds good.

CO: New patch last night, details and commentary

Details on the patch that went in last night:

General
• Perks: Perk Cape Symbol Rewards: Fixed these rewards such that players cannot deconstruct them for parts or sell them to vendors once they have the unlocked symbol.
• Power Replace items sold by the Perk Vendor are now level 40. These items require the purchaser to be level 40 as well.
• Added some performance fixes to counteract some of the changes from last night’s patch.
• Fix for one of the major stalls while moving around.
• Fixed a crash some users were experiencing loading into the game with ATI graphics cards.
• We’ve added a number of performance improvements to Supergroups. Supergroup commands should be much more responsive now.

User Interface and Chat
• Large powers and advantages UIs are now movable.
• Fixed-position UIs and large window UIs no longer close each other (large window UIs DO still close other large window UIs).

I believe that means that you can have your character’s attribute list or power list open and still open the Powerhouse Trainer window. If so, excellent.

• Added search button to social UI.
• Map itself now takes up larger portion of the large map UI.

Good.

• Main map UI now can be shrunk a bit more.
• Integrated overflow bag into inventory and experiment UIs.

I’m not sure what that is, but it sounds promising.

• Many user-facing messages (in chat, etc.) have been reviewed/improved for grammar/consistency/brevity/clarity.
• Fixed a bug that prevented players with an @ in the account name from logging in from the game login screen.
• Changed the label on the remember account name check box to show Account Name instead of Username.
• Added “report spam” button to mail UI.

*sigh*

• Emanation points dropdowns now take up less space unless hovered.
• Builds UI now has powers in the same order as the main power tray.

Thank you. That’s caused some confusion (and inadvertent purchases) in the past.

• Guild UI now obeys guild offline check when first opened.
• Minimap locations dropdown now shows your crafting school type (or doesn’t show that option if you have none); also sized to fit correctly in all languages.

YES! WOOT! EXCELLENT! (It’s about time.)

Wait, does that mean you can see what your crafting school is? Or that you can filter out crafters that aren’t of that type? Hopefully both.

Powers
• Toned down the loud jetboots audio.

Good. I respecced an early character because of that.

• Ice: Ice Cage (and all Ice powers that apply Ice Cage): Fixed a bug that allowed the root to be stacked many times on a single target. The root should now only be able to be placed once on a target at any given time.
• Ice: Wall of Ice: Frozen Footsteps advantage: Fixed 2 separate bugs: Players now actually have to move (as the description says) for the path to be formed. Also made it so individual critters can only be affected by the path once, so you can’t get 4 or 5 Ice Explosions on a single target.
• Telepathy: Mindful Reinforcement: Revitalizing Boost should now actually give energy when it is triggered, instead of giving zero energy.
• Telepathy: Mindful Reinforcement: Ranks 2 and 3 should properly absorb damage now.

Missions/Environments
• Critter: Gadroon: Instant “thunderclap” PBAoE used by Adjudicator and Slavemaster can no longer hold players.
• Critter: Gadroon: Adjudicator now uses Melee AI.
• Critter: Gadroon: Gravatic Shaper and Invasion Leader now have a basic attack to use while their schtick attacks are on cooldown.
• Critter: Gadroon: Gravatic Shaper’s Containment Field now has a overhead schtick tell.
• Critter: Gadroon: Lancer and Terrafromer’s Gravatic Rift now snares instead of pulls.
• Critter: Gadroon: Lancer and Terraformer’s Gravatic Rift now does less damage.
• Critter: Gadroon: Lancer and Terraformer’s Gravatic Lance (basic attack) now correctly displays FX.
• Critter: Gadroon: Lancer and Terraformer’s Gravatic Lance (basic attack) no longer penetrates defenses.
• Critter: Gadroon: Fixed art timing on Gravatic Bolt (basic attack) used by many Gadroon.
• Critter: Gadroon: Gravatic Initiate now less likely to use its charge up hold power.
• Critter: Gadroon: Gravatic Initiate’s hold now correctly displays FX.
• Gadroon: Terraforming Spire’s Toxic Gas now properly snares instead of holds, and does 90% less damage.

Desert
• Nadir of the Invaders: Increased timer for open mission to 10 minutes to prevent exploit.
• Asciing for Trouble: Increased timer for open mission to 10 minutes to prevent exploit.
• Hang ‘Em High: Increased timer for open mission to 10 minutes to prevent exploit.
Canadian Wilderness

On the plus side, huzzah for no exploit. On the minus side, if you miss it, you have to hang around (or find something else to do) for 10 minutes. Yawn.

• Undead on Arrival: Increased timer for open mission to 10 minutes to prevent exploit.
• Reign of Frogs: Increased timer for open mission to 10 minutes to prevent exploit.
• Hunters Hunting: Fixed issue where Hunter-Patriot Lts. were unkillable if players were not on the mission to interrogate them.
• Hyperborean Woodland Warding: Fixed issue where Maj. Hendges would not interact with players. Maj. Hendges now gives the patrol mission “Hyperborean Woodland Warding” which takes the place of the mission which existed there previously: Echo Escort.

Millennium City
• A Bullet Bound For Biselle: Increased timer for open mission to 10 minutes to prevent exploit.
• A Bullet Bound For Biselle: Found and fixed the issue where the mayor could miss an FSM trasition causing him to not run away and despawn when a mission fails. This should allow the mission to properly reset after the mission failed.
• Jail Break: Increased timer for open mission to 10 minutes to prevent exploit.
• Repaired a badly offset patrol mission door that was not allowing people to access it.
• My Lost Foot: Fixed a bug that could cause Xiress to despawn, causing players to be unable to find her.
• Destroids Rise Again: Fixed a bug that could cause the Mega-Destroid not to despawn when the mission ends if it is in combat.
• Destroids Rise Again: Increased the number of rescues required for the first stage of the open mission (to give more players a chance to show up). Increased the cooldown of the mission to 90 minutes.
• Destroids Rise Again: Fixed a bug that caused Destroids guarding the Retribution Devices not to attack.
• Waterfront Watcher: Fixed a bug that could cause James Harmon to freeze and prevent players from interacting with him.

Monster Island
• Great Barrier Grief: Increased timer for open mission to 10 minutes to prevent exploit.
• Crisis on Monster Island: Removed a level restriction on the Monster Island Crisis queue. This should have no game effect, since the level restriction on the mission and the level restriction on the queue were the same.

Lemuria
• Plunder the Sea: Increased timer for open mission to 10 minutes to prevent exploit.
• Ship of Fouls: Increased timer for open mission to 10 minutes to prevent exploit.
• Crisis in Lemuria: Fixed a bug that could prevent level 31 players with the Crisis missions from not being able to join the queue even if they had the correct mission.

Nemesis
• Added VO to The Drifter in the Nemesis Gold Mine mini.

Crafting
• Crafting UI now sorts by level as the default (instead of by slot).

Not sure where that applies, but it sounds useful.

Costume Creator/Tailor
• The Tailor now uses the correct texture to indicate an inconsistent randomize lock state.
• Fixed a bug where unlocking a new Pattern would show the material name, instead of the pattern name.
• Fixed a bug where the list of unlocked costume parts would only indicate that it was available for one side, when it was available for both.

Hero Games
• Changed the Stronghold HUD and final scoreboards to display NPC heroes/villains defeated rather than total opponents defeated. Previously, the HUD had been tracking total kills, and it counted destroyed objects as kills. Now it doesn’t care about objects or henchmen NPCs.
• Hero Games Store: Fixed a bug where purchasing the basic Luchador Costume in the Hero Games store would only unlock one mask. It will now unlock all four Luchador masks.
• Hero Games: Volatile perk: Fixed a bug that caused players not to receive credit for the Volatile perk on the High-Tech arena map.

So no biggies (per current complaints) clearly they’re working on stuff.

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.

CO: DevChat tidbits

The full DevChat transcript from today is here. A few items that caught my eye (there are a number I do not quote below — read the whole thing, if you’ve an interest):

[18:40] <@cryptic_chronomancer> The goal is to have you feel challenged enough that being a hero means something without being frustrated or feeling overwhelmed. As you can expect, it isn’t easy, and no MMO comes out perfectly balanced. But we’re dedicated to getting there. PVE is the main focus of the game, but we’ve found that our PVP system is fun and popular.
[18:40] <@cryptic_chronomancer> As for a focus on balance, the game should be fun for both styles of play. We’ll continue to create new content for both PVE and PVP. As for support, there are powersets already that are more geared towards this. Sorcery is a good example. The upcoming Celestial set is going to be great for players that want to focus on support powers, as well.
[18:41] <@cryptic_chronomancer> As for balancing, our goal is to only decrease the effectiveness of powers if they are honestly broken (doing multiples of expected damage, for example). It’s better for us focus on fixing broken powers that aren’t effective enough before we lower the effectiveness of powers.
[18:41] <@cryptic_chronomancer> Basically, we’re thinking more surgically moving forward in regards to how we address balance as opposed to dropping huge bombs.

Which all sounds good (esp. the focus on PVE and the ability for “support” characters to shine).

[18:43] <@Cryptic_AntiProton> Two villains is meant to be a challenging normal pull. You’ll definitely want to be blocking, or using LOS, or using a hold power, or all of those tricks at once. Using a consumable device, either one of the healing things crafters make, the ones the stores sell, or one of the rare critter drops would also help.

I’m always forgetting to use heal devices. Or else I feel I need to horde them, since they’re a pain to build or acquire.

[18:50] <@Cryptic_Ignoble> We are still working on the pricing of the retcon system and will make changes as needed. We are actively working on additional functionality for the retcon system, as well. Some of the changes that have been requested are more complicated than others and so they’ll require time from the technology team.
[18:51] <@Cryptic_Ignoble> Our goal with the retcon system is to provide targeted retcons for characters that are specifically affected by changes. For example, if we made a significant change to a powerset – or even a single power – we could issue a retcon to just the heroes affected by that change.

Targeted respecs is an interesting idea. But, honestly, it’s not that big a deal for folks to have respecs, whether or not a power that’s changed is one that they currently have. I think they’re over-thinking this.

[18:52] <~COquestionbot> <Revik> Q: Why do meleer’s get the weakest roots when we need it the most due to Charge skills being rendered useless if they just back away.
[18:52] <@Cryptic_Balseraph> Roots and melee: yes, if your target backs away from your charge, well, there will be a bit of distance between you. However, the root that’s built into Mighty Leap should affect them regardless. If it isn’t, that’s a bug, and we’ll fix it. In practical terms, I melee roots should fee powerful, because they can be applied very quickly. That being said
[18:52] <@Cryptic_Balseraph> if you really want to be a melee character that can take on ranged people, you need to either have a charge or a “yoink” (our name for Shuriken advantage “Chained Kunai” or Iron Lariat)

I’ve avoided Shuriken on all the characters that could use it … so far. Knowing that I can use an advantage on it to pull people to me may change my mind.

[18:53] <@Cryptic_Balseraph> Melee powers, based on how you’re stated, do between 30% more damage than ranged powers over the same period of time, for the same cost. Some players have the impression that melee attacks are weaker than some ranged powers, because some fully charged melee attacks don’t do as much damage as some fully charged ranged attacks. Well, that’s true, until you look
[18:53] <@Cryptic_Balseraph> at the time it took to make the attack. Most melee attacks get fully charged in just 1 second or less, compared to a 2.5 to 3 seconds for some ranged attacks.
[18:54] <@Cryptic_Balseraph> Melee attacks can get up to an additional 20% bonus to their damage from your strength score. This bonus is completely separate and distinct from you Characteristic Focus bonus; it’s in addition to that. We just put a change in where you need much less strength to get to that 20% bonus. The intent of this change was to allow melee builds that didn’t focus on
[18:54] <@Cryptic_Balseraph> strength to be more viable. You still need to pay attention to it with your gear, but its no longer required that it be your Characteristic Focus (i.e. Super Strength) to get the full benefit.

This is a shining example of information that’s really important for players to know, but which is not at all explained by the game. It’s good to know — but it shouldn’t require following the forums or a particular DevChat to know it.

[18:54] <~COquestionbot> <NeoWolf> Question: will we EVER be able to see weapons in the costume creator/tailor screen before we have to pay to add or recolor them?
[18:55] <@Cryptic_AntiProton> We totally want to get that working eventually, yes. What just got in with being able to select them in character creator (though not see them) was ahead of schedule, which is awesome. The artist that did the setup work for the weapon geos to even be able to be swapable and I both really want to see it fully working in both the tailor and the character creator
[18:56] <@Cryptic_AntiProton> like a lot of features we had to put it on hold for launch, but now that we are released it is on the list of things to get done.

Yeah, this is something that needs work.

[18:57] <~Cryptic_Daeke> <Antis3al> What are your plans to fix the leveling gaps? A player can still level if they dig for every single quest out there, but currently they don’t connect in any logical way; and the content is still spread thin, sometimes requiring a player to do quests several levels above their own. Is there a coming solution or even awareness of the problem?
[18:57] <@Cryptic_Ignoble> We are currently working to add a number of additional missions and instanced content to help fill several content gaps we have identified. These will begin making their way out to the server over the next few weeks and will hopefully integrate seamlessly with the content that already exists.

I hope one of the areas is early Millennium City content, around Lvl 12-13. Right now it’s all pretty much 14+, but it’s easy to wrap up some major threads in Canada/Desert and figure it’s time to hit the city. Frustration ensues.

19:00] <~COquestionbot> <ian33w> Is it possible to increase the range of Sorcery’s Auras as most powers are 50 to 100 feet?
[19:00] <@Cryptic_Balseraph> Sorcery: Sorcery is, right now, getting a major “quality of life” overhaul. some bits (like the sigils) are being made stronger. Other parts are just being made less difficult to use. One big thing, Circles of Summoning are now being flagged as “Rituals of Summoning”. They look exactly the same, and work exactly the same, but now are cumulative (stack with) C
[19:01] <@Cryptic_Balseraph> Circles of Power. Additionally, we’re elminating the property where they eat ALL your energy, so you can get back into the fight more quickly with them. And, yes, we’ll be increasing the range of the auras. =)

Good to know.

[19:02] <~COquestionbot> <Vahn> Q: in single blade powerset, why theres no love for two handed weapons?
[19:02] <@Cryptic_Balseraph> Single Blade: We’re going to give BIG GIANT two handed weapons so much love, they’re going to get their own set. Eventually. =)

That will make many people happy.

[19:10] <~COquestionbot> <WebGuest69> What are the end game plans for champions online? What reasons are there to continue to keep playing a character after you hit the level cap?
[19:10] <@cryptic_chronomancer> We have end game content in several areas of the game: PVP, Crafting, Missions, Perks, and Nemesis. All of these systems have content that you can only accomplish after reaching level 40.
[19:10] <@cryptic_chronomancer> The Stronghold Apocalypse opens in PVP. There are crafting components that can only be gained in level 40+ maps and the blueprints to use those are going in soon.
[19:10] <@cryptic_chronomancer> The daily UNITY hot-spots and repeatable high-end lairs are in for mission-fiends There are very long-term perks that will require lots of play to accomplish.
[19:10] <@cryptic_chronomancer> And you can build and defeat up to 18 different Nemesis. The best part is we’re going to build on all of these systems moving forward as well as creating new end-game things for heroes to do.

Which will be interesting. It seems to me, though, from my (limited) experience is that the big problem with Level Cap toons is that, except for incremental wealth improvements, they don’t really advance after they cap out. Regardless of content, that isn’t going to change.

[19:18] <~Cryptic_Daeke> <Kahleek> Will we ever be able to cherry pick which powers to retcon?
[19:18] <@cryptic_chronomancer> While this seems like it would be simple, it actually isn’t. With all of the associated characteristics, talents, advantages, tier requirements and so on, it is difficult to just pull out a power in the middle of the stack, as it were.
[19:18] <@cryptic_chronomancer> Making a change like this will require a lot of work on the technology side, so unfortunately while we’re looking into it, it won’t be any time soon.

I take their word for it, but it’s unfortunate. It would be great to be able to simply say, “Y’know, that power 8 lvls down was a mistake …”

[19:19] <~COquestionbot> <Per_Ignim> Question: Is it intended that a full retcon cost more than 50 times as much as it is reasonable to expect a character to have at any given level?
[19:19] <@Cryptic_Balseraph> Retconning and the Economy: First, there isn’t enough money flowing into the game right now. This is a completely known issue, and we have several different options that we’re testing. Basically, yes, we knowingly erred on the side of a too restrictive money supply to see what trends happened, and be able to catch issues (like dupe bugs) very quickly. Now
[19:19] <@Cryptic_Balseraph> we’re getting ready to make some significant changes to drop rates of items and resources from critters… and all of them are basically going to be “more”. =) The question, of course, is how much more; since neither we nor you wants the economy to be something that changes several times. For retcons in specific, I think that the cost scaling when you go deep
[19:20] <@Cryptic_Balseraph> might be found to be too high even after we’ve inflated the economy to where we want it to be. If so, well, we’ll change it. Easy. The current balance goal is that all of the money you earn in a SINGLE level should allow you to retcon back FIVE steps.

Drops are definitely broken — but, really, that still seems like too expensive a proposition. Maybe I’m spoiled by the steady stream of freespecs on CoX.

[19:24] <~COquestionbot> <draulfox> Question: How often do you guys visit the suggestion forums ? When you do, do you go back many pages and read every thread? How do you select what you read?
[19:25] <~Cryptic_Daeke> Every day. A ton of the higher-ups here are always asking us what players want to see most in the game (aside from the constant balancing and fixes that may be needed). I go through and collect a bunch of the most popular ideas and pass them on.
[19:25] <~Cryptic_Daeke> We also grab ones that we happen to think are really cool ideas as well.
[19:25] <~Cryptic_Daeke> In fact, earlier in the chat we took a question about adding a “Danger Room” to the Power House, and I definitely remember seeing that in the Suggestions forum.
[19:26] <~Cryptic_Daeke> So, even though we don’t respond to the Suggestions forum very often, we’re definitely following it very closely.

Also good to hear.

[19:30] <~COquestionbot> <Shiroi98> question: when will claw powers be revisited? right now its damage is really horrible compared to the other martial arts
[19:31] <@Cryptic_Balseraph> Claws powers: Claws powers are intended to inflict excellent damage over time for their energy cost. If it isn’t, we’ll look at it. Additionally, the “Shredded” debuff that they can inflict raises not only your own dps, but that of every team mate with you. That being said, Claws is a crit – happy set, and you should really spec for a high crit rate to get th
[19:31] <@Cryptic_Balseraph> to get the most out of it.

Margie’s very much enjoying a claws solo toon right now (even as I type).

[19:31] <~COquestionbot> <Feigr> Question: Are there any plans to add a gray scale the palette for powers?
[19:32] <@cryptic_chronomancer> We’re looking into the potential technical issue behind this (hues vs tints) but we have heard your desires and are working to make it happen! I know I’d use it to make a noir munitions character.

Huzzah!

Big CO patch

This has been on Test a few days, and it goes live tonight. There’s a lot there, but here are a few highlights that caught my eye.

  • A full Retcon is available for any character created before 2009-09-10 08:30 UTC. To use it, visit the Powers Trainer, choose “Retcon,” and click on “Use Free Reset.” 
  • This patch provides a number of changes to various power sets. Please check the detailed patch notes before making any decisions regarding power purchasing (or before redeeming your free Retcon).

Both very important notes. First off, they’ve decided not to finesse the respec to just characters that were created during the Early Start. Either that was more difficult than believed, or they figured they’d just do the right thing and give everyone a respec (which, given it’s a new game, and they’re doing some further power changes this time, makes sense).

So RTFM!

General

  • […] Changed the way Strength adds to physical melee damage powers. Damage bonus is still capped at 20%, but this cap is now much easier to reach, and can be reached just through some modest effort at collecting gear, without a Characteristic Focus in Strength. This change has NO EFFECT on damage added from taking Strength as a Characteristic Focus. This is a distinct and separate bonus.

I don’t particularly understand this one, but I don’t understand the normal Strength bonus for melee vs. what it sounds like comes when you take Strength as a Characteristic Focus.

  • The help UI now includes an internal game manual.

The more in-game help, the better.

  • Reduced quantity of posts to Twitter and Facebook.

Well, that doesn’t explain much, does it? I’ll have to look and see. I wonder if that will address the 408 error that was being generated by Twitter.

User Interface and Chat

  • The in-game mouse cursor has all-new appearances based on whether you’re pointing at a friend, an enemy, etc.

Good.

  • The minimap now has a settings button on the right side (indicated by a gear). Under settings you can toggle what kind of icons you want the minimap to display.

Useful.

  • Added a new social button to the minimap which will open the social window.

Better than using the menu system,

  • There is now a sell confirmation for double-clicking an item in the store, and by right-clicking an item in your inventory while the store is open. There will not be any confirmation if you click the sell button at the bottom of the store window.

Yes! I’ve sold several things inadvertently that way. “Hmmm, do I want to sell this? No, let’s put it in my … wait, where did it go?

  • Added /itunes and /winamp to set the active music player and open it.

Um … okay.

  • Added search button to social UI.

That sounds helpful.

  • Large windows no longer auto-close fixed-position windows when opened (they still close other large windows, though).

Powers

Margie observes that “now functions properly” usually means a nerf (if not further explained).

Many Power tweaks. Worth reading in detail.

Crafting

  • Added Competent, Skilled, Very Skilled, Highly Skilled to all component descriptions to clarify what band of skill levels they are used in Blueprints.
  • If you have no crafting blueprints, you now get basic instructions in the crafting UI when you open it.

Anything they can do to make this more transparent and easier to understand is well worth it.

By the way, is there a way to tell what school and subspecialty in crafting you’ve taken with a character?

Anyway, as noted, there’s a ton more. Not surprising at this stage of the game, and good that they’re responding as quickly as they are to problems.

Two gripes on CO – Travel Powers and Talking

I love the Acrobatics travel power. It’s coolness in the extreme — the leaping, the tumbling, all that. It’s even better in a bestial stance, but even for normals it’s extremely keen.

I’ll never take it agan. Nor Super-Speed. Possibly not Super-Jump (on the principle that what goes up must come down), though I remain open on that; Teleport might be similarly of concern.

Here’s my problem. Aggro. As in, “there are angry mobs everywhere, you can’t avoid them, and as soon as they aggro you as you run / caper past, you slow down, and they shoot you from afar and follow you to the ends of the Earth.”

I was running Kitsune in Canada (Phase II) yesterday. We had fishy business up by the river, and it was a freaking epic quest for me to get from Steelhead to mission sites, time and again. I felt like I was infiltrating behind enemy lines. Meanwhile, Margie’s Surprise waggled her little fairy wings and flitted above the fray. “Do you need me to watch over for you?”

Feh.

If Travel Powers didn’t suddenly slow down when you aggro or when you’re aggroed, but only when you actually attack someone, it wouldn’t be a problem. As it stands, though, it’s a serious pain, and one that I can easily avoid by simply not taking some delightful powers.

Related to that — is it too much to ask for radio messaging with contacts? Even CoX realized a long time back that having to trot back to the contact every time is a real Quality of LIfe annoyance, and given the above concerns, it can be hazardous to one’s health, too.

Sure, the desert is subject to radiation interference, and the auroras in the tundra are something fierce … but surely we can get a secure radio contact with Dr. Fred or Lt. Joe-Bob after we run a mish or two for them. Not to mention Justiciar …

CO: Faces

There are things I like very much about how Champions Online has handled character looks vs. City of Heroes. In the former latter, you basically buy a mono-expression mask for your character. In the latter former, you design your face, then you choose one of four or five expressions — Basic (neutral), Determined, Grim, Angry, or Pleasant (if I recall correctly — Courageous might be in there instead). These add scowls, smiles, eyebrow raising, etc. to the basic expression.

CO strikes me as a better way of doing things, in conjunction with the remarkable array of ways you can control how your head and face actually look. It’s not dynamic, but it’s, well, more organic.

Unfortunately, the results are less spectacular in at least one regard — lips. Or mouths. Or mouths with pouty lips. Which they all pretty much have. Even the guys. And which really stands out when there’s an overhead light source.

It may be the particular graphics tuning I have, but it’s darn annoying. They really need at least one, if not a couple of, mouth sliders in the face designer.

And then they need to come up with a way of making the emotion of the face — Grim, Angry, Pleasant, whatever — be dynamic, so that your character can look Pleasant while cheering, or after a mission, or when RPing, etc.

Now that would be pretty cool.

CO: Freespec!

They probably should have done it at the time, but credit where credit is due for responding to the furor because they didn’t.

Champions Online: Free Retcon to Early Start Players | Champions Online Official Site 

Due to the general balance pass on powers and difficulty that was made in the early morning hours of September 1st, we will be issuing a full retcon to early-start characters created before our launch day patch. As we did not anticipate needing to do such broad-based changes, we felt doing something extraordinary for our players was appropriate. Please note that this retcon will only be issued to characters that were created during the head start program.

We are currently working on a system to issue this retcon to early start characters. As soon as we have the technology in place to do so, we’ll let you know. Thank you all for supporting the game through the first few days of the launch.

Though, honestly, I don’t think they need to go to such lengths to restrict it to Early Start characters. I mean would it end the world if they just gave one out to everyone. Folks are still learning the game — cut them a break and earn some good will.

CO: I see … Blood Moon a-risin!

Well, this looks like it could be fun …

There is a chill wind blowing through Millennium City. It’s late October and the moon has taken on a sinister aspect, staining the sky a bloody red. The superhero Witchcraft, of the Champions, warns that this is a dire portent of an approaching mystical threat. There have been sightings of strange creatures emerging across the world, those of savage werewolves and flesh-craving zombies. Even worse, they bear with them the tidings of a great evil returning to the world… Takofanes, the Undying Lord!

Eek!

When Takofanes last strode across North America he killed all who crossed him to swell the ranks of his undead army. The first attempt America’s superheroes made to stop him resulted in the death of half a dozen of them. A second more concentrated attempt managed to drive Takofanes from the battlefield, but he could not be defeated. Now Takofanes has returned once again with hordes of his minions, citing prophecies of doom and proclaiming his coming reign over humanity!

Gasp!

   * Explore the new Celestial Powerset. Use the power of the Seraphim to heal and strengthen your allies, or release the fury of the Nephilim in a battle against evil.
   * Beware the Zombie Apocalypse rising in Canada! Battle against zombies in PVP, but no matter what, do not fall there. Should you die, you shall return as one of the undead horde, bound to fight in Takofanes’ name.
   * Fight off ravenous werewolf packs, but be careful lest you get bitten and infected with their dark magic.
   * Stand against undead heroes who once fought in the Battle of Detroit, and do your best to free their souls from Takofanes’ necromancy.
   * Challenge Takofanes to drive him from our land, but beware – you must fight the dark sorcerers who serve him before you have any chance of facing the Undying Lord.

So it sounds like there are some lycanthropy/zombification aspects where you can be “turned” into something wicked this way coming. That could be very fun indeed, if (true to the comics genre) all is set right in the end.

CO: State of the Game at the Opening Bell

Bill Roper (Chrononaut) speaks on Champions Online on opening day (and beyond):

In reaction to concerns that things are “too easy” …

We reduced the effectiveness of Slotted Passive Defense powers, Active Defense powers, and Defense from upgrades. The total bonus of all combined defenses was reduced from a 75% net defense bonus to a 66% net bonus. The biggest change was made within the Passive Defense powers which our players noted were far too effective and trivialized the threat form Henchmen level enemies.

Well … I have still been dying. Though only when seriously ganged up on. Though that’s not difficult to happen when traveling through a Crisis zone.

We increased “non-shtick” enemy damage to compensate for AI / animation delays. This particularly affects Henchmen who did not attack at the expected rate on which other areas of combat effectiveness are balanced. The change represents a 25% increase in this type of damage.

We also increased “shtick-based” damage for Super Villain class enemies and above. They were incorrectly using the Master Villain class damage tables, making our most difficult enemies much weaker than intended.

Lower defense against more damage. Well, at least we can stock up on healing potions …

Finally, we have removed the consumable items that were giving a straight 33% increase to Health and Energy from vendors. These were artifacts of the beta test that were accidentally not removed from the live version of the game.

Yikes! Well, no, not a huge problem, I don’t think. We’ll see (esp. in context of soloing).

We’ve fixing a data bug where players incorrectly received 75% of an enemy’s experience amount no matter the disparity in level. More than a difference of 4 levels now gains the player no experience.

Oh, and less XP. 🙂

The top speed of travel power speeds has been reduced by 15% as part of how we’re addressing reported frame-rate issues because heroes are simply traveling faster than the server can update their position.

That’s unfortunate.

We found and fixed an error in the overall drop-rate tables that drastically reduced the number of upgrades coming from defeated enemies. This change increases the number of upgrades that drop from enemies in the approximately four-fold.

Woot! More loot!

Retcon cost has been lowered across the board, making alterations in your character’s powers and advantages much simpler to accomplish.

I haven’t done a lot of retconning, obviously, but I like that it’s cheaper. Having expensive or difficult retcons/respecs has always struck me as punishing the player for lack of in-game knowledge.

There’s other stuff mentioned, too, but I’ve included the items I was most interested in.

CO: Bill Roper interview

Post-Open Beta, with Ten Ton Hammer:

On tweaking the XP curve.

You do have to really kick over hard in one direction. That’s what we recently did with experience. We knew that players are grossly outstripping content, to the point where players were able to basically skip entire zones, so it was really broken. We decided to swing hard in the other direction so it’s like now there isn’t enough content for levels, so we really made a big adjustment but we could tell we were close. From there we know we can go back in the other direction and ease off of those changes.

The goal is so that players are definitely above the par. We like people being above the curve so it’s not like you have to complete every shred of mission content to be able to hit level cap. It’s OK if somebody skips missions or doesn’t find some of the discovery missions and things like that – they should still be able to level without having to grind.

I noticed the change, but didn’t feel particular one way or the other.

And a note I hadn’t realized about a particularly annoying foe during the big event at the end of Open Beta.

We’re running our end of beta event – that’s actually running until about 5PM today – where we’ve got some giant Mega-Destroids cruising around Millennium City. We even have what we call Dev Suits, so if you see something that’s called a Cryptonaut that’s actually one of us. So it’s been pretty fun. I think players really like kicking down the devs.

Yeah, Cryptonaut(s) was really obnoxious — and fast and hard to draw a bead on. I think we got a couple of them down at times, between Mega-Destroid spawns. Though Margie (as Runt) had a few problems at one point.

On the upcoming event:

We’ve already got an event planned for the end of October…

Ten Ton Hammer: Would that be the mysterious “Blood Moon” I just saw mentioned…

Bill Roper: In my latest state of the game discussion? *laughter* Yea, I did put that in there. We’ll be putting something official up on the site about that hopefully by launch. One of the things we really want to be able to do is communicate to players, so even if they get the game on day one they’ll already know we’re working on the next content that they’ll be getting. I think that’s a really important thing to put out there. I know that as a player of MMOs I like knowing not only that devs are working on something, but that they’re working on something they can tell me about.

So we’ve been getting some concept assets over to the marketing team so they can put together some pages that can get put up hopefully by the time the game goes live on the 1st. And that will talk about the Blood Moon event and what players are going to be getting. So that will be the first big free update that we do.

Cool.

And the sort of answer I was hoping to hear about Crafting:

I don’t know that I’d necessarily say that it’s essential. You certainly could go through the entire game without crafting or getting an item that was crafted, but I think the way crafting helps the most and can become an essential component is if you’re doing really interesting hybrid builds. All the crafting schools have different stats they focus on, so at the high end they tend to focus on a trio of stats. So you’ll find high end items that care about three different stats predominantly.

The reason I bring that up is that when you really get into some more advanced mechanics of character building, you’ll notice that at the basic level there two main stats that each power set cares about which you can then take a look at when you start mixing and matching. For example I made a character that was a mix of Might and Darkness. Might cares about Strength and Constitution, and Darkness cares about Constitution and Endurance. So by mixing the two I end up with three main stats that I’ll care about, and crafting is the place where I’ll have the best chance of getting items that focus on all three.

I could more than likely find some random, algorithmically generated items that could fall off of an enemy, but with crafting I can pick a school or specialization that specifically cares about those three stats. So if I’m getting into that advanced gameplay of creating characters focused on certain stats or characteristics, crafting is the best place to go to specifically get items that cover that end of things.

[…] Overall I think crafting is not a requirement, but it’s cool to do and you can make some really specialized stuff. I think that for players that get more into the mechanics of the system that can become something that will really augment their character well.

So it’s a benefit, but not critical. Good to know.

As to putting off crafting until later, some more interesting comments.

There are two ways that you’re gaining skill points in crafting. One of the ways – if you want to use sort of a generic MMO term – is by finding resource nodes. In other words there are things you can find out in the world to investigate, but you gain the vast majority of skill points by deconstructing items.

The way our crafting system is designed, there is Research and Development. Research is actually taking things apart and looking at what they’re made of. With most fantasy MMO crafting you’re making a mountain of short swords before you can go up to the next level to make cutlasses or whatever. We wanted to make it so that the vast majority of your points come from tearing things apart to see how it works, so that you’re learning from the way it was constructed.

Which makes in-game sense.

We do a double duty with that, where if you have an item upgrade that can be taken apart, when you deconstruct those to do development you not only gain points from that in terms of learning how it was made but it will also give you the component parts that you can then use to make other items. You do get a little bit of skill from making things, but the system is definitely not designed to focus on that as the way you’ll be gaining levels.

So as a high level player, any items that are dropping for me are going to be a lot faster for me to skill up on, or I can always go to the marketplace and buy a bunch of cheap items from other players to deconstruct. Or it would also be really easy for me to fly, Superspeed or Superjump around the lower level zones and get resources.

Having done a lot of crafting in other MMOs, I find it’s not – I don’t know if “grindy” is the right term – but I don’t have to do a ton of travel. Using WoW as an example, if I decide to take mining I’ve got to go and start looking for copper in the newbie zones even if I’m level 50. That was the only thing that frustrated me actually about making a Death Knight. I wanted to start crafting but I realized I’d either have to buy all the stuff or I’d have to go and find all of it. So for something like herbalism you have to go find wild flowers and pick them to gain levels, and you really can’t do anything else to achieve that. It was like, “I’m starting at level 65, I can’t believe I have to do this” you know?

[…] The cool thing with our system is the fact that you’re basically just deconstructing stuff that’s really simple to go out and get. So I think it’s a really nice system; it’s definitely very different. You can make specific items, or you can even make algorithmically generated items where you’re basically deciding on certain parameters and telling the system that you want it to care about three specific things and it can make you a random item. Then there are also blueprints for exact items that you can get

Also good to know. Running around and farming equipment/materials is not my idea of a good time. What I’ve seen of the Crafting system thus far make it seem like I can spend as much or little time as I’m interested in it.