- State of the Game 2/9/10 | #Champs http://bit.ly/ceMbtI – Mea culpas on QA and communication … so Vibora Bay will be free? Ooookay. #
- Champions Online – Revelation Coming In March | #Champs http://bit.ly/d06i20 – And it's FREE! Really! Truly! We heard you! Stop yelling! #
- Ultra Mode, Issue 17: Dark Mirror and Going Rogue! | #CoH http://bit.ly/cpQwXM – Wow, that is VERY pretty. And EATs at 20? Wow. #
- Stilt-Walker has completed "Vanquished Nest Leader Tadataka". #
Heroic Tweets for 2010-02-09
- LOTRO Defragger | Kill Ten Rats http://bit.ly/b9JD4T – I suspect other games suffer from this besides #LotRO – designers should be smarter. #
- Stilt-Walker has completed "Monster Island: Explorer". #
- Real Life Comics 2/8/2010 http://bit.ly/cjbhd8 – But at least #STO does have a cool sound track. #
CoX I17 ups the ante
This CoX post shows what the new “Ultra Mode” graphics will look like. And it is damned beautiful. I have no idea whether my machine will support it but, damn — that’s pretty.
Other I17 (“Dark Mirror”) announcements:
• New badges, new missions and new player emotes
• Epic Archetypes now available at level 20
• Improvements and additions to Mission Architect
• Enhancements to UI and game systems
All of which sounds nice (if non-specific) — though some folks are apparently having conniptions about EATs being available at 20. “I fought my way to 50! Now you’re cheapening that effort by making the available at 20!” (I assume that’s what it means — I haven’t seen a Redname confirming what all that means). I guess it’s an acknowledgment that a lot of the CoX population is veteran, not newbies, so enough people have a lvl 50 that it’s not worth holding that out as a carrot any more.
I don’t see it as a cheapening of lvl 50. I’m kinda glad I’ll be able to access the VEATs (having not 50ed any Villains), but I don’t feel like anyone has “stolen” Kheldians from me for my various lvl 50 Heroes (I’ve yet to really get the swing of Squids, anyway).
On the other hand, it sounds like there’s not a lot of content to I17 (which makes sense, if the content folks are all hammering out Going Rogue, but is still a little disappointing).
Remember Going Rogue? That’s right, how could you forget? Well, you have the opportunity to get access to the Dual Pistols and Demon Summoning power sets in March and April, if you pre purchase City of Heroes Going Rogue (MSRP $29.99 USD)!
Ooooh. Well, that sounds pretty keen. Dual Pistols for the win!
You will also be able to get your hands on an exclusive item pack if you get the City of Heroes Going Rogue: Complete Collection (MSRP $39.99 USD), that will be available when Going Rogue releases in July! What’s in that item pack, you ask? Well, a few nifty things like:
• Alpha- and Omega-themed auras
• Alpha and Omega themed costumed sets
• Four stance emotes
• The Shadowy Presence invisibility power
Hmmm. Not sure any of those are worth the extra $10.
But, overall — good stuff.
Ask Cryptic, decryptified
Cryptic has reinstated the “Ask Cryptic” as part of the firestorm of “Communicate, dammit!” messages Jack Emmert got when he published an open forum note asking how Cryptic could do better. This week’s installment:
Halorin: Where does Champions Online fit into Cryptic’s plans a year from now? Two years? Three? And what resources are Cryptic willing to invest in the game see those plans to fruition?
Jackalope: We’ve just started working on the next step of widening the Champions Universe and we’ve nailed down our ongoing content plans. In short, you can expect to see new adventures every other month (roughly). The content will be far more story based and focused on the background of the game. Meanwhile, we’ve got some other things afoot (and some of you might be able to deduce what that is) and we’ll talk about it more soon.
A dedication to new content, background-focused, is probably just what the game needs right now. The questions on everyone’s mind, is (a) what levels, (b) will it be pay-for-play, and (c) will it be persistent content or one-off (or even repeating) event stuff.
Darth-Log: How confident are you that Champions Online can succeed considering its current lackluster performance and in lieu of upcoming competition? What have you learned, what are your short term considerations and long term goals?
Chronomancer: We remain dedicated to the Champions Universe, and we have plans to continue to grow it. While our numbers of players is less than we would like, it is also more than several other MMOs that continue to service their communities.
The question is, how much service can you provide if the money model isn’t there?
The upcoming expansion is an excellent example of our plan to make the game bigger and better while also addressing the desires of our players.
And make more money.
We learned a great many lessons from Champions, and I think you can see some of that knowledge expressed in how we ran our beta testing and approached content creation in Star Trek Online.
STO has been a much more pleasant (not flawless, but improved) experience. Though the nature of the different and its pervasiveness makes it hard to believe that’s all due to lessons learned from the CO beta/roll-out.
Game development is continued learning, iteration, and alteration to fit the needs of an ever-changing market. A game that was a huge hit five or ten years ago probably wouldn’t do anywhere near as well today. The interests and demands of gamers have changed. So we have to learn from our mistakes as well as our successes and move forward.
(Mumbles, waves hands, what’s so special about CoX anyway, nothing to see here, move along.)
In that regard, we’re going to be focusing more on creating content to provide multiple paths of advancement within Champions Online. The plan is to create more of what you want in smaller bites so we can do them on shorter timelines.
Creating more parallel material is definitely a Good Thing. Doing it in small bits is also a good idea. Think of each of the “zones” in the desert — rather than recreate a whole desert, you could easy crank out one or two more zones of that sort in the course of a couple of months (if you had good writing).
We also want to provide more ways and reasons for players to group, which is what much of the Flashback and Difficulty Slider work has been focused on.
The difficulty aspect suffers not from a “slider” but from uneven mob strengths and missions. Making it easier for people to group or PUG would be useful — and since the server scales groups, even if the population is down it shouldn’t be difficult to do.
In the long term, we’re working on creating new stories, game play mechanics, and locales for the Champions universe. We’re increasing our presence in the community and being more open and communicative with you so you know what we’re thinking and working on. And perhaps most importantly, we’re continuing to look for ways that we can make Champions a better game.
All of which is (a) unquestionably a good thing, and (b) very unspecific.
FongSolo: What is Cryptic doing, or even planning behind the scenes to rebuild good faith in the company and this product that many of us paid the lifetime subs for?
Arkayne: Aside from a ton of things that we just can’t talk about right now, but will be very soon, we’re actively making a couple of changes around here: We’re stepping up the communication. We’re going to do more Ask Cryptics, more Dev Chats, we’re going to be in-game, playing with you more, Our GMs are going to start letting you know the status on the current bugs, and the entire development team is going to start being more active on the forums. On top of that, we also moved Stormshade back to Champions. We know you don’t know him well yet, but believe us when we say, he gets really loud when you guys aren’t happy. Oh, and that “soon” we’re talking about up there, that’s not a “soon(tm)” that’s a soon, as in as soon as humanly possible soon.
Communication is definitely an area where Cryptic has fallen down. It will be interesting to see how this new resolve works (and how long it will last).
Derangement: Are there any plans to eventually include more non-seasonal content as part of a free update, or will you be focusing the revenues from monthly subscriptions on bug fixes and otherwise upgrading the game’s core, while relying on microtransactions for added content?
Stormshade: We have plans to add more free content to the game very soon, not seasonal stuff, and we’ll be talking about that shortly. (Sorry gang, you’re not getting a Valentine’s Day Event, but we do still love you.)
Frankly, I’d rather see fewer events and more persistent content, so this is a good thing.
Heathenish: I’d like to know what the relationship between STO code and CO code is. Because this past patch seems like you guys just dropped the “improved” STO engine right back into CO. Seems like a crazy thing to do, but for instance the direction-reversing and crazy camera bugs seem to have come straight from STO beta. Also, are both games sharing the same server? It doesn’t seem fair to have login problems because some other game is flooded.
Poz: Champs and STO share Cryptic’s global services: the chat and mail server, the account server, and proxy servers. The games themselves do not share any servers. As you noted, the account server is what we’ve had some problems with due to Star Trek. Unfortunately, we couldn’t safely change how our system works and split the two games apart there. Many of the load issues are fixed already, and we have programmers whose highest priority is keeping the account server working smoothly.
It makes sense as a model, and is probably the right thing to do — if it’s done well.
IchbinVol: Will there be any reason to have a theme based character in the future? Perhaps a synergy bonus for having a certain set of skills?
BigOtter: That’s actually one of the goals of our Tier 4 powers being introduced in our upcoming expansion – to provide high-end thematic meta-powers for each of the power groups.
Hmmmm. An interesting idea. I love CO’s mix-and-match concept, but super-heroes are all about theme. If I were starting a supers game from scratch, I’d see how I could divorce powers from FX. I.e., there’s no reason most of the various powers (maybe splitting melee vs ranged) wouldn’t work if you could do them each with any number of visual cues.
Btw, I find it fascinating that we’re getting so many different Dev names showing up in this. That’s probably a good thing.
DawningDestiny: When is the melee rebalancing coming? You’ve talked a lot about it, but I’ve seen nothing that wasn’t a nerfy baseball bat to the face when it comes to melee. It’s by far the most underwhelming, underpowered set in the game. So yeah, what’s your timetable for that fix?
Akinos: Our melee review is currently underway. It is a massive review that involves 5 full framework reviews as well as an overall look at melee as a whole. It’s too early to give an ETA but rest assured is it being worked on.
Good to hear. It seems to me that there are problems both with melee overall in CO and with some power sets beyond that. I’d rather they take time to do it arguably right, than rush out ill-considered bumps and nerfs. At least … take some time.
Overall: a lot of generic filler (“We love you! We will continue to love you in new and exciting and surprising ways! Please love us!”) with some promising nuggets of possible truth. The right message, at a minimum.
Heroic Tweets for 2010-02-08
STO: Starting out pretty well
I don’t have a lot imaginative to say about STO. I’m quite pleased with the game thus far, though — it feels more polished in many areas than CO did on launch.
Some items for improvement (of course):
- It feels like there’s a vast array of both options / powers / skills and places and ways to display them. That’s gotten me confused so far more than once. “Wait, hey — where was that power lurking? And why can’t i drag it within the tray?” An example of that is the “hidden” Transwarp power.
- Some of the peripheral mission content is still a bit wonky. Contacts that don’t glow when you approach them. Unreachable anomalies (ground and space). Bits like that. Still early days and all, but it’s a rough spot that needn’t be there. Plus, no explanation, to date, about what to do with all those samples being swept up.
- While far, far better than CO, there are still plenty of places where it isn’t clear the distinction between different gadgets one picks up. Is X better than Y? If it’s just different, how is it different? There doesn’t seem to be a lot of room to figure that out other than picking up X and seeing how it works.
- It’s great that they’ve added sensors (V) to find anomalies. It would be even greater if they could spot the nearest one and the one after that, so that our duo could clean things up better.
- “Pick up items” is not always clear, persistent enough on screen, etc. Indeed, a lot of those screen prompts tend to flit past too quickly.
- Contacts sometimes come back, over and over again, to get you to listen to something.
- They seriously need to do something about the spamming on the chat channnels.
On the other hand:
- It is so nice that you don’t have to trot back to Starbase Earth all the time to do stuff. You can contact contacts (Hail Starfleet) immediately, you can level when you get the points while still in space, you can sell through the Replicator if your trays get full. There are things that have to be done back at Earth, but it’s a lot less inconvenient.
- The game remains very pretty and fun, with an array of ground and space combat scenarios. I don’t know if it’s balance or if we’ve gotten a lot better, but the space combat seems a lot less lethal than it was in Beta.
We’re up to Lt. 4 with our duo. I’ve also started a solo character just for those occasions when it makes more sense. I’m pleased by the amount of individual detailing and configuration you can do with your lead toon and his/her crew; I’m wondering how much of that will translate into personal RPGing (in my head, if nothing else). I’m also wondering whether the 2 slot limit (more slots available, doubtless, at the C-Store) will feel like a limitation at some point, or when/if we’ll want to see a respec sort of mechanic.
Overall, good stuff.
Heroic Tweets for 2010-02-07
- The Escapist : Activation Bomb http://bit.ly/9cPacu – Yeah, server activation = eventual death of the game. Bleah. #
- Stilt-Walker has completed "Vanquished Khusor the Crooked". #
Heroic Tweets for 2010-02-06
- Stilt-Walker has completed "Vanquished Steel Commando". #
Heroic Tweets for 2010-02-05
- Well, set up #STO to tweet here, too — but only for Accolades. #
- I'm vaguely disappointed that #STO doesn't have a character or ship portal, the way CO does. I wanna show off my creativity! #
- Star Trek Online Does Not Have 1m Users News Item | IncGamers http://bit.ly/aXC0sk – 1m total is both #STO and #Champs . Still not bad. #
- Facebook | I bet we can find 1,000,000 People who Support Same Sex Marriage http://bit.ly/9L3Cgx – Sure, I'll sign on. #
- Going Rogue Info from HeroCon – http://bit.ly/bv9sqr – A bit old, but has info I'd not seen before on the #CoX expansion. Looks cool. #
- YouTube – Hero Con 2009 – Opening Ceremony Keynote – 02 http://bit.ly/9y1NWb – Demos of the #CoH graphics improvements a-coming. Shiny! #
- Wow. Both Cryptic servers ( #STO and #Champs ) seem to be kaput. Not a good Friday evening … #
Not a good Friday evening over in Cryptic-land..
Currently, the Champions Online Server is down. We are aware of this issue and are currently working to bring the server back online as soon as possible. Please keep an eye on this page for updates, and notification when Champions Online is available again. Thank you, The Champions Online Team
Currently, the Star Trek Online server is down. We are aware of this issue and are currently working to bring the server back online as soon as possible. Please keep an eye on this page for updates, and notification when Star Trek Online is available again. Thank you, The Star Trek Online Team
Man, someone’s weekend just went in the crapper.
STO: To Boldly Go … where 1 million other subscribers have gone before
Well, the STO discs arrived today, so after Kitten was to bed we fired things up and had at it.
I’m Lt. Rho Nyn, Bajoran, commanding the USS Audacious. Margie is Lt. Terry Chestnut, human, commanding the USS Rembrandt. Together, we fight crime! Um … if Star Fleet asks us to.
We’ve gone through the intro tutorial adventures, wandered around the Earth Starbase, and now are ready for adventure. And, ah, Starfleet Credits.
I have my account set up to shoot Accolade notices out to Twitter (for here). I need to set up Margie’s for same.
The only problem we’re having at the moment is that Margie’s sound isn’t working. Which is weird because it works for everything else, including Champions Online. But for Star Trek Online purposes, her computer is deaf. Or mute. Irksome, in any case.
At any rate — expect some Star Trek adventures over the weekend. Make it so!
UPDATE: To fix the problem, go into (on the login screen), go to Options, Advanced, and then indicate “Ignore X64 Check” … and it works. Of course! It’s obvious! “A child could do it!”
Heroic Tweets for 2010-02-04
- It's deucedly difficult to have a nice relaxing evening of watching TV when your #STO discs just arrived. Engage! #
- Or maybe my relaxing evening will be watching TV while #STO patches … #
- Star Trek Online offers two new races in online store – Massively http://bit.ly/cjqI95 #STO – Can't see paying for Ferengi, but Klingons … #
- Captain's Log: A guide to Lieutenant progression – Massively http://bit.ly/9qzqdm – Some great #STO info here. Need to check out Transwarp! #
- The Escapist : Shamus Plays #LOTRO Part 3 http://bit.ly/aBYKIs – Bwah-ha-ha! "It's pluuuuuumed …" #
- Hmm. Need to change hashtag I'm using from #CoX (which apparently is for Cox Cable) to #CoH (which is for the NCSoft game). #
- Will improved City of Heroes graphics come before Going Rogue? – Massively http://bit.ly/9XccVi – Love to see some improved #CoH graphics… #
Heroic Tweets for 2010-02-02
- 69 and 72 month Veteran Rewards – #CoX http://bit.ly/cdNrYc – 69 is blah, but 72 is pretty cool. #
- Massively's #STO hub – http://bit.ly/cfpdAA – I plan on checking out some of the guides. The game betaed pretty straightforward but still… #
- Massively's #STO launch day roundup – Massively http://bit.ly/cHAijO – With various guides; some good-looking material. #
- What do YOU want for communication? – #Champs http://bit.ly/ceEyMI – Jack Emmert asks the CO community. Boy do they answer. #
- Star Trek Online : Launch Day Interview – #STO MMORPG.COM http://bit.ly/aBo02s – Looks like they have at least short-term plans lined up. #
- Spring Fling returns for Valentine's Day! | #CoX http://bit.ly/bJOoJO – Not planning on doing any flinging, but as an FYI. #
CO: Margie on Champions Online
(Margie originally wrote this as a comment down in this thread, but it was a big enough effort to warrant its own post.)
As the recent tweet dump confirms, my main solo Stilt Walker hit 35 over the weekend. I would like to get her to 40 before I say goodbye. I am a completionist that way. I hope it’s not a grind.
One of the funny differences between CO and CoX that I recently noticed. With CoX, a ding means more, especially if it is a power level. With CO, after about 20, I might have 2-3 level-up sitting there waiting for me to hit the powerhouse. I think there are 3 reasons for that.
First, it takes a long time to decide what power or attribute to take. The matrix powers are a blessing and a curse. There are too many choices and it’s too hard to figure out what X really does, much less if X is better than Y. At the end of a session, I can easily spend hours leveling, selling, and crafting. And I don’t take any of those too seriously.
Second slots, after you have slotted your block and slotted passives, you are left with mostly attacks or junk. I want a well rounded character. Slotting a character for Aggressive, Defensive and Balanced builds doesn’t work for me. I don’t want to spend the extra power pick and I know that I am unlikely to switch between builds effectively. Don’t even get me started on having different enhancements in each build.
Finally it’s hard to feel good about your selection. You are always worried that you made a bad choice. With respecs being as rare as hen’s teeth or a paid commodity, it is easy to second-guess yourself and also feel that each level choice is a major commitment.
All of the above make CO less friendly to the casual gamer.
I’ve also grown to appreciate CoX enhancement slots. When I slot an enhancement I know exactly what it’s doing and how it is improving that power and my overall character. I hate trying to decide what widget is best for each of my 6 slots. If I take X it will improve Y but drop Z. Is cool thing A really worth dropping stats B and C. I think that CoX has struck an interesting balance with the crafting system. You can slot just your drops or just SOs and have a useful character. Or you can dig into the details and find the sets that tweak your toon just the way you want it.
And finally, I always have and always will hate having one bag for all my crap. Mission stuff should not take up space. I dislike having to wade through crafting, mission and devices to find my new enhancements.
It is the housekeeping that frustrates me. Having to break off your cluster of missions deep in the zone to find someone to sell your crap to. (I know you can just drop it, but that’s wasteful.) Having a crafting system that doesn’t give you anything much of value other than consumables. You can find better stuff cheaper in the auction house. That is, if you are willing to spend the time and brain drain to use the auction house – YUCK. That is after you go across 3 zones to get to the auction house (I’m talking to you, Lemuria).
Why can’t you sell stuff to more NPCs?
Why do you have to physically touch a contact to end a mission or get a new one?
Why do some areas have more missions than you can have at one time?
Why does it take so long for the last mcguffin to drop from the mob you have been farming for an hour?
I will be curious to see how STO handles some of this. How much of these issues are a management decision to make it take longer to get to level 40 and how much was a team or system decision?
Heroic Tweets for 2010-02-01
- Blogged: Five years ago today … http://bit.ly/9bnlYd #
- PvPonline » First Contact http://bit.ly/90xRPw – Part of what makes #sto so much damned fun, regardless of the actual gameplay. #
- PvPonline – Breach In Protocol http://bit.ly/bgO54a – Is STO hurt more by bad RP than other MMOs, or am I just used to lame supers in #CoX #
- Surprise has completed "Vanquished Kevin Poe". #
- Kitsune has completed "Vanquished Kevin Poe". #
- Surprise has completed "Open Mission: Bullet Bound for Biselle". #
- Kitsune has completed "Open Mission: Bullet Bound for Biselle". #
- Surprise has completed "Vanquished Viper X". #
- Kitsune has completed "Vanquished Viper X". #
- Surprise has completed "Vanquished Medusa". #
- Kitsune has completed "Vanquished Medusa". #
- Stilt-Walker has reached level 35! #
- Twenty Sided » A Star is Born:Let’s Play #Champs Online Pt. 15 http://bit.ly/d1UY5M – The final installment of of Star on Chest's saga. #
- Twenty Sided >> Champions Online Review Part 1 http://bit.ly/cH4Ydm – Combat great, Writing awful. Um … yeah, pretty accurate. #champs #
- Twenty Sided » #Champs Online Review Part 2 http://bit.ly/bNKOii – Again, the comments on broken powers & travel powers are spot on. #
- New Guest Author Arcs! Mercedes Lackey, Troy Hickman, and Austin Grossman | #CoX http://bit.ly/ciTN42 – Wow, seriously need to try these. #
- Comparing #CoH to #Champs – MMORPG.com http://bit.ly/9fgJR6 – Not a bad comparison, tho it underplays some of the problems CO has. #
- Just discovered I turned off the Twitter backfeed into BoH the other day. Oops. Let's see if it works tonight. #
- Champions Online : Then and Now – Looking Back to Beta – MMORPG.COM http://bit.ly/c3UGue – Acually, I'd love to still level "in the field." #
- Play #Champs Levels 1-15 Free Forever in New Demo – MMORPG.com http://bit.ly/apcZ8K – Clever idea. I'd preview this way if I'd missed Beta. #
- Scott Jennings – Why I'll Play #STO – MMORPG.com http://bit.ly/cOUKgH – His reasoning is sound to me … because it's playing STAR TREK!!!!! #
- State of the Game: January 18th, 2010 | #STO Official Site http://bit.ly/cbVCyw – Scanning. What a novel concept. #
- Tyrant Biography | Going Rogue™ Expansion — #CoH http://bit.ly/bbXssI – There's some great fodder worthy of tabletop gaming in these bios. #
- RT @wilw @pvponline: Those guys who mess up STO by not caring about Trek canon? You should call them Canon Fodder, treat them accordingly. #
- The Escapist : Shamus Plays #LOTRO Part 1 http://bit.ly/9fKjR7 – Oh, my. This will be (and is) good. #
- The Escapist : Shamus Plays #LOTRO Part 2 http://bit.ly/aV9HN8 – The Legend Continues, Hilariously. #
STO: “Make it so.”
Yeah, we went ahead and bought two seats for Star Trek Online via Amazon. Since it will take two days for our keys to arrive, we’ll avoid the First Day Performance Crunch.
“Let’s see what’s out there.”
CO: Ending my CO-dependency?
I’ve been thinking — really thinking — about Champions Online. And whether I’m going to play it any more.
Having been back with gameplay the past few days, I’ve done some CO solo … some CO in a duo with Margie … and some CoX in a duo with Margie.
Duoing with Margie is fun whatever the game. But I really had a lot more fun playing CoX.
There are things I like, really like, about CO.
- The graphics. The look. I know this is hardly a unanimous opinion, but I really like them. They fit the genre. The characters also, for the most part, move well. And I think the stance stuff is a great further differentiator (Beast stance ftw!).
- I like that many powers have multiple actions associated with them, esp. in the martial arts / swords categories.
- Acrobatics is a great-looking “travel” power. Especially in Beast Stance. And Teleport is handled well. And I like all the flight/TK variants.
- I like the idea behind a classless system. It promises flexibility to play the way you want, and create the character you want. You can make your concept character with minimum interference from the game.
- The physical scope of the game is also neat. No War-Walled neighborhoods. Tundra, jungle, desert, urbanscape, etc.
- I like the power-building mechanism, and, yeah, I think blocking is a cool thing. The concept behind the way powers in combat are handled is a serious step above the attack-chain-ridden CoX.
- The shardless setup is also cool — no name contention, easy to join up with friends, no “deserted” servers.
So, lots to like. But it’s mostly lots to like in the concept, the idea, the presentation. The actual execution continues to cause me fits.
- The execution of the classless system sucks. Powers and power sets are grossly unbalanced. If you decide to go for a simple class … well, you’re crippling your character from the get-go. Melee and ranged characters have differ severe disadvantages. Figuring out what a power actually does is like pulling teeth — copious notes online with poor explanations. And the complete flexibility of the system means it’s impossible to find a decent guide (assuming you can find anything on the boards). As a result, I always feel like whatever choice I make at each step is probably a horrible mistake that’s going to cripple my character.
- Which I feel like. Honestly, I feel weak in any of my toons, solo or duo. Objectively, that may not be true, but I feel like too many battles (esp. solo) are life-or-death, and that the balance point can be tipped way too easily. I don’t want the game to be trivially easy by any means, but when I play a super-hero I would kind of like to feel … heroic. Is it build? Is it balance? Is it improper expectations? I have no way of knowing.
- Acrobatics is the coolest-looking thing on 2-4 feet, unless you have to actually climb up anything. Sniper on the rooftops? Sorry, Kitsune — try the fire escape. Add the instant slow-down as soon as you get aggroed by someone (inevitable as you lope at ground level through the city), and travel is a real drag.
- Trainers and stores (assuming one must have them) are annoyingly centralized, meaning you have to travel to them. (See above, though it’s an annoyance regardless of the travel power.)
- I’d have explored a lot more of the system if I weren’t limited to 8 toons, total. Sure, I can buy more, but … no.
- It’s not the limited content I mind so much, as that the content doesn’t do a great job (after the intros in both zones) of guiding you to it. What should I do next? Everything? Or a few things? Hit every contact you find, and it all starts to blur, story-wise. Just take a few at a time, and you discover that you have to re-clear zones because of mission overlaps.
- The landscape maps may be War Wall-less, but the layout is as silly sometimes as a D&D dungeon module. Take the desert. You have a big research fortress next to a wasteland of radioactive mutants next to a haunted ghost town next to a camp of bad guys next to a bunch of lakes full of radioactive mutants next to an amusement park next to a missile silo next to a prison next to … There are no War Walls, but it’s still pretty goofy when the entire setting changes just because you went through a pass over over a ridge.
- And goofiness is not restricted to geographical proximity. There’s a lot of damned silly writing. A bit of silly writing — well, that’s just witty. Too much, and it makes sure that it’s difficult to take the game itself seriously. Which I’d kind of like to.
So … lots of cool stuff that I desperately want to love. But some massive key frustrations that keep me from doing so.
Frustrating.
The question is, am I going to keep playing? Especially if I’m still playing CoX and start playing STO?
Decisions, decisions …
STO: Shall we “engage”?
Star Trek Online goes live in production … tomorrow?! Yeesh, how the months have sped.
I haven’t been on STO since the closed beta, for a variety of reasons. Even there, we didn’t devote endless hours — I really didn’t want to invest a lot of hours creating characters I wouldn’t be able carry on later.
Here are some thoughts on the game, and where we (Margie and I) are headed on it.
- The game is nicely immersive. It feels like you are in the world of Star Trek (despite the efforts of some players). The writing is pretty solid.
- A nice mixture of “Away Team,” admin/base busy-work, and ship-to-ship combat activity, each of which provides a different flavor.
- Ship combat is … fun. Felt very war-gamy.
- Away Team activities are more complex, but managing an actual away team is a nice feature.
- The idea of growing yourself, your crew, and your ship adds complexity to the gameplay — but is also pretty cool.
- It’s less “role-playing” in some ways — yes, you have a race, and a history, and so forth — but, essentially, it remains a tactical game that is not focused just on your toon but on your team.
- It’s nice that not everything is about combat — but that will be an ongoing challenge (war in the Alpha Quadrant or not). Star Trek is not, basically, Star Wars, DS9 notwithstanding.
Overall, it feels well-balanced, well written, and potentially a lot of fun. I think (formal discussion pending) we’re going to subscribe, and stick with it for some period of time.
That would make three MMOs we’re subscribed to, which may be too many. More on that to come …
CoX: Masterminding Made Easier
I’d read they were doing this, but hadn’t been on with my MM in so long I’d forgotten. Mastermind pets now zone into missions with you, so you don’t have to spend the first five minutes of each mission summoning and buffing your crew.
It’s a small thing, but a big thing at the same time. Makes playing a MM a lot more fun.
I did notice that pet ownership seemed a bit buggy last night — in a couple of chases in one mission, pets didn’t handle elevators well, or suddenly stopped responding. I had one case where my pets followed me across a zone, but stopped being “mine” — I saw just generic names, they didn’t indicate as belonging to me, and I couldn’t command them (“You have no pets”). But they kept following me, and at the next zone, all the ownership was restored.
Weird — but worth it, just to have them zone in painlessly.
Gameplay with our MM duo — Gifted Kid (FF/Robots) and Special Educator (Dark/Gang) — remains a hell of a lot of fun. And now we can get into the fun even faster.
CO: Kitchen sink patch and coming stuff
Whew. You turn your back on the game for a few months, and everything goes all crazy!
After having been away (Real Life Sucks) from CO and CoX for a while, I have a few things to say, separately, about coming back. But, in the meantime, some thoughts on the CO news.
I won’t go into a lot of details on the Kitchen Sink patch (except to note the patches to deal with the patch that immediately followed). I think it’s cool that they’re trying to incorporate as many concerns and problems as they can.
That all said … looking at the “coming attractions” ….
“New Costume Sets in the C-Store” – Oh, boy. As in, so seriously not interested. I’m actually pretty happy with the costumes I have on the toons I have, and since I have no more slots available (mutter), there’s no big driver for me to change costumes. (Which, honestly speaking, I don’t do in CoX that much any more, either; I now have a Vet Award that gives me 50% off all Tailor Sessions, and most of my toons have free Tailor Tokens in the double digits.)
“I See a Blood Moon a Risin’” – Well, if we can have Rikti Invasions at random intervals, I guess we can have Werewolf Invasions every lunar month. Meh.
“This One Goes to Eleven” – Okay, this one looks good.
We’ll be introducing difficulty levels that players can set both for individual heroes and for their team. With 1 lower and 2 higher levels of difficulty to select from, players can create a challenge that fits their play style and ability.
Excellent. Soloists will be able to dial back difficulty levels. That will make life a lot easier.
“Flashing Back” – I don’t have any characters so far along that I feel the need to flash back with them. It does make me worry that so many people do that this feature is considered worthwhile.
“Vibora Bay Watch” – Hmmmm. Okay, on the plus side, more content. On the minus side, is the game so unbalanced that we need to focus on Lvl 37-40 content already?
Evidently there are indications in some references to this expansion pack that it’s going to be a paid content item, which has some portion of the CO community up in arms. It’s certainly a different model than CoX (which has had one paid upgrade pack, with another coming soon, both of which were not just new zones), but we knew CO was designed differently from the start. It will be interesting to see this play out. I certainly don’t feel any compelling need to acquire it any time soon.
Especially for level 37-40. Yeesh. Give me a 12-20 zone, or a 20-30 zone, and I think you’d hit a lot more customers. Self included.
