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.

CoX: I16 Power Customization video

I watched Margie testing out the I16 power customization process, and it’s really very nice, as this new video shows:

 

What’s nice is also being able to see yourself casting the power, and what the power motions really look like. The color combos (and the ability to crank it all down to very dim on some powers) are all well-done.

In its own way, the color customization here is better than that in CO, which generally just has one color to slide around with (and doesn’t include black or white on it). On the other hand, CO doesn’t confine you to a single power set, and it has the Power Room to actually see (kinda sorta) what the powers do. So both platforms have some advantages.

Heroic Tweets, part 2

Well, for some reason, most of the items I had in my Twitter stream yesterday didn’t come across for the first day. Here’s what got missed.

Hopefully it will work tonight.

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.

Tweets of Heroes!

Okay, I’m going try the Tweeting thing here on Blog of Heroes.

  • I’ve created a Twitter feed, BlogOfHeroes. Anyone’s welcome to subscribe to it.
  • I’ve added Twitter Tools to this blog. That will (a) ping out any posts I make on the blog onto that Twitter channel, and (b) nightly pull in all other Tweets in that channel and post them here as a blog entry.
  • When I get home tonight, I’ll turn on (limited) Twitter output from my account to that feed.
  • Some day, when CoX gets the feature (don’t imagine they aren’t looking at it), I’ll be able to do that feed, too.

Result — you can follow along the Twitter feed to get info about posts here, CO activity of mine, and any news I choose to post about through that simple mechanism (e.g., a couple of Massively news items from earlier today). Alternately, the last five Twitter entries, even before they get made as a blog post, will show up in the sidebar of the blog (under “Bullpen Bulletins”).

The biggest challenge I see is going to be timing. My nightly Twitter dump schedule I use on my main blog may be shifted to wee-hours-of-the-morning, since I’m occasionally (ahem) gaming up to Midnight. I’ll have to play with the post title in that case.

It’s all an experiment. Let’s see where it goes.

CO: More Social Gaming stuff

So I posted the previous message and realized immediately I’d forgotten about the Twitter connection, which I’ve seen only through a lot of awkward and overzealous tweets that Rey’s account generated while he was playing with this …

This thread is the main discussion of the social tools CO has built in, from the perspective of in-game play.

To start using this system, enter /socialmedia. From this screen you can control the operation of the social media tools. Use the settings button to enroll (or un-enroll) from each service. By default, all available activity types for each service are enabled once enrolled. Uncheck any of the boxes to disable that activity type for that service.

The Status activity type is initiated by the command “/social_status Your status here”. The plan is for this to be integrated into the status box in the chat context menu, but for now the command will work.

The Screenshot activity type is initiated by the commands “/social_screenshot <optional title here>” and “/social_screenshot_ui <optional title here>”.

The Blog activity type is initiated ‘/social_blog “Title” “Body”‘.

The Level Up activity type is initiated on natural level ups (meaning those from normal XP gains, not sidekicking). For Twitter and Facebook it will post items every 5 levels. For Raptr awards will be posted for every level.

The Perk activity type is initiated by completing a rank 3 or 4 perk (those worth more then 25 points).

The Item activity type is initiated by receiving a purple item.

The Supergroup activity type is initiated by creating, joining, or leaving a supergroup (including being kicked). The posted message with include the character and supergroup name.

Presumably this will, in fact, all fall into the UI much more cleanly soon, but … okay, it sounds like (I’m not sitting where I can play with it at the moment) you have (A) activities — blogging, perks, screenshots, items, SGs, leveling, status changes — and (B) services — Twitter, Facebook, and Raptr are mentioned. You can also (further in the thread) tune this to which toons get statused (though you have to control/restrict it for each toon).

I keep thinking there is the potential for some coolness here. There’s also the potential for some serious spewing of unwanted status onto these fora. Hmmm. 

I’ve toyed with the idea of getting a separate Twitter channel for gaming stuff. That could then get auto-updates from this Blog and consolidated Tweets from what (very limited) CO Twitter output I would do (I can imagine doing the Levels, and maybe the Perks — mostly as a journaling exercise — though being able to link to Screenshots would be kind of cool!). I will have to ponder that.

 

CO: Early Start and Social Gaming

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

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

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

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

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


 

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

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

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

Some Blog of Heroes updates

I’ve done some tidying up of BoH. 

  • Where applicable, I’ve noted sidebar stuff that is for CoX vs CO. 
  • I’ve updated the linklist to show both CoX and CO resources.
  • I’ve updated the About page to include some disclaimers.
  • I’ve now added a “City of Heroes” category. Previously CoX was the “default” context for posting here, with LotRO and CO getting their own categories. With the number of CO posts going way up, it made sense to add a CoX category. I am not going back and post-cateogorizing all of the past CoX posts — just working form today (more or less) onward.

Anything else folks can think of that would make this a better place to visit?

CO: They’re BAAAAAAAACK … CO reinstates special offers (for a few days)

Apparently Cryptic read up on customer service and public relations and why pissing off your potential client base before you’ve even opened the doors is a bad business and marketing strategy. So they’re bringing back the discounted subscriptions:

UPDATE: Due to the overwhelming response to this update, we’ve been experiencing some issues with our account server. We’re going to be working on the server throughout the night, and we plan to have everything solved by tomorrow. We appreciate your patience while we work to resolve this as quickly as possible.

Earlier this week, we gave notice that we were running out of special Lifetime and 6-month promotional subscriptions. Within a day, the rest of our supply had been sold out, leaving a number of you confused and upset. The response to this promotion has been overwhelming and we want to thank everyone who posted on our forums, called customer service and sent e-mails over these past few days.

After further consideration, and to meet the needs of our community, we have decided to reinstate the Lifetime and 6-month subscription promotional programs with no supply limit until 11:59 p.m. (Pacific time) on August 31st.

At Cryptic, we are dedicated to our community. We look forward to seeing you when Champions Online launches this September!

Certainly better late than never, and the right move to make. Better than what I expected, to be honest.

Cryptic had already said that the discounts would come back later, though not with some of the bennies. The discounted packages here have all the extras that were originally offered … and the expiry date to finish them off is shown very prominently on the page. 

Now, will some folks continue to take pot shots? I, for one, am now willing to cut Cryptic a lot more slack on this, as they are making good on their error.

(Reading the comments at Massively, it seems there are still the “Oh, the game is broken, this was a publicity stunt in the first place, CO sux” folks around. Of whom there is no satisfying.)

(via Massively)

CoX: Power Customization

Margie’s playing around with this in Beta. There’s a full screen in the character creator where you can control the colors of the various powers — by power, by power set, or for all your powers.

Many of the powers, though, in addition to the power color itself, you can create a bright or dark option — or, in some cases, turn off the effect entirely.

So no more Regen Scrappers running around with green starbursts in their chests. They can be running around with no effect, or something much more subtle. Tired of your duo partner’s ice armor buffs making your costume impossible to see? Voila, the ice effect is much more subtle. And, maybe (not yet tested) you can do Invuln characters that are not all Dark or Shiny.

You can also save configurations for the Primary, Secondary, or all power sets, so you can play with effects between characters still better.

Oh, and while there are still name-per-server limits, there’s now a Check Name button on the ID card screen, and you can hop there first, just to try names out.

Win.

CoX: Popping back over to CoX for a few

Haven’t run CoX since CO went into open beta. So some initial and unofficial re-reactions:

  • The graphics are definitely more realistic, in terms of shading and gradation and all that. But, by the same token, they don’t have the same integrity as CO’s more cartoony figures. IMO.
  • What level am I? Oh, wait, I have to to Menu / Personal ID to find out. Why?
  • I am reminded once again how badly the Wentworths / Invention / Crafting interface sucks. Not that CO’s is better, but … damn.
  • Why do I have to wait 30 seconds to logout a character? I mean, really?
  • Wow. Look how many characters have names that I had to append something to in order to have them be unique. Ms. Crackle. Lady Zebra. 
  • I do like that I can “run” at a decent, scalable speed without a travel power on.

I did enjoy firing up the old characters. Except that, y’know, nobody was on, even on Freedom and Virtue. Everyone’s over on the Open Beta, I guess.

In fact, Margie’s playing in the Open Beta at the moment. And the character creator enhancements (and power customization screen) are all pretty cool. At least until they crash your machine.

CoX: I16 Open Beta

NO! NOT AN OPEN BETA! NOT AN OPEN BETA! FOR THE LOVE OF —

Oh, it’s for CoX. That’s okay then.

(I won’t actually be doing the open beta for I16 because, well, I think downloading a separate version of the software to test stuff when there’s a perfectly usable I15 sitting there for play with characters that will actually advance from my investment in time is silly. But I couldn’t resist.)

CO: The Peasants Are Revolting! Part Dieux

Massively reports:

This last weekend was something of a letdown for Champions Online players waiting to get paid this week and purchase the limited time $200 or $60 special subscription deals, both of which came with goodies both in-game and out. What essentially transpired was that, well, Cryptic unexpectedly reached their limit for lifetime and six-month specials.

It wasn’t the best of situations, and many community members are understandably upset by the sudden retraction of the offer.

I’ll note that Massively’s linked announcement doesn’t say anything about a limited number of these seats, just that it was available only until 1 September. Which is, um, not yet.

And the email I got on 22 August, just three days ago, says “Limited Champions Subscription Deals!” but mentions neither a date nor a quantity cap. Same for the one I got on 5 August.

And Cryptic’s official response:

We’d like to take a moment and hopefully clear up any confusion regarding our discounted Champions Online lifetime and six-month subscription offers…

First, we do sincerely apologize for the rather abrupt end to the promotional offers. It was never our intention to spring that news on our fans or anyone else. In short, we had an allotment of special subscription packages to sell over a fixed time (ending September 1). When we began approaching the offer cap before the date cap, we had to message. Frankly, we never suspected our special offers to be so popular. 

Which seems like pretty poor planning on Cryptic’s part.

While we did mention that supplies were limited in an announcement post,  

Which cannot be read right now because the forums are down. 

we definitely should have emphasized our limits more explicitly in all our messaging.  

Yup. Though it’s still remarkable that no limit was ever mentioned except for the initial announcement. Having a limited quantity is a known selling point. Not mentioning it is at best grossly negligent, at worst highly suspicious. 

Again, we just never expected supply to be any kind of an issue. The community response to our offers has been… amazing.

It’s hard for all of us here at Cryptic to see outcry in our communities. We work day and night to create the best gaming experiences we can and any missteps – big or small – on the long, winding, and sometimes treacherous path of development are always regrettable.

We do apologize for any inconvenience this may have caused you and we do sincerely hope you understand and come play Champions Online with us this September. 

So … “We made a goof, but wasn’t it for a wonderful reason?” 

Actually, the response should be, “Wow, we made a goof, and we realize that this has upset people, but we are so tickled by the interest in the game that this is how we’re going to make it up to you …” 

If the financial picture makes extending the offers unreasonable, there’s any number of other bonuses you can offer. Sign up for a 6 month plan and get X free alt slots, or some other no-money-out-of-our-pockets QoL tchotchke. Make the customer feel like you really do care.

Mistakes get made. The worst mistakes are not fixing the first mistakes.

CO: The Peasants Are Revolting!

I mentioned last night that all of a sudden there was an impending shortage of discounted long-term subscriptions. And then Margie read the comment from Solonor that, in fact, they had “run out” of said discounted 6-month subs.

Now on the one hand, these sorts of things are (or should be) carefully calculated as part of the business plan. We need Y money over the first six months, so we can afford Z discounted subscriptions. No problem there.

But … if that’s what you’re going to do, then you let people know. “Hey, everyone — we have a limited number of 6-month and lifetime subscriptions. Not only are they a great deal, not only are they available for a limited time only, but we only have so many so order yours today!”

On the other hand, if it looks like you’ve been sucking people in and all of a sudden are cutting people off from a deal before you said you were — well, if you’re lucky then all that happens is someone calls a state attorney general for false advertising. If you’re unlucky, then you alienate a whole bunch of your prospective user base.

Evidently the latter is what happened, as Margie reported that there was a metric tonne of protest on the game boards. I’d quote some of it personally but … mysteriously, and without any announcement or warning, the forums are down. In fact, “The Champions Online™ website is currently offline for maintenance and will be back soon.”

That seems … odd.

Oh, Margie wrote Cryptic:

Please honor your offers. I would like to enjoy this game, but with the extreme problems of the Open Beta download and your inability to communicate with customers timely and accurately, my trust in Cryptic is very low. I will suggest to my husband that we cancel our pre-orders and wait and see if Cryptic can get it’s act together. It is not the price or the product, but the policies that will keep me from signing up.

Heh.

CO: A Last Night of Beta Love

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

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

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

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

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

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

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

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

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

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

We’ll see.

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

An interesting review of Champs Online.

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

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