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 …

CO: Almost Final Beta Thoughts

I like Champions Online.

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

 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

CoX: Communications Breakdown

So there’s a fair amount of posting going on over at the CoX forums by the Devs — not just the Twittering they’ve been doing — but the Dev Digest (and Community Digest) are broken, so if you want to find what they’ve been saying, you have to search for them individually by name.

Feh. If they don’t see why that’s a real problem and devote some resources to fixing the dev tracker in the new forums, then I certainly can’t explain it to them.

CO: New Patch

Always interesting to see what’s being fixed in Beta … (My notes in italics.)

——————

General

  • Fixed flickering of logo splash screen. — I’d noticed this before. Glad it’s being fixed.
  • Fixed not being able to throw objects while in range of another type of interaction. — Esp. since it’s so easy to inadvertently pick up an object instead of interact with a contact. Glad this is being fixed.
  • Fixed ability to hue shift some powers.
  • Destroids was mis-typed in several places as Desdroids. This has been fixed.

User Interface and Chat

  • Added long descriptions to the tooltips for buffs and debuffs, if available.
  • Fixed a bug in the global UI scaling that was causing some elements to be larger or smaller than intended.
  • Retcon UI can now be closed with the Esc key and has a close button.
  • Fixed issue with incorrect icons showing on some interact prompt list rows.
  • Improved layout of delete character dialog and inventory discard UI.
  • Perk icon shows center screen when received.
  • Can’t drag from empty bag slot anymore; bag slot stays looking disabled when bag moved out of it.
  • Clicking an emote will no longer click through.
  • Trainer UI will now display the Powers menu if you have an energy builder point.

Powers

  • Invocation of Storm Calling debuffs now improve as you rank up.
  • Sigils of Ebon Weakness now improve as you rank them up.
  • Sigils of Radiant Sanctuary now use the same recharge rules as the other Sigils.
  • Binding of Aratron custom advantage now drains energy from your target instead of restoring it.
  • Arcane Vitality’s self heal now ranks up.
  • Eldritch Blast – Sorcerer’s Whim advantage now works against all held targets.
  • Eldritch Shield’s release effect now ranks up in effectiveness.
  • General fixes to Fire and Gadgeteering powers.

Missions/Environments

  • Fixed open missions: Burden of the Beastmen and Undead on Arrival.

Hero Games

  • Moved items on the Hero Games vendors around; now one vendor sells all Primary upgrades, while the other sells only Secondary upgrades. This should make it easier to find the pieces you want.
  • El Gato Rojo in Westside (next to Kountry Komics) now sells Hero Games action figures! Dominique Ducard outside of Renaissance Center still sells Hero Games costume unlocks.
  • Fixed a bug where prices in the Hero Games store were 1/10 what they should be (sorry, PvPers!).

Key Known Issues

  • The Powerhouse will allow retcon of up to the ten most recent powers changes to your character.
  • When repurchasing abilities with your existing character you may need to pick up an endurance/free power (Sparks and Dark Bolts are examples from the electricity and darkness trees). These powers are labeled as “Auto” in the power description and do not cost any of your power points to purchase. Please note, you can only have one of these powers.
  • If you do not see powers when you try to purchase them, make sure to click on the show available button and one of the orange boxes at the top of the screen.
  • Some users with old AMD Athlon XP CPUs may encounter an “auto-runs not functioning” crash after starting the launcher.

Known Issues – Powers

  • Due to changes made to how powers are constructed, many of the advantages for powers are currently broken. We will be making an effort to get these fixed as quickly as possible. Please bug any broken powers you come across to help us insure we get each and every one fixed.
  • Powers descriptions are not showing the correct values from Rank 2 to Rank 3.
  • Engaging a character’s travel power will increase the energy cost of all other powers. This might make some powers too expensive to use while the travel power is active. This is as designed. — This has always bugged me a bit in CoX, too. It’s a game balance mechanic, not something you see in comic books.
  • Power House: Last window to be accessed for training opens and closes rapidly when selected.

Known Issues – Character Creation

  • The UI does not update for the Ragdoll or the Portrait window. — Not sure I understand this.
  • Female avatar has an unusual stance. Huh. I’d agree, but assumed that was as designed.

Known Issues – UI

  • UI is under construction. If you see anything that overlaps or is not viewable or accessible, bug it. — Ah! Bug it!
  • When using Need/Greed loot mode, defeated mobs turn into shark models. — That’s ironic.
  • Scoreboards are not appearing in PVP matches.
  • Millennium City map art is not appearing.
  • Task windows for the Crime Computer and Missions occasionally pulsate.
  • Dragging a bag icon to a new slot leaves a copy of the icon; dragging it back leaves a “?” in its place.
  • Tooltip: Secondary offense tooltip is showing up improperly.

Known Issues – Gameplay

  • Not all sound effects are in the game. If you feel an element is missing sfx, bug it.
  • Occasionally, after exiting water, a character will still appear to be swimming. Sometimes, if you move your character back into and out of the water, the “swimming on land” effect goes away.
  • Sometimes, if a character breaks aggro with an enemy, that enemy will not re-aggro the character.

Known Issues – Chat

  • Chat window freaks out when user tries to resize it.
  • Clicking Reset All on chat options deletes user-created tabs.

Resolved Issues

  • There is no icon for selecting a female character.
  • When in the Powerhouse, spending all available points in a category closes the window instead of returning to category select window.
  • Powers bar in Build choice window only displays for Build #1.

———————

The Top Issues list is here. An interesting note on how TP works — infinite uses outside of combat, but a 15 second cool-off while in. Clever.

CO: More Beta Thoughts

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

LIKES

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

DISLIKES

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

OTHER NOTES, OBSERVATIONS, QUESTIONS

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

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

CO: Likes, Dislikes

Thus far, having rolled five characters

LIKES:

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

DISLIKES:

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

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

CO First Look: Character Creation

Huh.

Okay, while there are some nice features, bits and bobs, as well as some interface improvements, between CoX and CO, I’m not all that wildly impressed (though having seen other systems character creators, I can understand the “wow!” factor). I liked being able to point to spots on the body to get to the parts there, but while the selection of pieces in CO was better in some places than CoX, it wasn’t as good in others.

Clipping, not surprising, remains a problem, but less so than in CoX because, frankly, they’ve cheated by not having anything baggy. Skin, tights, decorator accents, and that’s it. But shirts? Sweatshirts? Pants? Didn’t see any way to do it. Will that come later? Better not be a MT charge, or I’ll be irked. 

(Yes, “skin and tights” is classic comic book wear. But I’ve tended to steer clear of that with my supers, for whatever reason. I can live with that, but I won’t be happy.)

Margie complained there was no way to do bare hands. I didn’t try that, but I probably will.

I do like the idea of a default “pose” for a character.

The power selections were — well, honestly, a crap shoot. A lot of info, but it’s not clear yet how it fits together. I went with a basic build for Fire, figuring I’ll learn more as time goes on, but an intro tutorial would be, well, handy.

I also had graphics problems — the game immediately told me that my card drivers were old. Eek! I went ahead and told it to use the default graphics anyway, and they were — pretty bad. Poor CoX quality. I’m tracking down the latest driers for the card (an NVIDEIA GeForce GTS 260M), and we’ll see if that makes a diffference.

Took me about 45 minutes for the first character, and I exited out as soon as I hit the first zone. More later …

CO: Beta comments from other people

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

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

As Mark Twain put it

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

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

Specific comments of substance seem to be:

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

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

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

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

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

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

CO: “The first five million years of patching were the worst …”

“… The second five million years of patching were the worst, also …”
— Marvin, The Hitchhiker’s Guide to Champs Online 

Got home. Clicked on the FilePlanet link Yay! Unlocked! Downloaded the client/patcher.

Login. Um, what was my password again. (Figures out what it got set to.)

Start the download. 

Margie (doing the same on her machine) suggests this will go really fast because she’s already at 18%. I note that in the CoX world, multiple patches may apply (so to speak).

Head out to Back to School Night.

Two hours later …

Both our patchers have hung up with a disconnect error. I click [Patch]. It seems to start things over again. Mine goes a very short way, then stops.

I get an email from Lee:

De said you were downloading the Champs beta. Dunno if you’ve gotten this far yet, but once you’ve got the beta client installed, if you have problems with the patcher, I’ve found that closing the patcher (not cancelling the download, but clicking the red X of the patcher) and then restarting it, makes it chug along. Mine stopped at 9% then 15% then 51%, and each time I close/open it zips through the previously downloaded file and continues on. 

I take his advice. My client seems to start over again. Though the numbers look different. There seem to be different numbers for Patched vs. Received.

Margie tries this. She goes 47% to 0.7%. But it’s not the same numbers a I have — “Patched X Mb / Y Mb – Received Z Kb – N %.”

And when it froze again, when I tried the same way, it ended up with a loarger X, a smaller Y, and a much smaller Z, but a larger N.

(“It’s beta, Dave. It’s beta, Dave, It’s beta, Dave …”)

Actually, that’s a fair thought. All those pre-orders trying to patch essentially the entire system at once. 

And now stuck at 45%. Or, not, it just paused a bit.

Margie notes: “I expect this. I just don’t expect dead silence on the boards.” That’d be dead silence from the CO folks, not from the many, many people bitching about the download setup.

Someone suggested creating a torrent of it, but in one of the few official responses was asked not to post it — because it would removing the testing of the download process. Um, yeah. It would, but … well, unless they’re running around like crazy behind the scenes, then the testing is pretty clearly not very good for today.

Hey, here’s the official article. Sounds like a number of errors (plus load) causing the problems. Though, guys, if you’re going to say something like, “this should take about six hours to clear up,” you might want to put timestamps as well as datestamps on your posts.

Checking out the forums – lots of very confusing advice, which the above article seems to indicate is now obsolete (as far as moving files around). Waiting for something more officialler that either says, “Stick to it” or “Delete it all and start over again.”

*sigh*

Posting this, and moving the narrative to Comments.

 

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

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

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

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

CoX: Powerset Proliferation and I16

Getting all the powersets spread out between CoV and CoH (and the complementary classes therein) continues in I16, as this article notes. A couple it focuses on:

Tanker & Scrapper: Electric Armor and Electric Melee 

The original plan was just to proliferate Electric Armor and to use this opportunity to make some survivability adjustments to the set at the same time. To that end, we renamed “Conserve Power” to “Energize” and added a small self heal and short duration regeneration buff to the power. During testing, we realized that Energize came too late in the lifetime of a character to truly be useful, so for the new versions of the powerset, we swapped the progression of Lightning Reflexes and Energize (Brutes and Stalkers do not get this advantage, unfortunately). Ultimately, we decided that we really wanted a thematic match for Electric Armor on the attack side of the fence, and added Electric Melee to the mix as well.

The Electical powers are fun, and I’m glad to see them both being proliferated this way.

Dominator: Earth Assault 

Earth Assault began life as a training exercise for Jonathan “Sunstorm” Courney. Shortly after he began working here, he decided to build a new assault set for Dominators in order to help familiarize himself with the powers system. He spent some time picking the powers, dreaming up new ones and testing them, and in general just doing some really innovative and crazy things with them. After a while, he decided to take his test bed and turn it into something that could be released to the fans. This led to a lot of rebalancing, rebuilding, and when he was finally satisfied with it, he pitched it to me. Although it’s taken awhile for it to be implemented, we’re happy that we’re finally able to include it with Issue 16.

Earth Assault, like other Assault sets, combines a good mix of Ranged and Melee powers. It has a healthy dose of soft control, good damage, and with Mud Pots – one of the best Damage Auras available.

Earth Assault:
1 Stone Spears
2 Stone Mallet
4 Tremor
10 Hurl Boulder
16 Power Boost
20 Heavy mallet
28 Seismic Smash
35 Mud Pots
38 Fissure

Cool. Not so much into the Doms, but it seems a perfect fit.

Additionally, we also conducted a mini-proliferation pass on the Ancillary and Patron Power Pools, adding 5th powers to most Pools and adding Blaze Mastery for Scrappers. This has been something which people have been asking for since Fire primaries and secondary’s were given to them.

I always find the Ancillaries interesting. I’ve had characters where, thematically and functionally there was nothing in the Ancillaries I wanted or needed. I’ve had others where it filled in a valuable complementary gap (e.g., Controllers getting some sort of armor). And still others where it just meant more fun in the theme (Miss Crackle has taken the electrical one, and now get an additional cone of zappiness to go with the rest of her electical attacks — glee!).

CO: The GMail Interface

Interesting article today on how the UI director for Champs Online was one of the designers of the GMail interface. He describes some of the challenges in creating an game interface that is quick and easy to use but still provides the info that some folks want to see.

There are many times in Champions where I want to give the player every last piece of functionality but I also know that such a thing is detrimental to the overall experience. You get to a crossroads, a certain point when people can no longer find what they’re looking for. Microsoft Word is a notorious example of that crowding of features. It’s an incredibly powerful application but because you have so many features, all the really useful ones can get hidden.

In Champions Online, or any other game, you have to make sure that discoverability is not so much of a problem that you can’t actually play the game.

Attempts on CoX to add additional info (and additional ways of getting to it) have been a mixed success. Getting something that scales info from the get-go would be pretty cool.

Of course, I’m also impressed how WoW has had an extensible UI, so that people can add on things to it. I think that’s a great idea, but I don’t believe CO will be set up that way.

CO: Open Beta!

We have our clients downloaded, and are ready to rock …

We’re pleased to announce the schedule for next week’s Open Beta! On Sunday, August 16th, all characters from Closed Beta will be wiped from the servers in preparation for our Open Beta. When the servers open at 10 a.m. PDT on Monday, August 17th, everyone will have a fresh start, and you’ll be ready to experience the game from start to finish!

Servers will be taken down nightly from 1:00 a.m. PDT to 3:00 a.m. PDT for scheduled maintenance. Other than that, you can play all week long until the 24th. At 10:00 a.m. PDT on Monday, August 24th, the servers will be shut down and wiped once more in preparation for the game’s release. The “Early Start Program” begins on Friday, August 28th, and allows select pre-order purchasers an opportunity to get a headstart on the rest of the world by playing the game a few days before the official release. In addition, all Early Start participants will get to take part in a world event, where special enemies will drop unique items which will only be available until September 1st.

Woot!