Posi on Power Customization

Good interview with Positron regarding Power Customization in I16. He basically says it came about due to the NCSoft’s acquisition of the whole CoX setup and the infusion of resources that followed — though it’s taken a year and a half to make it happen.

One (expected, but nice) tidbit — tailor tokens for each existing character slot when I16 came in.

 

Weekend work

We enjoyed Double XP weekend on CoX

Mostly we did low-level characters. Our new CoV pair — Allie McGordo (Rad/Pain Corruptor) and Widow Shade (Widow) got pushed up to 15, I believe. They’re a close-in pair (my two biggest Rad attacks at the moment are an AoE and a Cone), and tend to operate through “the best defense is offending them off the map” tactic. With double-XP, they were basically clearing up the map, quite successful. Allie’s my first Corruptor, and it’s an interesting variation on the concept.

We did a little work with Honey Gun (v.3) (AW/Gadget Blaster) and Red Hot Dream (Ill/Temp Controller), a squishy but thus-far successful pair. Lot of control going on with my Blaster, which helps keep us (so far) from being overrun. Got them up a level or two to 11.

And just to show that I can do the melee thing, we also played a bit with Shishiko (Kit/Regen Scrapper) and Arctic Sugar (Storm/something Def), getting them both up to 16.

So, a lot of lower-level play. We’ve actually got duos in each of the decades, though fewer up at the higher ranks. We’ll probably shift over to them sometime soon — if the CO Beta doesn’t distract us in a few weeks.

Apparently, though, there were enough connectivity problems over the weekend (which I encountered on a couple of servers) that they’re going to be repeating Double XP weekend shortly after I16 comes out. Which … well, I don’t know what their master schedule looks like, but I sort of expect these things to happen fairly regularly, anyway, so it’s not that big a deal. If they repeated it next weekend, on the other hand …

Allegiant!

That would be my (gad!) 54 month vet award level, at which point I get to choose one of 12- or 33-month powers as an added bennie. So which ever of the two Sands of Mu / Ghost-Slaying Axe or Nemesis Staff / Blackwand powers I didn’t take.

Spiffy! I expect I’ll end up with both the Nemmy Staff and Blackwand on most characters — but given how annoyingly ineffective the Ghost-Slaying Axe is, I can imagine a couple where I’ve taken that and choose Sands of Mu instead (Leilah comes to mind).

Fifty-four months. Four and a half years. Amazing.

CoX: Double XP weekend on the horizon

This weekend, in fact:

START: Friday, July 31, 2009, at 8:59 AM PST/11:59 AM EST
FINISH: Sunday, August 2, 2009, 8:59 PM PST/11:59 PM EST

Margie and I are already discussing who we want to run. I’m thinking if we bounce between alts that are well-rested, then with Double XP and Patrol credit, we’ll be getting 4x XP. Woot!

One pair might be the new villains we just rolled up — Margie dinging Day-Old Shelf means she now qualifies for VEATs, so we’re trying that out.

Also:

All City of Heroes and City of Villains® players who maintain an active account for the time period beginning August 15, 2009, and ending November 15, 2009, will receive a set of special rewards for their loyalty to Paragon City™ and The Rogue Isles™:

– Closed beta access for City of Heroes Going Rogue™
– Exclusive loyalty badges: “Vigilant” for Heroes and “Determined” for Villains

I’m sure it’s a mere coincidence that Open Beta for Champs Online starts on August 17 … any more than the extra discounts for signing up 6 month and 12 month accounts are suspiciously timed …

CO Pre-Orders

*sigh*

I don’t mind Micro-Transaction Madness, but fergoshsakes, don’t make me feel like who I buy the game from will influence whether I have a good time or not.

Cryptic has announced the preorder bonuses for their upcoming massively-multiplayer online superhero game Champions Online, with what you get depending on where you buy.

No matter where you preorder Champions Online you’ll gain access to the open beta test on August 17th, 30 days game time, and five in-game microtransaction dollars, but after that it all comes down to where you pick up the game. Want access to the early-start preview weekend? Then you’ll want to buy from GameStop or Best Buy, depending on whether you want an in-game pet or special costume pieces.

Wal-Mart preorders are for those who prefer real-life swag, with a lenticular cover, and iron on patch, and a zone map packed into its exclusive limited edition package, while Amazon is the place for those who value avatar looks above all, with three exclusive costume pieces on offer.

None of this sounds game-play-breaking, but it’s still annoying. I’ll probably rely on my Game Strategist Wife to figure out what makes most sense.

(via BD)

Ding-ding! A pair of 50s!

Grats to my lovely wife Margie, who shepherded two solo alts to 50. 

First, on the Villain side, Day Old Shelf, one of the (abortive) villainous food-themed characters we put together way back when. A Necro/Bubbles Mastermind, he fortunately had a Mercy Island mission for his final go, which meant my similarly-themed (started at the same time, but only Lvl 10) Maitre D’mon (Necro/Poison) MM could be along to film the climactic ding.

Next up, on the Hero side (and queued for the ultimate photo op for a few weeks), Old Star, a Fire/Rad Controller.

I brought in Leilah, a lvl 27 Troller on the same server, to take the big picture. Which synergy raised the issue of a Controller/Controller duo …

Anyway, congrats to Margie, who brought both of these folks 99% solo to Hero/Villain of the City status. Grats!

Big Crossover!

blogathon2009-mdm

I’m sort of kicking myself for not thinking to post about this here sooner, but better late than never.

I am enrolled in this year’s Blogathon, where I’ll be posting every 30 minutes for 24 hours on behalf of a charity. (More explanation here.) Just like a walk-a-thon or things like that, I’m looking for sponsorship in the form of pledges to the charity of my choice.

When? 7 a.m. MDT Saturday, 25 July (i.e., tomorrow) through 7 a.m. MDT Sunday, 26 July

Where? On my “normal” blog.

What about? I’ll be blogging comic book (mostly graphic novel / trade paperback) reviews, and related items (which means I’ll probably mention super-hero MMOs at least once)

Whom for? I’m blogging on behalf of the Denver Dumb Friends League, our local animal shelter.

If this sounds like a cool thing, you can support the effort by pledging something. The mechanics are all described here — I never get to touch any of the money, and you’ll simply be sent a reminder afterward with a link of where to go online to make the donation. (And if you punk out, nobody will know except your conscience.) So far I’ve gotten $420-odd in pledges. Woot!

Plus, there are prizes.

You can also, if you want, come over and drop me a comment or two during the course of the day (or, especially, night). I’d appreciate it. 

Please consider if you can give something to a very worthy cause. Thanks!

The CO Aesthetic

Big colors and comics-style outlining are in. I’ve heard some complaints about it, but so far I’m pleased with what I see.

On colors:

Cryptic’s chief creative officer Jack Emmert says Champions Online’s palette of bright colors will help the game stand out against other MMOs and videogames on the market. He said picking comic-book colors was one of the starting points of the whole project.

He said, “When you look at this game it’s not 50 shades of gray or brown. In general, this is an incredible battle with artists, as anyone will know from seeing other videogames, but we decided on bright colors from the beginning. So why did we go so vibrant? Because we wanted to make sure that the comic books that many of us read during the 80s and 90s would come alive. Any superhero you can imagine and create and customize you can sit down night in and night out and live those adventures and feel like you are part of that colorful comic book world.”

I think this is a good idea. It will set the game off from the more muted CoX, as well as lend it, yes, that 80s-90s look. (Do we have to wear jackets then?)

On outlining and cell shading:

We’re trying to go for the look you get in a comic book. But comics don’t transfer directly to real time 3D very well. Cell shading often looks really bland and has very little detail in it so we have decided on a more realistic lighting model.

If something is bumpy you’ll see the bumps and you’ll get highlights and shadows and that kind of stuff. But on top of that we have an art style that’s similar to comic books with bright colors and things that aren’t necessarily realistic. And then also we have an outline effect that outlines things that are near to the camera and adds to that comic-book feel.

[…] Practically it refers to a specific way of doing the lighting. So on a round object you don’t get a smooth transition from dark to light on one side, you’ve got a white and then you’ve got a harsh edge. It’s similar to how you shade something in a comic book but we wanted to bring realistic lighting and a comic-book look.

The outlining feature can be shut off for performance (or aesthetic) reasons. Personally, I like it.

CO – Combat notes

AJ Glasser at Kotaku does some more hands-on review of the Champions Online combat system. Some notes, first on things the writer feels need improvement:

Targeting Gets Tricky: You can change between targets on PC by just left-clicking a target with the mouse and on the controller, you tap the left bumper. However, the frenetic pace of combat makes these simple controls tricky, especially on PC if you’re holding down the left mouse button to adjust the camera while running to one side to avoid an attack. I’m hoping that on the controller scheme they work it out to where you could tap the left bumper repeatedly to change targets among a mob – that would really smooth things over.

Hmmm. Targeting via mouse can indeed be tricksy (since reticling can be dicey). I’m hoping there will be some sort of tabbing to go from target to target.

The Picky May Not Be Pleased: There are things you can do in Champions Online combat that single-MMO players may not be used to; however MMO connoisseurs probably won’t be surprised – or impressed. For example, a WoW devotee may not be used to the idea that you can dodge any attack (even spells) by moving out of range and an Age of Conan fan might not be used to the idea that bosses and mini bosses have specific tells that require you to block or dodge, depending on which attack they’re signaling. If you’ve played both of those games plus a dozen other MMOs besides, however, none of this will sound especially new, different or special and you’ll probably stay skeptical while the less picky players are enthralled.

Some of this sounds interesting (which is why I quoted it) — but the paragraph is kind of a jerk backslap because there’s nothing that is new to MMO uber-vets like the writer. Okay, fine, moving on …

Btw, the idea that you can avoid an attack by getting out of its way is, to my mind, a cool one. Until the bad guys do it, of course.

Still Feels Like A Cool Down: Technically, the spells in Champions don’t need cool down periods after you cast them. However, you can’t cast higher level spells without building up endurance with low-level attacks. It’s a little bit less boring to mash the X button over and over than just sitting there and watching the timer on your best area-effect spell expire; but it still feels like a cool down period just the same.

This doesn’t bother me at all.

Ranged Combat Is Cheap: This is actually a plus for a jerk like me – but I think it’s cause for complaint. Emmert says that the tradeoff between a ranged superhero who can just spam a single fireball attack while flying around in a circle is that a melee superhero’s attacks are more powerful. He says that this makes it more rewarding for the melee character if he or she can just get to that fireball-spamming jerk and execute an attack. But if the jerk is me, I’m telling you right now, you’ll never catch me. You’ll die cursing me for the cheap jerk I am.

Again, kind of a jerk paragraph (literally) — but since this fits my preferred play style, what it’s about doesn’t bother me at all.

And on what he thinks are good things:

There’s Always Something To Do: To quote Ben “Yahtzee” Croshaw’s review of Eve Online, MMO combat works like this: “You click on an enemy and start kicking his shins. He then starts kicking your shins. Then you take it in turns kicking until one of you falls over.” Champions Online shakes that up a bit by giving the player more to do than just stand there and kick. At any one point during combat you could be kicking someone’s shins, raining fire down on them from the air while you hover overhead with your fiery fairy wings, dodging an attack with a well-timed mashing on the A or S button, or waiting for a command to pop up and tell you to mash a button to collect an item drop or escape an enemy attack or hold. You’re always moving in Champions, always changing targets and never not mashing on an a button once combat gets going. Big plus.

It’s Console-Oriented: What makes Champions feel action-y to me is the fact that everyone is moving all of the time and you’re frantically pounding on attack keys to keep up. It’s more like Marvel Ultimate Alliance than WoW, and that’s exactly the feel that Cryptic was going for, according to Emmert. He says that the future of MMOs lies in consoles, so their goal was to get an action RPG experience inside ofa persistent, well-populated MMO world that worked just as well on console as on PC. To that end, Champions was planned with consoles in mind all along, with none of the built-in “latency” of other MMOs where you have to wait for a spell to cool down simply because the technology on which the MMO is built cannot handle a bazillion particle effects at once.

It will be interesting to see how this actually works out. On the one hand, interesting times and frenetic fights and a variety of tactics. On the other hand, sometimes all you want to do is to kick someone on the chins.

After the much-longer hands-on, I’ve changed my mind. Combat in Champions Online does feel different than combat WoW because of how fast everything moves – including you. I wouldn’t go so far as to say it’s a revolution in MMO gameplay, but the quick combat is going to go a long way toward making the jump to console smoother and more fun. My only conflict now is deciding whether or not to wait for the 360 version.

Not being a console gamer, I’ll confess that some of the writer’s glee escapes me.

—The biggest criticism Emmert fears hearing is from superhero players who want a purely solo masked avenger experience. That’s just not what Cryptic is out to do with Champions Online – so if any potential reviewers are reading this, think Justice League instead of Dark Knight going into it.

So does that last item mean that you can’t do solo play effectively? Because, if so, I can guarantee it will not last long on our family machines. Though I’ll note one commenter adds:

There’s been a lot of criticism from beta players that the game is TOO solo-friendly, and that there is little to no reason to group up right now. Apart from the “Lairs” which are made with groups/raids in mind, the typical overland questing is relatively easy to solo.

On the plus-side, if you do decide to group up with people for soloable quests, they keep it challenging. Depending on how many in the group, your foes will run for backup, aggroing other mobs a ways away. It sounds bad in theory, but it works great when you’re playing 

 

CoX – the Power Customization effort

BAB discusses what power customization has taken to do:

To date, power customization for Primary and Secondary player powers has involved

  • 1,241 individual powers.
  • which use use 1,620 FX scripts
  • which reference 5,144 particle scripts.

(Yes, those 1,241 powers are from just the powersets listed in the Issue 16 overview page.)

I’m still trying to nail down an exact date for when we started working on this, but so far the earliest reference I can find is from a document created in March of 2008. I know there were some meetings before that document was made, but I can’t find the date or meeting notes from the initial “Lets do this!” meeting, which I would consider the official start of this massive undertaking.

Unofficially, I’ve been trying to figure out ways to do it since around Issue 11, but every idea involved new tech and a tremendous amount of data parsing…two things that simply would have never happened back then with the size of our team.

Obviously, we haven’t been working 100% on this since we started. A bit here, a bit there…time taken for other Issues, bug fixes, booster packs, etc. But we’ve been working on it pretty focused for the last 6-8 months. 

I’m glad they finally were able to go to the effort. I wish they’d done it a long time ago.

More CO Notes

And some Champs Online Dev Diary bits:

Champions Online will support micro-transactions, but contrary to the concerns of some people, the game is not ‘based’ on them. There are the basic tenets for our micro-transactions:

  • The vast majority are aesthetic items, such as costume pieces, action figures, emblems, etc.
  • A very few are account-level management tools, such as being able to rename a character
  • Micro-transactions should never limit your ability to enjoy the game or reach the level cap
  • Any micro-transaction that has a game effect can also be earned in the game through play

Also, it’s important to note that the overwhelming majority of micro-transactions are account-wide. This means if you buy a costume piece or an action figure, every character on your account gets it.

Finally, many of the pre-order programs that we’re finalizing now have cryptic points associated with them. This is a way for us to allow our players to choose their own pre-order reward(s) which falls into our whole customization concept for Champions Online.

I’m not a huge fan of micro-transactions, even within the parameters given above. But at least the parameters are the right ones.

Once a hero reaches the upper-most levels of recognition (level 40) they can begin going on UNITY missions. These represent the most dangerous operations heroes can go on, and will be even more challenging (and rewarding) for teams of heroes. Each day UNITY transmits a list of five different global hot-spots that require high-powered attention. Once these missions are completed, a sixth custom mission is revealed. Completion of these missions earns the hero commendations within UNITY that then allows them to receive special upgrades or enter into high-end team areas with appropriately high-end rewards. There are also many goals within Crafting, Nemesis, PvP, and Perks that are designed to reward long-term Omega System players. And of course, we’ll be adding more elements in this vein all the time.

Some distinct efforts to keep things exciting at high levels. That’s a Good Thing.

We’ve currently set the character creation limit in beta to eight (8) characters. This is certainly not the uppermost number of character slots an account can have as we’ve designed rewards in the game that open up more character slots on an account level. In short, players will easily be able to earn more character slots just by playing.

I like the idea of character slots being opened up through play. On the other hand, I like the idea of having unlimited alts (cough), so …

 

CO Notes

Bill Roper, the Design Director / Exec Producer for Champs Online gives out some CO info:

Q1) Since this is a super-hero game, will players be able to have a side kick? 

The side-kicking system in Champions Online allows younger, less experienced heroes to temporarily increase the effective levels of their powers to be able to adventure with a more experienced hero. Conversely, those superheroes with greater powers can “tone things down” to play on an even level with their less-powerful friends.

SK and Mentoring. Got it. Okay, nothing new here vs CoX, but certainly something necessary — with the special twist of having a single server to play on.

Q2) How soon will players get their travel abilities?  

Heroes gain their first travel power at level 5, right after helping resolve the crisis in Millennium City. In order to allow for more flexibility in character design and role-playing, heroes have the chance to gain a second travel power becomes available at level 35!

I’m glad CO is starting from the beginning with a low-level travel power. CoX has mostly gotten around that, but it can still be a hassle in some cases (and if you don’t do bank missions).

Q3) If I make a melee character without a flying ability, will I be screwed in PvP when fighting someone that can fly and has a ranged attack? 

We’re doing a lot of balancing right now to avoid just this sort of issue. Melee classes have attacks they can use at range (such as ripping up hunks of the ground to throw at enemies) – most of which knock their target out of their travel powers. This is especially nasty when used against a flying opponent.

Not interested in the PvP, but this is a good thing to know re Melee powers.

[…] Q5) How will XP be divided amongst healers, tanks and DPS character? Will it be based off the amount of damage done only? 

We not only track the amount of damage done and damage taken by a hero, but we also track how many points of damage a hero heals – both on themselves and on others. We make sure that proper credit is given to supportive heroes in both PvE and PvP in this regarding, making the choice of playing a hero that focuses on aiding others just as rewarding.

Very good to hear. Though that makes it unclear whether XP is given (on a team) for different things or what.

Q6) Since you get to create your own Nemesis, why wouldn’t I just create a really weak one? 

The powers for your Nemesis are drawn from defined, balanced power sets. This ensures that players can’t “game” the system and make a weak arch-enemy. Nemesis is designed to be the biggest challenge a single hero can face, so we want the villain you create to live up to that standard.

Hmmm. I’m curious to see how this works. I don’t want lame Nemeses — but I don’t want paper cut-out ones, either.

Q9) Why can’t I be a villain? 

We wanted to focus on the heroic side of things with the launch of the game. The missions, interactions of citizens, and so forth are all directed to your being a hero. There are so many stories to be told, justices to be upheld, and worlds to be saved that we’re excited to bring those chances for good to life. We do let you design a villainous foe with the Nemesis system, and some day we might even delve into the darker side of superheroes.

I’m sure there has been much analysis about why (or whether) the CoV side has been less fun (based on population) than the CoH one. I don’t see a reason to rush into this on CO’s part.

Q10) If I’m a superhero, why do I need to craft things? I’m already super. 

Not every hero has powers that come from within. Many have lots of wonderful toys they use to fight crime. This is just the type of hero that will be crafting new goodies in the Arms school of crafting, which also has non-physical elements such as fighting styles. And our crafting system goes far beyond the creation of just physical items like guns and armor. There is the Science school where things like mutagens and serums and nano-bots are created. Mystical crafters design new spells or arcane artifacts. We’ve spent a great deal of time and effort to allow players to experience crafting while staying true to whatever the concept of their hero is.

I’ll believe it when I see it. Yeah, clearly Batman crafts all the time. Superman? Not so much. Ditto Mr Fantastic vs the rest of the FF.

CoX Vet Rewards

The CoX folks plan ahead for Vet Rewards for coming months:

63 Months: Honorable

In addition to the Honorable Badge, each character can claim a power that, when activated, will completely remove any map of Fog of War

66 Months: Enduring

As well as the Enduring Badge, each character will obtain the following:

  • +5 Salvage Inventory Slots
  • +5 Recipe Inventory Slots
  • +1 Auction House Inventory Slot

Nice. And all in keeping for non-game-changing but still-sweet bennies for long-timers.

(For the record I’m at 54 months  …)

CoX I16 news … and some Going Rogue news, too

So, lots of word over this last week on I16 goodness.

There’s the big overview:

At last, our next free content update unveils the all new, much requested and long awaited Powers Customization system! You wanted more control over what your characters’ powers look like, and you are getting it! Issue 16: Power Spectrum takes City of Heroes’ unparalleled character creator to the next level by unveiling a kaleidoscope of colors for your characters’ powers. Become your own pyrotechnician as you select themes for your characters’ powers and color coordinate the hues of the power effects.

If I had a nickel for every time the Devs said that power customization of this sort was utterly impractical, I wouldn’t have to pay for CoX for several years. I guess getting some serious competition cleared out some development time

New Character Creator 

Not only does the newly updated Character Creator allow players to jump directly between Archetype, Powersets, Costumes and Character ID in any order without losing progress, but it also allows you to select your colors and theme for each individual power or apply it to the entire powerset. These themes will allow for color tinting of geometry and particle effects such as energy blast colors and force field colors. The primary and secondary colors of any power effect can be changed individually for each power in the set.

Nice. And nice to hear that there will be easier way to maneuver through the CC … including the name.

Customizable Powers 

Customizable powersets include Cold Domination, Dark Armor, Dark Blast, Dark Melee, Dark Miasma, Earth Control, Earth Melee, Electric Armor, Electric Assault, Electric Blast, Electric Melee, Electricity Manipulation, Empathy, Energy Assault, Energy Aura, Energy Blast, Energy Manipulation, Energy Melee, Fiery Aura, Fire Assault, Fire Blast, Fire Control, Fire Manipulation, Fire Melee, Force Field, Gravity Control, Ice Armor, Ice Assault, Ice Blast, Ice Control, Ice Manipulation, Ice Melee, Illusion, Invulnerability, Kinetics, Mental Manipulation, Mind Control,  Necromancy, Plant Control, Psionic Assault, Psychic Blast, Radiation Blast, Radiation Emission, Regeneration, Sonic Resonance, Sonic Blast, Spines, Stone Armor, Storm Summoning, Super Reflexes, Thermal Radiation, Thorny Assault and Willpower.

Here’s hoping for a free tailor token for each character.  There are some very subtle things I’d love to tweak with power colors …

Super Strength and Martial Arts will each receive an alternate animation for their powers, and Stone Armor and Necromancy will include limited customization.

Also nice.

Other Issue 16 Features 

Powerset Proliferation – More powersets are now in the hands of Archetypes who couldn’t use them previously! Blasters will have access to Radiation Blast, Brutes will get their Claws on, Controllers can now freeze it up with Cold Domination, and Corruptors get to feel the “twang” of Archery and Trick Arrow. Defenders can go high-tech with Assault Rifle and Traps, and Dominators can pulverize their enemies with Earth Assault. Masterminds heat things up with Thermal Radiation, Scrappers and Tankers get ready to fry their foes with Electric Melee and Electric Armor, and finally Stalkers get to swing their own mighty Broadsword.

Sweet! Especially liking Rad Blasters.

Enhanced Difficulty Options – Players can now fine-tune their difficulty levels by telling the game exactly how they want to be treated. They can choose to be regarded as a specific size team (even if they are soloing), and even have control over the level they are detected to be when it comes to the dynamic spawn system. So if you ever wanted to see if your Scrapper could take on a map that is populated for an 8 person team, four levels higher than your own, now you can! The difficulty settings of the mission owner dictate how the mission is handled, just as before, and you can change your difficulty settings at any Hero Corp.’s Representative in Paragon City or Fateweaver in the Rogue Isles.

This is less of an urgent thing for me than the others. The current Difficulty slider is pretty straightforward. I’m not a fan of limiting where you can do this, though, or (ahem) charging for it.


 

Meanwhile, Posi talks about the design background for the Going Rogue expansion … where he mentions a couple of things coming in GR:

So that meant we needed a Hero-gone-bad and a Villain-gone-good. Looking back into my stable of old RPG super-heroes I remembered a gun wielding vigilante I used to play called Maelstrom. Since we really wanted to get a dual pistols Powerset into Going Rogue I thought that he would be a great guy to dust off and bring to life in the City of Heroes universe.

[…] That took care of our vigilante Hero, but I still needed a redeeming Villain. I looked to the other powerset we wanted to put into Going Rogue, Demon Summoning. This was a Mastermind set, so it was already exclusive to villains, making it obvious that whoever we came up with was going to be a demon summoner.

So … Dual Pistols Blasters, and Demon Summoning Masterminds. In addition to side-switching. Yay!

The CoX team is certainly pulling out all the stops to add stuff that people will want to play.

Transmogrified!

The new Super Booser III pack, “Superscience” is out. It carries on the new CoX theme of paying for trickets. It includes the following costume pieces and emotes:

Head
Hair (M,H)

Mad Science

Detail 1 (M,F,H)

Welder Goggles
Safety Goggles
Modern Goggles
Retro Goggles
Maverick Goggles
Death Goggles
Reflector

Detail 2 (M,F,H)

Breather 1
Breather 2
Breather 3
Breather 4
Breather 5
Breather 6
Death Guard
Neck Bolts

Upper Body
Jackets (M,F,H)

Scientist Single
Scientist Double

Sleeves (M,F,H)

Scientist

Gloves (M,F,H)

Rubber

Lower Body
Boots (M,F,H)

Rubber

Emotes:

/em experiment
/em calculate

Costume Change Emotes:

/cce # ccdrinkformula
/cce # ccsuperserum

Well, goggles are always good, but not critical.

More importantly, it gives you special tailor access to body type changes between costume slots. Calling Dr. Banner — your Huge alter-ego is available in costume slot 2! Or, alternately, you can finally do Victor/Victoria style characters.

All fun, but I don’t see myself dropping $9.99 for this one. (Some pix here.)

Champions Online specs … ruh-roh

Hmmmm. This isn’t good.

Minimum System Requirements

  • OS:Windows XP/Vista/Windows 7
  • CPU:2.5GHz Single Core or 1.8GHz Dual Core
  • Memory:1GB RAM
  • Video:NVIDIA GeForce 7800 / ATI Radeon X700 or HD / Intel Graphics with Dual Core
  • Sound:DirectX Compatible Soundcard
  • HDD:5GB Free Disk Space
  • Network:ADSL / Cable Modem
  • Disc:DVD-ROM
  • Driver:DirectX 9.0c

Recommended System Configuration

  • OS:Windows XP/Vista/Windows 7
  • CPU:2GHz Dual Core or Better
  • Memory:2GB RAM or Better
  • Video:NVIDIA GeForce 8800 or Better / ATI Radeon HD3850 or Better
  • Sound:DirectX Compatible Soundcard
  • HDD:5GB Free Disk Space
  • Network:ADSL / Cable Modem or Better
  • Disc:DVD-ROM
  • Driver:DirectX 9.0c

And here I sit with

  • Processor: Intel(R) Pentium(R) M processor 1700MHz
  • Card name: ATI MOBILITY FIRE GL T2

Everything else is, I think, okay, but those two are almost certainly below the minimum threshold.

Hmmmm. Now I’m pondering that offer by Margie to get a new (home) laptop.

I have until August 17 to figure it out …

The Tale of Twixt

Whoa. MMORPG + Sociology = Teh Weird.

Loyola media professor David Myers tells the tale (as an academic paper) of what happens when you flout social rules, even if you are perfectly legal (and even supported by the codified moral laws) in doing so. The answer: you become very, very unpopular.

What makes this interesting is that Myers is writing about an experiment he ran himself in CoX, using a veteran toon named “Twixt,” both in its original incarnation on Champions (where it was a long-time character), and rebuilt on Infinity and Freedom. In each case, he managed to get driven out of groups; DOSsed from his chat channel; subjected to disparagement of his intellect, experience, and morals; hunted down by collective teams of heroes and villains; and personally threatened.

All for being a super-hero. As opposed to being a social hero.

Twixt’s activities were run in Recluse’s Victory. His basic sin was doing whatever he could to support the heroic side of the endeavor, regardless of whether it made people happy. His specific and most egregious “breaching” offenses, according to Myers:

  1. Teleport Other of villains into security drones (“droning”) or NPC heroes.
  2. Attacking of villains who were “collaborating” with heroes to farm NPCs in the zone with Heavies.
  3. Declining to team with others (which turned into refusing to do so when too many teams turned into traps by players colluding with each other).

None of these behaviors was illegal. In fact, the Devs never acted on the many petitions lodged against Twixt, In their own way, these actions, esp. the first two, were perfectly keeping with the milieu of heroes vs. villains, much more than many of the folks condemning Twixt’s actions were. Worse, Twixt was very successful at what he was doing, Myers notes

Myers’ conclusions are that social rules are not necessarily constructed based on natural rules (Myers couches this all in various sociological terms such as social constructionist theory, ethnomethodology, positivism, etc., but that’s what it boils down to). 

In real-world environments, “natural” laws governing social relationships, if they exist at all, are part of the same social system in which they operate and, for that reason, are difficult to isolate, measure, and confirm. In Twixt’s case, however, two unique sets of rules – one governing the game system, one governing the game society — offered an opportunity to observe how social rules adapt to system rules (or, more speculatively, how social laws might reproduce natural laws.) And, the clearest answer, based on Twixt’s experience, is that they don’t. Rather, if game rules pose some threat to social order, these rules are simply ignored. And further, if some player — like Twixt — decides to explore those rules fully, then that player is shunned, silenced, and, if at all possible, expelled.

[…] the strong, negative, and increasingly emotional reactions to Twixt’s behavior were almost always focused on preserving beneficent social communities and friendships in blatant disregard of game rules. The most important negative consequence of Twixt’s behavior in the eyes of other players, then, was not his failure to achieve game goals – Twixt’s opponents “failed” this test more often than he did — but his failure to garner and sustain social connections: the most repellant consequence of Twixt’s behavior was that it made him unlikable.

While there are some quibbles I have over Myers’ experience in the game vs. my own, his overall observations seem sound. If the majority of the people playing are there with a goal of socializing, then folks who break the social laws are going to be unwelcome, regardless of the house rules.  

Remaining likable – socially connected — within the CoH/V community meant playing the game according to values other than those made explicit by the game design and the game designers.  Players could only learn these values – much like those affecting social activities in the real world — by becoming (or already being) a member of the game’s entrenched social order.

Looked at another way, the game produces goals, but those are necessarily what is intended with the game design. While the designers intended to promote heroism vs. villainy, and structured RV around that conflict, what has happened is that the actual goals being sought are socializing and character advancement, which can be more easily done (to some or many) through ignoring the RV core conflict and simply farming NPCs — and that usually means ignoring the PvP in the zone. This all gets back to the discussions around farming with the AE mishes — it’s utterly against the milieu rules, and it’s aesthetically repugnant to many, but it’s also a key way that a lot of people (clearly) want to play.

Myers suggests, further, that these sorts of social restrictions create boundaries in gameplay, discouraging people from trying a variety of tactics to pursue the game goals. In the notes, he says:

Play in CoH/V, since its inception in 2004, has displayed at least three distinct stages. The first, most exploratory stage occurred immediately after the game’s release, when all players, due to their inherent ignorance of game rules and methods of play, explored the game environment through a trial and error process very similar in appearance and function to that of Twixt’s breaching play. Once a critical mass of successful game play and players (and information) had been achieved – regardless of whether that success was the result of analysis, effort, or luck – other, not-so-successful play and players began to ally with and mimic the more successful. 

Subsequently, once social groups had been established through such alliances, the game entered its third and current stage, dominated by entrenched groups of experienced players. During this latter stage — in which Twixt began his breaching play — there was no longer any pressing need to find or share game information with others. As a result, game information became devalued in favor of social information and orders. Perhaps it is only during this latter stage of mature online game play that Twixt’s breaching play is most threatening and most likely to evoke such strong negative reactions as those observed in CoH/V.

I think that’s key. CoX has, for many of its players, become not so much “be a super-hero/villain and save/rule the world.” It’s become “PL to 50 ASAP, come up with cool costumes, and hang with your buds.” Myers was the equivalent of the guy at the job who tries to do the work, rather than just earn a paycheck while leaning on the water cooler; that he not only made the folks facing him look bad by taking the actual genre seriously, but by poking at them by defeating them, made the likelihood of social ostracism and threats even greater. (Another analogy, in the NOLA comments below, is that of the guy on the freeway going exactly the speed limit, and the amount of fury that “asshole in the green car up there” can cause to others.

The NOLA article below (which was cross-posted onto CoX forums) has some interesting (as well as disturbing) comments, some of which make it seem that the other articles (less so Myers actual paper) are overstating things.  Many of these don’t get the point — which is not that if you flout social rules then society will get ticked off at you, but that social rules are not necessarily aligned with “natural” (or, in this case, game) rules, and in fact resist those who adhere to the latter rather than the former. The point of Twixt was not, per se, to be a “jerk” or to “grief,” but to do what the game allowed, and what it (and LR in particular) was designed for: vanquishing of the opposing side (XP or not). This irritated the folks who were using the zone instead to farm and socialize and who only considered some forms of combat (i.e., those that didn’t include TP Foe) legit and honorable.

I confess that, caught flatfooted in the face of a really bad ambush in a city zone, I’ve been known to run for the nearest drone. TPing the PvE foe there isn’t any different, and it’s not effectively different of it’s a “P” vs an “E” being TPed).

(If this were, in fact, such a big deal, I shouldn’t think it would be that dire a mechanics change to prevent TP Foe from being targeted within 100m of a drone, or to have someone TP Foed be subject to NPC attacks for 5 seconds after arriving, or something like that. Clearly the Devs don’t think i’s that high a priority.

Still, it’s a very sad indictment of CoX, as an established community, and it makes me glad that I “do my thing” solo or duoed with Margie, rather than as part of some farming collective SG.

Articles on KotakuMassively, NOLA.