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In general I disagree with the premise of the thread. I love the FEEL of CoH combat but I can take or leave the mechanics themselves. The mechanics aren't awful but at the end of the day it really comes down to watching recharge timers. This sort of mechanic was necessary when CoH first came out due to computer and bandwidth limitations but technology has moved on and I'd like to see MMOs do the same.
Now the bit I do like about CoH combat is the general feel of one hero (or a small group) versus an army. This is something that few other MMOs have and something I feel they should strive to emulate. -
Quote:It wasn't perfect by any means but I've always felt CoH came a lot closer to making truly enjoyable game play than any other MMO I've played. Part of the appeal of MMOs is the carrot of character improvement but most MMOs seem to be designed as if that's the only reason to play. CoH managed to make combat that was enjoyable for itself.I don't think CoH's true "Niche" market was the comic crowd (though they are certainly a part of it) the appeal was in the summer blockbuster type feel to the game. It was never all that challenging, in fact most of it was down right easy. But it mixed satisfying visuals with that visceral "One man (or woman) against an army" type feel where most other MMO's lean towards "You can take 2 or 3 bad guys or maybe 1 tough one if you team up"
Most MMOs I view bad guys as an impediment to fun, in CoH the bad guys were like little pockets of fun I could run around collecting. The only other MMO that came even close to matching the enjoyment I gained from just blasting bad guys was Star Trek Online but that saddled it with so much "work" to get to the fun that I got fed up. -
From some of the comments the devs have made regarding Masterminds I always got the feeling that if they were doing Masterminds over again they wouldn't do them .
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Quote:Actually I'd have thought it would be reasonably easy. My understanding is that Set Bonuses are basically always on powers that are "cast" by your character but that use the generic scalars. Given that changing them to non-generic scalars should make them scale by AT. Of course I could be wrong.It probably would have been impossible to implement, but I wouldn't have minded AT mods effecting set bonus numbers.
That being said I'd have thought that AT dependent set bonuses would not be a particularly good idea. While it would be a nice way of differentiating between the melee ATs (and to a lesser extent between Defenders and Corruptors) it would really, really hurt Blasters who in many ways are the AT that gets the most benefit from set bonuses. -
First off, I think CoH was a very good game overall but there are a few places that I feel the devs made strategic blunders. However one thing to keep in mind is that hindsight is 20/20 and at the time the decisions were made these probably all seemed like good ideas.
- City of Villains: This is one of those "seemed like a good idea at the time" items. WoW was going strong and faction rivalry and PvP were one of the reasons so trying to emulate it made a lot of sense. The problem is it didn't really work. PvP never caught on and the lack of interaction killed any real sense of faction rivalry as well as the fact that Villain side never had anywhere near the numbers of Hero side. This really became apparent with the newer Co-op content. The devs had to do mostly co-op content due to resource limits and villain players resented it. Personally I've always felt that if the option to play villains had never existed the game as a whole would have been stronger due to not needing to split development resources.
- Going Rogue: This is another one of those good ideas that didn't take off. Going Rogue had four(?) new zones that today are almost empty. The problem is that while the story content is interesting it doesn't lend itself well to the sort of teaming which has always been CoH's biggest strength. Even pre-Freedom relatively few people used Preatoria for more than a few characters instead opting to create primal characters and side switch them later in part due to increased teaming options. I realize that part of the reason for doing it was to have a new boxed set to sell but it just didn't work.
- Mission Architect: This is one of those things that I think they either shouldn't have done at all or should have done more thoroughly. The idea of user generated content is awesome. The problem is making the system resistant to abuse and even now it's not that great. The initial release was, frankly awful and the various exploit cycles left a bad taste in players' mouths. Combine this with a very poor rating & filter setup and the system as a whole was pretty broken. The worst part is that I think they could have made it work and if it had it would have been very, very cool.
- The Incarnate System: Actually I think the Incarnate system as a whole is reasonably good the problem was that the roll-out and reward structure were flawed. I suspect that the devs feeling their way into it so this is VERY much a situation where hindsight applies and I don't really hold it against them but here are the things I felt when wrong. None of these broke the game on their own but when taken in combination they greatly diminished the appeal of what should have been a major attraction.
- To much focus on back-ended rewards. In normal leveling game-play the majority of rewards come from making kills, suddenly the Incarnate system comes along and changes it so that the most rewards come from completing content.
- Releasing four slots at once. I would rate this as the worst strategic blunder they made with the Incarnate system. Releasing four slots in a single issue convinced players that they had to grind all four slots now in preparation for the next issue. Doing a more staged release with one or two slots an issue as the content was ready would have eased players into the system better.
- Either to much, or not enough content segregation. One fundamental concept of any MMO reward structure is what rewards you get for specific content. IMHO the Incarnate system fell into a horrible pit where rewards were segregated enough to annoy people but not enough to really force content. The post-Alpha slots relied on Incarnate Content (which limited teaming opportunities) but didn't limit the specific Incarnate content which meant people mostly farmed the easy stuff and ignored the rest. The Hybrid slot attempted to fix this and we all know how that went. Combine this with the reward disparity between Trials and any other content and the reward system for Incarnates as a whole was just awful (the lack of a solo path for so long just made it even worse).
- The story. Seriously the story for where Incarnate powers came from was really, really annoying. Like most players I pretty much ignored it but it still bugged me. in a game that lets us choose our power such to such a wide degree, why oh why did the devs feel the need to choose it for us here?
- City of Villains: This is one of those "seemed like a good idea at the time" items. WoW was going strong and faction rivalry and PvP were one of the reasons so trying to emulate it made a lot of sense. The problem is it didn't really work. PvP never caught on and the lack of interaction killed any real sense of faction rivalry as well as the fact that Villain side never had anywhere near the numbers of Hero side. This really became apparent with the newer Co-op content. The devs had to do mostly co-op content due to resource limits and villain players resented it. Personally I've always felt that if the option to play villains had never existed the game as a whole would have been stronger due to not needing to split development resources.
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My top hitlist for "CoH Features I'd like to see in another MMO" would be:
1. Appearance divorced from stats. I mean actually divorced, none of that "transmutation" stuff which allows you to change appearance but still limits you to stuff your class can use, I want an actual free-form appearance generator. If I want to have a light combatant wearing heavy armor that should be my choice.
2. Ease of teaming. This one is broad but CoH had some of the easiest teaming I ever encountered. Between the lack of team roles, super sidekicking and the general nature of mission structure forming a team was as simple as finding people who wanted to team.
3. Instanced missions with a focus on combat. This is technically a two-fer but I'm counting it as one. Leveling in CoH is mostly about combat, mission and story rewards are small relative to the rewards from simply killing lots of enemies. Combined with the instanced nature of missions this makes a situation where you spend your time fighting and not worrying about collecting miscellaneous animal body parts. Merits, Incarnates and the new Atlas Park did break this somewhat for CoH which was part of the reason I burned out on playing and frankly in a new MMO I'd like to see them moved more towards a kill-based model.
4. I want to fly (or better yet jump really high). Seriously, having to spend fifteen minutes walking to my mission is not engaging gameplay, it's a time-sink. I don't play video games to walk about, I play them to punch bad guys in the face. The ability to get to my mission quickly in CoH was always a huge draw for me.
Most of the complaints I saw basically boiled down to the fact that the sustain buffs were almost all added to powers that previously were "worthless". People resented having to change their builds to take them. I think I saw this complaint made about all of the sustain powers at one point or another. -
Let me dig out my Healing Arrow. Good news, it's a suppository!
EDIT: You know it's an old joke but now that I think about it my TA/A does technically have a healing arrow thanks to the Defender's Bastion set. -
It depends on their job. I suspect that the various programmers on the team will have no difficulty finding work (albeit maybe not in the video game industry). Paragon Studios was located in the heart of Silicon Valley and good programmers are always in high demand there.
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Quote:The problem with this sort of idea is two-fold. First where do you draw the line? Do companies that create an MMO have a legal responsibility to maintain it for as long as people want to play it? Because I'm pretty sure that would result in companies ceasing to make MMOs.The real problem is that players of MMOs have no legal rights to the virtual goods they paid real money for. Millions of people are currently paying billions of dollars for costume unlocks, powersets, vehicles and the like, in games like CoH, STO, Champions Online, WoW, yet these companies could pull the plug on these games at any time, completely trashing billions of dollars in virtual investments. That's really what's wrong here.
If you want to make a real difference, start a campaign to get national legislation passed regarding the legal rights of digital citizens, the money we pay for creating and outfitting our virtual characters, and the many hours we put into creating them.
Secondly there's the issue that laws would only apply to companies in the country of origin. If (for example) the US passed such laws companies like NCSoft would be pretty easily able to avoid them because they aren't located in the US. Even if players were in the US the company could probably have their business offices in another country and avoid technically doing business in the US. -
Yeah it's a great game, my only real complaint is that it's a bit short. Of course you can always stop right before the last mission and spend your time shooting down UFOs.
I've beaten it on Classic and have been trying to do Ironman but I get so upset when my soldiers die that I just can't do it. -
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I propose that we rename Earth "Sol 4". That way when Aliens invade they'll waste their time attacking Mars, Jupiter or Saturn (depending on which way they number their worlds and whether they count Pluto as a planet or not).
@Black Zot: It's Welsh (at least the early ones were, I think a few other languages may have slipped in here and there). -
For the curious the song is from the film adaptation of the musical "My Fair Lady".
I remember that CoH video as well, it was very well done. -
I'm kind of leaning that way myself. I've been playing Guild Wars 2 a bit but honestly my heart just isn't in it. I think that for the near future I'm mostly going to be playing single player games.
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Quote:Or to quote Larry Niven:Honestly, as much as I would love the idea, the human race as it is (socio-economic) would frighten me to have this kind of power.
"Any interesting space drive is a weapon of mass destruction. It only matters how long you want to wait for maximum damage." -
Well, they say to always end on a song.
We'll meet again, don't know where, don't know when,
But I know we'll meet again some sunny day.
Keep smiling through, just like you always do,
Till the blue skies drive the dark clouds far away. -
True but that's not to say that they would talk about it anyway. In general it's good policy not to talk smack about a former employer in public even if there's no legal restriction on doing so. It's the sort of thing that can make other employers decide not to hire you since they know that you may well decide to talk smack about them in the future.
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It depends on which "they" you are talking about. It probably wouldn't hurt NCSoft stockholders, much. They might lose some revenue due to people subbing to CoH instead of playing NCSoft games but that's a small number. On the other hand it has a huge potential to hurt NCSoft executives. If they sold CoH and it ended up making a larger profit than it did under NCSoft then it would indicate that they were mismanaging it which could hurt their career. A lot probability but still possible.
I'd say this one is well worth the $9. -
Quote:Pretty much what it sounds like. A "browser" game is one that is played through your web browser rather than having a separate game client. Most browser games use a 3rd party add-in to handle the graphics, Flash and Java are very common one but in the case of CoS they are using Unity Web Player.What is a "browser" game? What makes it different than any other game? Are there any real advantages/disadvantages to it? If I can play CoH, will my graphics card be able to handle CoS (I am on the lower settings in CoH)?
Unfortunately I can't find system specs for either CoS or Unity so I can't tell you what they are but most browser games have low specs so you'll probably be able to run it. -
Here's the thing. Shutting down servers doesn't really save a lot of money. It saves some but the main recurring cost for servers is Bandwidth and that pretty much scales per player regardless of how many servers you have.
The reason to consolidate servers is to concentrate players. Now in some games that does make sense. For example any game with a focus on PvP or an important server-based economy needs a certain concentration of players on each server to work.
City of Heroes isn't such a game. Yes, teams are important but they aren't essential and the market is cross-server. Add in the fact that CoH is heavily instanced and the basic in-game experience is pretty much the same on a low-pop server as a high-pop one. The only real differences are how easy it is to find a team and the general community feel of a server (small-town versus city) which for the most part that is self-regulating. People who want a high-pop server with lots of fast and quick teams moved to Virtue and Freedom and were happy while those who preferred the small-town feel of the other servers went there.
That being said at the end of the day what really matters is not what we as players think but what the devs think. I'm sure that if server merges would have made an appreciable difference then the devs would have done that. But at the end of the day I think it would have cost them more players than it gained. -
Quote:I think that the graphics had a lot to do with the success of WoW. The graphics are very simplistic which meant that the game could be run reasonably well on a low end machine (so long as you stayed out of Ironforge). This really opened up the available consumer base since people could play it without needing a dedicated gaming rig. At the same time although the graphics were simple the art was top notch meaning that the game itself still looked very good.Thirdly compared to other games that were around WoW started rather simple no big character generation (There was SWG and CoH and god knows what else that you can practically create your character as you wish even if it is not equipment base) no complex character progress (Ultima Online, SWG, CoH and some others had vast selection for character progression even some were gated behind class/race etc the choices had enough variety) very colorful enviroment (When I first saw WoW I was thinking that I am playing a cartoon game) including Blizzards die-hard fanbase game quickly spread around like a fire in both people who want to spent time with their die-hard fan friends and it draw younger audience with being simple and having colorful enviroment.
This is a lesson that I think many game companies really need to learn (although not Paragon Studios, they clearly understand it). Good graphics does not mean good art and good art will cover up poor graphics a lot better than good graphics cover up poor art. -
Back when I was marketing heavily I mostly worked in the low-margin high-volume craft and sell IOs. Basically I looked for IOs where I could buy and craft for less than 5million and sell for 15-20million. Positron's Blast were some of my earlier ones but over time the profit from them dropped a lot and I started maxing into other areas. In general I avoided damage set (to much competition) and focused on the various defensive and healing sets. Aegis was probably my biggest earner pre-Freedom although it dropped afterwards due to increasing competition.
I was never really rich (I think I peaked out at about 24 billion) but that was enough to afford top-end builds on those 50s that I actually played. Last time I took a break I took a lot of that income and plowed it into purples, stockpiling a few of each damage set for future characters. -
Quote:People want to make numbers bigger and fill up progress bars. The numbers and bars don't actually need to mean anything, people just like filling them up.Again, this flow-style mechanic seems intuitively obvious, but Hawkwood's example proves its untruth; in World of Warcraft, people will rep grind despite very vocally hating it (despite in many cases not actually needing the unlocked rewards) simply to be able to say they did. Whether or not this is actually some sort of masochistic pleasure function is beyond the scope of what I would want to seriously consider as a designer without compelling evidence.
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Quote:Yeah it was good before that but SSK really kicked it up a notch. Bam!Supersidekicking was a huge improvement. My level 35 could team as 25 or 45 and contribute and get XP without the +/- 3 level requirement bridging horse hockey of old school P/L. Taskforces, contact missions, radio missions, and hero tips were easy to build teams for.