Wait, why Tank, Healer, Damage Dealer?


Adelie

 

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Originally Posted by Samuel_Tow View Post
At this point I'm not sure if he learned diddly squat, learned exactly the wrong lessons, or learned the right lessons but stormed off to the Star Trek MMO and left someone else to handle Champions Online, but... Put it this way: what the game doesn't borrow from WoW, it largely implements via the wrong lessons learned from City of Heroes.
The biggest lesson not learned I think is the open power system.

They tried to do it with CoH, but it created so many problems that they decided it wouldn't be feasible. It would make it too easy to create tankmages or create gimped toons. So they went with a class system. Open power system doesn't work; noted.

Then the first thing they do with CO is create an open power system and plow through all the issues associated with it. As Arc pointed out, it just creates one class. To prevent people from making tankmages (they still do, just not as overpowered as you might think), the choices you make don't change your overall ability as much. You can't heavily build for defense. Pretty much everyone has the same defense. So deviating from "tankmage" is pointless. The only logical build is "ranged Scrapper." And while you can do other stuff, there's really no reason to.


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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Originally Posted by Perfect_Pain View Post
I fully understand Jack's vision for CO. We talked about it alot in PM's during Alpha.
Guess what?! The game is NOTHING like what he had envisioned.

And - when Bill came - the game went further and further from his original vision.


err edit:

The original vision as I understood it was just a more open City of Heroes. More open being "our" your characters. Having more choices. Not being stereotyped into one thing... "Oh your a scrapper" or "No you are a tank! Do your job!"!!
The worlds/zones were supposed to be more indepth instead of the stagnent zones we have here like IP or Steel Canyon. The world was supposed to be engaging, draw you in.

Things IMO got all ****** up when they decided "loot" needed to be in the game... or when they announced PvP was gonna be the balancing factor for the entire game...

When Jack stepped out of the picture I think internally that things really began to shatter at Cryptic for the goals of CO. When Atari stepped in and someone told them Star Trek is going to be the Next WoW. It's like the companies entire focus got disrupted and everything started to be rushed. instead of putting the time and effort into that game that was needed... They just started inviting more and more people to each wave of beta testing without fixing any of the stuff we were reporting as failures of the game. More and more people flooded the forums, not even testing the game... Just shoveling large heeping spoonfuls of praise down the Devs throats. Not helping the process at all. Going through extreme fanboi rage at anyone who was trying to say "HEY TEAMING DOESNT EXIST IN THIS GAME?!" Fanboi's nerdrage shot that stuff out of the sky.

It was as if all the important people who were working on CO left. And in stepped their replacements just trying to finish stuff up and send it out the door not listening to the feedback. Not trying to make the game better... Just get it out the door.
I don't think you can pin this on Roper. I think the dev team was struggling with the consequences of the pseudo-open system they were expousing long before he got there. The discussion that swirled around "Frameworks" seems instructive. First, it didn't seem clear the devs themselves had a solid idea of what they were thinking there - or had conflicting opinions between themselves. Second, whatever it was originally it changed shape as arguments built around some of the concepts behind them. Finally, we ended up getting basically *nothing* like what was originally described: instead "frameworks" became the dewey decimal system of categorizing powers, with 2% prerequisite tiers added on top.

The current CO system, as I perceive it, is the CoH system with both archetypes *and* enhancements removed. You can pick whatever powersets you want, and whatever powers you want in them, but you have minimal control over your slotting of those powers. And for me personally, that is its biggest failing in terms of being a Champions inspired game. Champions allowed two different kinds of orthogonally balanced customization: you could take a different mix of powers, and you could customize those powers in interesting ways. I think the former is at least possible to some degree in CO, but the latter is not to a high enough degree to be interesting.


Since we're playing fantasy game design, one thing I would do differently than either CO or CoX is I would focus more attention on character development. Both games treat character development as if we were a bag of powers, and development involves filling the bag. I think a better way to do this would be to consider this a three-stage process. In stage one, you decide what you can do. In stage two, you decide how well you can do it overall. In stage three, you decide to specialize in certain things to add focus to the character.

A big knock on both games to some degree is that it takes too long to "realize" your character concept. I think one way to address that is to give all the conceptual choices to the players very early on. In fact, I would present all of them by the time they left the tutorial (if the tutorial was long enough). So if you want the ability to supercharge offense at the expense of defense, you get to choose that ability early. If you want to fly, to buff others, to become temporarily invulnerable - all those types of general options would be made available to the character early on.

But they would be relatively weak versions of those abilities. As you level, the opportunity would arise to improve those general abilities in either general or specific ways. In other words, rather than the slotting progression we have now, I'd allow players to just plain increase their damage across the board if they wanted to, but at lower amounts than boosting individual attacks. Rather than build up from being able to block melee, then block ranged, then block AoE, SR would be able to block all three, but weakly, and then build up their general defense to all, or divert more attention to building up melee defense.

In the end game, I would allow players to take certain abilities and specialize in them in ways unavailable to generalists, no matter how much they buff those powers during the mid game. Maybe you could increase the firing rate (in cast time) of your basic attacks, or you could use certain powers free of its normal restrictions. Perhaps while personal force field was up force bolts were reduced in strength normally, but in the end game you could specialize in attacking while those shields were up. That sort of thing.

In a sense, you'd be picking your archetype in the beginning through fundamental character ability choices, then you'd be leveling sort of the way we do now in CoX but with more general options for enhancement, and then in the end game you'd start to get power advantages vaguely like in CO.


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Before they brought that stupid tier system to Champions, the game and leveling was about 40 billion percent more fun. They had it all Before they started limiting us. And with those limits came a great dislike for their dev staff over there, who IMO had no idea how crappy the tier system was.

It did not help that *AFTER* the game went live is when they started balancing the powers. Every single power I enjoyed having on my characters who NEVER pvped got nerfed to hell, to make the entire game just not fun.

It's like they said, hmmm what powers are really fun in PvE?
Those will be the first to have their damage reduced by 80%.


 

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Originally Posted by Arcanaville View Post
Since we're playing fantasy game design, one thing I would do differently than either CO or CoX is I would focus more attention on character development. Both games treat character development as if we were a bag of powers, and development involves filling the bag. I think a better way to do this would be to consider this a three-stage process. In stage one, you decide what you can do. In stage two, you decide how well you can do it overall. In stage three, you decide to specialize in certain things to add focus to the character.

A big knock on both games to some degree is that it takes too long to "realize" your character concept. I think one way to address that is to give all the conceptual choices to the players very early on. In fact, I would present all of them by the time they left the tutorial (if the tutorial was long enough). So if you want the ability to supercharge offense at the expense of defense, you get to choose that ability early. If you want to fly, to buff others, to become temporarily invulnerable - all those types of general options would be made available to the character early on.

But they would be relatively weak versions of those abilities. As you level, the opportunity would arise to improve those general abilities in either general or specific ways. In other words, rather than the slotting progression we have now, I'd allow players to just plain increase their damage across the board if they wanted to, but at lower amounts than boosting individual attacks. Rather than build up from being able to block melee, then block ranged, then block AoE, SR would be able to block all three, but weakly, and then build up their general defense to all, or divert more attention to building up melee defense.

In the end game, I would allow players to take certain abilities and specialize in them in ways unavailable to generalists, no matter how much they buff those powers during the mid game. Maybe you could increase the firing rate (in cast time) of your basic attacks, or you could use certain powers free of its normal restrictions. Perhaps while personal force field was up force bolts were reduced in strength normally, but in the end game you could specialize in attacking while those shields were up. That sort of thing.

In a sense, you'd be picking your archetype in the beginning through fundamental character ability choices, then you'd be leveling sort of the way we do now in CoX but with more general options for enhancement, and then in the end game you'd start to get power advantages vaguely like in CO.
In general I like this, and it's very fitting for the super hero genre (you don't get new powers, you just get better at using the ones you have). The problem as I see it is the learning curve, if you start off with 20+ powers you've got to learn to use them all at once rather than starting with a handful and increasing the number at a steady rate means you have a few levels to play around with a new power before the next power comes along. Now it's entirely possible that I'm underestimating the abilities of the game playing public but I do know that in the few games I've played where I started off with everything I found it very hard to effectively use it all.

The solution I'd use would be a hybrid of it where you start with basic powers and as you level up you learn new powers which are thematically related to the original power that represent you learning new tricks. Maybe make the sets three deep that way you start out knowing 6-8 powers which then expands to 18-24 over the course of your career.


 

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To reply to Arcana without and omni-quote:

I have to say I actually enjoy getting genuinely new abilities as the game moves on, even including travel powers NOT at character creations (though I still feel they ought to come for free). There's just something truly exciting about suddenly developing the ability to, say, hit so hard you cause earthquakes when you didn't before. And I'd rather not upgrade and existing ability into that, either. I agree that "role" realisation ought to come pretty early, but I don't feel like the tools needed to fully synch up to that role need to be available very early on.

To be honest, one of the things that bug me the most in games is powers which start out worthless and then I have to spend time to make them better. All that means is that, for a good long while, I'm going to have a power that I'm not going to want to use, because it sucks. To avoid classic computer RPGs for a moment, I want to draw on Advent Rising for a moment. It's basically a third person shooter with guns and "super powers," both of which can be levelled up through use. A lot of weapons are so weak it isn't funny when you first get them, and most powers are all but useless from the start. Of particular note is the one called Aeon Pulse, which is basically a mystic purple fireball, which does jack ****, yet costs a lot of energy to fire. Energy that you could be using to set down shield, force-choke enemies or stop time. It isn't until you level it up that it becomes strong enough to be meaningful that it has ANY use, and even then it's only useful when it's upgraded to the maximum which unlocks a pretty awesome beam that can shoot down space ships, which are otherwise a major pain to deal with. It's a cool power, but for the most part I either ignore it or use it through my teeth, just so I can level it up. Not fun.

That said, I do agree with your sentiment about enhancements. No matter how "open" the Champions system may be, I really, REALLY miss the ability to tailor my powers to my preferences via specific-effect enhancements. Cryptic have basically scratched the entire system and gone back to a Diable 2 system of just taking "Fireball II" and sticking with that. I can't pick and choose what to enhance by how much, I get ready-made packages, which seems like a strange place to pick to add rigid package deals in a system that could have used it everywhere BUT there. That's one of the things that REALLY bugged me.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Adeon Hawkwood View Post
In general I like this, and it's very fitting for the super hero genre (you don't get new powers, you just get better at using the ones you have). The problem as I see it is the learning curve, if you start off with 20+ powers you've got to learn to use them all at once rather than starting with a handful and increasing the number at a steady rate means you have a few levels to play around with a new power before the next power comes along. Now it's entirely possible that I'm underestimating the abilities of the game playing public but I do know that in the few games I've played where I started off with everything I found it very hard to effectively use it all.

The solution I'd use would be a hybrid of it where you start with basic powers and as you level up you learn new powers which are thematically related to the original power that represent you learning new tricks. Maybe make the sets three deep that way you start out knowing 6-8 powers which then expands to 18-24 over the course of your career.
That's why I was careful to say "options" rather than "powers." I don't expect people to have all 24 powers in the tutorial. I only expect them to have a choice of powers that encapsulates most of the viable combat options in the game. So ranged damage-dealing would be represented, but that doesn't mean you'll have every single ranged attack from the start. You'd just have enough of them to make the choice of being a ranged gunslinger a viable option. Conversely, if you want to be a blapper, there'd be enough melee options to make that choice viable. But that doesn't mean you'd necessarily have thunderstrike at level 1.


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Originally Posted by Samuel_Tow View Post
To be honest, one of the things that bug me the most in games is powers which start out worthless and then I have to spend time to make them better.
That's actually one of the things that bugs me a little also. Its clear Nova is balanced around being enhanced, but that means you get it at 32, then you get to actually *use* it at level 33. It doesn't actually mature until level 34.

That doesn't mean I agree with everyone's assessment of what is worthless and what is worthwhile. But that's one of the reasons behind my thinking towards general vs specific enhancement. If you *want* to enhance a particular attack's damage, you can, but the *option* exists to enhance your across the board damage, which will affect any attack you acquire in the future.

I'm not sure exactly *how* I would do that. I'm not sure "player-wide enhancements" are quite the right way. Its just a hypothetical thought at the moment.


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Originally Posted by Arcanaville View Post
That's actually one of the things that bugs me a little also. Its clear Nova is balanced around being enhanced, but that means you get it at 32, then you get to actually *use* it at level 33. It doesn't actually mature until level 34.
I was going to bring up the same point. In the low levels, anything you get is pretty much ready to go out the gate, as everything else you have barely has a couple of slots and they're filled with barely meaningful enhancements, so the gulf isn't that big. By the 30s, though, you have a lot of your powers well-slotted, to the point of brand new ones being practically not worth the time and cost until you enhance them, which tends to take anywhere from next level to several levels down the line, circumstances depending. That really bugs me, because it gives me a cool new power... Except it doesn't. Ugh!

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That doesn't mean I agree with everyone's assessment of what is worthless and what is worthwhile. But that's one of the reasons behind my thinking towards general vs specific enhancement. If you *want* to enhance a particular attack's damage, you can, but the *option* exists to enhance your across the board damage, which will affect any attack you acquire in the future.

I'm not sure exactly *how* I would do that. I'm not sure "player-wide enhancements" are quite the right way. Its just a hypothetical thought at the moment.
I could dig that, given a hypothetical new game system where this won't shift a carefully-selected balance point by a wide margin. If there's an aspect of classical computer RPGs that I always enjoyed, it was the ability to take what is essentially static powers that improved your performance. I realise that kind of comes down to "Strength/Dexterity/Magic/Vitality," but the problem with these is that one stat controls a bunch of things, not all of them well-documented, not all of them actually desired, and not all of them applying to a lot of your abilities. Having the ability to, instead, increase my own base damage via some kind of AT mod enhancement, to go back to City of Heroes, is both a directed, specific improvement only to something I want (and so, presumably, less costly than an improvement to something I want AND something I don't) and a good way to form specialisation.

Again, I kind of enjoy the game land-locking me into specialisations to some degree, because I don't trust myself enough as a player to sacrifice damage for defence, say, but the system sounds decent even despite that fact.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.