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News Discussion  » Champions Online: Words on Going Solo

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31 posts found
  Szark

News Manager

Joined: 5/02/06
Posts: 4423

 
6/09/08 9:18:09 AM#1

Cryptic Studios has published a dev diary which details the level of solo content in Champions Online, revealing that the game will not only be solo friendly, but will also feature end game content specifically designed for the solo player.

Just a few years ago, Everquest was held up as the paragon of MMORPGs. Though several games had come out subsequent to it, none had ever reached its level of subscribers. As a result, many of the Everquest game mechanics became almost canonical. Central to this near holy set of testaments was that players must be forced to team. The philosophy is simple and effective. People play longer if they are playing with friends. If a player is forced to team up with other players, he or she will at some point make friends. I think Anarchy Online and Dark Age of Camelot chipped away at this foundational truth by introducing some levels of soloing, but large swathes of each game focused on teaming.

To be honest, I thought the same when working on City of Heroes. We actually created missions that we intended a player to get help with before finishing. Some foes were intended to be too tough for a single player to defeat. We assumed a player would get the mission, go into the instance, realize that he was facing a "boss," leave the mission, find a friend, and then tackle the "boss" together. I was pretty darn naïve back then.

Read more here.

  tkobo

Apprentice Member

Joined: 3/17/06
Posts: 457

Current MMO dev teams = Keystone cops.A pure comedy of errors,sadly its not as intentional.

6/09/08 10:51:21 AM#2

And so a single monkey glances up from its typewriter as it realizes a single design concept it had embraced was wrong.

And yet that single monkey still can not manage to fathom the simple correct course, on that single issue.

And around that single monkey, all its brethren continue to embrace mulitudes of equally wrong design concepts,with even less of a clue.

And together,they continue to prove that an endless amount of monkeys,spending an endless amount of time,will still only turn out an endless amount of waste product.

The wrong people, in the wrong industry,at the wrong time,turning out the wrong type of product.And no end in sight.

  freston

Elite Member

Joined: 8/20/07
Posts: 300

6/09/08 11:30:08 AM#3

Originally posted by tkobo

And so a single monkey glances up from its typewriter as it realizes a single design concept it had embraced was wrong.

And yet that single monkey still can not manage to fathom the simple correct course, on that single issue.

And around that single monkey, all its brethren continue to embrace mulitudes of equally wrong design concepts,with even less of a clue.

And together,they continue to prove that an endless amount of monkeys,spending an endless amount of time,will still only turn out an endless amount of waste product.

The wrong people, in the wrong industry,at the wrong time,turning out the wrong type of product.And no end in sight.

Just out of curiousity, wht would be the "simple correct course"?. Ive read cryptics post and asides from a vague declaration of intentions (focusing end game on solo play) they dont really say how they plan to manage it (a quite reasonable posture with a game in early development, btw).

How do you guess what  exactly are they going to do?   How do you know its the wrong way about it?

  Majestico

Novice Member

Joined: 1/18/07
Posts: 478

''Hey now!'' - the immortal, cheesy catch-phrase of Hank Kingsly from The Larry Sanders Show.

6/09/08 11:43:01 AM#4

Everquest had the most subscribers?

I thought WoW had had the most subs from a western game, or am I mistaken?  I did not realise that Everquest had had as many as 10 million subscribers.

falkirkbairn Xfire Miniprofile
  Terranah

Elite Member

Joined: 7/03/04
Posts: 3077

6/09/08 11:52:22 AM#5

As long as they have both solo and group content I don't see a problem.  More options for more playstyles.

 

Sounds like the game is geared to the casual gamer, which is not necessarily a bad thing considering that casual gamers outnumber hardcore gamers.

 

Best thing they could do is simply launch a stable product that is relatively polished with advertised features implemented and intact.  Probably should aim for middle of the road pc's assuming the target audience.  They can always add more group or solo content if players are hungering for more of either.

 

I'm not into the hero thing, but I'll give it a shot. 

  tkobo

Apprentice Member

Joined: 3/17/06
Posts: 457

Current MMO dev teams = Keystone cops.A pure comedy of errors,sadly its not as intentional.

6/09/08 12:00:50 PM#6

Its not hard to see what bad design choice they are going to follow (at this point),in a failed attempt to fix another they now finally see as wrong.

-------------

[quote]The Champions Online end game isn't just about large teams, raids and guilds. If you don't want to do that, there's still content for you. I'll admit that we haven't put the finishing touches on the Omega System, but I can tell you that we are designing and developing with the solo player in mind.[/quote].

---------------

Its the standard bandaid approach.They keep the insanely wrong terms and philosphies of raid and content access limited by participant size,and throw in some "busy work" to hopefully keep the "soloers" pacified.

What they need to do, is scrap the entire dinosaur design.Get rid of designs based on failed concepts like forced grouping,raids,etc..

They need to make ALL content experienceable by all players at all times regardless of the amount of OTHER people with them at a given time.

Take the standard monkey raid content design.

Make the same map and same mobs accesible by everyone by scaling the encounter and the goal.So, your standard 40 followers killing a single mob can be done that way if so chosen,AND that the soloer can defeat the same mob thru a different mechanism and even a different goal if chosen.

The soloers access to the area can be defined goal wise differently.Instead of rounding up 40 people to help him gang up on a single foe,he could instead have a goal that allows access to the area that asks him to posion (eqaulizer)said mob,or steal something from its treasure,or arrange a deal,or any myriad of different possible reasons and ways to "get the best of"/defeat the mob,allowing acces to content.

it isnt that people havent told the dev teams for years now that the designs they cling to are wrong,or that the solutions havent been given.

Its that the monkeys are unwilling and unable to accept they are wrong, and even more so to accept the fixs.

Im hard pressed to think of a single product in the known history of man, that the customers have tried and worked so hard,gone so far out of their way, FOR FREE no less,to help the product makers get their product right.

And still the monkeys do almost everything in their power to blow off the imput and cling to throwing the same waste product out the door each time.

 

  Reklaw

Hard Core Member

Joined: 1/07/06
Posts: 4588

Freedom is the will to be responsible to ourselves.

6/09/08 12:06:44 PM#7

Originally posted by Majestico

Everquest had the most subscribers?

I thought WoW had had the most subs from a western game, or am I mistaken?  I did not realise that Everquest had had as many as 10 million subscribers.


You're not mistaken, but you might have missed the first sentence

"Just a few years ago, Everquest was held up as the paragon of MMORPGs. Though several games had come out subsequent to it, none had ever reached its level of subscribers."

 

------------------------------------------------------------
YOU do not need to agree with me as I am only SHARING my own opinion which can be different from yours. Thanks to forums we can share our opinions and discus them.

  Windstryder

Apprentice Member

Joined: 11/06/07
Posts: 32

6/09/08 1:19:45 PM#8

WoW never had 10 million subscribers at one time either. Like all MMOs when they put numbers out there like that they include all accounts, past, present and even Beta, active or not. Even Linden Labs of Secondlife fame boasts, 9-10 million on their website and yet there probably seldom more than 55-70k online. Those numbers are meaningless as such. Not debating that atm WoW might have the largest active subscriber base, paying fees for this month, but it is no where even close to 10 million and thinking otherwise is just deluding yourself.

And as for what Cryptic is doing, I think it is a nice change for a company to enable solo content for the larger component of the game, up to and including end-game content. Not everyone wants or cares to do those 40-70 person clusterf*** raids or even wants to group everytime they play a game. This is just an extra choice for those who dont want to raid or group all the time and as such should be commended, they are not saying you cant group or such, but recognizing the growing segment of gamers, the casual, "I have an hour or two to kill and want to play not LFG for an hour only to get a pick up group full of morons" type player.

 

  Hexxeity

Novice Member

Joined: 2/21/07
Posts: 850

6/09/08 3:51:32 PM#9

LOL at people who still don't believe WoW has 10 million.

As for Champs, I very much hope that Mr. Emmert understands the difference between "solo-friendly" and "group-unfriendly."  WoW definitely leans toward the latter, and I will be very sad if Champions follows that model too closely.

The more group-unfriendly MMOs become, the less interest I have in them.  If I want solo play, I will play my single-player console games.  In fact, I've been on my console games a lot lately because the MMOG genre is no longer able to fulfill my desire for team-oriented play.

CoH gave me a lot of great, UNFORCED, team-oriented gameplay for several years.  If Jack is looking back on that as a mistake, then I have grave misgivings about the direction of Champions Online.

  teratya

Novice Member

Joined: 7/25/03
Posts: 321

"Look at all these godd**n ants!"

6/09/08 4:09:10 PM#10
Originally posted by Szark

Cryptic Studios has published a dev diary which details the level of solo content in Champions Online, revealing that the game will not only be solo friendly, but will also feature end game content specifically designed for the solo player.

Just a few years ago, Everquest was held up as the paragon of MMORPGs. Though several games had come out subsequent to it, none had ever reached its level of subscribers. As a result, many of the Everquest game mechanics became almost canonical. Central to this near holy set of testaments was that players must be forced to team. The philosophy is simple and effective. People play longer if they are playing with friends. If a player is forced to team up with other players, he or she will at some point make friends. I think Anarchy Online and Dark Age of Camelot chipped away at this foundational truth by introducing some levels of soloing, but large swathes of each game focused on teaming.

To be honest, I thought the same when working on City of Heroes. We actually created missions that we intended a player to get help with before finishing. Some foes were intended to be too tough for a single player to defeat. We assumed a player would get the mission, go into the instance, realize that he was facing a "boss," leave the mission, find a friend, and then tackle the "boss" together. I was pretty darn naïve back then.

Read more here.


KUDOS to Cryptic! I am very much looking forward to this game, and have been an avid solo player of MMOs since UO. This is great news.

_________________________________
Vic - "Androzzi here"
John - "Vic, your case just busted wide open."
Vic - "So close it for me!"
John - "Looks like your going to have to close it yourself, SHITTY!!!!"

  mike470

General Correspondent

Joined: 2/11/08
Posts: 2429

"We cannot change the cards we are dealt, just how we play the hand" - Randy Pausch

6/09/08 4:13:00 PM#11

Originally posted by Hexxeity

LOL at people who still don't believe WoW has 10 million.

As for Champs, I very much hope that Mr. Emmert understands the difference between "solo-friendly" and "group-unfriendly."  WoW definitely leans toward the latter, and I will be very sad if Champions follows that model too closely.

The more group-unfriendly MMOs become, the less interest I have in them.  If I want solo play, I will play my single-player console games.  In fact, I've been on my console games a lot lately because the MMOG genre is no longer able to fulfill my desire for team-oriented play.

CoH gave me a lot of great, UNFORCED, team-oriented gameplay for several years.  If Jack is looking back on that as a mistake, then I have grave misgivings about the direction of Champions Online.

Agreed..

Forcing players to group=bad

Having no need to group=bad

I really hate when games force me to group.  Sometimes I just want to do something in  peace and get my own loot/finish my quest in peace.  I don't mind grouping, but I don't want to be in a group everytime I log on.

On the other hand, having no need to group can really leave someone lonely.  I would rather play my Oblivion than have no point in meeting people in an MMO.

I suppose it is all about balance.  Having the option to either group or solo is a key thing to have.

__________________________________________________
In memory of Laura "Taera" Genender. Passed away on Aug/13/08 - Rest In Peace; you will not be forgotten

  BarCrow

Elite Member

Joined: 2/25/07
Posts: 1921

6/09/08 5:32:26 PM#12

I don't understand the.."if i want to play solo i'll play a console game" argument. I like mmos...i don't like to group all the time...In reality I have a few good friends...don't mind crowds once and a while but mostly go it alone. The same for mmos..but even in solo play i like the semblance of a living world..and it  provides a different feeling and atmosphere of  realism to a game ...when you see another toon that isn't  simply acting out some programmers algorithm. Maybe when a.i. becomes so brilliant that one can not tell a mob from a toon...then i might buy the "console game" retort....until then.

  rsreston

Apprentice Member

Joined: 11/26/06
Posts: 342

DOS 6.22 - fuzzy memories...

6/09/08 5:44:38 PM#13

If ChampO is as soloable as WoW, then my beloved CoX is going to have serious huge problems...

Suddenly, I'm eager for it's release...

  mrprogguy

Novice Member

Joined: 10/06/07
Posts: 55

6/09/08 6:56:29 PM#14

 

Originally posted by tkobo

Its not hard to see what bad design choice they are going to follow (at this point),in a failed attempt to fix another they now finally see as wrong.

-------------

[quote]The Champions Online end game isn't just about large teams, raids and guilds. If you don't want to do that, there's still content for you. I'll admit that we haven't put the finishing touches on the Omega System, but I can tell you that we are designing and developing with the solo player in mind.[/quote].

---------------

Its the standard bandaid approach.They keep the insanely wrong terms and philosphies of raid and content access limited by participant size,and throw in some "busy work" to hopefully keep the "soloers" pacified.

What they need to do, is scrap the entire dinosaur design.Get rid of designs based on failed concepts like forced grouping,raids,etc..

They need to make ALL content experienceable by all players at all times regardless of the amount of OTHER people with them at a given time.

Take the standard monkey raid content design.

Make the same map and same mobs accesible by everyone by scaling the encounter and the goal.So, your standard 40 followers killing a single mob can be done that way if so chosen,AND that the soloer can defeat the same mob thru a different mechanism and even a different goal if chosen.

The soloers access to the area can be defined goal wise differently.Instead of rounding up 40 people to help him gang up on a single foe,he could instead have a goal that allows access to the area that asks him to posion (eqaulizer)said mob,or steal something from its treasure,or arrange a deal,or any myriad of different possible reasons and ways to "get the best of"/defeat the mob,allowing acces to content.

it isnt that people havent told the dev teams for years now that the designs they cling to are wrong,or that the solutions havent been given.

Its that the monkeys are unwilling and unable to accept they are wrong, and even more so to accept the fixs.

Im hard pressed to think of a single product in the known history of man, that the customers have tried and worked so hard,gone so far out of their way, FOR FREE no less,to help the product makers get their product right.

And still the monkeys do almost everything in their power to blow off the imput and cling to throwing the same waste product out the door each time.

 

Well, I got as much as I could out of your text there, after I stumbled over, around, and through the various spelling, grammar, and punctuation issues in your breathless prose, and I think I have another hypothesis:

 The developers have to be able to finish programming the thing in finite time.  What you're suggesting veers in the direction of NP-complete.    I'm sure that the customer-monkeys have spent nigh-infinite hours telling the developers this and that and the other thing--and none of what they are saying can be programmed into any sort of game that will be remotely playable from a technical standpoint.  Translating one's whims and whimsy into manageable and performant computer code isn't as easy as the customer-monkeys believe it is.  (I've been writing software for over 27 years now, man and boy, and I currently manage a team of developers at a rather large corporation you might have heard of--but I'm not going to drag their name into this.)

Your palpable arrogance (if I may be so bold) doesn't really help matters any, because at the end of the day, you have no idea what you're talking about.  You just want what you want because you want it, and everybody else is wrong.  (When everybody else is wrong, that's a sure sign you're wrong.)  Let's face it, if you had the chops, you'd be producing your "perfect game" right now.

Instead, you're sniping way on a forum somewhere, in barely-readable fashion.

Dude, dig yourself.  Get real.  Please--if only to save yourself further embarrassment.

 

 

Arguing with me will not make you right.

  Lazarus71

Old School

Joined: 9/22/04
Posts: 613

>Insert wise and inspirational quote here<

6/09/08 7:07:38 PM#15
Originally posted by BarCrow

I don't understand the.."if i want to play solo i'll play a console game" argument. I like mmos...i don't like to group all the time...In reality I have a few good friends...don't mind crowds once and a while but mostly go it alone. The same for mmos..but even in solo play i like the semblance of a living world..and it  provides a different feeling and atmosphere of  realism to a game ...when you see another toon that isn't  simply acting out some programmers algorithm. Maybe when a.i. becomes so brilliant that one can not tell a mob from a toon...then i might buy the "console game" retort....until then.


Very well said, couldn't agree more!

Originality is the fine art of remembering what you hear but forgetting where you heard it. - Laurence J. Peter

  acidblood

Advanced Member

Joined: 1/13/06
Posts: 150

6/09/08 7:09:51 PM#16
Originally posted by Hexxeity

As for Champs, I very much hope that Mr. Emmert understands the difference between "solo-friendly" and "group-unfriendly."  WoW definitely leans toward the latter, and I will be very sad if Champions follows that model too closely.

Yeah, WoW definitely had too many quests and too much content in general that you just didn't want to do in a group, let alone need to. I'm all for there being plenty of things to do solo in an MMO, however, for me at least, the main reason I play MMOs is to play with friends.

As for a solution, I don't think just scaling encounters would work. I mean, why mess around getting a big group together if I can go and kill a boss and get his sword of uberness solo, or with a friend, right now. I know this is not exactly what tkobo is suggesting, but he/she need to realise that doing all that extra stuff (like being able to sneak in and poison a boss and all that) while quite possible, would take a lot of time do, especially correctly (i.e. Making it fun, not exploitable, etc.) and time = money.

Also, like it or not, all that mucking around finding groups and bosses only dropping 3-5 bits of loot for 10-40 people is a necessary time sink for most games. There is no way devs can produce quality content faster than players can complete it without it being some sort of massive time sink, although making it a well disguised (read: fun and meaningful) massive time sink is appreciated.

I think the best solution is to build content that doesn't require a pre-arranged group of X size, that way you can go out solo, with a buddy, with a small team, or with an army, and always be able to do something fun and useful provided there are enough other people doing it at the time.

I don't mean to 'advertise' another MMO in a Champions Online thread, but I think WAR is going to get it pretty right (for me at least) with its public quests / world PvP and RvR system in general. It means you can go out with whatever size group and do something fun, be that a quest, a scenario, capping world PvP objectives, or even siegeing/defending a keep, and everything you do is always useful as it contributes at least in some small way to your realms overall war effort, which in time allows you to sack the enemy capital, which again, you don't need a group for (as long as there are enough other players also doing it) but you can, and it's probably advised to, bring an army.

  damian7

Apprentice Member

Joined: 4/20/06
Posts: 4514

why must i be nice to people that have no clue, are lying, or are just stupid?

6/09/08 7:17:58 PM#17

Originally posted by Majestico

Everquest had the most subscribers?

I thought WoW had had the most subs from a western game, or am I mistaken?  I did not realise that Everquest had had as many as 10 million subscribers.

re-read the article.  if you'll notice, there's a timeline in there.  it speaks of everquest, and then games that came after.

 

 

could we please get correspondent writers and moderators, on the eve forum at mmorpg.com, who are well-versed on eve-online and aren't just passersby pushing buttons? pretty please?

  damian7

Apprentice Member

Joined: 4/20/06
Posts: 4514

why must i be nice to people that have no clue, are lying, or are just stupid?

6/09/08 7:19:06 PM#18

Originally posted by rsreston

If ChampO is as soloable as WoW, then my beloved CoX is going to have serious huge problems...

Suddenly, I'm eager for it's release...

 

two words -- jack emmert.

could we please get correspondent writers and moderators, on the eve forum at mmorpg.com, who are well-versed on eve-online and aren't just passersby pushing buttons? pretty please?

  damian7

Apprentice Member

Joined: 4/20/06
Posts: 4514

why must i be nice to people that have no clue, are lying, or are just stupid?

6/09/08 7:21:10 PM#19

Originally posted by Hexxeity

LOL at people who still don't believe WoW has 10 million.

As for Champs, I very much hope that Mr. Emmert understands the difference between "solo-friendly" and "group-unfriendly."  WoW definitely leans toward the latter, and I will be very sad if Champions follows that model too closely.

The more group-unfriendly MMOs become, the less interest I have in them.  If I want solo play, I will play my single-player console games.  In fact, I've been on my console games a lot lately because the MMOG genre is no longer able to fulfill my desire for team-oriented play.

CoH gave me a lot of great, UNFORCED, team-oriented gameplay for several years.  If Jack is looking back on that as a mistake, then I have grave misgivings about the direction of Champions Online.

what are you talking about?  wow and group-unfriendly?

 

raids... instances...

could we please get correspondent writers and moderators, on the eve forum at mmorpg.com, who are well-versed on eve-online and aren't just passersby pushing buttons? pretty please?

  UnSub

Apprentice Member

Joined: 10/16/04
Posts: 250

6/10/08 4:38:19 AM#20

Originally posted by damian7

 

Originally posted by rsreston

If ChampO is as soloable as WoW, then my beloved CoX is going to have serious huge problems...

Suddenly, I'm eager for it's release...

 

 

two words -- jack emmert.

Three more words - isn't the devil.

He's not even the lead designer on ChampO - he's looking after other Cryptic projects as their Chief Creative Officer.

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