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News & Features Discussion  » City of Heroes: Issue 16 Hands-On Preview

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25 posts found
  DrowNoble

Advanced Member

Joined: 1/12/05
Posts: 1283

8/21/09 11:55:33 AM#21

I'm sure CO is going to copy or improve things that CoX is doing and vice versa.  Since a lot of people that worked on CoX are now working on CO that's to be expected.  As to which game will be "better" well we have to wait and see when CO goes live.  Everything else is speculation, as what sounds good on paper may not be good in practice.

  Sanguinia

Novice Member

Joined: 11/08/08
Posts: 235

U.S. Government Sponsored Role-Player.

8/21/09 12:16:01 PM#22
Originally posted by VirDan
Originally posted by Sanguinia

Hell, people have been asking for Power Customization since CoH was going to be loosely based on the FUZION RPG System. . . Of course, one of the parents of FUZION is the HERO System. Where Champions was created. So, I guess what I'm saying is.. it's about time. I'm excited about this.

 

So at a time when the common pnp hero games were DCH, MSH, HU, Champions (Hero), GURPS Supers, M&M.... Champions allowed the most complex customization of all the games.  For many folks, the Hero system was just too damn complicated to be any fun when compared to the other systems.

It is kind of sad to see it reduced to Champions Online, which looks dumbed down compared even to the original MSH game.

That CoX continues to improve upon itself with the various issues speaks well of the game over the years.  CO is just a waste of an IP.


 

Actually, the complexity and level of customization is the "selling point" for the Hero System. You can make characters and play games that you never could in a whiny Vampire game. Hell, there's even more potential for customization than in AD&D! It's a measuring-stick. You must be -- this smart in order to play this game. Not so much about nerd-peen as it is about not wanting a complete moron showing up at a convention table and being dominant with a character named, "Homey The Clown". [Semi-True story]

What Happened With SWG Went Down YEARS AGO! Please Try To Stop Whining About It In Every Thread I Read. Mourn It, And Finally MOVE ON With Your Lives! Thanks A Heap.

  rummblebelly

Novice Member

Joined: 8/21/07
Posts: 22

8/22/09 1:48:20 PM#23

nothing new in the article.Seems to be more of a defensive stance against the not named gorilla in the room..Champions Online. Which after palying COH for years and now planing Champions Online..They have as much in common as they do diffrences

 

  rsreston

Novice Member

Joined: 11/26/06
Posts: 348

DOS 6.22 - fuzzy memories...

8/24/09 5:29:51 PM#24

This next Issue has definitely grabbed my attention: mission difficulty control. I and my best friend created a hero duo that can overcome any mission on the game that does not rely on firepower - all the content simply got boring, we could win everything too easily! Now we might have to break a sweat for harder missions :)

And the SuperSK will be one of the best ideas implemented in CoX ever - it may well encourage more players to take on the role of leader and form more teams.

Still, I'd like to reinforce that I still see the game as being über repetitive - a little more variety over "get into instace, kill all and/or click the shiny" would be more than appreciated.

  DarkRexx

Novice Member

Joined: 12/20/08
Posts: 49

8/25/09 8:58:48 AM#25
Originally posted by Solasau

 


 

I don't like contradicting anyone, but here are some pertinent facts:

1) The idea of power customisation was floated a year ago in the Paragon Studios offices, so it's not 'stolen' from CO. And the depth of customisation far outweighs that of CO. CO allows a limited number of emanation points and color tinting. That's all. CoX is offering the brightness, color, tinting and in some cases the animation choices for powers. Emanations aren't there yet, but they may be in i16, noone knows just yet.

This is true, but CoH didn't have any power customization at first release, and CO did. Also keep in mind that CO has the character stance options that can change how they walk. It's limited to only a few now, but we can expect that to change.

2)CO has alternate animations, not necessarily better ones.  Yes, they give you the option to have travel powers at level five, but level 15 in CoH is pretty much the equivalent, and you forget the temporary powers that are the stopgap between them.

The alternate animations aren't necessarily worse, either. As far as level 15 in CoX being the same as being level 5 in CO, I don't remember being level 15 when I left CoX's tutorial zone. The temporary travel powers you mention merely provide limited function, and do nothing to actually let you have the character you thought up when you made it. I'd also like to point out that CO doesn't make you choose between putting powers into a 'travel power set' to unlock them or getting something else you wanted.

3) The stat point system in CO is very open to min/maxing and abuse and is no more complex than CoX's slotting system. All CO characters MUST start with a ranged power, so how is that a more open system? Additionally, CO stamina system is entirely dependent on the attack to charge larger attack cycle, no more or less arbitrary than CoX's stamina system. However, CoX's attacks can lead with the more powerful attack, whereas CO does not give the player this option.

I agree with the stat system being no more complex than the slotting system, but people also min/max slots in CoH. Min/maxing does not equal abuse. As far as CO characters MUST having a range power, I don't remember my Might character having a ranged attack for a long time, aside from picking up cars and throwing them, and he was a good character too. However, each of the origins in CoX has a temporary power that's a ranged attack that is forced upon you. As far as being able to lead with the powerful attack, it depends on how high your CO's Equilibrium is and how much you decide to power up or maintain that powerful attack, which I don't think any CoX powers allow you to do.

4) You're right, CO does have destructible objects and terrain....which originated in CoX. It's vastly unfair to make the comparison to a game that is older and would have to rewrite significant game code to make the environment interactive.

Why is it unfair? If the destructible object mechanics in one game are better than another, then that's fact. Before an argument over which game has better ones, here's a rundown: CoX has objects in some instances that, if you hit them, will break eventually. CO has objects everywhere that you can break, pick up, and use as a melee weapon or ranged weapon. What you're saying basically amount to this conversation:

"Hey, we took the Old Thing and made it Better!"

"Woah, there! The Old Thing did that first! It's not as good, but we should use it because the Old Thing has been here longer!"

CO has as many limitations, marginally better graphics with more requirements, less variety in customisation, and a DIFFERENT gameplay style than CoX.  Your 'examples' are somewhat biased.

As many limitations? If you mean on character creation, then that's wrong, simply from power choice alone. As far as "marginally" better graphics, all you have to do is look at the character models. The hands aren't perpetually fused lumps, when I hit a character in melee, his jaw waggles from the blow, and all of the terrain and zones are different and unique (as opposed to city, office, cave, city, office, cave "Oh the Hollows are kinda neat" city, office cave). CO is different from CoX, but that doesn't make it worse.  

 EDIT: I'd like to point out that I also am exited for issue 16, and I hope it does something about the AE problem.

 

 

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