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Champions Online General Article: Five Most Needed Additions

MMORPG.com's C.A. Thomas writes this list of overall improvements that need to be made to Cryptic's newest superhero MMORPG, Champions Online.

By C.A. Thomas on November 16, 2009

Currently, there is a very large and vocal group of people who view Champions Online as a disappointment for dozens of documented reasons. There are some major issues with the game itself on a functional level relating to the game's progression, elements and mechanics. It is widely agreed (and, to be fair, has been openly admitted by Cryptic Studios on more than one occasion) that there is not only a lack of content, but a lack of diversity in CO's content.

What does this mean for the future of Champions Online? Can it bounce back from the widely demonstrated distaste seen not only in the general population of MMORPG players, but within its own community, where the unrest seems to be strongest? Or is the game doomed to fail, having suffered major issues and controversy from the very moment they switched on the live server with the now-infamous Day One Patch?

It's no secret that Cryptic is between a rock and a hard place when it comes to which direction to take in terms of updating Champions Online. No matter what they do, they'll face criticism. They're faced with the two issues of implementing major fixes and balancing, and adding new content. The fact of the matter is that they'll have to make a decision as to which of these priorities to throw their weight behind, if at least for a short time. Trying to balance both equally at the same time will only result in small short-time progress in both paths, and I don't see that paying off from a player-retention perspective or within the game itself.

It's not as if every MMO doesn't have both of these never-ending tasks to deal with, but the fact is that with CO, both of these issues are so essential to the survival of this game that they're equally important right now. The downside is that they both take an immense amount of work and time to be done the right way.

In short: something big needs to happen and it needs to happen soon. I think that the focus should lean toward content and features. Give us more to do, Mr. Roper and I don't just mean more ways to level. Here's what I think the five most needed additions to Champions Online are:

#1 - Introduce more zone-wide events

The Blood Moon Halloween event recently ended, and I think the greatest thing to come out of that wasn't necessarily the content it provided, or the rewards that came from that content. It was the sense of community gained from everyone in the zone interacting with each other. For two weeks, Zone Chat in Millennium City was filled with players calling out countdowns for the undead hero portal timers, organizing teams for going into the crypts, and forming hunting parties for Takofanes. With 13 hotspots all over the city on rotating 30-minute timers, there was a lot of coordination going on with everyone looking to find allies to work with in the open world in taking down the zombie hordes that were attacking all over the city.

For the first time, it felt like the community at large had a common goal; a purpose. More events like this would only do more to bring players together in not only these zone-wide events, but in general.

#2 - Add special supergroup features

I have no doubt that supergroups are a major topic on Cryptic's development table. With supergroups being one of the biggest aspects of their previous MMO, City of Heroes, it almost goes without saying that the development team will eventually give them the attention they're begging for. On the other hand, that's the very reason I've decided to bring it up now. Champions Online launched with no supergroup features. Right now, they're little more than another friends list and a title under your name. It's a bit confusing why something so big in their first game, namely the supergroup base feature, is nowhere to be seen.

#3 - Drastically increase the number of team-based instances

This is kind of an extension of number one, with the focus being teamwork. The only way for an online game to feel like a living, breathing world is for there to be meaningful interaction between its players. While players do of course run their own events, it feels a bit hollow unless that aspect is there in a big way within the design of the game itself.

The villain lairs in Champions Online serve as team-based instances. While they're great, there are only a handful of them. I'd like to see not only more of those, but variations of them--team-based bank robberies, as one example. The bank robberies currently in the game can easily be completed without a team; I'd like to see major heists and similar world event instances that require multiple heroes.

#4 - Enhance the lower level experience

Between the tutorial and the crisis zones, there's a lot of action and story packed into the starting levels of Champions Online. However, between the crisis zones and level 25 (the start of the Nemesis storyline), there isn't much of note going on. The game experience takes a severe downturn in between levels 10 and 25, and that gap in quality content turns a lot of people off who aren't willing to wade through those levels to "get to the good stuff." Nemesis, Lemuria, five-player villain lairs, Monster Island, new PvP scenarios: all hidden behind the level 25 gate. The best content in the game comes rushing at you after you deal with a storm of the worst. Even the most inventive aspect of the recent Blood Moon event, the Werewolf/Hunter PvP, was locked behind level 31, which didn't do much for players who picked up the game during the free weekend, as level 31 isn't easy to reach in just a couple of days for someone new to the game.

If some of that dynamic, exciting content was present earlier on, it'd serve to not only make the experience more exciting for new players, but it would work wonders for player retention, since creating alternate characters and replay value are such big aspects of not only Champions Online, but any MMORPG.

#5 - Implement more selectable game modes in PvP

Again referencing the Blood Moon event, Cryptic introduced the Werewolf/Hunter scenario and the Zombie Apocalypse as two PvP game modes. In Werewolf/Hunter PvP you choose a side and are granted a specific set of powers to go hunt the other faction. The Zombie Apocalypse is a Last Man Standing scenario, with players starting out as a hero or a zombie (if the hero team is full). The goal is to last as long as possible against not only Player Zombies, but a horde of NPC zombies as well. As Player Heroes go down, they respawn as zombies and are tasked with taking down their former allies. Both of these PvP setups change up the gameplay a bit, and are a change from the standard fights between players.

Online multiplayer shooters sometimes offer multiple game modes for competitive play, why should it be any different for MMOs? In fact, with the way MMOs are designed, there are even more possibilities in that regard. The great thing about this is that in Champions Online, the foundation is already there. Not to mention that the Hero Games PvP queue window itself is practically begging for more selections to choose from. Not only would more options serve to keep PvP fresh and exciting, it'd almost certainly attract people who don't normally PvP and, again, bring the community that much closer together.

Champions Online is a great game with even better potential. Unfortunately, with the ever-rising standards of MMO players and the onslaught of new MMOs approaching (one of which is from Cryptic Studios themselves), the luxury of a long period of time to maximize that potential doesn't really exist. Like I stated earlier, something big needs to happen and it needs to happen soon, if Champions Online is to survive not only the wave of new MMOs, but the direct competition from the upcoming DC Universe Online and the as-of-yet unrevealed Marvel Universe Online down the road. Sure, those games might still be a little far off, but retention is key here. Building a strong, loyal player base early on is important in maintaining the longevity of any game, and having exciting, varied content is the way to keep people playing for years to come.

More Champions Online Features:

Champions Online - Noob Time with Ripper X Media added on Wednesday September 21
Champions Online - Free for All Launch Interview Interview added on Wednesday January 26

More General Articles:

Luvinia Online - Zendo Area Tour General Article added on Monday January 30
Star Wars: The Old Republic - Good Cop, Bad Cop – SWTOR General Article added on Monday January 30
General - CES 2012 – Hardware Roundup General Article added on Wednesday January 18

More Features:

Game Face - Taking On Eternity Vault's Droid XRR-3 Media added on Thursday February 09
The Secret World - Are the Floodgates Opening? Column added on Thursday February 09
The Secret World - Deck Templates Dev Journal added on Thursday February 09
 
 
gandales writes:

 I think the main mistake that CO team did was trying to compete against the general mmo sword & magic style. Trying to bite that much they avoid the procedural content generation scalable in team size and dificulty that is a great feature of City of Heroes. This would make the game more team friendly.

 

About the suggested additions:

#1 More open missions. While open missions are a source of non-organized team, since they are not chainable  and most have a timer to avoid exploitation. Better rewards in xp and gear are really needed to motivate people to do them.

#2 SG features. I would add coalitions for the moment, anything else would be pretty much attached to bases and/or too complicated to implement atm.

#3 More team based instances. This part is quite difficult. I would fill the existing ones with procedural pre or post content. Make the instance either scalable or force to be 3+ players.

#4 Improve lower level experience. I kind of disagree here. Improving open missions should be enough to make the low level experience more enjoyable. Maybe decreasing the level required for the first nemesis to 20 would help

5# Improving PVP. I am not going to comment on this one since I dont pvp much.

 

Now, I think there is a six important one. The nemesis system. It hasn't been exploited to the maximum. Since it is actual user generated content it should be an integral part of the leveling. Sharing nemesis among members of SG would be also pretty cool. Making the nemesis to be more active would add more enjoyment to the game.

 

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11/16/09 12:09:41 PM
 
Raevanhawk writes:

No Playable Villains did it in for me. Fighting in Arenas only goes so far. You want a real Nemesis, introduce player controlled Villains. Give Champions something to hate, to fight. Hopefully DC Online will do this. Not saying it will be any good either, but one can hope for a real challenge rather then NPC garbage that CO has.

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11/16/09 12:31:31 PM
 
Czanrei writes:

 I honestly don't think CS will do anything serious for CO in the way of making the game better in any way. CS certainly never put any real effort into CO's beta in the first place. CO was obviously created just for cannon-fodder to fuel funding for STO. Sad & lame, but true I believe. the real victims are the ones foolish enough to waste money on lifetime subscriptions for CO just to get beta acess to STO when CS STILL hasn't given the large majority of them acess yet. CO will be around long enough for STO to launch and then CS will most likely shut the servers down on CO quietly. 

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11/16/09 12:58:59 PM
 
JYCowboy writes:

I doubt CO is going to get any attentiion until after the first of the year.  Most devs go on vacation now.  Those left at Cryptic are crunching on STO.  STO will be the focus until its launch.  Hopefully resources can then be shifted back to CO for quarter to maybe address one of those points of this artical.  IMHO

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11/16/09 2:02:41 PM
 
Elikal writes:

All very good suggestions. My personal emphasis are 3 and 4, MUCH more group instances and much better lower half experience. I'd also say a Villain player part is much needed. CO has a good basis to work on, but they need to add a lot. And STOP swinging any nerf bat. They must make a halt and forbid the nerf of any single power for, say, 6 months. People need to feel more Super again.

And indeed a bit onlaught is to come. STO from themselves, the WOW expansions, SWTOR sometimes 2010 likely, the DCU and the Agency and several others.

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11/16/09 2:56:46 PM
 
Elikal writes:
Originally posted by Czanrei

 I honestly don't think CS will do anything serious for CO in the way of making the game better in any way. CS certainly never put any real effort into CO's beta in the first place. CO was obviously created just for cannon-fodder to fuel funding for STO. Sad & lame, but true I believe. the real victims are the ones foolish enough to waste money on lifetime subscriptions for CO just to get beta acess to STO when CS STILL hasn't given the large majority of them acess yet. CO will be around long enough for STO to launch and then CS will most likely shut the servers down on CO quietly. 

 

*sigh* That sounds quite bleak and pessimistic... but it may be so. I did not see real effort in beta nor now. In the long run it will be likely only with small tinkerings here and there. I am just so fed up with Sword and Sorcery atm, so I wished they would push it. Making two MMOs at the same time was bad. Very bad.

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11/16/09 3:03:20 PM
 
s4ndm4n2006 writes:

[quote]Originally posted by Stradden

MMORPG.com's C.A. Thomas writes this list of overall improvements that need to be made to Cryptic's newest superhero MMORPG, Champions Online.

 

 



Currently, there is a very large and vocal group of people who view Champions Online as a disappointment for dozens of documented reasons.....

 

First of all, I don't know about other people that play the game but I hate it when any blogger, journalist or any writer generalizes things like this. Actually, it should be mentioned that there is also a large and vocal group defending the game, if you look in the forums of the game itself.

 



... Can it bounce back from the widely demonstrated distaste seen not only in the general population of MMORPG players....


Again with the generalizations, written as if to say the whole community of players feels this way not the case at all.

 

 



...but within its own community, where the unrest seems to be strongest?


Not the strongest, but  where the most discussion of the game itself takes place, of course its amplified (on both sides)

 

 



Or is the game doomed to fail, having suffered major issues and controversy from the very moment they switched on the live server with the now-infamous Day One Patch?


Now that last one is the clincher. WTF?! Does anyone really believe its doomed to fail? Writing off a game in its first months is harsh anyway but silly to do so when the game isn't failing, its just got roughness to work out. I've said it before and I'll say it again. The mmo scene has way too many critics and not enough true players that are out to have fun. The community as a whole wastes so much energy scrutinizing every little detail, that I don't understand how they could have even had a chance to play at all!

 

The redeeming fact in this article is that there are legitimate points and things that could be improved upon. I just hate the tone that was set, and.. well I already ranted enough. ;)
 
 

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11/16/09 4:40:59 PM
 
jaxsundane writes:

I think Cryptics big mistake with this game is assuming that because they were creating a super hero mmo they could do an action based game with little depth and that people would just be content with the more action oriented focus of this game.  Just a bad assumption to me.  I think COH suffered from the same lack of depth but just not as visible as it seems to be in CO.  I just hope in the end they don't make STO another game lacking both depth and content as they seem to have done with CO.

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11/16/09 4:41:14 PM
 
franksalbe writes:

The problem I believe stems not from Champions but the current resources allocations.

Cryptic might say that they have more then enough folks working on Champions and  Star Trek, but knowing how  priorities are worked out from Top Management down. Atari is probably putting MUCHO pressure on Cryptic to make sure that STO launches with great success.

 

STO is such a large IP. With a HUGE fan base that they cannot fully focus on Champions till after a few months from STO launch date. You can point me to any source from so and so saying that they are not cutting resources on Champions to STO, but any person with some understanding on corporate standard business practice knows. You always focus on the cash cow. You never want that money to stop rolling in. STO will be a HUGE cash cow for Atari and they are making sure it gets fed well.

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11/16/09 5:50:24 PM
 
terrant writes:

I've wanted to love this game from the start. On the main CO boards I was vehement in my defense of Cryptic and the game until I burnt out on it and realized the number one person I was trying to convince is myself.

 

Here's a list of what I think needs fixing:

 

1) Improve the learning curve: The game's open-ended, classless skill system makes for fantastic uber-powered skill combos (which tend to get nerfed to bejesus), but also make it possible to really gimp your character to where gameplay is difficult. Every set has 3-4 (or less!) very useful powers and the rest are junk, for the most part. Buffing many of those weak skills (and properly balancing OP ones) to where there is little or no chance of making a "broke" character is the first thing they need

 

2) Stat simplification: The game has a bajillion stats. Understanding which ones you need (and let me assure you it really DOES matter) is difficult. I wrote a guide to it on the forums (as did others), but lack of official documentation makes it hard.

 

3) Content. Look, there's JUST enough content to get 1-40 right now. Maybe a little more than just, given the new additions. First off, much of the quests are chains; you can miss tons of xp just because you missed a radio mission 5 levels ago that opened up 15 other things. Secondly, the low amoutn of content leads to every single character having the exact same level up progression, which is boring. Two or three more zones, especially in the 10-25 and 30-35 range, would really help.

 

4) Social function. Twitter. In-game blogs, SGs, IMs. Email. Honestly this game has more communication and social options than most MMOs, yet no one uses them. Mostly due to the clunky UI, but also due to Cryptic not pushing them as much.

 

5)  Clunky UI: Nuff said.

 

6) Lack of team content: The article NAILED it here.

 

7) Communication: While Daeke and crew have made massive strides at responding to the community, there's still a long way to go.

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11/16/09 5:53:49 PM
 
Xondar123 writes:

The STO devs once joked that maybe people may be able to one day play Champions Online in an in-game holodeck.

It doesn't seem so funny or unrealistic anymore...

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11/16/09 6:43:17 PM
 
grimfall writes:

I just want to point out if the two major issues with the game are content and balance - adding more content as the blog suggests will tend to cause futher balance issues.

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11/16/09 7:54:59 PM
 
Azareal writes:

To a certain degree I do agree with the authors assertions but I joined CO about 2 weeks after launch and to this point in time, the issues that I and many others face are one not just of content but of hardware/software stability. Customer retention is one thing but if the customer base is too low then this would definitely effect the revenues of the company. My sincere belief is that Cryptic must focus first on securing a viable customer base before focusing on customer retention. This is basic for all start-up companies or in this particular case, a start-up MMO.

Customer retention is for games which have already had their presence established in the market for a certain period of time, e.g. WoW, EQ, LOTRO etc. Once the customer base reaches a point whereby revenues can be (moderately) guaranteed to sustain the operations of the company, then the company can focus on customer retention. Unfortunately for Cryptic, I really do doubt that they have reached that break-even point yet.

For the past 2 months or so now, quite a few people have been plagued by (1) Launcher failures, (2) Server crashes (granted, not many but the one which occurred a couple weeks ago during the STO beta launch was horrendous), (3) severe lag, (4) Rubber-banding (a symptom of the lag I would assume), (5) Long load times, (6) graphic issues or even simply an inability to log into the game for unknown reasons and (7) server downtime/maintenance that do not seem to fix anything. Sadly, all these have been ignored by CO with the exception of the proxy server proposed fix, which for many were not a fix at all.

And before all the various flames start coming in from current players of CO on the above, Yes, I do realise that the majority of the issue can be attributed to ISPs and also to Graphic Card compatibility issues. But if one does take the time to check through various threads on the Technical Issues forums, one will find that, again, quite a few have done their 'homework' and attempted all the fixes proposed to no avail. ISPs were contacted and responses were received that there were no issues with the ISPs. Graphics cards were replaced, drivers were upgraded, and in some cases, downgraded. The fixes worked for some, while not for others. No reasonable explanation was ever provided, or at least none that I can find or accept. Statements such as "It's your ISP, or your graphics card. Get a new card or don't play." is unacceptable for a company attempting to sell a product to the general public. NOTE - these comments come from the general public on the forums and not from Cryptic representatives.

In my case, it has reached a point where I would casually attempt to log in a couple times a night and if I can get in then I will play and if not I will simply go do something else. This should not be the mindset that Cryptic should want to cultivate in their customer base if they want their product to be successful.

The issue is not with the grunts working on the game, I believe the issue comes from senior management of Cryptic where, for some unknown reason, they have chosen to focus almost completely on content and balancing over the hardware/software issues. This needs to be addressed by Mr. Roper and the rest of the senior management of the company.

 

Mr. Roper, at the end of the day, it's really very simple, i.e. there is no need to focus on customer retention if, you have no customers.

 

 

 

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11/16/09 8:57:57 PM
 
Shreddi writes:

More open Missions?   I play that game too damn much and always choose the populated server unless doing solo missions to avoid kill competing/stealing.   I rarely see people doing the open missions.   Unless it a time zone 12 hours difference from pst.  But then again I end up playing then too. 

Early level is great the way it is.   There is a learning curve but when people decide tonotice the reasoning behind stats, levels, powers and how they interact,  Its all in their forums under powers and builds, they will blow thru the first 15 levels in a few days.   I take that back.   The first character should always go thru the tutorial, it takes an hour or two to level 5.  Its the character creator that eats time once you discover all the details available.

Team based stuff I cant comment on.

PVP I Tried once in very beginning before I discovered there is a reason for the stats, levels, powers and how they interact and compliment each other when you read how and why.   Havn't noticed the type pvp their is.  Like capture the flag or other team based games other FPS games have.

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11/16/09 9:06:50 PM
 
Realbigdeal writes:

The guy who made that article didnt even add the playable villains as a needed feature. WTF? IF there is no serious pvp, i wont play Champion. They have to give us reason to fight all around the world. I dont want to do those bullshit arena or BG's. They dont even need to add villains, but a pvp server where we can fight everywhere would be needed. A politic system that can affect the world over guilds vs guilds would also be cool. You know like there could be a guild name justice league, marvel alliance... With pvp goal that are set around the world, it would be great. There also need to be a risk vs reward system for pvp. Can be anything, but i need a reason to kill random players.

Currently, if i had to chose between city of heroes/villains or champion online, i would just COH/V. Even my friend still play COH/V because of the pvp.

New Post Quote
11/16/09 9:14:21 PM
 
AmbushMartyr writes:

Grats Thomas on a outstanding suggestions and review list of improvements for CO. But heres the thing, if they are copy pasta`ing COX to CO why even play it when the features you want are already in their first title?

You would think that CO would be a break away from the features of Cryptics first incarnation and more towards the future of what can be in MMOS. To me you sorta except the fact that CO is more so, or exactly like COX? Why bother?

If we as a player and customer base want change and want originality why do we keep paying for games that basically are the same as the last ones we played?

The common MMO player will say "well, thats the way it is". But, it doesnt have to be if we stop paying for games that basically take on the exact same characteristics of the last game we played, with little to no real difference in mechanics and systems.

Time to stop "settling" for mediocre MMOS and demand that the developers of the industry start spending more time creating something for the future and stop worrying bout making enough money to own a 100 acre circular driveway plastered with Mercedes as driveway ornaments!

Say it with me......."HELL NO, NOT IN MY MMO!"

New Post Quote
11/16/09 10:16:00 PM
 
UnSub writes:

"It's a bit confusing why something so big in their first game, namely the supergroup base feature, is nowhere to be seen."

Because CoH/V's supergroup bases were implemented during CoV and are generally seen to have fallen far short of their development potential.

  • Bases required you to be part of an SG - not everyone was / is.
  • It limited who could actually design the base to the SG leaders (could be changed from this default, but not that many SGs wanted everyone tinkering with the base).
  • Because bases were instanced, they were invisible to everyone else. Players wanted to be able to show off their bases.
  • It took a long time for base costs to hit the point of being affordable for smaller SGs.
  • Apparently a lot of developer time was spent on bases, but player feedback was that bases fell far short of being what they wanted. For ChampO I'm sure a lot of time will need to be spent on building a similar system (hopefully character housing over SG bases, though) which probably isn't the best use of resources at this point in ChampO's life.

ChampO obviously needs a lot more content, but I don't think bases would really be a great thing to implement at this stage.

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11/16/09 10:40:57 PM
 
Malakhon writes:

They promised new content every 3 months.

So far they delivered.

 

Granted, they were one power set short, and the idea of 'holiday content' that goes away seems like a poor choice of priorities.

City of Heroes didn't start out with bases, pvp or villains. Give it some time.

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11/16/09 11:34:40 PM
 
tyanya writes:

The theory is solid and the spirit of this article is to be applaunded however it misses what are imo the deepest and most fundamental problems with CO - the total lack of player involvement in the world, the absence of any genuine mechanical variety in any task, the overly rigid and inflexible journey that every quest demands, the complete lack of illusion of interaction or reaction in the world, and most seriously the inconsistent and mostly irrelevent application of the core theme.

There seems to be a delusion that just adding yet 'more of the same' will somehow disguise or bury the bland and lifeless experience that faces you outside the avatar creator, they are even adding restrictions and requirements on content to encourage (read force) group interaction...but this world is already dangerously restrictive and inflexible, it is a world with no variety of reward.

If the desire is to simply appeal to the same people this may be enough but If the intention is to broaden the games appeal their approach to quest and world mechanics/design is going to have to radically alter, it desperately needs an influx of imagination, it desperately needs some conviction in the theme....stuff that makes you care about what you are doing beyond the souless perpetuation of your own avatar, then it might appeal to more than those currently playing.

New Post Quote
11/17/09 7:08:54 AM
 
Yamota writes:

 The number one issue with this game is lack of good and fun PvP. The scenarios are bland and boring and there is still no way to do PvP besides instanced ones.

Even LOTRO, a PvE game, had better PvP than this and if CO is to grow it needs more fun PvP. PvP instances need an overhaul,new zone/zones for PvP, that are not instanced and supgergroup vs supergroup PvP needs to be implemented.

Second most important issue is the lack of group content. There needs to be more of them and the one that are in game needs much better rewards. Why would one go through the effort to gather enough people and spend 2 hours doing team content if the rewards are virtually the same as solo content? No, that will not do and needs to be fixed.

These two areas are, in my opinion, what must be fixed with CO. Everything else is good to have but not a neccessity.

New Post Quote
11/17/09 11:36:19 AM
 
Shainna writes:

Some very good points being said here, both in the article and responses.

The only thing i would like to see in CO is, instead of team missions(wich would mean i would just delete them and finf normal missions) is scalable missions, leave team missions for special things like what exist now(villains lairs, special areas, etc). This way i can just solo a mission or if i'm in a team the content and difficulty of the mission scales with the amount of players in the team.

Other than that i agree with most of the sugestions said before, especially new areas for leveling. Having to do the almost the exact same quests if leveling an alt is atrocious.

 

As an extra i would like that crafting needs alot of improvement as well but than can be done after the main issues are solved.

New Post Quote
11/17/09 1:48:59 PM
 
Label_This writes:

I'm currently playing CO and one thing i can say it definately needs is more team-orientated content. I dont know about anyone else but the game really does feel like a single player game with random super hero's who might possibly be other humans roaming around.

 

It could all be a trick though - they might be bots!

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11/17/09 1:52:55 PM
 
Alienovrlord writes:

Much of the game is soloable but the main reason I'm not buying it was because of a forced grouping mission that was critical to the character quest progression in the early levels.  

It was the one in the desert zone  where you have to get the codes to disarm the nuke.  Perhaps I was playing a gimped class or made the wrong power choices (Straight Power Armor set, no power outside of it) but I tried repeatedly to complete the quest and constantly died.  

I had a choice of either grinding or grouping.   I grouped to finish it which is how I know you need it to continue progressing your character.     

I don't have anything against content that requires grouping for the better content/loot but for a game that seems to want to make it solo-friendly it was annoying and stupid to find an early level quest where I *had* to group if I wanted to progress my character AT ALL.  

f Cryptic wanted to make this game so solo-friendly then the BASIC storyline should be kept soloable.    Grouping can be used for those who want more content but the BASIC story/character progression doesn't have to have it.  

Cryptic needs to make up their mind.  Either force all their players to group or don't.  This half-baked system of occasionally forcing it doesn't accomplish anything.   Except lose players on both sides.    

 

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11/17/09 3:29:55 PM
 
red_cruiser writes:

I'd say an end game that was worthwhile would be a better place to start than worrying about a improving the low level experience.  The game's system is just too shallow too.  When you are in a small group of two or three, you have to use a wider complement of abilities.  When you are in a full team of five, the game really breaks apart.  If you are DPS, it's pretty much mindless, especially if you are a hybrid character and clearly have one attack that is far better than the others.  There's a lot to like about the game, but it just doesn't have very good mechanics.

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11/17/09 7:44:35 PM
 
chriswsm writes:

The five points all make sense to me however I feel that Cryptic are placing all their energy into STO and that Champs will take a back seat to that whether we like it or not. 

Seeing STO probably does not stand a chance against SWTOR then all is lost for Cryptic and my lifetime sub to champs was a foolish choice on my part.

 

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11/17/09 8:57:56 PM
 
daltanious writes:
Originally posted by Czanrei

 I honestly don't think CS will do anything serious for CO in the way of making the game better in any way. CS certainly never put any real effort into CO's beta in the first place. CO was obviously created just for cannon-fodder to fuel funding for STO. Sad & lame, but true I believe. the real victims are the ones foolish enough to waste money on lifetime subscriptions for CO just to get beta acess to STO when CS STILL hasn't given the large majority of them acess yet. CO will be around long enough for STO to launch and then CS will most likely shut the servers down on CO quietly. 

 

Agree. I quit only because with every patch every week they have been messing terribly with powers and anything. Ok, planned nerfing or buffing, this part of life of any game... but when today you actually feel like superhero (and game is about superheroes) but next day with new patch you has become pussy cat ... something is very wrong with design. Powers (talents, ....) need careful planning and balancing even before publishing any game. Second problem, virtually non existent gm's, petitions that never get answered, .... Next: no retcon. You have read correctly. ... there is no retcon as it should be. Etc etc ... Game, that after 3 weeks was already been on 2nd place in my eyes for fun factor... after n-th patch around 3rd week become thing of past.

As i said in other articles ... i stopped with War, Aoc, ... because of problems, bugs, ... but I already knew, that one day I will be back. And have returned and im still returning, despite was unable to find anything even close to wow.

But tragedy with CO is (like with Aion) that when I decided to quit i was sure i will be never back again. They lost customer for ever or at least for few years (if they survive at all so long).

Btw ... I do not plan to play at all STO for first six months. Only because of Cryptic and because what they did to CO, that had great potential. I do not trust them. So with messing that did to CO they lost also customer to STO. At least for some time.

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11/18/09 5:17:12 AM
 
haust writes:

I have an idea for an improvement  idea for champions online: make it better.

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11/18/09 6:29:08 AM
 
nekollx writes:

 to be fair CoX took years to make SG bases, so it's a but diingeniosu to compare it to CO out of the box.

Alsoi i completed blood moon, and all perks on a lvl 21

 

Gated at 31 really?

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11/18/09 10:32:10 PM
 
junzo316 writes:
Originally posted by nekollx

 to be fair CoX took years to make SG bases, so it's a but diingeniosu to compare it to CO out of the box.

Alsoi i completed blood moon, and all perks on a lvl 21

 

Gated at 31 really?

 

Since CO was released years later, they should have added these features at release.  Right now, sg's are just extra titles under a name....

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11/18/09 10:36:56 PM
 
freelee writes:

"But Frankly..most of them Suck"

What a mature guy, considering he has made multiple MMO's suck.

 

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11/19/09 1:42:27 AM
 
nekollx writes:
Originally posted by junzo316
Originally posted by nekollx

 to be fair CoX took years to make SG bases, so it's a but diingeniosu to compare it to CO out of the box.

Alsoi i completed blood moon, and all perks on a lvl 21

 

Gated at 31 really?

 

Since CO was released years later, they should have added these features at release.  Right now, sg's are just extra titles under a name....

except weren't those features added AFTER the break from cryptic?

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11/21/09 12:15:59 PM
 
tute writes:
Originally posted by nekollx
Originally posted by junzo316
Originally posted by nekollx

 to be fair CoX took years to make SG bases, so it's a but diingeniosu to compare it to CO out of the box.

Alsoi i completed blood moon, and all perks on a lvl 21

 

Gated at 31 really?

 

Since CO was released years later, they should have added these features at release.  Right now, sg's are just extra titles under a name....

except weren't those features added AFTER the break from cryptic?

No, they came with CoV and Cryptic was still part of the game at that time.

I can't disagree with Junzo316 even though I am still playing.  Jack, after all, touted the game as better than their first attempt[CoH] and gave the impression the same mistakes would not be made and we will get things we could not before.  We got power customization but why leave out villains and superbases?  Even if things were still a mess, at least you could say Cryptic gave players many gameplay aspects of their previous game on Day One.  That was a missed opportunity to impress.

While I see the need for the list the writer gave, it just looks so generic and would not inspire me no matter what game it was critiquing.  While yes, we need some of that list, I just look at it as turning the game into any other MMO.  No one wants to offer "why can't I stop that falling tower from crushing the people below", "while I like throwing objects the physics could use some work so they feel like there is more weight the larger the object" or from massively(another MMO site) "when I can smack a villain and he goes crashing through a wall or glass ala physics, I will have arrived at my ultimate super hero game"?  Or for non-combat play why don't we have mini-games to make crafting more interesting?  The list provided was too generic for my tastes.

It's too bad the writer did not give more original feedback instead just placing CO in the standard MMO realm where it will not shine even if it meets his 5 points.

 

New Post Quote
11/22/09 7:28:32 PM
 
tyanya writes:

The most remarkable thing about CO is how wholly unremarkable it is..... I don't know what went wrong but the experience and evident technical skills Cryptic must possess seem to have had no positive benefit to this title, it repeats many mistakes of much older games, adds many of its own, brings nothing fresh or original to the table and really lacks any sense of its core theme. Even were it to target all of the features of this article it would still struggle to be average.

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11/23/09 6:50:39 AM
 
Zeroxin writes:
Originally posted by tyanya

The most remarkable thing about CO is how wholly unremarkable it is..... I don't know what went wrong but the experience and evident technical skills Cryptic must possess seem to have had no positive benefit to this title, it repeats many mistakes of much older games, adds many of its own, brings nothing fresh or original to the table and really lacks any sense of its core theme. Even were it to target all of the features of this article it would still struggle to be average.

 

I'm gonna go ahead and blame good'ol Billy Roper. He is the lead game designer right?

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11/23/09 7:00:27 AM
 
MMO_Doubter writes:

While this game may (or may not) be a failure in the eyes of gamers, it's the investors' eyes that matter. It is quite conceivable that this game has already made them a decent return on investment - which is all that matters to Cryptic.

You can thank those who bought those lifetime and 6-month subscriptions, as well as the players buying junk from the cash shop.

WIN for Cryptic. LOSS for the players.

Learn the lesson, people. I see no reason for STO to be any different.

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11/23/09 7:24:20 AM
 
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