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Reader Comments (20)

Posted: Sep 9th 2010 6:08PM (Unverified) said

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wait, wasn't that a free unlimited weekend too? Of course people log on to try the game... doesn't mean they stick around, or the 'filled' areas stay that way.

Posted: Sep 9th 2010 6:43PM (Unverified) said

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If you read the last couple of paragraphs of the article, the author points out that the day after the anniversary event ended, there were still a lot more people online, and the zones were still very populated.
In fact, as a CO player, I can tell you they're still more populated right now. Maybe not right this second, but there are noticeably more players running around than there were before.
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Posted: Sep 10th 2010 9:25AM DeadlyAccurate said

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I can't say how the game population was before the free weekend, but I'm one who subscribed for the first time after playing during that free time, and I've found the population on my server to be just right.

I'm loving the game. It's not deep, but the humor is top notch (I keep the NPC chat box open almost all the time), and I love seeing all the different characters running around. Plus, the maps tend to have plenty of stuff around, and the dungeons don't all look alike. City of Heroes turned me off when I was only level 4 and I'd already gone into the same two dungeon maps (in several different areas) four times each, and it was either a plain, drab sewer or a plain drab research facility each time.

It's no deeper than WoW, I'll admit, and I doubt I'll be playing for more than a couple months before reaching level cap on my main, but I'm fine with that. There are a lot of MMOs out there, and I rarely stick with one for long, so it's the perfect game for me.
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Posted: Sep 9th 2010 7:01PM deadborder said

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I was there for CO at launch, and I burned out on it rather quickly; I cancelled my sub after three months, feeling that I'd done all that I could do and very, very dissapointed with the content. While NemCon was new when I quit, it showed some promise, but didn't detract from the samey-ness of it all.

Seeing the free week, I figured "what the hell" and gave it another try. I chose to focus on Vibora Bay and Serpent Lantern, the two new goodies that had popped since I was last there. I found that I was pleasantly surprised with both. VB's decision to have a smaller, more tightly-focused zone seemed to work in its favour, as it lacked the disjointed, all-over-the-place feel that the previous zones had. Serpent Lantern, on theo ther hand, blew me away with its quality and the dramatic changes that had clarly occured in the production direction of the game.

(That and the quality of the dialouge and the quest text - no dumb pop culture gags, no forced puns, no 'hurp durp this is dumb' commentary from the NPC mobs. Thank Gord for that!)

Also, my main chracter being a melee/might build... well! When I left, I felt about as useful as a fish on a unicycle. The addtion of the new "brawler" role and the melee powers rebuild certainly changed all that. Much fun was had punting VIPER goons and Techno-Ninjas to Low Earth Orbit.

I will admit that I chose not to re-sub. While I enjoyed it, I was unable to convice any of my SG or other friends to give it another try, and I will admit that I am cautiosly waiting to see how the next Mission Pack turns out. But certainly I'm willing to give it a shot down the road. All up, a much-improved game and far, far more enjoyable then the one I left.

Posted: Sep 9th 2010 7:28PM (Unverified) said

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I own the game, not subbed right now but that's due to my pc not running the game very well. The only game I can really run smoothly presently is WoW so I'm kinda trapped, but CO is a pretty fun game. Millennium City has to be one of if not the best looking mmo city currently. Interesting powers, fun bosses, fun travel powers and loads of creative costumes running about. Just wish I had my new pc up and running ( few more months )

Posted: Sep 10th 2010 1:21PM (Unverified) said

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I bought CO back in January on Steam for $10 played for a month then left. I recently rescirbed for a month just for the annaversary and I'm glad I have come back eventhough there are some problems with the game, it is still fun. What was cool was having a level 40group (my main was 22 at the time) pick me up while fighting the destroids...I actually leveled with all the exp of just killing and have lvl 40 gear I can sell in the auction house...nice. :)

Posted: Sep 10th 2010 7:39PM Arcadian said

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*snore*

Where's the CO report from PAX 2010? COH Going Rogue was there. Marvel and DC were there. No Champions...gasp!

So...how does this game have a "future" then?

What's coming up after "Demonflame" later this month?

Nobody seems to know. Where's the 2011 plan?

Nobody seems to know. What's next on the power framework list?

Nobody seems to know. Wonder why that is?

Posted: Sep 11th 2010 4:13AM Patrick Mackey said

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I already replied: Improvements to Lemuria and Westside are the big ones; energy projectors (thus probably PFF) are getting looked at. Again, most game developers show their next big things before their current big things are being released. We know they already have another content package coming after Demonflame.

As for PAX, I guess they didn't have a PAX booth or something? No idea there, but they're going to be at NY Comic-Con. I think they're targeting comic fans vs. mainstream gamers, but that's just my guess.
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Posted: Sep 11th 2010 4:32AM (Unverified) said

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Patrick, while I don't mean to dampen your enthusiasm, even you have to admit that's not a lot of detail. A zone and a neighborhood are getting "improved" -- the former to correct poor initial design, the latter to create a stronger flavor to the area -- and a power set type is getting "looked at". We know they have a content patch after this upcoming one, sure, but we know almost exactly the same about them both.

By the one year anniversary of City of Heroes, we saw THREE major content updates on a level comparable to Vibora Bay, with a fourth around the 13 month mark. A few months after that, the game nearly doubled in size with City of Villains. I won't pretend that City of Heroes/Villains was by any stretch perfect, nor that Champions isn't superior in many respects, but for the love of Kirby, even with a smaller budget they could at least give us some real detail: screenshots, character descriptions, an update on what they're prioritizing and why, SOMETHING. I knew more about Going Rogue from its press release than I do about Demonflame right now.
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Posted: Sep 11th 2010 8:13AM Arcadian said

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Lemuria fixes? Westside fixes? Are you kidding me? Those should have been done six months ago. Can you really recommend this game over Going Rogue's content or Marvel/DC's massive history of material to draw on?

Game need whole new zones, double what they have now. Another "adventure pack" isn't going to cut it. Needs more power frameworks and fast, another half-dozen or so.

This game won't see a second anniversary as a sub with microtransactions model. There is just too much competition out there among superhero MMOs.

I still stand by my assumption that it will be FTP by New Year's.
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Posted: Sep 12th 2010 6:07AM Patrick Mackey said

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@SkekSil:

Of all the content updates you mentioned, only GR is even close to VB. VB is flipping huge. Granted, it's 34-40 content, but the sheer number of things to eat up is massive. Also, it uses tons of -new- real estate. GR is the same boring warehouse/cave/sewer maps and the same boring gameplay. Even Eliot mentioned this. It's the same kind of polish that CO has added, but the CO framework (open power selection) is tons better than CoX's and VB doesn't send you to the same boring warehouse map over and over and over.
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Posted: Sep 11th 2010 12:41AM (Unverified) said

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You think Blue in a dress is something? I've watched the man roleplay drinking orange soda. Two word for that: Epically Hilarious.

Posted: Sep 11th 2010 4:16AM (Unverified) said

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...sorry, but my feelings were entirely opposite to this. My serious distaste for Champions began in the wake of Vibora Bay, where the costume drops were both numerous in options and extremely rare (as in, a player farmed about a hundred thousand of a mob, and never saw the piece he was looking for -- a number Cryptic actually defended as "about right"), a situation that still stands months later, even after they doubled the drop rates. This was, might I add, after they claimed to have learned the lesson from previous drop rates, and stated outright that we'd be happy with these instead. Those other drop rates? About one in ten for common, one in a hundred for rares.

Come Serpent Lantern, the players point out that the bulk of the "update" here is padded content (going through three identical outskirts of bunkers, then the bunkers themselves) and included a character that could perma-mez characters, an ability that Cryptic rightly denied players since it'd make the game boring and frustrating. All of this was pointed out in playtest, and went live unchanged.

Then in July, they offered this Q&A: http://champions-online.com/node/595023, which could be summed up as nine questions answered by either "no" or "we're planning on it eventually".

Now here we are at the year anniversary, and supposedly less than a month away from the next content patch. We've got very little information on that, and still less information on anything past it. Cryptic's focus on this event? Trotting out another (albeit thankfully kinder) grind for costume parts, setting up a cake, and throwing in yet another Dr. Destroyer appearance (Destroyer's apparently behind more plots than Nemesis was in City of Heroes). Meanwhile, the nemesis system was important enough to advertise it on the point of sale game box, but we're still waiting on anything more than a cosmetic update a year later. The ability to revisit old PvP arenas promised almost immediately after launch? Still not present.

While I appreciate that this event reinvigorated your desire to play, it killed mine. The first year's anniversary of an MMO traditionally comes with a clear focus on what's next. I can't even point at a single picture of the new content, just recycled art being added to nemesis minions. I don't have any idea what Cryptic's planning beyond the broadest of terms, and at this point, I'm not sure they do, either. This event clinched it for me, and I won't be back until I feel like Cryptic's getting its act together.

Posted: Sep 11th 2010 8:15AM Arcadian said

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"This event clinched it for me, and I won't be back until I feel like Cryptic's getting its act together."

You'll be waiting a long time. I dumped this game last January and haven't looked back.
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Posted: Sep 11th 2010 7:19PM deadborder said

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"My serious distaste for Champions began in the wake of Vibora Bay, where the costume drops were both numerous in options and extremely rare (as in, a player farmed about a hundred thousand of a mob, and never saw the piece he was looking for -- a number Cryptic actually defended as "about right"), a situation that still stands months later, even after they doubled the drop rates"

Interesting. You must have had insanely bad luck or something, as I got numerous costume unlock drops in Vibora bay - including some duplicates - in a couple of hours doing quests. And I wasn't even aiming to get them.
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Posted: Sep 11th 2010 7:56PM (Unverified) said

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Oh, everyone gets dupes of the common pieces. The rare ones, however, are rare to the insane degree that I described. The waistcape, for instance, I tried to farm for over a month -- not only without success, but without even seeing any on the auction house.

Posted: Sep 14th 2010 7:51AM (Unverified) said

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Funny how there's no mention of Dimensional Radio or it's staff that provided music and entertainment for the event all weekend.

Posted: Sep 16th 2010 11:34AM (Unverified) said

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Indeed, I heard DR provided one hell of a show.
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Posted: Sep 15th 2010 3:23AM Superfan said

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Yeah, went back to try it out.Just awful...still. I so hoped I could leave CoH for this but no dice. This game is just awful. I feel sorry for all the people who got suckered into a lifetime sub. What Craptic did to those poor people is almost criminal. I feel violated for buying this pile of monkey crap on day....AND THAT'S THE BOTTOM LINE CUZ SUPERFAN SAID SO!

Posted: Sep 16th 2010 6:26PM (Unverified) said

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Hmm. I rather enjoyed the Anniversary event myself, despite some technical glitches with the signup page beforehand (It kept messing up my Referral Trial status, despite the page saying it had an error and acting like it did nothing). The gifts were neat, the costume bits were plentiful and the consumables were useful (though the water balloons are kinda useless after you get the perks from using them--throwing the disco balls on Mega Destroyers and watching them dance was fun, though). The last day battles were fun too (though I know some of the long-time players complained that it was basically just a repeat of the end-of-beta event...forgetting that there's plenty of us who weren't around for that). Granted, the free play was kinda wasted on me, as I'd already planned to go paid, and did so on the second day of the free time anyway. I really liked some the Mega D group battles (and had the same liking when I ran into the smaller-scale version that's part of the nearby Open Mission later on), mostly because it didn't *require* an actual team as such--it was just a bunch of us diving in and flailing away, not one of these overly orchestrated teamwork things like WoW raids have turned into. The fact that Guild Wars 2 is apparently making use of this same sort of drop-in/drop-out play with the oppoents scaling depending on the number of people involved intrigues me.

Mind you, CO's certainly not perfect--it's far smaller and has a lot less content than CoX due both to it being a much younger game *and* the Cryptic dev staff switching resources around to cover CO *and* STO *and* this new NWN project, when CoX just has the one team and one game to deal with. As far as the comparison between the main game and the later additions like Serpent Lantern...keep in mind that a lot of the main game was salvaged and 'repainted' from the aborted Marvel Online project--SL is the first example of all-new material and what they can *really* do. I would like to see something akin to CoX' mission editor and the ability to play Eeeeevil (I mean, why put in all those VIPER and other villian costume pieces otherwise? ;-) ) sometime, though. But..it's still growing, slowly.

Of course, there's one thing that CO does far, *far* better than CoX could hope to without a complete overhaul of their build system. It gives me nigh complete control of how I want to mix and match powers and balance my strengths and weaknesses, instead of those cookie-cutter/on-rails D&D Class style 'archetypes' that CoX uses. At one point I was considering trying CoX instead, even if just the trial, after I had done the free demo for CO--after all, it *is* a bigger, older game. But then I took one look at their system of being required to choose a primary and secondary powerset at the outset that forever control that character's destiny, along with the limited progression within that set as well as the problem of some of the combinations being pretty much worthless to me: I want a Ranged Attacker with a *balance* between offensive and defensive abilities...Blasters are specifically meant to be glass cannons with nothing useful to me in terms of defensive secondaries, and the only thing that even came close was *backwards*, being a Defender with an attack secondary. And then I looked at the CO system of 'You can mix anything with anything, with the only restrictions being that the higher tier powers have pre-requisites that become a non-issue past level 20 or so', and have happily run around with by duel-pistol wielder with the force-shield and orbital cannon and my hardsuited guy with the Fire-throwing gauntlets, slicing sword, and knockaway Force dome ever since. :-) Flexibility is a wonderful, wonderful thing.

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