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Reader Comments (7)

Posted: Oct 20th 2010 1:37PM AT3374 said

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Can't wait for I19 and later issues . Like KM and DP , will have to come up with a concept for EM though .

Posted: Oct 20th 2010 1:44PM (Unverified) said

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I dont like the "NEW" COH! i think this Going Rouge is not good.. the "OLD" COH is better!

Posted: Oct 20th 2010 4:34PM Brianna Royce said

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You know, I was going to delete this for trolling, but here's some benefit of the doubt and a chance to clarify for everyone else too.

The "old" CoH is still alive and well. Going Rogue added an optional additional 1-20 leveling area and arc, some new powersets, and the ability for characters to undertake special quests to cross between the sides. If you don't want to dabble in any of that, you don't have to. Play redside and blueside like you always did. It's still right where you left it.
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Posted: Oct 20th 2010 11:12PM Jeromai said

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Good diary. What a lot of folks don't realize when they criticize is how much behind the scenes work goes into each resultant "new" thing we get.

I'm a big fan of Paragon Studios always trying something different and innovative with each change they add. Note all the fancy bits of code snuck in as they develop powers, this adds to future flexibility in the long-term and more creative powers - eg. the chain effect is so new, and added something which previously didn't exist, non-so-binary always-on-or-off control. Previously, it was single-target guaranteed to hit or miss one guy. Or AoE hit in a certain shape and guaranteed to hit (or miss completely) all within that radius. With the chain effect, it's normally one guy affected and maybe some others.

New enemy code is good too. More unpredictable effects and finer control of their powers will lead to more interesting challenges. Of course, it's immediately lost on the subset of players who run into Praetoria, go omg the factions are so hard, and either faceplant or run crying back to Primal Earth. :P

But think, the enemy code might later be used for smarter AI for enemies that Incarnates face. A higher level challenge. Gee, doesn't that sound like endgame content?

Posted: Oct 21st 2010 10:58AM (Unverified) said

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I've done dev work on multiple games and formats through my life, never professionally and mostly only mod work or helping others with projects, but I.M.O. it really shouldn't take that much time to dev the content added in CoX Going Rogue, Praetoria itself could be duplicated in a matter of weeks by a diligant worker whos extremely focused and thats including conversation scripts!

Frankly I was far from impressed with GR. It seems like an amature developer added a new zone to an already existing game JUST to show off they figured out how to do zone transitions using an area trigger instead of point to point like in other CoX content. Grats you learned to use triggers instead of waypoints to zone, but wheres the new content that keeps players interested for longer than a month?

Releasing a new costume pack for the game every month should be easy, but it seems to take forever. A mod that keeps track of how many killing blows a player gets in a mission and gives slight rewards based on that. Something like that could bring a whole new life into the game, but nothing nearly as creative as that has been added.

Please don't take my post to harshly. As a player I love CoX for what it is, I love the work you guys do to the game, and I would hate to see it go under. But as a dev myself I see exactly what was added with CoXGR and it could be so much better if it weren't for what seems like lack of focus from a players perspective.

Posted: Oct 21st 2010 1:57PM (Unverified) said

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As a three-year veteran, I've been delighted with Going Rogue. There is a huge amount of new content in the "Tips" missions alone. These are the missions in which you make moral choices that affect your Hero/Villain status. Not only are there SCADS of them, they are using new mission-building abilities to change the mission experience. Even more impressive, the stories tend to be cleverly written, sometimes very amusing, and they weave the new abilities into the storyline. As if that weren't enough, many of them use entirely new and unique maps.

Praetoria itself is large, beautiful and fun to explore. It contains another pile of new missions and content, again carefully written to allow moral choices to the player.

Four new and sometimes very complicated powersets are keeping me busy. New costumes with (finally) glowing parts, personal auras that trigger for combat and (finally) new robotic costume pieces make the costume editor, still the best in the business, even more fun to exploit.

Don't get me wrong, I still have some annoyances with the game. Noisy and flashing powers are still usable in most of the Market houses. There is no way to avoid certain occasionally unwanted buffs from other players. (speed boost, pink ice armor) The recent Party Pack of emotes was seriously meh, with the exception of the Billie Jean dance routine and the Stayin' Alive disco dance, which if carefully timed and placed can be hilarious. Certain areas of the costume editor (monstrous legs, large robotic gloves) have great models that desperately need new skins made for them. There are still no jetpacks that trigger with flight, quivers, scabbards, or dual holsters in the costume editor.

Overall, the amount of new content and the quality of same is remarkable. Many of the niggles that I mentioned show hints of being remedied soon. This paying customer is rather pleased with the devs at the moment.

Posted: Oct 21st 2010 3:48PM ZenJitsu said

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Great Dev Diary! It's always good to read what goes on behind the scenes.

I appreciate everything they've accomplished this year, because even when it's not flashy or full of visible content, they're still working on the infrastructure. Systems they design aren't just for that Issue or throwaway one-shots to appease the players. This groundwork is important because it allows them to do MORE in the future and implies a dedicated longevity for the game.

I'm always amazed at what they actually are *able* to do with an engine that wasn't designed to do it... I've worked with antiquated software and hardware, and I know how frustrating it can be to have it fight you.

They've earned every month of subscription I've ever signed up for, but even so, the engine itself is getting rather long in tooth, so I imagine they'll have to do something more drastic than an expansion within the next 2-3 years. Then again, aren't Ultima Online, Everquest, and Asheron's Call still running?

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