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Issue 12 Is CoX

Issue 12 does what City of Heroes/Villains does well, and it does a lot of it. When I complain that there is not much there, it means that there is not much there for me, right now. If you are in the mood for the City of Heroes playstyle, this is possibly the best issue ever.

As a reminder, that playstyle is rock ’em, sock ’em action. No one does it better. You start out strong, instead of fighting single rats. Grouping is encouraged but not required, and the content scales perfectly for any size of group. You beat things up constantly, a non-stop roller coaster ride of smashing your foes. If you have a big group, you can sign up for the bigger foes, and the task forces are adding more big guys for those times when you want to fight eight Elite Bosses at once. Inspirations (potions) drop constantly, so use them for free buffs and heals, and enhancements (equipment) are something you worry about for 15 minutes every five levels.

We talk about the leveling versus raiding games in WoW, but the leveling game is what City of Heroes is. You get twelve slots per server, so make lots of alts, and start over if things feel like a drag. You can group with anyone at any level (sidekicks and exemplars), and if you prefer the playstyle at level 10, 20, or whatever, you can flashback there for as long as you like.

Looked at this way, Issue 12 is perfect. You can buy 24 more slots on each server, with a few freebies: no more leaving your friends and home server. Powerset proliferation adds or expands 20 sets, and the villain epic archetypes give you a whole new story to pursue across the levels. I last counted 364 different powerset combinations; that is now 556. Hidden beneath fluff and flavor text, City of Heroes does just the one thing, but there are more ways to do it than you will find anywhere else.

: Zubon

Place and Space

Something The Lord of the Rings Onlineâ„¢: Shadows of Angmarâ„¢ has that City of Heroes lacks is a sense of distance. There are a few huge zones in CoX, so you dread going all the way across Independence Port, Nerva, or a Shadow Shard zone, but for the most part movement is very fast. Two monorail lines (or one villainous ferry) visit almost all the zones. You have teleporters in your base and at least three extradimensional waystations that serve as mini-monorails. Once you are in the zone, you move quickly, leaping tall building in a single bound or running faster than speeding locomotive.

In The Lord of the Rings Onlineâ„¢: Shadows of Angmarâ„¢, you walk. On foot, you cross a zone in 5-10 minutes, assuming you can run in a mostly straight line. Hunters run a bit faster, and you can get a horse at higher levels. The rental horses are pretty quick, and there are a few teleport abilities (again, go Hunters).

To me, moving two zones over feels like a huge project. Maybe I have been lulled by convenience, starting with Asheron’s Call’s portals and ingrained by years of CoX, but I do not want to spend 10 minutes traveling before the adventure begins. If this is a fellowship, finding members and bringing them together is potentially a half-hour or longer project. Even in-zone, fifteen minutes is not unusual.

Continue reading Place and Space

Seen in May

Jeff Freeman discusses pricing models and ponders gaming one-night-stands.

Brian “Psychochild” Green (I think he legally changed his name to that, complete with quotes, since I never see him called anything else. I forgot to check his license at IMGDC) spoke of the early stages of MMO development. This one is good enough to come back to single time, but I’m telling you now so that you can read it a few times before we discuss it. (via)

Alex Taldren suggests that Princess Peach should get a job.

Alex also suggested that MMO Gamers are lazy and not really gamers.

Should this t-shirt remind me of Scott Jennings?

Saylah at Mystic Worlds discusses We We Solo in MMOs. (Okay, that was April, but I read it in May.)

How about (the apparently nearly most influential person in the MMO world) Scott Hartsman on being organizationally broken? Bonus chance to hate on Dell, if you like. I have commented previously on an outsider’s view of organizational failures in MMOs.

“The Midnight Squad” trailer from City of Heroes is pretty good. I have some editing disputes, but their call. The other one for Issue 12 is less entertaining, but it has some fun with costumes in the crowd. If you missed the magic and Rikti connection in Issue 10, this is a good time to hit that part of the story again.

Many people reviewed Age of Conan. Many many many, too many for me to remember whose I’ve seen. Here are Ethic, Saylah, Keen and Graev, ferv0r, and pretty much all of Tobold and Bildo’s sites for late May. Need a leveling flowchart? Jalum’s review that I linked earlier is probably non-relevant, especially since the miracle patch(es) seems to have miracled pretty well (by varying accounts). I hear a strange mix of “great launch,” “meh, yet another WoW clone with 5% difference,” and “game-breaking bugs and exploits” (to say nothign of the early launch).

Are you reading Ding!? Also pre-May (February), but I think it is a recent addition to our blogroll. WoW-themed webcomic from Scott Kurtz.

Another new friend on our blogroll: The Battered Shield. He has some interesting stuff to say.

Ending off-topic, Greg forms words to list 100 Must-See Movies.

: Zubon

Gameplay Content

Jeromai had a good comment that deserves a post in response. After listing all the stuff that City of Heroes has added in the past year, he asks: “Does ‘content’ just equal progress of story, or does it include all of the above?” I leaked terms. I started the post by discussing “gameplay,” then switched to calling it “content” at the end. It all goes back to sphexishness:

The actual content is what is new. “Kill ten rats” and “bring me ten rat tails” only add content to the extent that the quest text is novel. If you add an “orc shaman leader” that also has a freezing spell, that is new for the seconds that it takes me to work out “orc shaman + purple tint + second fireball with less damage and a slow effect.” City of Villains has endless newspaper missions, but really it is the same mission with a narrow range of variation.

The storyline is frequently the smallest addition because there is so little of it. A big update will have 10-15 minutes worth of reading, spread out across a number of quests and contacts. You read it once and you’re set. A new enemy group is added; most of them will have 2-3 powers, and the interesting ones will probably be using existing powers.

Take Issue 9’s Statesman Task Force. This is good stuff, and it probably took a long time to make. It is also 5-10 minutes of reading, 3-4 novel fights, and 2-3 hours of fighting the same Arachnos enemies that were already around. Take Issue 9’s revamped Hamidon fight. This is almost entirely new gameplay, with new things to learn and do. It is one of the purest gameplay additions City of Heroes has had. But that is one raid encounter.

I am not an especially visual person, so graphic upgrades don’t mean a lot to me. Issue 11 added dozens of new hairstyles and weapon appearances. You see them once, done. Issues 10 and 12 added new tilesets for missions. You learn the half-dozen new rooms and hallways, done.

A wolf is a rat with different numbers and graphics, maybe a different ability. The fundamental is the same. A goblin is a bipedal wolf, an orc shaman is a goblin with a fireball spell, and a dragon is a flying shaman. Almost everything in the game can be understood as fiddling with variables on a fairly simple template.

Most new content is a way of fiddling with the existing variables, possibly with new decorative touches. Hours of padding and repetition hide the fact that the “new” is only a few minutes long. Some of these are really great, but we are still killing ten rats. Really exciting new things go beyond the template.

: Zubon

Proposed Stalker Changes

“lolstalkers” has been a long-term issue for City of Villains. It is a great class for running newspaper missions solo or for ganking people in Warburg. For anything else in the game, you will want another class. Stalkers are one-trick ponies: burst damage from stealth. It is a very good trick, the kind of trick that one-shots lieutenants, but that’s all. The last attempt to bring them up to parity went a bit too far, so that small groups of Stalkers could take out Giant Monsters quickly. Now on test:

  • Increased Stalker Melee damage multiplier from 0.9 base to 1.0 base.
  • Increased Stalker Hit Points multiplier from 0.95 to 1.125
  • All Stalker melee attacks now have a chance to critical while not hidden. This chance is equal to 10% plus 3% per additional team member within 30’ of the stalker at the time of the attack. This only applies to PVE targets. Stalkers old chance to critical Held or Slept targets now only applies to PVP targets.
  • The Critical portion of Energy Transfer operates exactly as if you were criticalling from Hide — it eliminates the Self Damage, rather than increasing damage to the target.
  • Using an Assassination attack and missing will no longer suppress Hide (though lesser stealth and invisibility powers will still suppress) if the attack misses. If the attack hits, Hide suppresses normally.
  • Hide Suppression for Stalkers reduced from 10 seconds to 8 seconds.
  • Assassination attacks now cause a demoralizing effect on PVE targets that survive the attack. Demoralized targets To Hit value is reduced, and the target may be frozen in terror.

Adding all those together, that is about a 50% sustained DPS increase in full groups, plus more survivability and utility. Is this enough without scaling Assassin Strike? Is Assassin Strike love coming? Stay tuned!

: Zubon

An Issue for Issues

My favorite bugs for this patch are not officially “known issues,” although this one is a humdinger: “Using the /option_toggle command will cause a client crash.”

  • Pets now ignore targets under the effect of knockback. My favorite villain character has pets who knockback their enemies. Crap.
  • The final encounter of the new task force is currently somewhat easier than intended because you can snipe 3/4 of it to death without getting any aggro.
  • One of the quality of life improvements was giving you more options on your chat channels. Now global chat channels change color every time you zone.
  • Another lets you re-organize your characters on the log-in screen, handy when you have up to 36 characters. If you do so, it does not save, and instead re-re-orders them every time you log on. My character list consistently starts with a blank slot that it encourages me to buy.
  • Ironically, every time you zone you get the message “Invalid Command ClearSpam.”
  • The hero arc to unlock the Midnighter’s Club makes a neat use of the crafting system by having you create a cure for The Lost. It requires five pieces of salvage, which you receive for completing the story arc missions. If you complete them on a team, only one person gets the salvage, although everyone gets the “Mission complete!” Meaning that you have now finished the one source for that salvage without, you know, getting that salvage.

There are probably more. Personally, I might have waited until after the first bug-fixing patch to re-activate all accounts for the weekend to let people try this. But that’s not my call.

: Zubon

An Issue For Alts

I have played through all the new Issue 12 content you can with an existing hero. It is a long evening of play: a story arc to unlock the Midnighter’s Club, reading things in the Midnighter’s Club, a new task force, look at architecture on the new island, a few missions that are all about reading backstory, and a contact with endless template missions. The new gameplay is pretty much that task force. The new enemy group has fewer than a dozen enemies in it, so you mostly fight the same three minions, one lieutenant, and one boss until you hit an elite boss or three. The last mission includes “defeat 300” of these, so you will be on that map for a while. The guys in my supergroup want that Oracle costume for all their female characters.

This is a time for new characters. I have one more villain story arc to try, then the remaining new content is the villain epic archetype. There are some new powers to try, but most of Power Proliferation is porting existing powers to different archetypes. I can’t knock that, as we had a hoot rampaging with low-level characters using the proliferated powers, but it is a new way of hitting old content. Oh, and I should poke around the redecorated Hollows more, although we hit the zone on our new characters.

Issue 11 recycled old content via flashbacks. Issue 12 recycles old content via new characters. I am hoping that Issue 13 has more new content, although I am not expecting it until October. We are somewhat slower than the stated plan of three new issues per year, although I suppose we could count 11.5 as a significant update. It just feels like Turbine puts out this much content every month or two for its games.

: Zubon

CoX Issue 12: live

Patch Notes

Highlights include villain epic archetypes, powerset proliferation, a new zone, and many quality of life improvements. They are also starting to sell extra character slots, and you get two free for “a while.” I had to re-subscribe for the anniversary badge, because I am weak.

The amount of new content is limited, but there are many ways to re-experience the old content. We were having fun tonight with a team of Fire Scrappers and Plant Controllers. If you want a free trial or welcome back code (15 free days with purchase of a month, must have been gone for 90), mention it in the comments and I will send it to the e-mail address you list.

: Zubon

Full disclosure: if I send you a code and you spend money, I get some free time. If you have a friend who plays, have him send you a code and he will get the free time.

Issue 12 Quality of Life Improvements

Yes, the upcoming issue (now in open beta) includes a new zone and task force, villain epic archetypes, and power set proliferation. But have you seen the quality of life changes? The patch notes for just that section run 1,421 words, with more in the full notes. They include saving local settings (for importing to your next alt), saving notes and ratings for other players, more power trays and interface options, revamped chat and hide systems, linkable item and power names (like most new games have), more combat attribute window options, in-depth power information, a new contact user interface, and a list of smaller changes like map notification of zonewide events. I want to note this one, for lovers of real numbers:

In-Depth Power Information
Detailed Power Information is now available at Power Selection, Level up, Respec, and Enhancement placing screen as well as a new tab in the info window. This information shows the powers basic data along with every effect the power has.

  • There is a slider to see the effect of the power across all levels.
  • There is a class selector to see how the power would perform for each class.
  • There is a PvP toggle to see how powers will change in PvP.
  • Powers that spawn pets will show all powers the pets use and their effects.

: Zubon