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Super Long Open beta review

Pros                                                                                                           Cons

-Action oriented PvE with depth                                                -PvE is a bit too easy

-Large/detailed leveling zones                                                 -No Macro system hurts this game

-Good variety of quests                                                              -PvP is a disgrace

-Excellant (Best?) Combat System                                         -Game is completely unintuitive

-Functional Crafting System                                                      -sharding system is hit or miss

-Nemesis, Perks,  and Omega system                                   -Bad PvP really hurts this game

gives this game replay value                                                     -Grouping is a bit messy

 

Before I go into my review I must say that this is entirely my opinion, and you can take this review with a grain of salt as I have not tried everything in this game.  The things I didn't get to test were

-Sidekick/Scaling System

-the level 30+40 PvP Battlegrounds

-Micro transactions

 

Let's get the bad stuff out of the way.   Here are 3 things that are going to really hurt this game's success.

1.) The PvP is going to hurt this game, a lot, I cannot stress this enough.  Yes, we know that Champions is a PvE game and it does the PvE very well.  However all MMOs start out with barely enough PvE content to sustain a community for long.  Viable PvP not only adds more options for progression at endgame, but it's also content that is not consumed and gives players incentive to keep playing long enough to roll out new PvE content.  That said, the PvP is completely unbalanced, the battlegrounds themselves are pretty bad, and it has inherit flaws like poor targeting and group mechanics in it.  But what really is going to piss players off is the PvE ability nerfs for PvP reasons.  To sum it up, everything you hated about WoW Arenas (but not much of what you liked) is in this game as well.

2.) The bugs are going to hurt this game.  Yes we all know that no MMO has launched without bugs, but honestly no paying customer gives a damn about that.  This is only open beta and already I was seeing player server counts dropping like flies as the buggy days went by, and I'm assuming it wasn't to run out and buy that Lifetime Subscription this game is offering.  Factor in that Aion is going to launch shortly after this game with amazing polish, and that City of Heroes is still around and kicking with all this Super Heroe/Villian content, this game is going to take a hit.

3.) The 360 is going to hurt this game.  First of all this is one of the few MMOs that actually plays great on controller, which is a huge plus.  Unfortunately devs made decisions like: the game can't have macros, and pet AI has to suck (due to difficutly of managing pets without macros), and lastly NO MODS.  What this does is that it undermines this game's most appealing feature, and that's the player customization.  Keep in mind that City of Heroes actually does have these things, and most of the other customization features Champions has, this means that CoH is still (disputably) #1 when it comes to personalizing your hero.

Here's the stuff that will make Champions worth your investment

1.) Best Combat System in an MMO.  We're talking all the fast paced action of your favorite Action RPG, but with the serious depth traditional MMO players come to aspect.  You will be blocking, dodging, charging up satellite strikes, switching between defensive and offensive stances, flying around to chase after people (or get to safety), using the environment to your advantage by tossing/blowing up objects, and all forms of cool looking knock backs and mystical crowd control.  What you won't be doing is sitting in the back healing during epic boss fights, falling asleep waiting for your tanking cool downs, or constantly watching your threat meters because you're a pathetic squishy that can't block because you're speced for dps.  This combat system really has potential for some serious epic boss battles the world of MMOs have never seen, however it's yet to be fully realized from what I saw.

2.) Literally creating your own hero.  I know that I already mentioned that CoH has overall slightly better customization, but I didn't really feel like a hero in that game, I felt like I was melee dps in tights.   Not only does Champions's extensive customization give your character that look you've always wanted, but also a vast amount of power sets to tailor your hero's fighting style as well.  Add to that the graphics/storyline that really feels like you're part of a Super Hero Comic book instead of a typical MMO, very involving public quests and characters, then NPCs talking about all the butt you kicked, and Champions has got the Hero Formula down pact.  Other MMOs need to take notice, because the days of starting out feeling like an errand boy, to feeling like an errand boy with purple gear are over.

3.) Decent community.  WoW might be the #1 MMO, but it's also the leader in MMOs with a shoddy community.  Warhammer's community is super quite last time I tried it; players generally did not associate with each other outside of their guild.  Keep in mind that is Champion's beta, so I can't vouch for the community when the masses finally get their mitts on it.  I did find it refreshing though to run into people that complements others on their character's costume instead of insulting their blue gear and gemming.  People complain about grouping in this game, but I've done more "grouping" per say in this beta then I ever would have in WoW.  The thing is that I didn't pug with five or ten people, I've generally pugged with just one or two other people.  But overall I've gotten in more groups and met more people because it was a lot easier than trying to get a group with five people where one had to tank and the other had to be main heals each time.  What I'm saying is that this isn't a single player game up until level cap, then you respec for raiding.  This is a genuine Massively Multiplayer game, with interesting looking people, that are more or less willing to talk to you.  Keep in mind this is beta, and I said decent, not EvE Online quality.  I did meet my fair share of asshats in the game, and people will not generally go out of their way to help you unless they gain at least some benefit, but that's still a huge upgrade from the nightmare pugs of WoW, if that counts for anything.

Overall I would say this game is definitely lots of fun, I enjoyed the beta very much despite the almost ludicrous amount of bugs and nerfs and nonsense like that.  This game has a lot of potential to be great, but what problems it does have are glaringly bad, but it isn't something that can't be resolved with good expansion.  However the MMO market is a cruel mistress, and I wouldn't be surprised if this game does go the way of Warhammer, due to the (slightly) unfair amount of bad press it's getting, the public love of Aion, and it's own NDA preventing people that liked the game from defending/explaining it's confusing mechanics.

 

Scores: Overall 7/10

Scores factoring the PvP:  -14/10

Score if Cryptic fixes all their bugs and allows mod support: 10/10 and WoW shorty after announces an expansion to play as Super Heroes.

 

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Comments

  • BigBadWolfeBigBadWolfe Member Posts: 143

    C'mon guys gimme a break, knocked to the third page without a single reply?  It's not THAT long.

  • AJ2MEAJ2ME Member Posts: 71

    If you had a chance might have wanted to try the BETA event on the last day. would have had your character boosted to level 40 and could have tried the level 40 PvP then. I never did as was just trying to kill the MEGADRIOD and that took so long to do with 40 people working on it and lots of recovery needed.

    To me that was more fun then getting ganked in PvP.

    The game will be interesting and enjoyable for those that what to feel heroic beating on the bad guys. For those that want to beat up on the good guys not so much, as yet . 

    image

  • CoderCoder Member UncommonPosts: 63

    From the begining of your review it's obvious your main MMO is WoW and later in your review it becomes a fact. You have obviously tried a few other MMOs, Aion, EVE, WAR and maybe CoX, but main focus has been WoW.

    I don't see you mention anywhere what framework you used, what level you got to, 40 or 10?



    Mods; the only reason to use them is cause the default UI isn't sufficient, meaning the developers totally missed the mark. If the UI is good there isn't any need for a UI Mod ala. WoW. You never mention why the UI would need mods and what they should be, just that you can't have mods.



    So lets run it down...



    PvP will hurt the game... might happen or might not happen, kind of too early to tell isn't it?

    Bugs... you seem to hint there are lots of them but don't point out a single one.

    Xbox 360... speculation in my opinion.



    Combat system is good... is essence you say it's fast but don't give much examples or comparisons.

    Character customization.... yepp, old news. It's one of the best I have seen so far but it was expected.

    Community... from an open beta, not a very good place to comment on the community, as you say. No reason to give it much space in a review really from an open beta.



    You list alot of stuff at the beginning but don't explain your reasoning for why they are cons or pros.

    Functional crafting system for example, this is the only place you mention crafting, what do you mean really? That it's possible to craft and it's bug free or that it's revolutanary in some way?



    I think the reason noone replied is that your review doesn't give the reader anything new that they didn't already know from just reading the topics on this board (or the official CO boards).



    That's my review of your review ;)

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  • AmarsirAmarsir Member UncommonPosts: 703

    It's the title, man. Scared people away!

    (Actually I never saw it. I think your timing was just such that it ended up getting buried.)

    I didn't play that long, but it didn't feel that buggy to me. I mean I know there were things like "Regen always/never crits", but that's not a showstopper that would justify delaying the game. Maybe I just didn't see the really bad stuff. I did notice the bad pet AI and it didn't feel like it had sufficient customization to me, though I didn't really try to pull the wiring out in the time I had. And PvP is a turnoff for me anwyay, so I'll shrug on thta.

    I agree that combat was pretty busy. Surprisingly so actually, as I have a natural dislike of any "auto-attack button." In this case though they made it so auto-attack has a definite purpose and yet doesn't get the job done alone, so that really matters. And blocking is quite relevant. I feel like it would have grown old on me before long though. (Which, to be fair, is what console games do. I think Halo actually gave me ADD as I never played that game for more than 10 minutes at a time. Start it, either die or fight to the next autosave point, quit.)

    I largely disagree with you on the "terrain" issue. I mean yes you can pick up a barrel and throw it at someone, but that didn't strike me as a generally sound strategy. And I found that when I tried to pull someoen through a doorway to another room since I liked the angles better there, they completely forgot I existed. And healed back to full. That could be the bad AI again, but it took away from using terrain as a resource the way I wanted to. Although at least it didn't have the WoW problem of enemies seeing you - and shooting you - though a solid wall. How did anyone ever put up with that?

    I agree that the customization is tremendous. Well, in terms of look. The way you choose your powers, well I covered that in a different thread but I feel that the mixing & matching style makes them look good but act similar.

    I didn't really feel any more heroic here than CoH though. Actually, I never got that "Gah! I'm so powerful I can take on a dozen of you at once!" feeling that
    CoH creates (and that some say - fairly - was reduced from CoH's start.) I felt sluggish and weak even when using a travel power or taking down a Supervillain. But it did look good. And I'll give thumbs up to the way the tutorial was done. A little long, but starting by saving the city was actually a pretty heroic beginning. And I liked the voicework in cutscenes and trigger points. I've been saying for a while that more games should be willing to try that.

    Though I disagree with parts I think your review is fair. My take in short is that it's yet another WoW clone in a long line of WoW clones, and they dressed it up nicely, fixed some easy nigglies, and innovated a tiny bit. But it still follows a path that I didn't like from the start. If every game just follows this same "99% the same" pattern, maybe that's the safer way to market success but it will just leave you susceptible to the next clone, and eventually people will get tired of it all when someone tosses out the cliched styles and takes a different direction.

    Currently playing:
    DC Universe
    Planetside 2
    Magic Online
    Simunomics, the Massive Multiplayer Economic Simulation Game. Play for free.

  • DataDayDataDay Member UncommonPosts: 1,538

    Bill Roper is at it again, trying to impliment business models that FAIL.

     

    On that note, I have to say i really enjoyed the beta experience. Given a week longer of playing and I would have been completely bored of it. Why? Because once you get past the fun theme of super duper heroes dress up (cmon its like barbies for guys), and flying around... you realize the game is all fluff. Hey it might work well as a console game if it didnt have such a bad business model.  They should have learned from Guild Wars success, because this game is on the same level of instancing imo. Even DDO had to go f2p.

    Look, its clear that how your "super hero" looks is one of the most important... if not main point of this small game. Well, guess what, not only do you pay a sub, but also Crypic will sell more character customization pieces for real money. So in other words, its not how creative you are that makes your character unique and "cool" but how much money you feed Bill Roper and friends.

    Its also important to find out that outside of a little role play, most skills and abilities are the same. A select few combinations will always win out.



    Even traveling powers since Teleportation is by far the best one. What i mean by that is with teleportation, not only do you become invisible and perhaps have the fastest most accurate speed in the game, but its spammable. This means you can fly faster than anyone while remaining invisible. Its cast time is near instant. Think you are gonna die? Teleport! Want to get anywhere in the world faster than everyone else without them knowing? teleport.

    Either its going to get a huge nerf, or everyone who is not focused on role playing will be using it. This is just one of many powers that the few who care about being the best will all start to use.

     

    This game is a fun time waster for a month or two tops, but i wouldnt pay for this type of game. Rather, force them to rethink their business model and game design...

  • KebeckKebeck Member Posts: 323

    I might give a shot at this game.. but not before a good 6 months...

    I've been in the closed beta and did not like the way the devs were managing this game : the nerfing and the early release weren't a good idea and should have been tested for way longer... PvP shouldn't even be in this game..

    So I like the general idea, but won't play this game right from the start...

  • gurugeorgegurugeorge Member UncommonPosts: 481

    Well I enjoyed it, it's informative.

    I was particularly encouraged by what you said about grouping.  I think the complaints about grouping must come from people who have played CoX.  I, for one, hardly ever soloed in CoX, I always either joined groups, or formed my own teams to do my missions, just because it was so easy to do so (easy to find people, chat, invite, etc.).  In every other MMO I've tried, it's been more like you've said - I hardly ever grouped.  It seems like other MMOs rely more on the whole Guild thing for the social gaming experience, but for casual players that's not good.  I don't have time to commit to guilds, but I still want to play in teams with other people, chat away, do the superhero banter thing, etc., etc.  CoX afforded me that opportunity in spades.

    However, from beta comments, a lot of people have been saying the grouping thing is worse in CO than in CoX.

    Now, the interesting thing is that what you are saying is possible in CO (that you tend to team up with people you randomly come across who are doing the same mission) is supposed to be the classic MMO model.  Vanguard, an MMO built on that classic frame, is like that too - you tend to quickly form a PUG to do the mission that's in the area.  LOTRO works like that too, substantially.  If CO works like that, as you report, then I think that will have been intentional on the devs' part - it seems they wanted more of that "classic" open world grouping experience, where you form bonds of necessity.

    Whatever: so long as I can group up with others, and don't have to solo, I'll be happy.

  • GyrusGyrus Member UncommonPosts: 2,413

    Good review.

     

    I was going to start my own thread but I feel you have (more or less) covered what i was going to say.

     

    So, I will put my 'prediction' here.

    Usually, after playing a 'Beta' (which is actually a pre-release trial) I have a feeling about how a game will do.

    Champions Online is fun.

    The character creation is brilliant and a lot of fun all by itself.

    Over the last couple of days I saw some real classics from brilliantly designed super heroes that could have been pulled straight out of comics, to sexy females from fashion magazines, to Hollywood creations to comedy classics and I even saw Tinkerbell.

    The gameplay (single player) is also fun and you do really feel like a super hero, or monster, or X-Man (whichever you prefer)

    So, I don't think the game will have any trouble surviving.

    But, I don't think it feels or plays like an MMO either. 

    The thing is, you can't take a list of MMO ingredients and put them in and then say "This is an MMO."

    Character Creation? - Check!

    Crafting? - Check!

    Ability to group? - Check!

    Chat? - Check!

    Ability to form guilds? - Check!

    Multiplayer zones? - Check!

    It has all that and still plays like a single player game with a multi player option.

     

    That is not necessarily bad, but what I do think it means is that the game (in it's current form) will suffer serious player turnover or churn.

    Not shrinking populations - I think the population will either level out in about 3 months or have slight growth.  But I think it will have trouble retaining players beyond the two - three month mark.

    Unlike other games players won't leave because they are bored or in frustration - they will leave because they are "finished".

    They will have done it all and seen it all - maybe two or three times.  They will have finished the game.

    The problem with this is that the community will struggle.

    The constant turn over will mean that long term guilds won't really work - they will be there - but their leadership and membership will change often.

    What I think the game needs is a way to hang on to a community and allow the community to grow strong around that core.

     

    I do think there is a solution.

    A hybrid billing model.

    In fact - exactly the same model used by Wizard 101.

    That is: players can pay as subscribers and / or pay as they go with RMT.

    Now, befor e you all freak out about RMT - I am talking about the Wizard 101 model.  In that model you cannot buy '1337 uber loot' to make you uber - because everything you can buy is already in the game and can also be obtained by a regular subscriber who plays through all the missions and does crafting.  In that game all the RMT allows is for a player to reduce the amount of time taken to get what they want.

    I addition, players have the option of paying a subscription - which gives them unlimited access to everything while they remain subscribed OR buying the levels - which gives them access to those levels forever!

    I think that could work well with this game.

    Like this:

    Tutorial level - Free to play for as long as you want - forever - cannot enter or play the Champions HQ mission (so cannot finish the level).  Note that there is no Powerhouse there so players can never become too overpowered there.

    Canada $7.50 - allows you to enter the Champions HQ and lifetime access to all of the Canada area*.

    Desert $7.50 - allows you to enter the Champions HQ and lifetime access to all of the Desert area*.

    *Because of the way the system now seems to work it may not be an issue allowing players lifetime access here - to continue to level up once the basic mission chain is complete they will have to 'grind' so grossly overpowered characters a probably not too much of an issue?

    Millenium City $15.00

    Monster Island $7.50

    Lemuria $7.50

    Future levels priced according to size and content.

    Now, if you think about it, allowing players to pay this way has one big advantage - they have no reason not to stick around.

    After all, they have payed their money and can now come and go as they please.  Many will finish the missions in the areas they have payed for and move on... but every so often they will come back to see what's new.  Why not?

    Some will just stick around because they can.

    They have done all the missions and 'finished the game' but it's still there and payed for.  So, they hang around, help other players, chat, craft, grind NPCs and do other MMO type things.  When a new area is released they buy that too but rather than leave when it's done they hang around a bit because the game is still fun and they have no ongoing subscription fee to worry about.

    In fact, in the long term the Developer can make more money off a player buying the game on a level buy level basis than from a subscriber who only stays a couple of months and 'finishes the game'.

    Anyway, my other main thought was on the classless system.

    For the most part I like it - but I do think that players choosing certain classes and skills should be at the expense of choosing others.

    i.e. A player with Ice Powers should be restricted from choosing Fire Powers etc. 

    And, certain skills from a power should exclude others.  i.e. You can choose to have a 'shield' or an 'offensive blast' but not both?

    I guess we'll see how it goes after a couple of months?

     

    Anyway, must say I really enjoyed the Character Building in this game - in fact this is the most 'attached' I have felt to an avatar in a while.

    .

    Nothing says irony like spelling ideot wrong.

  • dougmysticeydougmysticey Member Posts: 1,176

    Decent review. There are a couple of things I am not sure I agree with.

    Buggy- I hardly had any bugs at all in playing that were not small or rather superficial like my gun dissapearing or Pet pathing not working 100%. I crashed one time during the final beta event but I think that is because there were at least 50 + heroes all fighting at once in my area. Anyway, the only crash I had. Overall, I think there is still some balancing to do and they need to decide on what they want with XP but buggy- no way.

    PVP- Not so good at lower levels but I hear that end game (40th) PVP is really fun. I did not try it but do not think it will kill this game as the people attracted to it are not wanting super hero on super hero fights. I am guessing it will go the way of COX and introduce hero vs Villian PVP that is more meaningful.

    SO- I agree that PVP is lacking but I do not think it will be a game killer.

    Also, you did not mention the Nemesis system impacts to long term game play nor the UNITY missions which are supposed to be awesome (from what I have read- intentially held off from that so I had things to look forward to after launch).

    Those are my thoughts to add.

    image

  • ManchineManchine Member UncommonPosts: 469
    Originally posted by BigBadWolfe


    Pros                                                                                                           Cons
    -Action oriented PvE with depth                                                -PvE is a bit too easy
    -Large/detailed leveling zones                                                 -No Macro system hurts this game
    -Good variety of quests                                                              -PvP is a disgrace
    -Excellant (Best?) Combat System                                         -Game is completely unintuitive
    -Functional Crafting System                                                      -sharding system is hit or miss
    -Nemesis, Perks,  and Omega system                                   -Bad PvP really hurts this game
    gives this game replay value                                                     -Grouping is a bit messy
     
    Before I go into my review I must say that this is entirely my opinion, and you can take this review with a grain of salt as I have not tried everything in this game.  The things I didn't get to test were
    -Sidekick/Scaling System
    -the level 30+40 PvP Battlegrounds
    -Micro transactions
     
    ........

     
    Scores: Overall 7/10
    Scores factoring the PvP:  -14/10
    Score if Cryptic fixes all their bugs and allows mod support: 10/10 and WoW shorty after announces an expansion to play as Super Heroes.
     

    PvP is and will always be the weakest part of CO.  As for it being to easy.   It all depends on your build.  More later I am at work.  =)

    image

  • DataDayDataDay Member UncommonPosts: 1,538
    Originally posted by Gyrus

    ....................SNIP.................. Billing model idea.........

     

    No offense but that is a horrible idea. I know DDO is doing something similar, but you have to realize that by keeping games subscription based, the need to create and keep content that will keep people playing is more important. Meaning, if people just buy a level, thats it. The sale is already done, the developer doesnt need to ever touch on that level again... nor fix any bugs in that level. Instead it encourages selling parts of the game as expendables, it detracts from the concept of strong game design that encompasses the entire game and never goes away. To keep people subbing, a level of responsibility is put on the developer.

    If you partition it off and sell it in pieces, well you discourage that. It limits how far a player can go. Some players can get to end game in a month, others can take longer... the thing is, they are all paying the same price. This is a good thing. To say, the player who reached end game spent a total of $120 dollars in one month to get there, while some other player pays $20 and is limited to a few levels... is just a bad idea no matter how you look at it.

    In that case, it would be smart just to go with the guild wars model and sell it based on expansions, each expansion adding content with replay value as well, to keep their players happy and ready to buy the next.

    Honestly, micro-transactions are one of the worst business models for the user. It really creates a divide on who is willing to spend the money, not necessarily the time. Sub based games keep everyone on the same level with the same options regardless of the actual content thats paid for. This is important, to know that everything in the game can be achieved not by spending more money, but by spending the time to get it.

  • VarnyVarny Member Posts: 765

    Crap PVP = no sale

  • BigBadWolfeBigBadWolfe Member Posts: 143

    Well I wanted to go into more details about the points but my review was already long enough, and I couldn't get anybody to read it even after I cut it down :(.  Also there's a lot of reviews about the game I didn't feel the need to reiterate most of the stuff people have already heard, but try to give more emphasis on what I feel about it.  It was all my opinion.

    That said I do feel a good summary is that this game would be absolutely perfect on console as it was designed for console and console players.  Even though the gameplay is just as good and refreshing on the PC, but will turn off some PC players simply because it's not a typical PC mmo.  I also agree that the current payment system is gonna turn off both type of players, console players simply don't want to pay monthly fees at all if they can avoid it.  They would probably be more interested in f2p +cash shop system, where they can pay for as much or a little content as they want.

    I honestly think that since this game was tailored for the 360 try should have tried to release it on 360 first, and then nail all the bugs and stuff, and re-release it on the PC with all the bugs fixed and more balance ala Aion, and people would have gobbled this game up.

    Of course it's a bit too late for that.

  • SenadinaSenadina Member UncommonPosts: 896

    If you encountered few bugs, you were either very lucky or didn't get very far. Besides the godawful pet pathing, which was so bad it caused me to respec that skill, I found a number of unfinishable quests in MC. One quest NPC just would not die and drop his item, uncompletable mission. His life bar empty, still standing there.

    This is a fun little game though, but lacks the depth of a traditional MMO. Yes, it feels like it was made with the console in mind. I played quite a bit tho, so something was drawing me in. But once I've done everything, will I want to do it again? Highly unlikely

    Be warned, this is an extremely casual game that will not hold you for years. But does it have to? We don't expect single-player games to last for years. We play them, beat them, move on. Think of CO like that and it is quite fun.

    image
  • GyrusGyrus Member UncommonPosts: 2,413
    Originally posted by Rabenwolf

    Originally posted by Gyrus

    ....................SNIP.................. Billing model idea.........

     

    No offense but that is a horrible idea.....

    If you partition it off and sell it in pieces, well you discourage that. It limits how far a player can go. Some players can get to end game in a month, others can take longer... the thing is, they are all paying the same price. This is a good thing. To say, the player who reached end game spent a total of $120 dollars in one month to get there, while some other player pays $20 and is limited to a few levels... is just a bad idea no matter how you look at it.

    In that case, it would be smart just to go with the guild wars model and sell it based on expansions, each expansion adding content with replay value as well, to keep their players happy and ready to buy the next.

    Selling a game based on expansions is basically the same model.  You are selling the player extra levels AND charging a subscription fee.

    Honestly, micro-transactions are one of the worst business models for the user. It really creates a divide on who is willing to spend the money, not necessarily the time. Sub based games keep everyone on the same level with the same options regardless of the actual content thats paid for. This is important, to know that everything in the game can be achieved not by spending more money, but by spending the time to get it.

    Not if it is done right.  And I am not talking about a purely micro transaction model either.

    I am talking about a hybrid model where players have the choice of paying a subscription OR buying levels as they go.

    And a system where the developer isn't greedy - so that both options cost about the same.

    It can be done - I didn't used to believe it either - but wander over to the Wizard 101 forum and website and see for yourself.  Do the math on the cost of each and see for yourself.

    FWIW when KingsIsle first mentioned the idea many Beta players were horrified.  We all felt it was a cashgrab.

    But the way they have done it offers no real advantage to the 'Cash Shop Players'.  All it does is save them some time OR allow them to play at their own pace.  Before you write off the idea go and see how they have done it.

     

     

    Nothing says irony like spelling ideot wrong.

  • GyrusGyrus Member UncommonPosts: 2,413
    Originally posted by Senadina

    ...
    Be warned, this is an extremely casual game that will not hold you for years. But does it have to? We don't expect single-player games to last for years. We play them, beat them, move on. Think of CO like that and it is quite fun.

    Related to my posts above.

     

    Exactly my point.  Exactly why I propose they adopt the KingsIsle type billing model. 

    Nothing says irony like spelling ideot wrong.

  • PatchDayPatchDay Member Posts: 1,641

    I liked the review. I tried the 40 pvp stronghold one time last night and ......

     

    I really think the arenas I've seen so far are horribly designed. its like they put their worst level designer on it. The stronghold along with Cage Arena are both really tight quarters. Makes no logical sense you cant use your travel powers and such (edit- cannot fully exploit travel powers)

     

    The PVE levels have much better wide open feel to them

     

    But anyway everyone knew the pvp would be pretty lackluster.

     

    after that 1 match I went right back to PVE. I reckon would take a lot of research to do well at high levels in the game however the ability to not full respec I now must admit would make pvp very difficult

  • PatchDayPatchDay Member Posts: 1,641

    Btw I'm glad you listed pros and cons first. This way it allows busy people (like myself) to quickly surmise some of the main points

     

    I would also advise to maybe bold some of the sections. Like bold -PVP- section, etc

     

    Review felt fairly unbiased too me not sure how others felt

     

    Like others pointed out mistakes that were made didnt get indepth into powersets and it appears u missed the end game beta event. Shame on you!

     

     

  • silicnsmileysilicnsmiley Member Posts: 44

     All of you microtransaction haters are going to be in for a surprise.  It seems that they are specifically catering to the Xbox crowd with microtransactions.  Pretty sure the business model is going to be successful selling minor tweaks to Xbox folks for Microsoft bucks.

     

    It is what it is.  And what it is is a casual MMO that doesn't cater to the minority of hard core gankers.  If you're looking for great PVP, you'll obviously want to look elsewhere.  

    Stop crying in my beer.

  • smugglaprosmugglapro Member UncommonPosts: 47
    Originally posted by Rabenwolf

    Originally posted by Gyrus

    ....................SNIP.................. Billing model idea.........

     

    No offense but that is a horrible idea. I know DDO is doing something similar, but you have to realize that by keeping games subscription based, the need to create and keep content that will keep people playing is more important. Meaning, if people just buy a level, thats it. The sale is already done, the developer doesnt need to ever touch on that level again... nor fix any bugs in that level. Instead it encourages selling parts of the game as expendables, it detracts from the concept of strong game design that encompasses the entire game and never goes away. To keep people subbing, a level of responsibility is put on the developer.

    If you partition it off and sell it in pieces, well you discourage that. It limits how far a player can go. Some players can get to end game in a month, others can take longer... the thing is, they are all paying the same price. This is a good thing. To say, the player who reached end game spent a total of $120 dollars in one month to get there, while some other player pays $20 and is limited to a few levels... is just a bad idea no matter how you look at it.

    In that case, it would be smart just to go with the guild wars model and sell it based on expansions, each expansion adding content with replay value as well, to keep their players happy and ready to buy the next.

    Honestly, micro-transactions are one of the worst business models for the user. It really creates a divide on who is willing to spend the money, not necessarily the time. Sub based games keep everyone on the same level with the same options regardless of the actual content thats paid for. This is important, to know that everything in the game can be achieved not by spending more money, but by spending the time to get it.

     

    Way to fail.  MT in Champions is focused on "cosmetics" only.    Some costume pieces, maybe an aura or more.  Nothing at all that directly affects the in-game mechanic or playable content.

    image

    Yes, I have anger issues. They taste like chocolate bunnies.

  • silicnsmileysilicnsmiley Member Posts: 44
    Originally posted by smugglapro



    Way to fail.  MT in Champions is focused on "cosmetics" only.    Some costume pieces, maybe an aura or more.  Nothing at all that directly affects the in-game mechanic or playable content.

    I thought I read that there may be some minor non-cosmetic MT stuff that could also be unlocked through game play.

    Stop crying in my beer.

  • smugglaprosmugglapro Member UncommonPosts: 47

    "...but really the focus is on having things that are fun, cosmetic or are things that are more account-wide and maintenance based."

    Taken from an interview on TenTonHammer over Microtransactions.

    image

    Yes, I have anger issues. They taste like chocolate bunnies.

  • DataDayDataDay Member UncommonPosts: 1,538
    Originally posted by smugglapro

    Originally posted by Rabenwolf

    Originally posted by Gyrus

    ....................SNIP.................. Billing model idea.........

     

    No offense but that is a horrible idea. I know DDO is doing something similar, but you have to realize that by keeping games subscription based, the need to create and keep content that will keep people playing is more important. Meaning, if people just buy a level, thats it. The sale is already done, the developer doesnt need to ever touch on that level again... nor fix any bugs in that level. Instead it encourages selling parts of the game as expendables, it detracts from the concept of strong game design that encompasses the entire game and never goes away. To keep people subbing, a level of responsibility is put on the developer.

    If you partition it off and sell it in pieces, well you discourage that. It limits how far a player can go. Some players can get to end game in a month, others can take longer... the thing is, they are all paying the same price. This is a good thing. To say, the player who reached end game spent a total of $120 dollars in one month to get there, while some other player pays $20 and is limited to a few levels... is just a bad idea no matter how you look at it.

    In that case, it would be smart just to go with the guild wars model and sell it based on expansions, each expansion adding content with replay value as well, to keep their players happy and ready to buy the next.

    Honestly, micro-transactions are one of the worst business models for the user. It really creates a divide on who is willing to spend the money, not necessarily the time. Sub based games keep everyone on the same level with the same options regardless of the actual content thats paid for. This is important, to know that everything in the game can be achieved not by spending more money, but by spending the time to get it.

     

    Way to fail.  MT in Champions is focused on "cosmetics" only.    Some costume pieces, maybe an aura or more.  Nothing at all that directly affects the in-game mechanic or playable content.

     

     

    "WAY TO FAIL". I recommend reading the post I am responding to next time. The user recommended a billing model that sold pieces of the game, such as levels, individually.

     

    Again, learn to read before posting next time.Seriously! It will save you a lot of embarrassment. =)

    )

  • smugglaprosmugglapro Member UncommonPosts: 47
    Originally posted by Rabenwolf

    Originally posted by smugglapro

    Originally posted by Rabenwolf

    Originally posted by Gyrus

    ....................SNIP.................. Billing model idea.........

     

    No offense but that is a horrible idea. I know DDO is doing something similar, but you have to realize that by keeping games subscription based, the need to create and keep content that will keep people playing is more important. Meaning, if people just buy a level, thats it. The sale is already done, the developer doesnt need to ever touch on that level again... nor fix any bugs in that level. Instead it encourages selling parts of the game as expendables, it detracts from the concept of strong game design that encompasses the entire game and never goes away. To keep people subbing, a level of responsibility is put on the developer.

    If you partition it off and sell it in pieces, well you discourage that. It limits how far a player can go. Some players can get to end game in a month, others can take longer... the thing is, they are all paying the same price. This is a good thing. To say, the player who reached end game spent a total of $120 dollars in one month to get there, while some other player pays $20 and is limited to a few levels... is just a bad idea no matter how you look at it.

    In that case, it would be smart just to go with the guild wars model and sell it based on expansions, each expansion adding content with replay value as well, to keep their players happy and ready to buy the next.

    Honestly, micro-transactions are one of the worst business models for the user. It really creates a divide on who is willing to spend the money, not necessarily the time. Sub based games keep everyone on the same level with the same options regardless of the actual content thats paid for. This is important, to know that everything in the game can be achieved not by spending more money, but by spending the time to get it.

     

    Way to fail.  MT in Champions is focused on "cosmetics" only.    Some costume pieces, maybe an aura or more.  Nothing at all that directly affects the in-game mechanic or playable content.

     

     

    "WAY TO FAIL". I recommend reading the post I am responding to next time. The user recommended a billing model that sold pieces of the game, such as levels, individually.

     

    Again, learn to read before posting next time.Seriously! It will save you a lot of embarrassment. =)

    )

     

    Piss off,chief.  How about you eat a bowl of crow before you sling weak ammo at a poster around here.  YOU were talkning about how it's a good idea to do MT like GW's model. 

     

    Fact is, CO's model is NOTHING LIKE THAT CHOWDERHEAD.  You spoke exclusively in that post I quoted around "content"-based MT.  CO's model doesn't sell content like levels or gear.  It's for non-mechanic items.  Costumes, symbols, etc, etc.

     

    SO...go have a Coke and a smile, and fuck off.

    image

    Yes, I have anger issues. They taste like chocolate bunnies.

  • TheStarheartTheStarheart Member Posts: 368

    Quote from Bill Roper:

    "* The vast majority are aesthetic items, such as costume pieces, action figures, emblems, etc.

    * A very few are account-level management tools, such as being able to rename a character

    * Micro-transactions should never limit your ability to enjoy the game or reach the level cap

    * Any micro-transaction that has a game effect can also be earned in the game through play"

     

    Please tone down the fanboy and admit there will be items with in-game effects in the cash shop. Roper made no allusion to how difficult these items would be to obtain in the game through play, so speculation isn't going to solve anything. The point is they will include items with game effects.

     

    Edit: source material quoted from Ten Ton Hammer - www.tentonhammer.com/node/71317

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