How many superhero games will the market support? It's a niche genre. I would think three as the absolute maximum.
Superheroes have been a niche MMO genre so far, but in the broader world of entertainment Spiderman and Batman were some of the biggest movie franchises of the decade; all I am saying is that the potential for a blockbuster is there, as far as the suits are concerned.
A necessary condition for me to consider playing CoH2 would be for them to drop the restrictive class system, tank / healer / dps. Those archetypes do not resemble superheroes to me, that was always my complaint while playing CoX. I would also hope that they reduce the repetitive instancing, but by far the biggest think is to be making superheroes instead of classes that are renamed ports from fantasy games like D&D.
It would ruin COH2 for me. It would be as big a POS as CO became. Some people like CO and if that's good enough for them, well good for them.
I'd love to see a COH2 hopefully one with a more serious and immersive tone to it maybe more roleplay elements and certainly hope for more variety in tasks and such. But in all COH was a fun game and I'd love to see it continue successfully.
but yeah, to call this game Fantastic is like calling Twilight the Godfather of vampire movies....
"Never met a pack of humans that were any different. Look at the idiots that get elected every couple of years. You really consider those guys more mature than us? The only difference between us and them is, when they gank some noobs and take their stuff, the noobs actually die." - Madimorga
If they just trademarked the game this game might be ridiculously early in development, if a single line of code has been even written yet. Not to mention it might not even make to release, or it might be scrapped and started again many times until release.
Good to see they have an interest to make a new game on their superhero IP though.
I liked COH alot. And think that there is room to grow. But what they MUST NOT DO is to make the game 'console friendly', this more than anything killed CO.
Keep the graphics style. Keep the animations. Keep classes if you must. But don't write the game for consoles.
This is bad that this info was already released. I say this because most mmos are announced around 2 years b4 release. This one is most likely gonna take at least 3 more years+ to release. Hype is what kills many games, but if a game is announced that much before release, hype will surely kill it.
so true
As for those who are slagging CO and saying this is final nail in the coffin. Its 2 years minimum until this new CoH gets released. That is 2 years of new content and patches to fix a broken game. Look what Vanguard did in 2 years, or AoC in 1 year. Pretty sure City of Villains was released a year or two after City of Heroes.
CO is far from perfect (very far) but 2 years is a lifetime in an MMO and whole lot of improvements are made in that timeframe (especially if the devs are pressured, as they are by the huge number of subs that left the game).
dude...age of conan is dying and pretty much dead. have you actually played it recently?
CO prolly wont suffer the same fate but with its outdate quest system and lack of anything new, i doubt it will last longer than another year or two
I played it 2 weeks ago and it has improved leaps and bounds over release. These games will never have a huge following nor will they need to. Just look at some of the smallest MMO's around or the ones that refuse to die (SWG) and its pretty clear that an MMO does not require that many people to sustain itself.
Both CoH and CO are in the same boat population wise. One is growing long in the teeth, the other botched its chances. Both are stuck in a somewhat niche market yet both can easily survive on the numbers they currently have.
MMO wish list:
-Changeable worlds -Solid non level based game -Sharks with lasers attached to their heads
Hopefully it's done right. I don't want to kill thugs forever. CoH was so boring. It looked decent, but I don't want zones and I don't want to kill thugs till god knows when.
Err swg an vanguard survie because of the station pass .Co does not have that option unless they bundle it with sto.But on to the news at hand....
WOOT!
Odds are dx11 super hero coh2!I cant think of many features tho i would add thats not in coh now.Bit more freedom in power selection .Being able to make guns an ammo.Swinging an wall crawling ./shrug
"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." Robert E. Howard, The Tower of the Elephant (1933)
CoH is one of the few truly excellent non-EQ-clone mmos on the market. The very thought of CoH2....
If I could dare to dream I'd imagine CoH2 as a slightly less instance-heavy version of CoH, plus maybe with a more open power selection system. They could so easily take what CO got right, i.e. open power selection plus roles/stances, as opposed to defined ATs plus defined powersets - but also avoid what CO got wrong, i.e. unecessary statistics that do nothing except create clusters of powers which work better together, equipment (I like CoH's enhancement system), wildly unbalanced powers etc. etc.
Even with Roper gone CO would need to see some huge changes to really get off the ground, and probably need to rethink their payment model. And unless DCUO opt for a plain old subscription payment model, they'll be putting themselves in the odd "trying to have it both ways" bin as CO, or in the F2P crowd. And I don't know exactly what Gazillion are doing with the Marvel mmo but the few things I've read make me think it's going to be a bit less mmo'ey in nature.
Both CoH and CO are in the same boat population wise. One is growing long in the teeth, the other botched its chances. Both are stuck in a somewhat niche market yet both can easily survive on the numbers they currently have.
Really?
CoH has maintained a steady 130k'ish subscriber base pretty much since release. It has been consistently profitable for NCSoft who are also probably pretty flush with money from Aion.
CO (prior to release) claimed they'd be profitable if they could achieve 100k+ subscribers. But so far they haven't publicised how many subscribers they actually have. They may very well be running at a loss. They've publicised STO getting over that 100k hump but are still silent on the question of CO.
I'd be amazed if CO's population was anywhere near CoH's. It was an absolute mess at release and according to recent re-reviews a lot of those problems still haven't been fixed.
How do you know Champions won't be around in two years or doesn't have enough content. Are you playing Champions Online? Do you have inside information from Cryptic? Are you an industry insider with unique insight?
Or are you hating CO because it's popular. CO isn't perfect but it isn't the dumpster fire people make it out to be.
popular?
CO has a low population, most people dropped subs first month (i was there believe me) The game isnt popular, its more infamous in the mmo world. People who have played it know its bad (me) people who havnt heard its bad, it doesnt have a good name. They havnt gave good content since release, nothing that keeps you longer than a week of playing. Cryptic doesn't seem like they care, they just want money, period, and of course who doesn't, its a business, but they are takin short cuts and using microtransactions and shit.
Yep STO was the same way about a month (maybe 2, super casual) worth of content. And couple minor content updates.Oh and the whole plan to make the whole Bare content repetable Ala Difficulty lvl..IE similar to D&D. But its a good thing NCsoft has CoX at least they put out Meaningful content for CoX...was my 2nd mmo..and I loved it!
Well I don't agree with you. First it takes more then two years for graphics to be out dates (LOTRO graph are so -not- out dated) and it might cause a surprise...
Yeah, and NC soft have already proven that they can make great graphics, their problem is more that they have hard to make the gameplay as fun as it should be, and they tend to make their games grindy.
Lineage 2 and Aion both look good. I hav no doubt that they will make this game look great, if it will be fun to play or not however is anybodys guess.
About CO, it has been improving over the last months, Vibora Bay (VB) is a pretty fresh and fun adventure to run, with creative missions (although I saw a few ideas taken from other mmos). However, if you play it pretty hardcore you will run out content fast.
CO is a fast paced game, fast leveling and almost no time sinks (only the crafteable travel powers). CoX (which I like too) is slower but more dramatic set up. I used the free weekend of CoH with a 30s character I ran a few missions curious about the difference between both games.
1. CoH is concentrated around indoor missions, the initial approach of CO was more outdoor, in VB they have a more balanced ratio between outdoor and indoor missions.
2. CoH maps are bigger with more mob groups, even on indoor missions I would say that CoH has commonly more than twice mob groups than CO, ending in more time doing each mission.
3. CoH is more team friendly while CO is more solo friendly
4. CoH is more hyperbolized (heroes and villains can be almost gods), CO is less dramatic player seems to have a more protagonic role than the signature heroes.
Well, sorry for the digression, CoH2 is a good opportunity for CoH team to overcome the limitations of the original engine. However, they will face the challenge of being a new mmo in this adverse times, especially with many hero mmos working and on their way. I wish them the best luck and I hope the number of players of hero mmos increase.
Many people thought Champions Online was really going to be like CoH 2 or at least would exist to consume all the players that might be interested in a CoH follow up. However no one could really have predicted what a regressive abortion CO would turn out to be - so now NCSoft presumably see an oppertunity.
I suspect it would be wise to see how DCUO turns out although the gap in the market is really for a deeper more involving take on the genre, I see DCUO potentially being my heroic action fix, while I look to an evolved CoH/CoH2 for a more story based hope.
Many people thought Champions Online was really going to be like CoH 2 or at least would exist to consume all the players that might be interested in a CoH follow up. However no one could really have predicted what a regressive abortion CO would turn out to be - so now NCSoft presumably see an oppertunity.
I suspect it would be wise to see how DCUO turns out although the gap in the market is really for a deeper more involving take on the genre, I see DCUO potentially being my heroic action fix, while I look to an evolved CoH/CoH2 for a more story based hope.
Isn't DCUO being released (and thus designed for ) consoles, as well? That does not bode well for rich and complex gameplay.
"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2
Isn't DCUO being released (and thus designed for ) consoles, as well? That does not bode well for rich and complex gameplay.
Yes thats why I see it as an action/fun fix rather than an involved experience...I am looking forward to the objective driven pvp, the real hero vs villain stuff which DCUO seems to be aiming for etc.
Yes thats why I see it as an action/fun fix rather than an involved experience...I am looking forward to the objective driven pvp, the real hero vs villain stuff which DCUO seems to be aiming for etc.
Let's hope the objective driven PvP (if it makes it to release) is incentivized properly, unlike what Mythic did with WH Online. I SURE don't want to see a superhero version of keep-flipping.
"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2
How do you know Champions won't be around in two years or doesn't have enough content. Are you playing Champions Online? Do you have inside information from Cryptic? Are you an industry insider with unique insight?
Or are you hating CO because it's popular. CO isn't perfect but it isn't the dumpster fire people make it out to be.
Hating CO because it's popular? Hahahahaha, that's pretty hilarious.
Last estimates had CO at around 30K subscriptions.
Originally posted by green13 If I could dare to dream I'd imagine CoH2 as a slightly less instance-heavy version of CoH, plus maybe with a more open power selection system. They could so easily take what CO got right, i.e. open power selection plus roles/stances, as opposed to defined ATs plus defined powersets - but also avoid what CO got wrong, i.e. unnecessary statistics that do nothing except create clusters of powers which work better together, equipment (I like CoH's enhancement system), wildly unbalanced powers etc. etc.
No offense, but I read this a lot and I just don't understand. Well, that's not exactly true. I understand what you are saying, I just don't understand what you are expecting and how you expect to accomplish it.
1: Open power selection. Sure, this would give you the ability to create a variety of different characters, but in the end you are left with less choice as balancing an open power system, especially when you are talking about not linking stats which is another beef I have with your system, is impossible. In an open system the effective choices become more limited as there will always be one build that rules them all: Tank/Mage. High output ranged damage dealer with heavy armor/resistances.
2: All this hate for the class system. Classes work because they force people into a certain role, all the time. This way you learn to use your powers effectively, you know what stats are important to you and you have a place in a well organized team. Classes encourage grouping. Open systems create nothing but a group of soloers and combat becomes all about DPS. To me the sacrifice of being able to select whatever power I want is far outweighed by the effectiveness of a Tank/DPS/Support/Healer team.
3: Back to the stats issue. It's a standard of RPGS that your character progresses with experience and stat progression, side by side with power acquisition, is the most reasonable way to have that progress in a superhero game where 'gear' isn't an option. And certain stats are logically going to effect certain powers more than others.
Again, no offense intended to you personally, but I think what the current batch of new MMOs have done wrong is to listen to ideas like the ones you are presenting. It's one thing to say 'Oh, this would be fun.' and quite another to have the foresight to see what those fun ideas actually represent once they are implemented.
"Last estimates had CO at around 30K subscriptions."
Yeah, but those estimates are entirely fabricated. They are based on the following exchange:
Mr.Fusion (player): "...But in this case a dev recently stated subscribers are down to 20k. Before the game came out I believe they said 100k would be a big success."
Stormshade (community manager): "I'm not sure where you got that number, and I can't tell you the actual number of subs we have. However, I do want to correct you on one thing. Our actual number of subscribers is significantly higher than you have been led to believe."
Regardless, I have some non-trivial information that comes from my own original research. I used an automated script to go through Champedia and count the number of accounts.
Caveats: This includes all accounts with a character over level 5, with the exception of errors in Champedia (about 1% error, database acts funny sometimes). That includes demo accounts and referrals but not forum accounts, the person must actually have a character over level 5.
# of accounts: ~140,000
If I restrict this to characters over level 15, which excludes nearly all free players (aside from those on the limited offer free trial of the whole game, of which lifers got 3 keys to distribute), then the number of accounts becomes ~85,000.
Not all of those are actually playing, however, so I think it is fair to say that the number of subscribers is between 20,000-80,000. This data was taken in February.
2: All this hate for the class system. Classes work because they force people into a certain role, all the time. This way you learn to use your powers effectively, you know what stats are important to you and you have a place in a well organized team. Classes encourage grouping. Open systems create nothing but a group of soloers and combat becomes all about DPS. To me the sacrifice of being able to select whatever power I want is far outweighed by the effectiveness of a Tank/DPS/Support/Healer team.
Yes, classes do force you into a particular role. This fits in well with the fantasy genre and the history coming out of D&D, but it fits poorly with the super hero genre.
What is a healer? To find these in marvel or DC comics you need to dig deep into the B list. It is almost never the case that the X-men and the JLA take a dedicated healer to battle.
What about characters from comics that are defensively tough, but also highly damaging in melee? The Hulk, superman, etc. The tank concept fits the blob, and maybe it fits the Juggernaut, but beyond that characters who want to do more damage are forced to be scrappers, which makes an asinine Hulk or superman.
Speaking of superman, CoX has punches, eye beams, frost breath, and invulnerability, but due to artificial restrictions, inspired by D&D, you can't ever combine these powers together in a class system.
It's not because superman is so powerful. How about a batman type character that uses martial arts along with ranged gadgets to disable his foes? You can't make this char in CoX either.
In CoX, I did not feel like I was making my own super hero, I felt like I was picking a pre-determined partial hero who depends on others to be complete in battle.
Again, no offense intended to you personally, but I think what the current batch of new MMOs have done wrong is to listen to ideas like the ones you are presenting.
It sounds like you are still enjoying the class based system from the fantasy genre, but I got tired of it years ago and I never thought it worked well for super hero games anyway. Both open systems and class based systems have flaws, but the open based system is the only one that can properly capture the super hero genre e.g. batman and superman. I don't want to play a re-skinned fantasy MMO, there can be no excuse not to be able to make characters whose powers are as diverse as superman and batman, if that is the case the game should make fundamental changes to allow those character types.
2: All this hate for the class system. Classes work because they force people into a certain role, all the time. This way you learn to use your powers effectively, you know what stats are important to you and you have a place in a well organized team. Classes encourage grouping. Open systems create nothing but a group of soloers and combat becomes all about DPS. To me the sacrifice of being able to select whatever power I want is far outweighed by the effectiveness of a Tank/DPS/Support/Healer team.
Yes, classes do force you into a particular role. This fits in well with the fantasy genre and the history coming out of D&D, but it fits poorly with the super hero genre.
What is a healer? To find these in marvel or DC comics you need to dig deep into the B list. It is almost never the case that the X-men and the JLA take a dedicated healer to battle.
Not necessarily: Jean Grey, Professor X, Dr.Strange, Raven, Elixir, Iron Fist... and that's just a few who have demonstrated the ability to heal others. Sure, maybe a dedicated healer role is pretty rare, but support characters that rely primarily on non-offensive buffs and heals do exist and are common in comics.
What about characters from comics that are defensively tough, but also highly damaging in melee? The Hulk, superman, etc. The tank concept fits the blob, and maybe it fits the Juggernaut, but beyond that characters who want to do more damage are forced to be scrappers, which makes an asinine Hulk or superman.
What I am saying is that characters such as the Hulk and Supes just aren't reasonable to expect in a MMO. You can't be good at everything or else once again you end up with nothing but damage dealers and everyone just solos all the time.
Speaking of superman, CoX has punches, eye beams, frost breath, and invulnerability, but due to artificial restrictions, inspired by D&D, you can't ever combine these powers together in a class system.
Because it simply doesn't make a good game to have a jack of all trades be as good at each individual power as a character who is specified in one set.
It's not because superman is so powerful. How about a batman type character that uses martial arts along with ranged gadgets to disable his foes? You can't make this char in CoX either. In CoX, I did not feel like I was making my own super hero, I felt like I was picking a pre-determined partial hero who depends on others to be complete in battle.
That's why that game was great for community and grouping. Not like CO where everyone solos everything except for a few strongholds. MMOs are trying to capture the feeling of PnP RPGs, not arcade games. CO has shown that open systems are not only impossible to balance, but boring as well as each power has to be balanced against every other and you end up with a bunch of powers that work exactly the same aside from having a different appearance.
Again, no offense intended to you personally, but I think what the current batch of new MMOs have done wrong is to listen to ideas like the ones you are presenting.
It sounds like you are still enjoying the class based system from the fantasy genre, but I got tired of it years ago and I never thought it worked well for super hero games anyway. Both open systems and class based systems have flaws, but the open based system is the only one that can properly capture the super hero genre e.g. batman and superman. I don't want to play a re-skinned fantasy MMO, there can be no excuse not to be able to make characters whose powers are as diverse as superman and batman, if that is the case the game should make fundamental changes to allow those character types.
It has nothing to do with fantasy except for the fact that fantasy games were the first to define the roles and form classes to encorperate the skills of an effective build while limiting choices so as to avoid the very do-it-all 'Superman' characters you seem to want. Champions sounds like a great game for you. It allows the very picking and choosing that you want, all you have to suffer with is contributing stats and groups of powers that work better together than others. I understand what you want and it sure sounds fun to be able to play exactly the superhero you can imagine, but it doesn't work well as a MMORPG.
Comments
If you go to United States Patent and Trademark Office and type in City of Heroes 2 it shows up there with a filing date of April 1, 2010.
http://tess2.uspto.gov/bin/showfield?f=doc&state=4004:r3j189.2.1
It would ruin COH2 for me. It would be as big a POS as CO became. Some people like CO and if that's good enough for them, well good for them.
I'd love to see a COH2 hopefully one with a more serious and immersive tone to it maybe more roleplay elements and certainly hope for more variety in tasks and such. But in all COH was a fun game and I'd love to see it continue successfully.
but yeah, to call this game Fantastic is like calling Twilight the Godfather of vampire movies....
holy f*&*&in S^^$ batman!
"Never met a pack of humans that were any different. Look at the idiots that get elected every couple of years. You really consider those guys more mature than us? The only difference between us and them is, when they gank some noobs and take their stuff, the noobs actually die." - Madimorga
If they just trademarked the game this game might be ridiculously early in development, if a single line of code has been even written yet. Not to mention it might not even make to release, or it might be scrapped and started again many times until release.
Good to see they have an interest to make a new game on their superhero IP though.
I liked COH alot. And think that there is room to grow. But what they MUST NOT DO is to make the game 'console friendly', this more than anything killed CO.
Keep the graphics style. Keep the animations. Keep classes if you must. But don't write the game for consoles.
I played it 2 weeks ago and it has improved leaps and bounds over release. These games will never have a huge following nor will they need to. Just look at some of the smallest MMO's around or the ones that refuse to die (SWG) and its pretty clear that an MMO does not require that many people to sustain itself.
Both CoH and CO are in the same boat population wise. One is growing long in the teeth, the other botched its chances. Both are stuck in a somewhat niche market yet both can easily survive on the numbers they currently have.
MMO wish list:
-Changeable worlds
-Solid non level based game
-Sharks with lasers attached to their heads
Yay!
That will be an incredible game. I just hope they decide to bring back the comics also like we use to get when it first came out!
Hopefully it's done right. I don't want to kill thugs forever. CoH was so boring. It looked decent, but I don't want zones and I don't want to kill thugs till god knows when.
Err swg an vanguard survie because of the station pass .Co does not have that option unless they bundle it with sto.But on to the news at hand....
WOOT!
Odds are dx11 super hero coh2!I cant think of many features tho i would add thats not in coh now.Bit more freedom in power selection .Being able to make guns an ammo.Swinging an wall crawling ./shrug
"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." Robert E. Howard, The Tower of the Elephant (1933)
This is very interesting news indeed.
CoH is one of the few truly excellent non-EQ-clone mmos on the market. The very thought of CoH2....
If I could dare to dream I'd imagine CoH2 as a slightly less instance-heavy version of CoH, plus maybe with a more open power selection system. They could so easily take what CO got right, i.e. open power selection plus roles/stances, as opposed to defined ATs plus defined powersets - but also avoid what CO got wrong, i.e. unecessary statistics that do nothing except create clusters of powers which work better together, equipment (I like CoH's enhancement system), wildly unbalanced powers etc. etc.
Even with Roper gone CO would need to see some huge changes to really get off the ground, and probably need to rethink their payment model. And unless DCUO opt for a plain old subscription payment model, they'll be putting themselves in the odd "trying to have it both ways" bin as CO, or in the F2P crowd. And I don't know exactly what Gazillion are doing with the Marvel mmo but the few things I've read make me think it's going to be a bit less mmo'ey in nature.
So I definitely think there's room for a CoH2.
Really?
CoH has maintained a steady 130k'ish subscriber base pretty much since release. It has been consistently profitable for NCSoft who are also probably pretty flush with money from Aion.
CO (prior to release) claimed they'd be profitable if they could achieve 100k+ subscribers. But so far they haven't publicised how many subscribers they actually have. They may very well be running at a loss. They've publicised STO getting over that 100k hump but are still silent on the question of CO.
I'd be amazed if CO's population was anywhere near CoH's. It was an absolute mess at release and according to recent re-reviews a lot of those problems still haven't been fixed.
YES! ^This x100!
Yep STO was the same way about a month (maybe 2, super casual) worth of content. And couple minor content updates.Oh and the whole plan to make the whole Bare content repetable Ala Difficulty lvl..IE similar to D&D. But its a good thing NCsoft has CoX at least they put out Meaningful content for CoX...was my 2nd mmo..and I loved it!
Yeah, and NC soft have already proven that they can make great graphics, their problem is more that they have hard to make the gameplay as fun as it should be, and they tend to make their games grindy.
Lineage 2 and Aion both look good. I hav no doubt that they will make this game look great, if it will be fun to play or not however is anybodys guess.
About CO, it has been improving over the last months, Vibora Bay (VB) is a pretty fresh and fun adventure to run, with creative missions (although I saw a few ideas taken from other mmos). However, if you play it pretty hardcore you will run out content fast.
CO is a fast paced game, fast leveling and almost no time sinks (only the crafteable travel powers). CoX (which I like too) is slower but more dramatic set up. I used the free weekend of CoH with a 30s character I ran a few missions curious about the difference between both games.
1. CoH is concentrated around indoor missions, the initial approach of CO was more outdoor, in VB they have a more balanced ratio between outdoor and indoor missions.
2. CoH maps are bigger with more mob groups, even on indoor missions I would say that CoH has commonly more than twice mob groups than CO, ending in more time doing each mission.
3. CoH is more team friendly while CO is more solo friendly
4. CoH is more hyperbolized (heroes and villains can be almost gods), CO is less dramatic player seems to have a more protagonic role than the signature heroes.
Well, sorry for the digression, CoH2 is a good opportunity for CoH team to overcome the limitations of the original engine. However, they will face the challenge of being a new mmo in this adverse times, especially with many hero mmos working and on their way. I wish them the best luck and I hope the number of players of hero mmos increase.
Many people thought Champions Online was really going to be like CoH 2 or at least would exist to consume all the players that might be interested in a CoH follow up. However no one could really have predicted what a regressive abortion CO would turn out to be - so now NCSoft presumably see an oppertunity.
I suspect it would be wise to see how DCUO turns out although the gap in the market is really for a deeper more involving take on the genre, I see DCUO potentially being my heroic action fix, while I look to an evolved CoH/CoH2 for a more story based hope.
Isn't DCUO being released (and thus designed for ) consoles, as well? That does not bode well for rich and complex gameplay.
"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2
Yes thats why I see it as an action/fun fix rather than an involved experience...I am looking forward to the objective driven pvp, the real hero vs villain stuff which DCUO seems to be aiming for etc.
Let's hope the objective driven PvP (if it makes it to release) is incentivized properly, unlike what Mythic did with WH Online. I SURE don't want to see a superhero version of keep-flipping.
"" Voice acting isn't an RPG element....it's just a production value." - grumpymel2
Hating CO because it's popular? Hahahahaha, that's pretty hilarious.
Last estimates had CO at around 30K subscriptions.
No offense, but I read this a lot and I just don't understand. Well, that's not exactly true. I understand what you are saying, I just don't understand what you are expecting and how you expect to accomplish it.
1: Open power selection. Sure, this would give you the ability to create a variety of different characters, but in the end you are left with less choice as balancing an open power system, especially when you are talking about not linking stats which is another beef I have with your system, is impossible. In an open system the effective choices become more limited as there will always be one build that rules them all: Tank/Mage. High output ranged damage dealer with heavy armor/resistances.
2: All this hate for the class system. Classes work because they force people into a certain role, all the time. This way you learn to use your powers effectively, you know what stats are important to you and you have a place in a well organized team. Classes encourage grouping. Open systems create nothing but a group of soloers and combat becomes all about DPS. To me the sacrifice of being able to select whatever power I want is far outweighed by the effectiveness of a Tank/DPS/Support/Healer team.
3: Back to the stats issue. It's a standard of RPGS that your character progresses with experience and stat progression, side by side with power acquisition, is the most reasonable way to have that progress in a superhero game where 'gear' isn't an option. And certain stats are logically going to effect certain powers more than others.
Again, no offense intended to you personally, but I think what the current batch of new MMOs have done wrong is to listen to ideas like the ones you are presenting. It's one thing to say 'Oh, this would be fun.' and quite another to have the foresight to see what those fun ideas actually represent once they are implemented.
"Last estimates had CO at around 30K subscriptions."
Yeah, but those estimates are entirely fabricated. They are based on the following exchange:
Mr.Fusion (player): "...But in this case a dev recently stated subscribers are down to 20k. Before the game came out I believe they said 100k would be a big success."
Stormshade (community manager): "I'm not sure where you got that number, and I can't tell you the actual number of subs we have. However, I do want to correct you on one thing. Our actual number of subscribers is significantly higher than you have been led to believe."
Regardless, I have some non-trivial information that comes from my own original research. I used an automated script to go through Champedia and count the number of accounts.
Caveats: This includes all accounts with a character over level 5, with the exception of errors in Champedia (about 1% error, database acts funny sometimes). That includes demo accounts and referrals but not forum accounts, the person must actually have a character over level 5.
# of accounts: ~140,000
If I restrict this to characters over level 15, which excludes nearly all free players (aside from those on the limited offer free trial of the whole game, of which lifers got 3 keys to distribute), then the number of accounts becomes ~85,000.
Not all of those are actually playing, however, so I think it is fair to say that the number of subscribers is between 20,000-80,000. This data was taken in February.
Cryptic is trying a Customer Development approach to MMO creation.
Cryptic is trying a Customer Development approach to MMO creation.