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The Ship of Heroes team is back with another neat video to show off Mission Instances. In this game play video, devs test out the instances along with some of the other previously shown features. The characters are standard player heroes created using customization options that all players will have available.
Comments
The world is going to the dogs, which is just how I planned it!
Yeah, initially I thought CoH was way over-instanced but now after a few years of open world stuff, I really find myself missing the instancing. It's not such a bad thing after all, I guess. (in my opinion, of course)
Can't wait!
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
I see where you're coming from with over-instanced. I remember a time in Steel Canyon three members of my group had different instances in the same building. It's just one of those things. Then I tried other games where you had to wait for spawning, kill stealing (who else remembers the "kill 200 Carnies in PI"), and accidental agro.
The only time when open world worked to my advantage is when I happened upon a boss someone else was already fighting so both of us got it to count for the mission.
What I disliked about CoX, Champions, and DCUO is that all team instances are just like other mmorpgs. It doesn't feel very superhero when there is a tank taking all the damage and there is a healer, and I just have to do damage and roll out of or block the fire/whatever.
I think the super hero games do great with the solo play part, but kind of all become a little generic and lose focus in the grouping part.
What would be great is like a city system where there is a limited number of players in each city so you don't see tons of super heroes running around doing the same crap you are. Force players to naturally migrate to a new city where there aren't many heroes and higher crime, and they get a stake in it. Batman is Gotham, Superman is Metropolis, Nightwing is Bloodhaven, The Flash is I forget the name of the city, but you get what I mean. I don't know how well it would work since a ton of people playing mmorpgs want every hook to force everyone into the smallest area, but when I play a super hero mmorpg I kind of want it to be more about me feeling like I'm in a comic then about hooks to pack an area so people feel the world isn't dead or whatever.
This is what set me off on CoH the first time. Hated the fact that there where so many so called "Heroes". The whole word hero means there isn't many of 'em. Well this game was. Also agree on the not feeling heroic when there is someone taking a shitload of damage while you shoot/fight/whatever on the mobs. I mean Batman takes on 20 guys at the same time, as he damn well should. Would be weird to see him die on a pack of trash mobs because Alfred wasn't tanking decently.
So what?
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
They look good to me. But I'm happy they aren't appealing to people really in to graphics. There is usually an s strong correlation between how bad a game is and how good it's graphics are. The games with good graphics to people that judge games based on graphics are usually extremely simple so they can be accessible to the broadest audience. Simple doesn't do it for me. I don't want to play a game that children also play because there is just no depth or fun to be had in those games. There is just good graphics and animations and everything good about it is just superficial. Give me graphics that don't appeal to the graphics people and a focused audience looking for depth and complexity over superficial nonsense.
Being a pessimist is a win-win pattern of thinking. If you're a pessimist (I'll admit that I am!) you're either:
A. Proven right (if something bad happens)
or
B. Pleasantly surprised (if something good happens)
Either way, you can't lose! Try it out sometime!
That said, there are a lot of things separating this game from City of Heroes. This game is being made considering the lessons learned from CoH. They are planning to use the good ideas from CoH and making them better (more modern engine means they can do a lot of things the CoH devs could only dream of). And, they are learning the lessons from the 'less than good' side of CoH. I've often said that if City of Heroes was perfect, it would still be running. The not-perfect things are a lesson of what to avoid, or what could have been better if they had done it 'that way.'
The world is going to the dogs, which is just how I planned it!
That's very vague. Can you give specifics?
What are the things separating this game from CoH?
What are the good ideas that they're making better?
What are the things the CoH devs could only dream of?
What are the lessons from the 'less than good side' of CoH?
What are the not perfect things that will be avoided?
2 - Team persistence and team size, among other things. One of the big complaints about City was if you disco'd you were dropped from the team. That is different in Ship. Also, one thing a lot of players wanted was bigger teams, which Ship is supplying. The random mission generator will be much better than the one in City. More, but you get the point.
3 - Graphic quality, building textures, effects, ease of powerset implenmentation, and so on.
4 - TERRIBLE random mission generator. You could go into a shiny new office building and be in a cave. You could enter a cave and be in a Rikti spaceship. There was not enough controls in the system for people behaving badly, and they did behave badly, especially after the game went free to play. That will not be the case here. Also, this is a game that can survive on a smaller player base than City, so they can deal with misbehavers in a proper way, including banning for a period of time. And so on and so forth.
5 - If you made a character in City, and you hated it, the only option you had was deletion. They are working on a system to take a developed character and change them to what you want.
There are lots more things, but I'm not gonna do 40 pages of notes answering this question. Go to www.shipofheroes.com and read the forums if you want more insight.
The world is going to the dogs, which is just how I planned it!