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Blue Raptor |
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Posts: 1277 Species: anthro raptor
Location: Raptorland
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Ok, since Dino encouraged me with his recent post ( viewtopic.php?f=9&t=586&p=5393#p5393 ), and since I always wanted to do this once, if only for the curious or the sake of ranting, I summed up some points of those two Superhero MMOs, Crackton aka City of Heroes/Villains and Champions online, from my now playing vs. end of beta point of view, as objectively as I can. Hero MMO: | Crackton | Shamepeons |
graphics / visuals: | Cool if a bit aged after the 5 years with only slight graphics changes now, lots of cool textures on characters and very atmospheric looks on the world stuff as well. Particle effects and such are still up to date and look impressive, mostly originating from the player's super powers. All in all a decent fit.
| Graphics are of course top, dynamic shadows and all that working smoothly. The look often is pretty painful though, some things have great matte textures, other things are photo-realistic, others overbright colors with no textures and instead relying on the lighting effects of the enormous surface bumpmap and perhaps on the player having turned on the comic book style black outlining. While impressive, It sometimes seems if they couldnt decide on the look.
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Game world: | The world is devided into zones, some Hero-only, some Villain-only and some for PvP or Co-Op. Most early zones are pretty much city, each zone being a different neighborhood, most of it amazingly immersive. There are some weirdly wide areas with sidewalks you could play baseball on and only few isolate highrises in between in some of the shinier areas that look a bit odd, only one train station (your primary way of transportation at early levels) per zone looks a bit weird, and there are those annoying force field 'warwalls' around most parts (on hero side), but the industrial and rundown areas totally carry the flair. Its has this retro near future look, cars and all, that makes it very comic book, and every single corner of the town somehow manages to look distinctively like Paragon City.
| The world has a huge city, which is one big zone, and there are a couple of other zones featuring desert, snow, jungle and underwater. Since most of the game is open world, those zones are often totally spammed with amazing things that often are very unique and rare and should affect the surrounding for miles, but instead stick right next to each other to a point where its ridiculous. Especially the 'wilderness' zones suffer from this. Here is that radioactive pools with the Primus base and with irradiates all over it right next to this alien invasion right next to this ghost town right next to this theme park taken over by robots right next to this Viper base right next to Area 51 that lies right in the shadow of the biggest supervillain prison on the world, that they built in the most isolated spot on earth. HUH? In the city its less mindboggling, but while they sure tried, most of the city looks either weird or generic.
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Mission mechanics: | About 90% of the missions are instanced. Rescue some people in an office, investigate a warehouse, skim instanced outdoor areas, or listen to the police radio (/ search the paper for secret message on Villain side) and do a few jobs then be allowed to stop a bank robbery (/rob a bank) in a big mayhem with side missions. In the zones your contacts and the mission doors are located, and aside from invasions or Giant Monsters they are only for rare hunting missions and socializing.
| About 90% of all missions are open world missions, which often means competition or waiting for respawns, and seeing someone else doing your mission. That isnt fun in a fantasy game already, but horrible in a hero game, where I am supposed to be on a secret mission, plus always try to help citizens in distress which here often means objective stealing. To help that a bit there are lots of shards of each zone, but that of course hinders socializing.
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Gameplay: | "Whack-a-mole" mechanic, standard Endurance. Wait for a power to reload, then fire it off once. All powers are either click for full effect, toggle, or automatic. You can have way more powers then you need to fill an attack chain, and enhance each of them to reload much faster, plus get power to have them all reload faster. Your powers cost End, you regenerate it. You can enhance each power to cost less and get powers to increase your production or lower your overall consumption. You start with few attacks you have to cycle through, then pick a few that you can use only once per fight or only in an emergency because of long reload, and a few that come in handy in certain situations only.
-matter of taste-
| Button-Spamming, Endurance equilibrium. Few attack powers have a reload time, and you can spam or charge or maintain some powers, and some powers consume Endurance while a select few others build it. Otherwise your End regenerates or decays to a stats-based equilibirum point that is usually too low to fire higher tier powers. Depending on your attack powers, you can end up clicking a button like a madman. Much like a console game.
-matter of taste-
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Teaming: | Fun and easy, everyone is brought to the right level for it by the teaming mechanic, everyone gets mission reward, and with most of the content being in an instance, everyone travels for a minute or few and then everybody works together on this mission for a quarter of an hour to several on a task force, on the team's own content, that scales with the team size and the leader's difficulty settings, so it can be always challenging and fun.
| Teaming is hard since 90% of the missions are outdoor stuff, relying on lots of running and searching, which is hard with a team of heroes with different travel powers. And then the mission is either over after a minute, or the objective hasnt respwaned yet, or you have to wait in line for another group, and/or someone finds another objective for another mission of his because the content always overlaps, plus you get confused with who is on your team with so many heroes around and often dont get rewards for team tasks. The latter they'll hopefully change, but still.
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Player vs. Player: | Arena, a few Heroes-vs.-Villans faction PvP zones with nothing in particular in them, in which everyone is made the same level, one free-for-all zone, but its not the highest level. Balance is OK, yet few people PvP because there's little in it but the thrill of PvP.
| Arena. There are no Villains, thus there is no faction PvP either. PvP? What PvP?
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'Costume' customization: | Great amount of costume options, the best the world had seen so far, full blown shape and clothes and objects customization, lots of different face textures on a free-formable heads, hairs, hats, goggles, masks, lots of different two-color pattern options for each part of cloth. Wings, tails, a few not-so-freefromable beast heads.
| Taking the system a step further. Though there are not so many faces to choose from and the graphics focus of the game being more on shapes than textures its harder to get a face or piece of equipment to look right, but the options are already more and growing. There's not so many color patterns (yet?), but they can be 4 colors for that. Wings, REAL sexy and animated tails, more beast parts, applicable color patterns on them and lots of eye options on lots of beast heads.
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Hero Customization: | You can select a sort of class, and then a primary and a secondary powerset from a list for that class. The primary is usually stronger than the secondary, and what kind of powersets (offenseive, defensive, control, buffing, ... ) a class gets as primary and secondary is, among moderate damage output and hit points modifiers, what makes a class. You can then select powers, either from one of these sets or from pools available for everyone, put up to five additional slots into a power (they come with one slot), and put a lot of different enhancements into such a slot to enhance the base functionality of a power in one aspect, like damage, accuracy, recharge time, endurance needed, range, knockback strength, or whatever that power has. So while you have classes, you can have lots of different powerset combinations in each, and while there are of course certain stereotypes for each of those, you can tweak each power this way or that, or not at all.
| You can select basically any powers you like, with the restriction to some of requiring a certain amount of other powers, sometimes from a certain set, first, and some powers giving super duper bonus effects when used with the special state that you can get when you successfully used another power under the effect of a third, and being otherwise rather pointless. There are no classes, and since everybody can have everything they need there is not much reason to build one either. You can then advance a power a few times, buying two or three out of the four or five premade advancements. So while you are not 'forced into the stereotype of a class' and while you can set yourself into a role, adding a little here or there to your build, everybody is pretty much the same, plus you cannot really tweak a power one way or another. You'll have to make up for this with stats, the only thing that can really define you, which you can also buy only bundled.
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Equipment: | Equipment comes in the form of enhancements you can put into those slots, recipes for making such enhancements, and token salvage items that you need for those recipes. You get it automatically when you defeat something or finish a mission. There is a fix set of enhancements/recipes that exists, and the difference between what you can buy / craft from what you found easily and the super rare stuff and set boni is some 10 to at most 15%. That is actually what makes CoX pretty unique, freeing you of the need to strave for loot or be doomed, or hope for a +87A,+234B,-3C level 56 rusty kneecap instead of your +85A,+197B,-2C level 56 rusty kneecap. Once you slot something it becomes part of you and cant be removed normally, so you dont have to auction your old stuff all the time either.
| Equipment is what you are. You have a select few equipment slots for head, body and utility just like in fantasy games, and need to strip items for it from your slain foes (manually collecting it from hovering exclaimation marks) or craft / trade it. Especially with stats in this game being so important and the only thing that defines you, and equipment raising your stats, your equipment makes 80% of your character. The gap between the top notch equipment of a certain level and the average might not be all that big, but the gap between having a +21 of the right stat item and a +15 of the wrong is fatal. At least the beta crowd rioted enough to make everything you once wear untradable, so its only Batman now wearing Doctor Doom's mask because it had cooler stats than his, not also Spiderman now wearing Batman's old.
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Power Customization: | If you have a weapon (gun, bow, sword, shield) you can select it from a list and color it. If your power has a graphic effect, you can choose its flair (shiny, evil-dark) and its colors. If it comes with an animation, you can often select between two (e.g. Ground punch instead of ground stomp, two-hand-punch instead of whirling uppercut... ), and they're still adding to it.
| Power customization was one of CO's major selling points. So far you can select the weapon from a list, change the color of your power, and where the beam comes out from, if the got that working. Cool.
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overall: | Fun and atmospheric if a bit aged Hero RPG, where you can see lots of other heroes talking or on the way to their missions. | Funky often candy colored action MMO in an overpacked theme park world, where you can see lots of other heroes at quest hubs or doing YOUR missions. |
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I am raptor.
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