So, hearing that City of Heroes was going free-to-play, and that I could return to the game where I had left off because I could use the characters I'd made long ago, I decided to try it out. Turns out either they failed to mention, or I failed to notice, that Invention Origin enhancements can't be used for free, as it apparently requires a License. Looking in the store, I see that a license apparently lasts only 30 days, which means that using IOs will cost a monthly fee (though I'll admit the minimum fee is fairly low). All my enhancements are IOs. Without enhancements, a high level character has maybe 1/4th as much power as they should. I was tricked. I can't return for free. Goodbye, City of Heroes.
P.S. Apparently the Mastermind and Controller classes are also locked unless one pays money (or has paid enough in subscription fees in the past to acquire 13 special tokens; I only had 7 tokens). My highest level villain was a Mastermind. I can't return to where I left off for free.
You are responsible for all that you do, all that you don't do, and the consequences thereof.
Showing posts with label CoH. Show all posts
Showing posts with label CoH. Show all posts
Sunday, October 23, 2011
Monday, August 03, 2009
Difficulty in Games
I've come to realize something that probably should have been more obvious to me. Whether or not I enjoy difficulty in a game depends almost entirely upon how much I enjoy what is being made difficult. For example: I often have little interest in a real challenge in City of Heroes, because my primary interest in the game is the story and character creation.
When attempting to follow a story arc, I generally find any difficulty to be a hindrance to my enjoyment of it. The (almost) only time I enjoy difficulty in CoH, is when I'm on a team. Even then, whether or not I enjoy difficulty depends almost entirely upon what type of character I'm playing.
If I'm playing a tank, I favor having little to no difficulty. My primary focus is typically upon keeping the fights coming quick, and gathering large numbers of enemies into a single place (herding). Often, the part I most enjoy about tanking, is having a large number of enemies trying and failing to take me down. Any difficulty then diminishes that joy.
If I'm playing a damage dealer, I don't mind having enemies prove hard to kill. In fact, having them go down too fast can make it boring. However, if I find myself in danger of dying all the time, it's not going to be fun.
If I'm playing a character who provides the team with buffs, having teammates or myself take large amounts of damage diminishes how much I feel I am helping, which makes things less fun. Often, I find that when I play a support character, I want things to be easy but not so easy that I feel useless.
If I'm playing a healer, I tend to like having the difficulty level vary. Times of difficulty engage me in my healing efforts, and make me feel needed, while the easier times allow me to rest, relax, and recover for the next time I'm really needed.
In another game, God Hand, I found the difficulty helped improve my fun. For me, the main joy of the game, was setting up different selections of moves on the combo button, to find the perfect combo that could let me win fights with little more than one button. The difficulty of the fights, combined with the complexities of how the various moves worked with each other, made the task an interesting challenge.
When playing Skies of Arcadia, I found some areas of difficulty to be enjoyable, while others were annoying. The basic combat was of limited interest to me, and while some fights offered interesting challenges, it really wasn't something that improved the game for me. The challenges I did enjoy though, were the ship to ship fights. I really enjoyed the ship vs ship combat system, and found many of the challenges to be quite interesting. It was a bit of a disappointment that soon after finally gaining the ability to use whatever weapons and accessories for the ship I wanted, the challenge level of those fights went way down. Once a full heal spell was acquired, it became laughable.
In Hellgate: London, one of my big complaints, is with some of the missions that get difficult in a very annoying way. They add in some extra mini-game style challenges that become extremely frustrating when they don't go well. If the difficulty were low enough on them, it might not be an issue, but several times I've had them prove to be a very unpleasant challenge. Overall, I find my enjoyment in Hellgate: London does not come from the challenges the game presents, but instead from the randomness, special effects, and the carnage. I also had some interest in the main story, though that only lasted until I beat the game. As a result, difficulty was generally an annoyance, not a pleasure.
I suppose the general system I like most, is when the story can be gotten with little or no difficulty, but difficult challenges are available for those who want them. I do believe it is important for almost any game to include an easy mode for people who just don't have much interest in the challenges. MMO's should not be excluded from the easy mode rule in my opinion (you just won't get much bragging rights for winning on easy).
When attempting to follow a story arc, I generally find any difficulty to be a hindrance to my enjoyment of it. The (almost) only time I enjoy difficulty in CoH, is when I'm on a team. Even then, whether or not I enjoy difficulty depends almost entirely upon what type of character I'm playing.
If I'm playing a tank, I favor having little to no difficulty. My primary focus is typically upon keeping the fights coming quick, and gathering large numbers of enemies into a single place (herding). Often, the part I most enjoy about tanking, is having a large number of enemies trying and failing to take me down. Any difficulty then diminishes that joy.
If I'm playing a damage dealer, I don't mind having enemies prove hard to kill. In fact, having them go down too fast can make it boring. However, if I find myself in danger of dying all the time, it's not going to be fun.
If I'm playing a character who provides the team with buffs, having teammates or myself take large amounts of damage diminishes how much I feel I am helping, which makes things less fun. Often, I find that when I play a support character, I want things to be easy but not so easy that I feel useless.
If I'm playing a healer, I tend to like having the difficulty level vary. Times of difficulty engage me in my healing efforts, and make me feel needed, while the easier times allow me to rest, relax, and recover for the next time I'm really needed.
In another game, God Hand, I found the difficulty helped improve my fun. For me, the main joy of the game, was setting up different selections of moves on the combo button, to find the perfect combo that could let me win fights with little more than one button. The difficulty of the fights, combined with the complexities of how the various moves worked with each other, made the task an interesting challenge.
When playing Skies of Arcadia, I found some areas of difficulty to be enjoyable, while others were annoying. The basic combat was of limited interest to me, and while some fights offered interesting challenges, it really wasn't something that improved the game for me. The challenges I did enjoy though, were the ship to ship fights. I really enjoyed the ship vs ship combat system, and found many of the challenges to be quite interesting. It was a bit of a disappointment that soon after finally gaining the ability to use whatever weapons and accessories for the ship I wanted, the challenge level of those fights went way down. Once a full heal spell was acquired, it became laughable.
In Hellgate: London, one of my big complaints, is with some of the missions that get difficult in a very annoying way. They add in some extra mini-game style challenges that become extremely frustrating when they don't go well. If the difficulty were low enough on them, it might not be an issue, but several times I've had them prove to be a very unpleasant challenge. Overall, I find my enjoyment in Hellgate: London does not come from the challenges the game presents, but instead from the randomness, special effects, and the carnage. I also had some interest in the main story, though that only lasted until I beat the game. As a result, difficulty was generally an annoyance, not a pleasure.
I suppose the general system I like most, is when the story can be gotten with little or no difficulty, but difficult challenges are available for those who want them. I do believe it is important for almost any game to include an easy mode for people who just don't have much interest in the challenges. MMO's should not be excluded from the easy mode rule in my opinion (you just won't get much bragging rights for winning on easy).
Labels:
CoH,
Game Design,
Gaming,
God Hand,
Hellgate,
Random Thoughts,
Skies of Arcadia
Monday, July 27, 2009
Attention demands
When I read that Champions Online was expanding their power bar from 7 to 14 slots, I got a little concerned. How many of those powers would I need to pay attention to?
In City of Heroes, I found that once I got more than 4 or so click powers, I'd start getting worn out really fast by the effort and attention required to manage them. I'm generally not comfortable using more than 3 powers most of the time.
One character I've stopped playing for this very reason was a radiation/sonic defender. I found near the end, that trying to use 6 different abilities which each have their own independent cool down, caused me enough stress to make it very much not fun.
Written on 20090719
In City of Heroes, I found that once I got more than 4 or so click powers, I'd start getting worn out really fast by the effort and attention required to manage them. I'm generally not comfortable using more than 3 powers most of the time.
One character I've stopped playing for this very reason was a radiation/sonic defender. I found near the end, that trying to use 6 different abilities which each have their own independent cool down, caused me enough stress to make it very much not fun.
Written on 20090719
Tuesday, June 16, 2009
Started up CoH again...
While I find the new Mission Architect to overall be pretty brilliant, I also find the game as a whole feels buggier than I remember it being before. This might be partly due to my memory forgetting little annoyances, but I don't think that would account for all of it. The game just feels like it's not as well polished as it had been when I first started playing.
Thursday, April 10, 2008
CoH: Offenders
I feel like Sonic/Sonic is the easiest way to add a lot of damage to a team as a defender. Shriek, Scream, and Sonic Siphon make bosses go down quick, while Disruption Field and Howl allow ally AoE to tear entire groups apart. Sonic Dispersion is also a handy little buff though it doesn't add damage, except by preventing people from being held or stunned.
Disruption Field is a very expensive toggle, and should be slotted with Endurance reduction enhancements as soon as possible.
Note: I personally believe all Defenders should get Assault and Tactics from the leadership pool, which is why I didn't bother mentioning it as part of the Sonic/Sonic offender build. Just make sure you remember to put 3 endurance reductions in each, and to hit buff enhancements in Tactics.
Disruption Field is a very expensive toggle, and should be slotted with Endurance reduction enhancements as soon as possible.
Note: I personally believe all Defenders should get Assault and Tactics from the leadership pool, which is why I didn't bother mentioning it as part of the Sonic/Sonic offender build. Just make sure you remember to put 3 endurance reductions in each, and to hit buff enhancements in Tactics.
Saturday, March 08, 2008
A chaotic mess.
Breaking time. What exactly can it handle?
Lets find out, pick a time already high in temporal activity.
21st century Earth? Interesting.
Identify the characters of interest, and we'll have a chat.
Hmmm... a mad scientist unintentionally creating heroes.
Let's see if we can speed this up. I'm sure she'd be interested in my proposal.
How many times will she travel back in time?
I'd estimate about 10 times before someone catches on and stops her.
Need to find more.
Lets find out, pick a time already high in temporal activity.
21st century Earth? Interesting.
Identify the characters of interest, and we'll have a chat.
Hmmm... a mad scientist unintentionally creating heroes.
Let's see if we can speed this up. I'm sure she'd be interested in my proposal.
How many times will she travel back in time?
I'd estimate about 10 times before someone catches on and stops her.
Need to find more.
Monday, February 25, 2008
City of Heroes: Fire Control + Kinetics
I see lots of controllers using Fire Control with Kinetics. While theoretically (and in the hands of a skilled player) it is possible to get very high damage out of such a setup, I find that in actual use, most of those controllers I see, end up doing very little.
Kinetics is a powerset that, to use fully, can easily be a full time job. Often, the controllers I see with it, end up not using it much, because they already have their hands full with using Fire Control. Additionally, Speed Boost, which is a very good power, can be a real pain to keep active on a full party.
I've concluded that while Kinetics is a very powerful secondary for controllers, I don't believe it to be a good choice for most. Perhaps, Radiation Emission, or Sonic Resonance would be better choices, as they are often easier to use, and less time consuming.
P.S. I haven't had the opportunity to use Fulcrum Shift, the last power in the Kinetics set. The few times I have seen it used though, it was so powerful, it might be enough to redeem the set all by itself. If you have Kinetics, make sure you get Fulcrum Shift when it becomes available, and use it.
Kinetics is a powerset that, to use fully, can easily be a full time job. Often, the controllers I see with it, end up not using it much, because they already have their hands full with using Fire Control. Additionally, Speed Boost, which is a very good power, can be a real pain to keep active on a full party.
I've concluded that while Kinetics is a very powerful secondary for controllers, I don't believe it to be a good choice for most. Perhaps, Radiation Emission, or Sonic Resonance would be better choices, as they are often easier to use, and less time consuming.
P.S. I haven't had the opportunity to use Fulcrum Shift, the last power in the Kinetics set. The few times I have seen it used though, it was so powerful, it might be enough to redeem the set all by itself. If you have Kinetics, make sure you get Fulcrum Shift when it becomes available, and use it.
Friday, February 01, 2008
A little Fiction
Mad Scientist Enja enjoyed her work. Mixing and matching, tweaking and twiddling, messing with natures creations, to make the best of all that was, and create something new. Her goal: to blend all that was into a super-being. To create a master race.
With each experiment, she got a little closer, learned a little more. Oblivious to the screams, cries, and tears of those she worked on, she continued to progress. She was improving them, making them stronger, better. They'd thank her later she thought, They all would.
P.S. A little fiction about Kldraia Enja, a Villian I created in City of Villians. Many of my other characters in both City of Villians, and City of Heroes have Enja's lab as their origins.
With each experiment, she got a little closer, learned a little more. Oblivious to the screams, cries, and tears of those she worked on, she continued to progress. She was improving them, making them stronger, better. They'd thank her later she thought, They all would.
P.S. A little fiction about Kldraia Enja, a Villian I created in City of Villians. Many of my other characters in both City of Villians, and City of Heroes have Enja's lab as their origins.
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