Champions Online Review
Super stretched.
To an extent, MMO games are all about pacing. Whether it's over the course of a one-minute combat or a hundred-hour levelling curve, their components and currencies - hit points, experience points, content, the hard-earned cash you spend on a subscription - are all measured and meted out against one thing: time. An MMO developer's primary job is to pace their game so that stuff to do and a rewarding sense of progression come to you in the same steady stream that money leaves your bank account. It's a complicated art, but not an especially dark one - and though few get it right first time, most are getting much better at it.
Champions Online's pacing is all over the place. Cryptic's superhero MMO serves a huge heap of wish-fulfilment to you before you've even started playing, ladles yet more onto your plate after barely an hour, and then lets it all go cold and you hungry for half the game's length. It has hundreds of missions, but somehow they're barely enough to sustain a single play-through, and they're stretched out over a handful of over-extended locations. It doles out character progression in terms that are hard to understand or notice; it constantly showers you in meaningless items, but rations exciting new skills with mind-numbing parsimony.
It's a mess, frankly. But it is a likeable one.
In contrast with most MMOs, the main reason to like it is immediately apparent when you load it for the first time. Champions Online has a magnificent character creator. Cryptic - which founded its reputation for superb customisation with its previous game in the same sub-genre, City of Heroes - wants you to be able to be able to design and inhabit the spandex underpants, scaly skin or cyborg exoskeleton of any super-being imaginable.

In Champions' world, all superheroes can breathe underwater.
It's normal to sink hours into this compelling and only slightly unwieldy toy before you even consider setting foot in Champions' online world for the first time. After giggling at the series of impossible freaks conjured up by the "randomise button", you select the basis of your hero's powers from a well-rounded range of frameworks: might, archery, sorcery, gadgeteering, martial arts, telepathy and a dozen more. Although they dictate your initial strengths, don't confuse these with the set character classes of MMORPG convention - you'll be able to cross-breed them at will, according to your own mad designs, as you level up.
Then you begin crafting your look. Although the game's lurid aesthetic and slightly plasticky character models won't be to all tastes, there's no denying that Cryptic is steeped in four-colour culture, and there's ample room to create any kind of hybridised pulp hero. My first creations were a black-clad Errol Flynn archer with a cybernetic arm; a telepathic version of The Avengers' Mrs Peel with a fetching beehive 'do; and Good Egg, a standard-issue caped crusader with a hot pink tick on his chest and a featureless white orb for a head. I guess I'm a silver age man at heart. You can even write a little back-story for other players to peruse ("Locked in an eternal battle with Bad Chicken over who came first").

Make a multi-target attack an early priority - but a passive defence an even earlier one.
For anyone who regards MMOs as one of gaming's greatest arenas for self-expression, Champions' character creator is a standard-setter, and it has a profound impact on the game in a couple of ways. The first and best is the amazing spectacle of other players. There are a few too many muscle-bound demons and cyborgs running around, perhaps, but for the most part it's an endlessly entertaining parade of homages to and spoofs of classic heroes and archetypes, and a fair few eye-popping originals. Meeting people in Champions Online is always an event, whether you make friends or pass wordlessly while questing. It adds so much richness to the world.
The second consequence is very much a double-edged sword. The character creator lets you be exactly who you want to be from the start - but MMOs are normally about becoming who you want to be. Although you can unlock special costume pieces through in-game rewards, the chances of these being relevant to your personal vision are slim, and so, visually at least, you're set in stone. You don't get the bragging rights, you don't crave the invisible upgrades half as much, and on your login screen a long-time character is indistinguishable from one born yesterday.
So with outward appearance sidelined from the start, the main levelling carrot in Champions Online is the acquisition of new powers. A tier system unlocks powers in your initial framework quickly, in others more slowly; the tremendous utility you can gain from straying from the beaten path (adding a heal to a damage-dealer, say) is a good enough recompense for any loss in efficiency.
Experimenting on your first play-through is a daunting trip into the unknown. Balance is, unsurprisingly, far from a given, some combinations aren't all that workable, and while you can strip back any decision and redo it, this is pretty expensive. This has caused a lot of anguish among players, particularly those who got used to a bit more flexibility for less cost in the beta testing phase. But it goes with the sandbox territory, is a bearable price to pay for all that delicious freedom, and in any case will probably be refined by Cryptic in good time.
All the same, the choices are hard, and they don't come often enough. You get your show-stopping and staggeringly useful travel power - flight, superspeed, acrobatics, the wonderful Spider-Man-style swinging, the clever implementation of teleportation and more - at a mere level five, after completing a short, dense tutorial tour (an alien invasion scenario that rockets you efficiently through questing, an "open mission" and a boss fight). After that, you get just one new power every three levels.
It's like being served a huge slice of chocolate pudding for a starter and then finding out the main course consists of one spoonful of thin soup every half an hour. With Champions' dynamic combat system - which has an (only slightly illusory) action-game feel - and ambitions for a console release, you can understand Cryptic wanting to avoid smothering your screen in buttons. But unless you have a particularly single-minded design in mind, it simply takes too long to build up a rounded suite of basic powers for basic situations, never mind acquiring something a little special. And the effect on the already rather lightweight combat isn't altogether complementary.
Fighting in Champions is a matter of building up energy with an auto-attack, and then expending it on powers, most of which you hold down a button to charge, and then release. You can also block in anticipation of enemies' super-attacks, which are telegraphed with neat comic graphics. It's a rowdy sort of scrap, fun in small doses and a little twitchier than the dry clicking of most MMOs, but with far less to interest you in the long run.

Free-roaming uber-boss Grond is a popular target, but including "raid" style bosses in the game's middle levels seems an odd choice.
What's more, the fact that all powers are either automatic or charge-and-release robs combat of some the tactile impact you'd expect of an action RPG. Combine that with the small number of slowly acquired powers, some of which might become redundant later in the game, and it gets old, fast. It's also a strange choice that the death penalty - and death, unless you stumble across a perfect build by accident, will be frequent - is loss of a "star rating", reducing your effectiveness in combat, and therefore making you more likely to die again.
It's possible, albeit difficult, to suck a little more long-term sustenance from Champions' RPG system. Based on the well-regarded tabletop role-playing game, this is a bizarre and not very intuitive table of strange stats (I challenge you to guess the properties of Ego and Presence sight unseen). Finding the right combinations for your character build is confusing and poorly explained at first, absorbing later on. You can spend points on these every few levels, as well as improving them through your nine equipment slots.
Speaking of which, loot is a problem. You don't see it, it's conceptually very weird, and you get a confusing array of incremental upgrades all the time through missions while substantial upgrades that make a discernible difference to your power are rare as hen's teeth. Items that have a special use - effectively an additional skill, often with a cool visual effect - are choice, naturally, but often mean sacrificing stats. As you approach maximum level, and face grinding repeatable missions or player-versus-player arenas day after day just for points that one day might get you one item, the sense of diminishing returns becomes acute. Crafting is a decent and quite diverting route to decent gear later in the game, but early on, it's only any good for one-shot novelties and utilities.

Among many other things, the choice of moustaches and eyemasks is comprehensive.
Does an MMO necessarily have to be an ocean-deep well of character progression to justify its subscription, though? That's a matter of taste, and there are surely players out there who want to enjoy persistent worlds in smaller doses, with less commitment and less tinkering. Champions' rough-and-ready combat certainly suits that style. All it needs to satisfy these players is fun and varied content to play, and enough of it.
Cryptic's hit-rate in this area is decidedly mixed. After the tutorial, you're chased off into one of two similar, restricted "crisis zones", which later open out into full-bodied and absolutely vast maps. But - and it's a very big but - there are only five of these in the whole game.
Of these, Millennium City is the mid-level centrepiece and by far the best and most original. While the others tumble into MMORPG tropes - poisoned wildernesses, unruly wildlife, rebel outposts - Millennium City is a proper, and quite spectacular, superhero's playground. There are dozens of satisfyingly-spun little tales in its mission arcs, there's an abundance of entertaining micro-dungeons for one player or small groups, and the urban geography is a breath of fresh air.
The overlapping pairs of the other zones (Canadian and New Mexican wastelands in the game's first half, the more colourful Monster Island and undersea Lemuria in the second) are extensive, but thematically quite dull, and over the game as a whole there just isn't enough variety. The silver lining is that Cryptic's decision to eschew servers and allow you to hop between instances of these maps at will can't really spoil the immersion of such a restricted and crudely divided world, so the positives - easy grouping with friends, or indeed anyone - far outweigh the negatives.
As for what's on those maps, it's mostly good news. They're thickly populated with enjoyably silly enemies with erratic, but not completely trivial AI. The missions are well-paced and sequenced for variety, and though they hardly defy MMO convention, they don't lean too heavily on it either. And they come thick and fast.
The trouble is, they go thick and fast too. MMO players may claim to hate quests that promote grind, but they hate grind without quests to support it even more, and Champions' short sharp missions, even in their multitudes, just don't generate enough XP. Opinions vary on whether there are any true "levelling gaps", but things are certainly stretched very thin at a couple of points in the mid-to-late levels. And what's even more certain is that there are only enough missions to support a single play-through, meaning if you want to create a new hero - surely one of the principal attractions of this game - you'll be doing absolutely all of it again.

No RPG of any setting is complete without lizard-men.
There are a few other diversions. There are more substantial dungeons, or Lairs, for five players - but they only arrive in the second half. Given Champions' free character design, these can't really offer the same tight co-operative interplay as other MMOs dungeons. But they're terrific fun to smash through all the same, and Cryptic has thoughtfully included the option to switch any character between three builds that will skew its stats for offensive, defensive, support or all-round roles, making balanced grouping more plausible.
Ditto the mouth-watering chance to create your Nemesis. This is a custom-designed boss whose henchmen will occasionally and randomly mob you (this makes you feel special, but can be annoying), and whose missions provide some of the best fun later in the game, as well as some endgame rewards. The Nemesis could be Champions' most appealing and unique feature; if I keep playing, it will be because I want settle some scores with Bad Chicken.
There are the open missions, based on Warhammer Online's public quests: multiplayer staged missions that anyone can take part in. Many of these don't work properly at the moment, and the rewards aren't clear enough, so they're having a similarly hard time reaching critical mass even on Champions' large and busy maps. The random fracas of the player-versus-player Hero Games is fun but under-developed, and will probably struggle to sustain the focus on it as a source of endgame loot; ditto the repeatable, high-level UNITY missions. Most Champions players will probably gravitate towards collection and completism, the game's Perks (read achievements) and Action Figures (read vanity pets) being an appropriately nerdy, box-checking time-sink.

Defender, the Superman of this universe. You won't know the Champions, but you will probably come to like them.
In terms of quality if not quantity, the game's content is a good effort, and it will be fleshed out. In a year's time, Champions Online has every chance of being one of the better MMOs out there, and superseding its estranged elder brother City of Heroes. Cryptic has proven its ability to make that happen, so all it needs are the resources and the paying audience.
But right now, it's just not quite enough. Technically rough (it doesn't run smoothly, in terms of graphics or lag) with lumpy character progression, shallow combat, a narrow world and thinly-stretched - albeit entertaining - content, Champions Online is off to a scrappy and threadbare start. As it stands, it's hard to recommend. But it's not hard to like - for the customisation, and for offering a genuinely different flavour in MMOs: a bit of poppy, disposable bubblegum in a world of nutritious gruel.
6 / 10
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Comments (88) Latest comment 2 years ago
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A review should be about what I get when I buy it right now, not what I might get 6 months down the line. If something changes drastically, they can re-review it.
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That said, I'm not sure CO is in a "far better" launch state than Conan. Somewhat better, but with many of the same problems. It's mostly just less over-hyped.
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I'll definately be picking it up after a few content patches plug some of the gaps as I actually enjoy the universe far more than the mmo standard orks and elves ones.
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Will Champions Online eventually have its archnemesis, Losers Online?
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Perhaps a solution would be to withhold some customisations until certain points in the game and link them in with the story. After whatever equivalent of CoH's taskforce missions Champions has you get the option to add new body parts, and as well as changing your appearance they have an effect on your skills. So I complete a taskforce (or whatever they're called) and Mr Scientist who I rescued gives me the option to choose some new technology, or the mission ends with you being badly injured and rebuilt, Robocop style. This would distinguish higher level characters on an aesthetic level and provide another reason to keep playing.
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Much in the same way as spiderman started and his outfit developed.
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I doubt there's enough here to make me play it long-term, even if I could log in when I wanted to. There's not enough content and as the review mentioned the joy of creating and levelling a new character will be diminished by the grind of doing the exact same missions again.
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Id recommend trying it out, the amount of mad characters you see on your travels is almost worth 30 quid in itself
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Overall I would probably give it a 7 in its current state - or possibly even agreeing with that 6. But in terms of sheer fun there are definitely plenty of moments that have felt like a 9.
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I was watching this with some interest, if they implemented ZuluHero's suggestion of 'home made' feeling costumes that you upgrade and refine then I'd probably be getting it right now. Judging by the compliments the CO character builder receives that must be a fairly easy thing for them to get right.
@ZuluHero, that was an awesome suggestion for superhero development
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I do really enjoy the game though. And I'd love that thing ZuluHero said, that'd have been quite special.
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Seems like it. Considering CoH/CoV where samey, MMO-lite, over-rated tosh i won't even be giving this the customary try that i give every MMO.
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In my own personal opinion, this is one of the worst launches I've experienced. But don't get me wrong, I really want to like CO so I'll continue to give it a chance.
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With all that free time, you could knit yourself a really awesome Orc Slayer jumper.
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Don't try Eve then
Though to be fair you never see your avatar and as you progress you get shinier and sninier ships, or at least until you los one and can't afford to replace it.
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Ah well.
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While items don't change your appearance (unless you're using one of the weapons based power sets, in which case items can unlock new weapon models), you can visit a tailor at any time to modify your costume, and you also get extra costume slots as you level up (I got one at level 15, I assume there might be one or two more later on) so you can switch between different outfits at the press of a button.
@MaxiSleep
I actually rather like the graphical style of the environments - it has a comic book feel that matches the characters fine in my opinion.
But you're definitely spot on about textures - CO relies heavily on lighting, shadows and post processing effects to give it its look. Turn down the graphics setting too much and it looks absolutely horrible - as in ten years old horrible or worse.
High or low settings they really need to do some optimization. I'm on a quad core Vista x64 PC with 8 GB RAM and a Geforce GTX 260, and I rarely see framerates higher than 40 (low to mid 30s most of the time), and in some areas (like parts of MC) I still have far too many dips into the low to mid 20s. And there were hundreds of reports of the same issues up until the last days of beta (and I imagine probably still, but I haven't checked the technical support forum).
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Not experienced a single problem like that with CO.
Those experiencing rubberbanding, somehow I get the feeling that it might possibly be with Telia.
As for STO and CO, diffirent teams within Cryptic.
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I love making up characters but I doubt if I could be bothered to keep doing the same stuff over and over again.
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Sounds like I've done the right thing by waiting for DC Universe Online though...
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I would say its a strong 7 rather than a messy 6 suggested by EG. I'm sure the playthrough would be much improved if i waited, but thats life... play now not later
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BTW there is a Moon-zone as well and it will already get new content in a month or so.
And people who complain one of the worst launches. A BIG lol... you guys have no clue. This has been one of the best launches for an MMO ever. Lack of content? Yeah maybe... but only if you play like a crazed dog and get to 40 in 3 days.
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After their recent re-reviews, WAR and Conan are both rated as 7s, and I firmly believe both currently represent a better experience than Champions currently does.
I will stick by the launch 8 for WAR as well. I believe that accurately represented what it was like to play in late beta and early launch, when the servers were buzzing. That game depends more than others on how many other people are around.
Conan's launch 8 was a mistake driven by optimism, I admit, and I'm sure Rob would too. The game has some great qualities though, that it didn't and still doesn't get much credit for.
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I pretty much did that anyway
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I played the beta and found it utterly boring. The character creation screen was awesome, but the first thing you do when you take your carefully-crafted superhero into the game world is talk to some faceless bloke with a punctuation mark over his head. He tells you you're going to save the world, but you must kill an arbitrary number of a pointless and un-threatening baddies first.
Thanks, but I've done that way too many times before.
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Firstly, hats off for trying to figure out a decent scoring system for MMO's, but your consistently inflated rating of Conan alongside the countless articles and advertising taints it. I'd agree with this review when read out of context to the others, it does have a lot of problems. But a 6? Considering conan still has many of these problems 2 years after launch and scores higher is quite inexplicable. This is a game full of promise, rough around the edges but with the good intention of the developers behind it has far more chance to bloom than Conan does on it's last legs, worried about how it can possibly sell an expansion.
I've played both (recently) and would hands down recommend this over both Conan and War. Anyhow, that's just my oppinion.
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If this game does not nail the feeling of being all powerful and a super hero then it really stands no chance, to use a mmo liking if you can be killed by a lvl1 rat when need to kill 30 of them then it will fail.
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Then played the beta.
I played the beta for a LONG time (about a year) and the same problems were never addressed. I think this article stresses that many of the issues with CO, such as the horrbile UI, horrible stat presentation and pathetic quest pacing are delibrate design decisions.
The nemesis was fun for about half an hour.
Although, the developers were let down a LOT by the majority of beta players. They were so obsessed with 'immersion' and 'feeling like a super hero', real game mechanic issues fell compeltely by the way side. Threads about being able to cut custom holes in costumes recieved hudnreds of replies, while analasyis of stat distribution dissapeared off the front page faster than a scotch in front of Tony Stark.
I hate to see games fail, but CO was a desperate attempt to rescue the work they had already done on the Marvel MMO. After seeing what Emmert and Co have produced I'm not suprised Marvel pulled the plug. I see no longevity in this and predict it doomed to a very niche group of die hard fanboys who will defend it until its death. Im hoping DCUO will be better.
Also, the character creator is a lot more limited after you have had an in depth look at it. Creating an original Capes n Costume type hero is rather difficult as so many of the costume pieces are ridiculously flamboyant.
Oh, and I see that they did not get rid of the TERRIBLE shard system? Such a dated approach from something that was supposed to herald the next generation of MMOs.
The lasting effect CO had on me was to make me wary of SWTOR. I'm giggling with glee over every announcement of the game but my catchphrase is fast becoming 'man, I hope it doesn't CO me'.
*I don't mean to upset anyone who actually enjoys the game by the way. Each to their own, I was mostly dissapointed in the difference in what they promised to what was delivered*
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The amount of skill combinations is huge but the amount of skills that will reward you with a fun game experence is much shorter. Some power sets just dont work after the launch day nerf patch and even with a good powerset you will die over and over again on some quests due to the mobs level. This leads onto another huge problem with the game Retcons or respecs. The cost of respecing is so high that if you pick a dud skill early on forget about changing it as the cost is insane and buy the time you get the amount needed you probley will have leveled up so the retcon cost has gone up as well!
The lack of quests was mentioned in the review but again I feel CO gets away to easy on that as well. The nerf patch also cut down XP gains from kills and quests to such an extent its caused the level gaps in questing. This is easy to see around the mid teens when all the quests you will get are 2-4 levels higher than you are so expect to die alot and from level 18 up it gets much worse. Dying happens so often you feel like you playing an multiplayer fps rather than a MMO and its hard to feel like a superhero when henchmen kick you ass with ease.
My score would be 4/10
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CO doesn't work like this though, and as much as I hate the 'RAIDZ R UNLY WAY2PLAY ROFLCOPTER' I strongly suspect that this will go the way of CoX in that they expect you to just level new characters.
I hope I'm wrong. I hope it does really well and becomes a huge game that everybody loves. Based on my experiences with the devs during the beta phase however, this isn't likely. But hey, I like that you love it!
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Surely thats what a subscription is no? Otherwise itd be mighty expensive.
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Players had to make their own fun. Basically out of neccessity.
Granted, Eve Online's PvP is missing from CO. We would need the Nemesis Online version to bring proper superhero vs. villain PvP into CO's world.
Are there balance issues with CO? Yes. Balance issues plague all MMOs. Does it need more content? Yes. Again, all MMOs are plagued by content issues. The beauty of a MMO is that balance and content is something that can be fixed and refined with time.
I just think people are nostalgic about the "older" MMOs. I know I am about a few. They weren't as perfect as people think they were - or are.
I am also just baffled about people saying "there are adverts on the site and thus review scoring must be biased" - what kind of a silly claim is that?
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I'm enjoying it, well worth a go if you liked CoH.
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OMG... this just in... you can TEAM UP!!!
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I don think that is a solution. Many MMO'rs like to quest solo, and only group in instances/raids. Games that force grouping do not generally succeed in the west at any rate, post WoW.
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CO is great fun when you're doing something. The problems are when you go to choose your next powers, stats or upgrades: It's impossible 90% of the time to know what you're getting, since nothing does what you expect (or what the description appears to promise).
The transition from levels 12/13 (the starting areas) to Millenium City is handled poorly. There's a bank, and an Auction House, but you might miss them completely (I only figured out how to use the bank yeseterday, three days after I discovered it).
But once you start finding missions again - you're gonna have to explore - it becomes plain sailing. 15+ missions give a whole bubble (about 20%) of XP towards the next level. Losing a star to death seems to have sod all effect on the difficulty in reality.
I'm not sure how much longer the fun will last though. I'm using some skills (Condemn, a really cool AoE) that are nerfed to hell on the Test Server - and you can't just respec like you can on WoW, for 1g, - I don't know *anyone* that can afford to respec.
Oh, enemy AI... I will disagree about that. It's shite. Especially Boss AI. You just run around them in circles and they drop eventually.
Which is fun. But not particularly interesting...and if you die, you can just try him again, and again, and again, until you get it (in an Instance, you respawn inside the entrance at full health - no item damage or repairs like in WoW).
So yeah, maybe 6/10 is about right.
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Thats why I said it's my personal opinion that this is one of the worst launches I have experienced. It's all down to your own personal experience. For instance, I wasn't plagued with bugs and performance issues during WAR and AoC's launch like most people were and that made my experience of those games much much better.
Here in CO, however, I am having a lot of issues which has made this one of the worst launches I've played.
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WAR, up until today, is still full of bugs (and yes I have been playing from day 1). Seriously... your post does not make sense at all.
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What I mean is that apart from being able to pay for one month for unlimited hours one could be given the option to pay a nominal fee, say €14 for 40hours of gameplay which can be used over a certain time period (over three or four months for example). This would allow the very casual crowd who play games on and off to enjoy the game at their own pace. Let's face it: having a subscription model 'forces' you to play the game because you have paid money and the month will expire whether you play or not. Having the option to play at your own leisure would tap a segment of gamers who feel pressured by that payment model.
It would also make the player less likely to uninstall the game from his machine. Uninstalling the game is sometimes needed when hard disk space is needed (these kind of games are quite greedy when it comes to HDD space). Once the game is uninstalled the player is much less likely to re-install just to see how the game has changed and since MMOs constantly evolve what you played today is not necessarily what you will be playing in two, three, four month's time. It may be that you are holding out for them to fix a particular annoying bug. With the pay per play model as explained above one could easily hop into the game and see if the changes applied after some patch are to his liking without having to dole out 12€ for a month which he might not necessarily use.
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roll on JGE..
(or at least one half-decent new mmo :/)
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that sounds a really good idea
I think the main problem here is the stats dont do what you expect them to i had a look at this guide
[link url=http://esc-hatch.blogspot.com/20 09/09/champions-online-guide-to-not-gimping.html
]http://es c-hatch.blogspot.com/2009/09/ch...[/link]
and reached level 12 only dying about twice
Basically aim to buff the two stats that are the ones mentioned in your build, this will increase your damage
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I'd like to pick powers that work, actually. No, really. You're right, this isn't WoW. But it's not Second Life either...
I seem to recall enjoying CoX, although I found it a bit primitive. Only played for a short while, and had a new comp, so wanted something 'meaty'.
This is coming from someone that enjoys CO, overall, mind you.
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Ahh that's where I went wrong. I didn't see that in the sales blurb or product description. Perhaps they should hard-wire it so you can only gain XP and complete missions for 1 hour each day.
Hah I know, sarcastic isn't funny but I just realised that's exactly what UO does
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How does my post not make sense? I said I (as in me PERSONALLY) wasn't plagued by the many bugs and issues many others had which made their game experience suffer.
Thats got nothing to do with wether or not the game still has bugs.
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CO has worked pretty well on my lousy machine, I have had no problems logging in and very few instances of rubberbanding. Graphically I can't really comment because of my machine. In my eyes, if people are making balance issues equal a really bad launch then to me they are just wrong.
DCUO is surely going to have the same problems as CO when it launches. Balance and content.
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Conan had breasts
Edit: (So did the game)
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The game was reviewed from a wrong angle. This is not a game for WoW players who like to get epic loot and play for 100 hours a week. CO, just like CoX, is a game about short bursts of playing (1h a day?), lots of alts and easy teaming up (they still need to work on that one).
Who decided that? Does the back of the box say that because, in general, MMO players expect to be able to play for hours a day especially if they're paying a fee and if they can't play that much, for whatever reason, then you arbitrarily declaring that they're doing it wrong seems itself wrong to me.
In my experience, the need for lots of alts only comes about when you have very little content. Also, if teaming up is hard (but required) then that kinda removes the possibility of playing for only an hour a day as you'll spend most of that hour finding someone to play with.
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and after playing champions online for the past couple of day, the only time ive ver seen two people look similar is when they desinged it that way for a rp reasone,
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I still think (thanks to zuluhero) that if this had you design your costume then gave you a 'home-made feeling' version of it that improves as you level up or complete various things to the point it becomes your outfit then it would be super. Like super super. Like i'd go check it out right now.
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The fact that it's turned out to be lacking, despite all the experience Cryptic have had with CoX over the years, and the content holes it had (CoH had a glaring content hole at about level 38 for about 3/4 levels - that was a hard fucking grindfest) is just another reason not to bother with it.
I took up playing WoW 6 month ago despite hating it the first time around 3 years ago and I'm loving it now, mainly due to the improvements it's made during that time. Maybe it'll take CO a year or two to be in a state where it's worth prolonged playtime. But if it's barely got enough content for one playthrough atm, then I'll not bother - just yet.
Damn pity.
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edit: typo
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Because I like this game, and whilst it is in a poor launch state - all MMO's seem to start pooly (WoW was no different, I remember back when you could lag-fall off the Tanaris Edge! Jumping off to dying on the ground once took two and a half hours!).
But people want the scoop. Personally I think MMO's should be noted as launch and approached for review after six months, because quite frankly all MMO's get this sort of thing from the off. So much so it is rather painful to look at, but that's how the market is. Fair review.
Although it scores high personally for finally breaking me off of WoW.
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Dunno about higher-level content, but I'll take what they offer for now and see how the game progresses. If it doesn't progress, at least it's a fun ride for the short term.
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