City of Heroes: Issue 13

Get a job, loser.

As updates to fading MMOs go, a feature that rewards you for not playing stands as one of the odder ones. City of Heroes' European servers are already the wrong side of desolate - so exactly how is encouraging players to stay offline going to help? Cuts down on server costs, maybe.

Day Jobs are the headline feature of the 13th major update, or Issue, for City of Heroes, subtitled Power and Responsibility. Thematically, they're a splendid idea - the perfectly comic-book concept of a secret identity for your beefcake powerhouse, and the idea that he/she/heshe/it is doing something useful with all the time you're offline, other than wilfully ignoring his sworn duty to Paragon City. Call it Clark Kent mode.

Pick the location where you log off carefully. If it's one of several hotspots - for instance, a hospital or metro station - you'll be deemed to have adopted a career. As you spend time offline in that location, you'll build up a bonus of some sort. For instance, ducking out at a metro station adds every hour until you next log on to your Commuter job - which rewards you with a movement speed boost. Presumably the more accurate 'gradual loss of will to live' wasn't considered the cheeriest reflection of commuting. Essentially, it's like WOW's rest system, but far more playful and a lot more use to people who aren't chasing XP any more.

'City of Heroes: Issue 13' Screenshot 1

By night, he is the mighty, miniscule Entomologist. By day, he's a beardy scholar at the local university. Pretty students have learned to fear his 'busy' hands.

Clock up enough offline hours in a Career and you earn one of the many badges that have made City of Heroes a faintly absurd achievement-fest for the last couple of years. As well as granting you yet another option for the tiny title floating above your gloriously garish character, this further increases the buff earned by those offline hours.

Given City of Heroes' need for an influx of new players, Day Jobs end up being a particularly odd feature, reflective of both City of Heroes' continuing shift towards the statistical over the fantastical, and of NCsoft's apparent unwillingness to make sweeping changes to the structure of an MMO that's never managed to break out of its combat-only mould. Day Jobs are something that fits neatly and easily into a pop-up textbox and a glowing icon; there's nothing more to them than that. It was an opportunity to insert new personality into the game - whether that was by designing a specific secret identity outfit (though there are some new civilian costume pieces in the character creator if you want to manually go with the fiction), animations of offline heroes wandering around their logout areas in unconvincing disguises, some sort of odd mini-game... Instead, it's just an icon.

'City of Heroes: Issue 13' Screenshot 2

The game's stattier than ever these days. It means you can get your build that much more bang-on, but it's hard to imagine Spider-Man poring over his debuff percentages.

That's characteristic of this update. It's not like it's filler, but it's tidying up the old house rather than redecorating it. The next one, Issue 14, promises to be far more profound - its major shtick is a mission-building tool, which will hopefully reinforce City of Heroes' status as the king of self-expression in MMOs. For now, the other big change is dual-speccing.

As City of Heroes players will know, every character chooses a core class with its own abilities, which they can optionally augment with Pool Powers, which are available to everyone. The powers most useful in groups and in PVP are the least interesting, so only the most steely-jawed team player opts for them. With the new dual builds system, a visit to any trainer can immediately switch your guy over to a secondary set of powers and enhancements.

If you're a solo player, it's simply an opportunity to play with the powers you didn't pick when you specced your guy up. If you're in a supergroup, you'd be doing your superchums a major disservice if you didn't pick Leadership, Medicine or Fitness. Creating a group- or PVP-focused build isn't just a matter of swapping to other pools, either - the less spectacular core abilities also become that much more desirable when you're not stuck with them during solo play.

My energy/electrical Blaster, for instance, usually spends his time spamming enemies with blue beams: very much a blunt instrument of pure damage. In his second build, he's all about crowd control and minor healing. He looks the same and some of his powers carry over from the other build, but to use, he's almost a completely different character. Again, it's the sort of feature that answers the pleas of forum-posters, and not one to lure new players in. It sure beats having a dedicated team-play alt, though.

There's a raft of other new additions, including a new set of missions, some new costume options, easier base item recipes, and Shield powers for melee classes. It's a substantial update even if it's not a headline-making one. But the one change that really stands out is the Levelling Pact.

City of Heroes has always been uniquely sympathetic to the fact that players like to play with their friends. Where some MMOs punish this - if you're at a different level to your comrades, all playing together gets you is a lot less experience points and a lot more hassle - City of Heroes' sidekicking system enables anyone to play with anyone on a pretty much equal footing. Even so, there few things quite so disheartening to see your mate's spent three days off work with man-flu, but remained well enough to race 10 levels ahead of you.

'City of Heroes: Issue 13' Screenshot 3

Meet Sergeant Sexy. Note the new shield, and the option to save costume templates out to apply to other characters.

Levelling Pact fixes that, so long as you can find someone you trust enough to sign up to one with. The idea is that 50 per cent of any XP you earn goes to your partner, and vice-versa. When you're both online, you'll be earning an equal amount of XP that should add up to pretty much the normal rate. When only one player is online, that player's levelling rate will be halved because 50 per cent of XP is still being shovelled over to the other guy. It's artificial, but it's as fair as it gets - and more importantly should mean there's always someone of your level to play with.

The downside is that it requires the pair of you to start new characters at the same time - level 5 is the last chance to set up a Pact. If you can't find a partner before then, it's of no use. It's a truly great system for real-life friends, but its success depends entirely on the influx of new players or alts being steady enough. It would have been fantastic in City of Heroes' early days - and like Sidekicking and costume creation, it's one of those innovations that prove it still has the foresight and playfulness so many other MMOs lack.

All in all, it's not an update that's likely to have many folk resubscribing. Hopefully its real purpose is to lay the groundwork for the more enticing Issue 14, which promises a vast influx of new mission content and - perhaps - players. With Issue 13 putting these bland but thoughtful new systems in place to make day-to-day life in Paragon City a bit less of a grind, Issue 14 is even better poised to give City of Heroes the kick up the bum it so urgently needs.

Comments (8) Latest comment 3 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • levitate #1 3 years ago

    Is this MMO any good to begin with?
  • lucasmax #2 3 years ago

    I loved it. I'd still be playing if the euro servers werent so empty.
  • iokthemonkey #3 3 years ago

    City of Heroes is a lot of fun but it's pretty shallow and not the sort of game you can play for long stretches. I have a load of mid-teen/low 20s level characters, simply as it's a tough game to play deeply. Most people seem to be in the same boat: they roll-up new characters when they're bored, as the character's powers/look/concepts are more interesting than the game itself, which is a shame.

    As I say, fun in the shortterm and it's the sort of game you WILL come back to now and again, but it's a difficult game to get really hooked on for long periods of time.


  • iokthemonkey #4 3 years ago

    And based on my experience of playing CoH, the "rewards for not playing" system makes perfect sense. From what I know of other players (and my play style) most people play a LOT of alts in this game, so to say it rewards you for "not playing" isn't strictly true. It instead rewards your CHARACTERS when you're not playing that specific toon.

    I'm sure NCSoft did some research on play styles and discovered a lot of alts sitting in a play rotation before coming up with this feature. It actually encourages you to play you alts MORE and if not playing helps level them to a more "fun" level, then it's got to be a plus. I don't think anybody in the game is logging out and not playing ANY character to take advantage of this, but rather, they're playing their other characters or starting new ones.
  • MrChuckles #5 3 years ago

    CoH is a MMORPG with an emphasis definately on combat. There is no story, the loot is pretty pants, and if you play, 90% of your time will be spent hitting, freezing or shooting something. However, on the good side, it does have one of the most interesting combat systems out there, you always have interesting choices to make with which powers to use and the fact that it has made travelling between all these fights actually fun (flying, teleporting, or jumping from rooftop to rooftop), is admirable.
  • gkscotty #6 3 years ago

    I just quit WAR to go back to CoH, don't regret it in the slightest.

    I agree with iokthemonkey - the day jobs system is IDEAL for alting, which CoH has always put a heavy emphasis on anyway. Before this update I would typically mainly play on whatever character I was focused on for now - now I have a group of ten characters I'm playing in rotation. Levelling is faster for all of them, they all get the day job buffs and it adds a HUGE amount of variety to my experience, as I am reminded just how much fun some of my lesser-played characters are. (logging on to my Fire/Therm corrupter for the first time in months was an epithany)
  • TheJuriel #7 3 years ago

    CoH is great. Sadly, it's more of an MMO than a superhero game. It's still the only one so far that lets you fly around freely, and still has the best combat system. I hope DC Universe is different, when it comes out in 2027...
  • LFace #8 3 years ago

    I played CoH religiously for a while even when my mates were on WoW and kept badgering me to come on there but as I wasnt into the whole Wacraft universe from the RTS games and stuff I couldnt be arsed. I gave one of my mates the free trial from my original copy of the game for him to try out and he said it was alright but WoW still kicked its arse. In the end my wife badgered me to get WoW having watched my mate on it round his house so I went out to get it and have been on WoW since. I tried CoX again a year later when I bought the double pack of Villains/Heroes and it seemed so shallow and uninteresting after playing WoW for so long that I havent touched it ever again.

    Unless they make the game have an atmosphere (its too quiet with no life... yeah there are citizens walking about, but there is barely any voices and clicking on an NPC mission-giver is pure silence and long winded reading just to find out you have to, yawn, go into another warehouse and find the glowing noticeboard or box in a corner somewhere) and scrap all the instakit instanced warehouses for open ended stuff like WoW has, then this game will never have a large playerbase.

    Thats my 1 silver and 2 copper worth.