City of Heroes: Issue 9 Update
Superman-size issues.
We haven't talked about City of Heroes for a while now. Even with an MMO in development stasis, that leaves whole stories untold. If you don't change the game, the players and their interactions alter. But when we're talking about a living game, which is expanding the content and providing new skills for players to experiment with, there's a whole story being left untold.
So, just shy of a year since our last visit, with their latest update ("Issue") now live, this seems as good a time as any to dust off the spandex and reintroduce the fist of justice to the malevolent mobs of Paragon City.
There are changes. I notice the first one immediately, coo at it for a few seconds, then call up an AIM window to tell John Walker about it.
He takes a break from getting a bit teary over the end of Dreamfall and working out how he is going to maintain his position as World's Worst Healer to enthusiastically beg confirmation from me. Twice. And one of them was in capitals.
I tell him that, yes, it is true.

You can't be that smart if you go out without your skull on.
"OMG!" he yelps in text form.
"YES" I confirm.
"OMG!" he repeats breathlessly.
(It's worth noting that Eurogamer writers can type breathlessly. We're so unfit, it genuinely does tire us out.)
What probably says more about the parts of our mentalities to which City of Heroes appeals, though, is the stuff that didn't provoke yelping.
For example, girlish squeals didn't incarnate thanks to the biggest update in Issue 9 of City of Heroes, and probably the most significant addition since the introduction of Player Versus Combat in Issue 4 (in fact, for players who've never wandered into the City of Heroes/Villains confrontations, arguably this more significant). It's the salvage system.
A traditional weak-spot of City of Heroes is the lack of a fully developed equipment system, instead having "enhancements" which are applied to individual powers to give percentage bonuses. Oh, and you can get other temporary powers, which count as their own slots. It's not exactly a coherent system, and the game only got away with it because superheroes aren't exactly the sort of people who go worrying about getting better equipment. Green Lantern doesn't go dumping his power ring every ten minutes, after all.

Sell your stuff here. Or something.
However, the new system is based around something suitably superheroey. That is, Inventions. Opponents can drop scrap and recipes. Get the bits of scrap listed on the recipe (exactly the sort of esoteric experimental gubbins that you imagine scatters superheroic battlegrounds post-battle) and you can combine them into whatever the recipe states. This can be enhancements, temporary powers or new bits of costume (and you know how costume-conscious the average metahuman is). Rarer recipes allow increasingly fancy results, including enhancements that boost multiple aspects of powers and bits of costume which are very fancy indeed. Finally, City of Heroes has something akin to crafting. While it's causing economic chaos as everyone trades for desirable items, it's probably overdue. [Hang on. "Superheroey"? -Ed]
The economy aspect is made more workable due to the other major economic change. That is, the consignment market - a rough equivalent to an Auction House in certain other games. The villains, stylish as always, ignore "consignments" in favour of the considerably more glamorous "Black Market". Since the Invention system demands locating these oddball items, it's an essential addition. In its early stages, it also seems to be causing people lucky enough to get a rare drop to receive an influence windfall. It's going to be interesting to see how this plays out - I can't think of an MMO which has added such a large economic element this late in its development. Genre watchers will probably be playing close attention, and stroking their beards thoughtfully.
Meanwhile, we'll be punching the hell out of things in interesting ways. While I'd played the Mayhem missions before, Issue 8's Safeguard tasks were new to me. They're considerably more freeform than the traditional City of Heroes level. While Mayhem missions involve you entering a city-wide area and abstractly robbing a bank, there's distractions along the way, not least generally destroying things. Safeguard ones flip the equation, rushing you to part of the city that's under siege by invading forces. Rushing against a timer, there's a primary task for you to stop - preventing a bank robbery - but once you've done that, you've got fifteen minutes to try and put a stop to other devilry. Stop troops trashing the zone, discovering explosive plots and taking them out - and failing, watching buildings explode... it's a lot more hectic than the traditional mission. Both Mayhem and Safeguard missions come at the end of the game's random arcs, where instead of the planned story you do random raids (for villains) or tune into trouble on the police radio (for heroes).
All of which are tremendous additions to the game, but none were responsible for the squeaking of Britain's foremost point-and-click adventure critic. Neither was the addition of the high-level Task Force for heroes, if only because not possessing a level 45+ means it's not going to be the place for us. It wasn't the renewal of Faultline, which renovated one of the most unpopular zones into a non-Hazard zone with a load of new content (though, to be fair, we always quite liked its sheer desolation - the initial flight in there is one of my favourite memories of the first months in Paragon). It wasn't the veteran reward system, which allowed special gifts for players depending on how long they'd had an account, giving badges, powers, custom costumes and so on.

Wings give you confidence.
Actually, that's a lie. It's part of that. The system actually backdates, so as long as you had an account active for so long, you'd open up the options. Have six months on your account, get the Greek alphabet emblems. Nine months, get slutty belly-shirts for ladies and (er) slutty kilts for men. A year and it's a choice between a couple of permanent powers, as well as the sprintings which were previously only used on pre-order accounts. Three full years? Then you've got a choice between a variety of ultra-cute tiny clockworks, demons, recaps and stuff.
And, relevantly, if you've got 15 months on your account you can get...
"WINGZZ!" screeched John Walker.
"Also, trenchcoats," I explained, though I didn't add that you only needed three months of play to get that. Or that a lot of equipment can also be got through the Invention system, apparently.
"Man alive," he sighed, "I need to awaken my account."
Not a bad idea at all.
You may also like...
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Who Killed Rare?
-
Retrospective: Star Wars Episode I Racer
-
Game of the Week: Catherine
-
Mobile Controller Group Test
-
The Story Behind XBLA's Biggest Game
-
Call of Duty: Black Ops has best game ending ever, says Guinness World Records
-
Why Devs Owe You Nothing
-
Rockstar mulling LA Noire 2 development
-
Mojang: no plans for Minecraft on Vita
-
DICE working on multiple Battlefield 3 fixes
-
The Witcher 2: Enhanced Edition Xbox 360 trailer
-
Kingdoms of Amalur: Reckoning Review
-
Tim Schafer: publishers aren't evil
-
Gotham City Impostors Review
-
Dear Esther Review
-
Ridge Racer Unbounded delayed by four weeks
-
UK Top 40: Kingdoms of Amalur: Reckoning beats Darkness 2
-
Fallout: New Vegas dev asks fans what game they would like it to Kickstart
-
Face-Off: The Darkness 2
-
Total War: Shogun 2: Fall of the Samurai gameplay
-
Metal Gear Solid 5 expected between April 2013 and May 2014
-
Activision: games are relationships, "brands in people's lives"
-
David Braben discusses consumer Raspberry Pi release
-
King Arthur 2 Review









Comments (23) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
]http://uk.cityofhe roes.com/buynow/
[/link]
I was most unimpressed that all you were squeeking about was salvage - that's been there for a while now and isn't as exciting as you seem to think.
Comment below viewing threshold Show
Comment below viewing threshold Show
]https://s ecure.plaync.com/cgi-bin/Store....[/link]
Comment below viewing threshold Show
Wherever you buy from, the Good vs Evil pack comes recommended.
As for the update itself, it's really given the game a shot in the arm. The only downside I see is that the market is still to settle down - many costume recipes are still selling for silly money. It's nice if you're lucky, as getting certain drops can bankroll a character for most of their time to 50, but if you want something and can't get the drop you're looking for it can be annoying. I'm looking forward to the goldrush calming down.
Fortunately, since using the market is not *vital* to progression, that's not stopping anyone from levelling.
Comment below viewing threshold Show
Comment below viewing threshold Show
Thought these were labeled?
Comment below viewing threshold Show
Eh?
Comment below viewing threshold Show
KG
Comment below viewing threshold Show
Comment below viewing threshold Show
http://icanhascheezbur ger.com/
Comment below viewing threshold Show
Comment below viewing threshold Show
I came to the conclusion that whilst I love the concept of MMOs, particularly the social aspect, the monthly fees make you feel like you need to justify the regular outlay by sinking loads of time into them, which is ultimately incompatible with a healthy lifestyle.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I played the beta for about a month and enjoyed the feeling of movement - they really nailed that. That and the scale of some of the levels. But no missions or combat has stuck in my mind.
Comment below viewing threshold Show
Comment below viewing threshold Show
obviously, it adds "depth" to a game that's otherwise rather one-dimensional (1D is a good thing is all you want is to create and play a - or different - superheroes, although the slow levelling kinda kills that aspiration IMO) so this would prolly be a good thing, a breath of fresh air
but it also adds that random element to the game I totally loathe in MMOs. Some folks get lucky and get all the nice and sought-after stuff, other people can try for their life and not get the drop they want, let alone the stuff that would sell well
not to mention this adds incentive for people to buy ingame currency...
Comment below viewing threshold Show
Also: the levelling wasn't really that slow on COH...at least not in my two week trial. Just needed to get into a team of the same level and do a recently given mission. Doing that I went from lev 13-15 in under an hour and a half...then found out all my enchancments were obsolete and ran out of influence trying to buy/create new ones. Bah.
Comment below viewing threshold Show
And the new Inventions should sort out the problem with your enhancements turning red, as they never expire.
As for the exp grind, it can get bad from level 35-40. (the original highest level in the game) The exp curve actually smooths out after that so once you get over that hurdle you're sorted.
Comment below viewing threshold Show
Honestly, the game seemed pretty dead, and the interface for creating and managing salvage, recipes and inventions was pretty godawful.
If they add something a bit more like a traditional inventory (the salvage screen isn't good enough) and a more useful, readable, manageable interface to the whole thing, yeah it'd be cool. Also no complaints at all about the inventions themselves, because they're brilliant, if a tad overpowered.
Still a great game, I guess, but I'm going to wait a few more weeks to see if they do anything with the interface before I consider sinking any more time/money into it.
Comment below viewing threshold Show
Ah, the trying life of a freelance games journalist.