
City of Heroes Purchased By NCsoft 127
Rock, Paper, Shotgun comments on the big news from late last night: NCsoft has announced that it has purchased City of Heroes/Villains from Cryptic Studios, the Massive game's original developer. Everyone on the team has been offered a new position with the newly formed NCsoft NorCal studio, and many of them have accepted. As far as the players are concerned, NCsoft only intends for them to see freebies as a result of this deal: "Now back to you, the players. You are the lifeblood of our game. In celebration of our new studio and our exciting plans, and in order to thank you for the fantastic community that you have built, we are pleased to announce the following: All players with City of Heroes retail accounts will now have access to City of Villains, and all City of Villains retail accounts will now have access to City of Heroes. Players that didn't previously have access to "the other side" will find that they do now. Just log in to check it out! After the launch of Issue 11: A Stitch in Time this Fall, we are removing Debt from all characters and giving you a fresh start ... Also after the launch of Issue 11, all Supergroups will receive an additional 20,000 Prestige per Supergroup member."
Huh, what do ya know (Score:2)
I've had a CoV account a while back and stopped playing... I may have to start again if all this is more than a rumor.
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Actually, it's the same game (Score:2)
The only difference between COH, COV or both, was your account. If the account says you only paid for COV, then their server will only let you play on the COV side. But, again, you already had both.
And yeah, "both" were published by NCS
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However, they're officially merging the two games into one soon, according to this announcement: http://www.cityofheroes.com/press/a_new_age.html [cityofheroes.com]. Then there's the expansions and sequels referred to in this announcement: http://www.plaync.com/us/news/2007/11/ncsoft_announce_23.html [plaync.com]
Both were written by Cryptic and published by NCSoft, and IP was owned 5
No Free Lunch (Score:2)
Maybe it's not the same, but in the games I play online, I hate to see this kind of virtual pandering.
Re:No Free Lunch (Score:4, Informative)
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Oh, and there's a debt penalty cap, so there's a limit to how much benefit could be realized (per character) from this relief.
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So there isn't much abuse possible, it's more a "wipe the slate clean" dea
Interesting (Score:2)
Still, not sure how that would really help anyone. Bad players will likely still be bad players.
Debt was already capped (Score:3, Informative)
And running an xp debt on purpose is a bad idea anyway.
1. It means running up a lot of death, which means a lot of running back to your corpse instead of doing quests and killing NPCs. Plus, it's demoralizing for most people. It's associated with a failure, no matter how minor.
2. Until NCSoft forgives it, you'll get half xp, as the other half goes to paying
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Yes, yes, you get the idea (Score:2)
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So now look at the GGP post or so, claiming that people will abuse that debt forgiving. What's the worst that can happen there? That a couple of frus
Te debt badges don't work that way (Score:2)
Heh. The debt badges don't work that way. They don't count debt incurred, they count debt repaid. So if you were after that badge, heh, being fo
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Re:Debt was already capped (Score:4, Insightful)
I can see some people running up debt on their idle 50's, in order to get a sliver further into the various XP debt badges, but overall this seems to be nothing more than a nice (if kind of empty) gesture.
I'm definitely turning 'ignore Supergroup invites' on for my unaffiliated characters, though. Random pubbie invites were common enough before; the prospect of signing bonuses is going to whip them into a frenzy.
Free Lunch (that was part of the plan) (Score:2)
On the official forums, the moderators have stated that they're going to tell exactly when the debt eradication will happen, as in a time and date. They have explicitly said that one of the purposes of doing so is specifically so day/night/whatever before, people can do something they're not really used to being able to do because it's a PITA to work off the debt: go out and go nuts.
Want to take on the hardest über-mission that people normally don't work on because they know that they'll spend the n
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I have no experience with either, but allowing access to both cities is a great move. Forgiving debts, giving away points, etc not so much. Smart players will exploit this and just run up debts. Dumb players won't, either because of misplaced ethics or because they don't know how to read. Maybe it's not the same, but in the games I play online, I hate to see this kind of virtual pandering.
Taking a different tack here - the entire point of COH and COV is ethics - it's a superhero universe. You can have great, fantastic ethical issues that come up - for example Watchmen (spoilers) deals with a superhero who fakes an alien invasion of New York City, kills about a third of the state, but actually brings about world peace. The other main characters have to make a choice, to cover up and keep world peace, or to reveal the truth and have the people who died die for naught. While you don't get
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Well, I might. Not that debt is a big deal anyway, but if I knew all my debt was going to be erased tommorow, I might have fun and mess around a little more (Yeah, I can fight that hundred foot giant robot ALL BY MYSELF. OWWWW, that left a mark).
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It's strange behavior, but then it's an unusual game that caters to people who like thinking outside the kryptonite box.
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Presumably, when the debt is erased systematically for all players, accomplishments aren't going to be handed out for "paying off debt" since the erasure is coming from the system.
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The rest of my post was in response to someone (not a CoX player, I assume) asking why players would intentionally run up debt in the first place. I think I answered that well. I agree with you, the debt amnesty does not seem exploitable.
Who cares? I switched and dumped them. (Score:1)
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Even a moron understands that.
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Did you only play at 3:00am on a low-population server or something? Whenever I'm around, there are plenty of other people. Hell, half of the complaints on the official forums are people griping about all of the broadcast clutter and blind invites.
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I'm hoping the move to NCSoft will add some QA/testing muscle to the development team. The Co[HV] client has always been a bit iffy on ATI video cards (pretty sure that's a potential market of more than 20 million) and it really doesn't run well on Vista (another large potential market).
I'd really like to see them
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I'm talking people purposefully buying it, not getting it with a new computer whether they like it or not, or getting a free copy from their school or any of a myriad number of ways that MS has artificially inflated the sales figures on Vista.
I can not back this up with numbers, as number are very hard to get on this subject; the only things available are fuzzy percentages.
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I'm curious, which version did you buy? was there any primary underlying reason? I have heard a couple of reasons I can't argue with, like better integrated tablet PC support and a requirement for robust DRM (long story).
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I had to send links to articles to about 5 different people talking about how they could return their Dells and get XP installed and they said they were planning on doing it that weekend.
Another guy I knew had the 90% bandwidth throttling problem and couldn't figure out what wa
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MacOSX is such a superior c
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Boot Camp, however, changes pretty much nothing. Most people who choose macs are very much choosing to not use Windows. Giving them a new way to run the exact OS they don't want to run does not appeal to very many of them.
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I simply don't believe that large publishers (and NCSoft has become a large publisher) ignore the Mac use
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Perhaps a slightly lower percentage of those mac users are interested in games as a whole, but there are
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Actually, it says more about the fact that there aren't enough Macs to make it worthwhile for [most] MMOGs to maintain two separate versions of their software...and Boot Camp gives them further disincentive.
There are plenty of Macs to make the market profitable for game developers, if the game is a success to start with. There are really several types of games:
Captial F, capital U, capital D. (Score:2)
Where is that WoW native Linux client? Oh yeah, there isn't one.
City of Heroes is built on OpenGL also, go figure. However, the graphics aren't the only thing to a game client does, and the non-graphics part of City of Heroes is built for Windows only. This wasn't a malicious decision, it was a practical one. NCsoft isn't as big as Blizzard, it never has been. Hopefully, as demand for the game grows, they'll be able to g
Can you read? (Score:3, Informative)
Dude, I've run CoH on Linux using Cedega. There are no "glitches," it runs perfectly well. Like I said, it's officially supported by Cedega, just like World of Warcraft. The only thing that I would consider a glitch is that some of the higher-end graphics rendering functions, such as depth-of-field effects and such, don't work because the video driver that Cedega reports to the app claims to not have those capabilities (even if the card does).
The game not only works, it is actually a lot faster running
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and yes, it DOES run faster on Linux... most games do have a faster framerate but alot of Windows people will argue that for hours without even attempting to find out if you are right or not.
And now that I think about it, I dod remember that there was an opengl option but there was some sort of reason that emmert gave such as th
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That's because they are for the most part support forums. I mean, take a look at any software's forum, and you'll get the same ratio.
I'd like to see some sort of documentation on that. I mean, o
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You sir, are a loon.
"and many of them have accepted" (Score:2, Informative)
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As an avid player... (Score:3, Insightful)
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That's not even mentioning that the majority of the dev team will remain the same, and it's only an ownership change.
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However, since NCSoft is hiring as many of the Cryptic guys as possible, it's plausible that they'll still have the freedom to take customer feedback and maintain the game. It's less likely, though, since they'll be more directly influenced by publisher upper management now.
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"Located in Bellevue, Washington, ArenaNet is a wholly-owned subsidiary of Korea-based NCsoft Corporation."
Tell me again how independent they are?
That's in the past. (Score:3, Interesting)
That's right -- Statesman no longer worked with City of Heroes/Villains, and he was no longer driving the game toward the Lineage PvP template that he admired so much.
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I don't play my old characters anymore, because of how they were affected by the nerfs. I made new characters, who feel very powerful under the new rules. I think they've made a lot of progress and improvements on the game, but you're right that for some people, some actions in the past will never be forgotten nor forgiv
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Unlike WoW, the only real 'drops' in CoX are enhancements - tokens that you can drop into the six slots that can be created (one at a time, at level-up time) in every power in order to improve its effectiveness. Enhancements do things like boost attack damage and accuracy, increase the rate at which powers recharge, reduce the am
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You're forgetting something (Score:3, Informative)
Perma-hasten wasn't an exploit. It was the officially allowed possibility, with Cryptic's blessing.
As the game was launched, you could make Hasten permanent with IIRC 2 SOs. Or maybe 3? I can't really remember. At any rate, you could not only make it "perma", you could have it stack with itself most the time.
Statesman seemed to be genui
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There's other drops you can get. Inspirations, for one. Essentially temporary enhancements that do stuff like boost your accuracy or damage output, or increase your defense, or allow you to rez on the spot after being defeated. There's also base salvage items that are needed for upgrading super
ah, citation needed stupidity (Score:2)
In a nutshell, the game already been nerfed twice in a row, especially the tanks and a smaller nerf to regen. (Regens had been nerfed in each patch since I1, so we were already used to that.)
And by "nerf" I don't mean the small tweaks you see on WoW. CoH under Statesman had never discovered fine tweaks. The COH kind of balance tweaks were the kind where one class went from God Mode to nobody, and another class was buffed into being God Mode.
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The giant nerf spoken of was called Enhancement Diversification. While it's common to state that this was a hard cap of 3 enhancements per power, it's far more subtle than that. What they did was add in a bell curve of diminishing returns for enhancements, with it starting to be noticeable around 75%. So, say you slot in 2 33% enhancements, you get the full 66%. Slot in a third, you get 93%. But, slot in 3 25% en
I'm mildly curious at the motivation (Score:2)
I met & interviewed Jack Emmert at E3 the year before CoH released - if there's anyone who was developing a game as a labor of love, it was him. He was almost a caricature of the Simpsons' comic book guy, but it was in a charming way because he was so genuine. I agree with his characterization of comic books as 'modern day mythology' and while I can't quite yet personally consider them quite 'literature', there are some fantastic
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I'd assume he's more interested about MUO, or some unnannouced title nowdays.
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From this deal, Cryptic gets cash and the ability to do MUO with no conflict of interest. Win-win.
NCSoft gets a very loyal playerbase, a larger share of the CoX revenue stream, and a critically acclaimed game franchise. Win-win.
The players get to keep the same devs,
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Best Designed Game Evah! (Score:2)
Sure, its a niche market, its not for everyone, and its got a narrow focus. I admit its limits. But in my opinion no other MMORPG out there (past or present) can hold a candle to
I'm surprised anyone cares anymore. (Score:2)
Because we no longer felt heroic. We had run every taskforce (Including the first from that portal realm - 11 HOUR MARATHON), done everything - we knew the game, constantly created new characters
The characters we had planned out
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Heroes are meant to be challenged, not unassailable gods with perfect morals.
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Bzzt, wrong (Score:4, Insightful)
Superman, for example, started with no vulnerability whatsoever. The whole "kryptonite" thing was invented as a tongue-in-cheek explanation when they had to skip an episode or two for the radio version later, for example because the actor was on vacation. And even there it wasn't actually used _in_ any story line. Superman didn't have to battle anyone wielding kryptonite at that point.
Mind you, if you're going to say that that's not (necessarily) much fun in a game, we can even aggree quickly.
But that's a limitation of video games, not a limitation of super-heroes. Literary or comic book characters can be as god-like as the author wants, and still be fun and popular.
Heck, you don't even have to look only at superhero comics. Take Terry Prattchett's Diskworld books, for example. Cohen the barbarian is, for example, so good at dodging that in Interesting Times he even dodges a cannonball from a gun that got teleported right in front of him and fired. Rincewind is comically incompetent except he always ends up on top, even if by sheer luck and without fully realizing what he's done. The witches are just short of god-like in their own right, and can pretty much get what they want even from Death himself. Wossname the monk learned from yetis how to "save and reload" IRL, so he just comes back after being beheaded. Etc, etc, etc. Almost every single major character in those books has some kind of super-power that makes him completely invincible and unstoppable, even by the whole freakin' army of China (or the DW equivalent of it.)
Does that make the books any less fun to read? Nope.
Think action movies. Rambo can stand tall with a machinegun in front of a whole tank division, or get in a pissing... err... shooting contest with a gunship and come out on top. Jedi in SW movies are just about gods that can only kill each other. But they're way out of the league of mortal soldiers or drones, even when those are in brigade-sized formations and with AT-AT and air support. Etc.
And you know what? I dare say that that's actually good character design. People want to be told a nice story where the hero overcomes everything, and everything ends with a happy ending.
Not many people want to be told a tale where the hero thought he could fly circles around the Death Star, but the laws of firepower always beat the rules of literature. Or not many want to be told the story of the guy who thought he could jump in front of the enemy company with a pistol, and was riddled with bullets before he even finished the clip. Those are depressing stories of failure. They're not fun.
We want to be told stories where one determined guy changes the world for the better, and nothing whatsoever can stay in his way. Not one where he fails in the first 15 minutes.
But, again, I can see how that doesn't translate into a fun video game. We just have to accept that it's simply different media, with different rules.
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Did you ever wonder why that only happened in early comics? Has the possibility crossed your mind that the reason modern comics feature almost exclusively complex, flawed heroes is that comics about flawed heroes are more popular than comics about unassailable gods with perfect morals?
Here's another thought for you (Score:2)
And did you ever wonder why those modern comics with weak and morally ambiguous heroes only sell a tiny fraction of what comics used to sell? Why now it's regarded as a weird geek hobby, when it used to be entertainment for th
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I am Blaster, as I go through the valley of debt I shall know no fear!
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Now my Elec/Elec eats bosses for lunch, solo. Pop an anti-mez inspiration (if necessary), run in, Short Circuit, Power Sink. I'm at full endurance, the boss is sucked dry, and with Endurance Mods on all my attacks, that boss won't come back
Waaaaah, we didn't have a god mode! (Score:2)
I was extremely happy when the system was changed (commonly referred to as "Enhancement Diversification" among the players). Before that happened, the Tank archetypes were invincible. It was common practice to create what were known as "burn" tankers, which were tanks that could absorb an infinite amount of damage without consequence and that would deal out massive amounts of damage with their auras. Other variations on powersets provided similar characteristics.
If you were on a team with a burn tank,
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You're right, that was my main problem. The developers harped on the concept of risk versus reward for a long time, and a small element of the player base (such as the poster I replied to) hated it. They only want the reward, not the risk.
As the poster himself pointed out:
The developers weren't clueless, they knew from the outset that it was an issue. However, I understand that they wanted to get the game out even if
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I actually wanted 'epic risk'
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As to 'just fire tanks', not so. Any class that took the time to spec out dodge/tough/weave (p
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I wonder if my Fire/Mace tank is still viable
I guess I never felt stupidly broken, because we always challenged ourselves with what the game had to offer. (Pulling way too much, fighting things likely
My impressions. (Score:5, Insightful)
I got into the game on the recommendation of my brother and another friend of ours. I played Everquest years earlier for a few months, shortly after the first expansion. The demanding nature of that game, including the reliance on grouping burned me out quickly. What attracted me to CoH was the ability to solo and lack of reliance on gear. It was kind of like a socialist MMO.
What really hooked me was the pace of combat. The game gets really exciting during a fight; I don't think there's been another MMO yet that matches the pace of that game. It's as close to direct, active control as I've seen thus far. Apparently a new powerset is being introduced which even allows for combos.
Additionally, a lone hero could face a group of upwards of 5 foes and emerge victorious, depending on the class. It was fun to jump into the midst of some villains and beat the hell out of them all. So in that regard, it was a very satisfying game.
The pace of leveling was fairly quick but, like all other MMOs it still had considerable grind. And that's really where things broke down. There was nothing else to do but fight. Every single thing in the game revolve around beating up badguys. There were conditions for some missions, like clicking on glowing items, but even then it required getting past hordes of villains. Story was presented in dialog boxes; at the time there were no cutscenes. Alternative skills, comparable to blacksmithing in fantasy MMOs were finally introduced a few months ago. This was after years of promising they were coming soon.
Apparently the skill system was completely redesigned at least 3 times over because it was deemed to not be fun enough. I haven't played what was finally implemented but from what I've read I'm not impressed. It looks like it's merely an adaptation of the supergroup base item building feature.
The character customization is excellent, and probably still surpasses what's available in most other MMOs. Beyond that, however, there's only one way to improve a character. And that's through enhancements which is comparable to stats for other games. Basically, enemies "drop" these enhancements which are then applied to a character's powers. So a player can boost damage, or the power's secondary debuff effect. That was all well and good until the developers decided they didn't want people focusing on a single aspect of any given power. So, every power has 5 slots, if I remember correctly, but using more than two slots for the same boost was essentially a waste. This was supposed to encourage enhancement diversity but I think it resulted in standard ideal templates for specific powers.
There was also the incessant complaining by those who had chosen classes that were less effective solo who felt it was unfair that other classes could solo so effective. Nevermind the fact that the best solo builds weren't always well-suited for groups. So a lot of work went into addressing that with mixed results and to, I feel, the general detriment of the game.
Another problem I came to find with the game was the excessive reliance on templates for environmental design. Basically, upon entering a zone the first time a player had a good sense for how the rest of the zone looked. And many of those features were reused in most other zones. So where other MMOs have a varied and dynamic landscape City of Hero's was a bit contrived. It was tiring running through the same laboratory with a random, nonsensical layout for the 5th time in a few hours. Despite that, the art style was great. It was a lot of fun traveling amongst those skyscrapers. The game simply could have benefited from more variety.
One thing that was good about CoH/CoV was how Cryptic has maintained a close relationship with the players. They've n
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If you like an active style of gameplay, I strongly suggest you check out Dungeons and Dragons Online. It plays much more like an action game than an MMO, including the player having to hit a target
City of Heroes Purchased by NCsoft (Score:1)
I saw this last night (Score:1)
This is not your father's CoX (Score:2, Insightful)
Today's CoX (so abbreviated since both City of Heroes and City of Villains is really the same game) has changed massively during those 3.5 years. There's City of Villains, 2 years old as of last week, which nearly doubled the number of playable archetyp
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This is a MMOG we're talking about here
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