Wednesday, April 8, 2009

3 Things I don't want from Champions Online

Yesterday I wrote about 3 things I wanted from Champions Online. Today we'll reverse that and go with what I do NOT want.

Serious PvP. Some light PvP would be fine. If PvP becomes a huge part of the game, all sorts of balancing issues (i.e. population) may come into play. There will also be powerset combinations that will really shine against players which will likely magnify the whines. I'd like PvP to be kept as a side game or diversion.

Traditional Raids. You know, those 2+ hour dungeon crawls where 90% of the time is killing trash. Enough of that, CO doesn't need it and other games will probably do it better. You can have epic encounters without the tediousness of a traditional raid.

Loss. I hope CO has no death penalty. There is nothing wrong with one at times, but it is not something I want to deal with in CO. The only death penalty I'd like to see is the mission your on change because of it. Sadly, I don't think MMO's are that dynamic yet. Anyways, I just want to get back in the action, throwing fools around the map.


What will the "death penalty" be? (Hythian)

Arkayne: The "death penalty" is fairly simple, Hythian. After a player is defeated, he or she can choose to wait until another nearby player with healilng powers puts them back in the fight. Failing that, the player can choose to go to a nearby recovery point. Those points are spread throughout zones and instance maps.

Regardless of what the player chooses to do, they have to pay a small price for defeat: upgrade degradation. Upgrades are pieces of equipment, imbuements, special training, etc., that players use to make their character more powerful. Every upgrade has a condition associated with it. Whenever a player is defeated any upgrades the player has slotted degrade. If the condition of an upgrade is reduced to 0, it stops providing a benefit. Upgrades can be restored to full effectiveness for a resource cost at most hero safe areas throughout the game. This represents items being repaired, re-exposure to experimental rays, combat technique montages, etc.

Thanks Hudson, that sounds like a good deal to me.

I'd like to see a raid play out like a comic book. Going into a villain's base of operations usually meant dealing with minions and running a gauntlet of many vicious traps meant to stop or weaken the heroes and then finally a show down with the villain.

Not all of them would follow that or they might weigh various aspects more heavily (i.e. a minion-heavy instance for the type that relies on that while a genius might have a more elaborate system of traps). Facing off against super powered henchmen is a plus too. :)

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