it gonna be like WOW (world of war craft) but for champion??
stef
it gonna be like WOW (world of war craft) but for champion??
stef
I sure hope they drop the cookie cutter crap they force everyone into in City of Heroes.
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"Is there a hero somewhere, someone who appears and saves the day
Someone who holds out a hand and turns back time"
- Poets of the Fall, Locking up the Sun
From the game informer magazine article it appears that every character can get every ability in the game, but the costs of those abilities are different depending on which class you take. So particular archtypes will be encourage by the class/cost thing, but not forced.
That is a really cool idea.![]()
You know how you play with a cat by dangling a peice of sting within his grasp, and then pull it away as he grabs for it? If the string isn't exciting and tempting the cat won't grab. But if you pull away early too many times and deny him too often, the cat gives up in frustration. The skill is in finding the sweet spot between those extremes where its fun for you and the cat.
That's what a GM's job is.
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According to the article in this month's Game Informer, every power will be available to every character, but the cost of each will vary according to your chosen "class." The same paragraph in the article goes on with the example that any class can "tank" but each class will do it differently.
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Sounds cool to me.
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How would it work without archetypes? The environment the players interact with has to to compatible with each and every character a player may design. Since the game can't come up with tailored villains, the only alternative is to use archetypes predictable (from a balance point of view) game play.
"Is there a hero somewhere, someone who appears and saves the day
Someone who holds out a hand and turns back time"
- Poets of the Fall, Locking up the Sun
I like the idea of anyone being able to get any power but...
Depending on the cost of taking something not associated with your class, this can very easily lead to problems. The divide between people that pick powers for strictly RP/concept reasons and those that min/max along the class specialties could potentially create vast imbalances.
We see this sort of thing in other MMO's including CoX, but clearly defined class lines tend to limit it. Of course, there will always be people that just don't know enough about the game to make good choices or deliberately gimp their characters.
Of course, if it's too free form then the tankmage issue crops up.
Regardless, hopefully characters will be able to switch powers and class easily in case they find the character developing differently than expected.
I believe that if they are coupling a template system to the full creation system, it should be ok.
It would end in "either pick a template from a list, either create your own detailed hero (we hope you know what you do)"
On a more personnal note, I don't mind about balance between playing styles.
When I start a MMOG, sincerely, I know that as a roleplayer, I'm not the primary target. And then if I do things purely for concept reasons that don't work well within the game, it's me not following, consciously, the rules and the expected choices.
See... one of my characters on CoH was a Trick Arrow/Archery defender without travel powers... not exactly the best game combination back then. And the lack of travel powers was simply handicapping me.
I mean here I never expected that my concept choices should be balanced, comparatively to "regular builds".
"Faut bien secouer les dés sinon, la chance, elle reste au fond"
I actually have a lvl 50 TA/Archery Defender without a travel power and he does fine. That's not really gimping your character all that badly in the grand scheme of things...
Yes but Trick Arrows wasn't the best set back then and even know many would say it "sucks".
Also, the lack of travel power is certainly a handicap you call on yourself.
I'm not saying the combination isn't playable, just when you drift from the expectations of the game system, you can't expect to always have a balanced character.
"Faut bien secouer les dés sinon, la chance, elle reste au fond"
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