antiklaus
-
Posts
28 -
Joined
-
Last visited
Content Type
Profiles
News
Store
Forums
Downloads
Events
Posts posted by antiklaus
-
-
Re: Disappointment
Actually' date=' they did consider disadvantages for quite a while, and spoke several times about the things they were thinking of including. But as with many things in MMO development, it ended up not making it to the final cut. The main issue I would see regarding disadvantages is this: How do you keep them from being mandatory and game breaking?[/quote']Disadvantages in HERO games has never been mandatory. That's one of the strengths of it. You choose. In this case, however, Cryptic took the choice from the players and decided a 'no' before even giving it the consideration it deserved.
And disadvantages need not be game-breaking. How is having a DNPC any different that having a nemesis?
Would having your character take 15% more from fire attacks via a disadvantage be any more game breaking than having gear (as currently exists in the game) that can mitigate 50% of all physical attacks?
And I think that figuring out a fair trade for such disadvantages is a simple case of number crunching.
If you suffer 15% more from a specific attack type, then offer a similar capability to do 15% more damage to a specific element or game effect. Or maybe even scale it down more or less depending on the frequency that the power is seen in the game universe. (They populate the world, so they know the exact numbers - all it takes is a simple SQL query).
If you take a DNPC, the advantage is that you are given more in-game quests - ie more chance for XP.
There are a number of disads that could be brought into the game this way. It's a simple case of "Well, we wanted the game to be Marvel, but we got stuck with Hero Games, so we'll make the game look and feel as Marvel as we can, while using the Hero skin".
If you do take a disadvantage such as taking extra damage from heat attacks' date=' how do you keep that person from simply avoiding all mobs that use heat attacks and getting free power? It isn't an RPG where you are subjected to whatever foes that your GM decides you will face. And so since a disadvantage that isn't a disadvantage isn't worth any points, it got dropped. [/quote']It's amazingly simple to make an advantage stick. If you have quests that require a person fight the fire mobs, then how can he avoid anything?
If the person avoids those quests, then he is penalized by the xp loss of not doing them (and the possible chained quests from the original), and of the possible gear he might have earned. If he doesn't avoid the mobs, the fight is more challenging. So, that's a disad that costs him whether he avoids the mobs or not.
Geeze, have these people ever played pen and paper before? The universe is pre-populated for them, the work is half-done. Even a moderately compenent GM in HERO knows that a disad is always a disad when you control the list of possible disads to those you can police!
They have the universe populated, know specifically how many creatures populate it (and can via a SQL query know the same, even as they add new content), and from which power sets they are built. The job couldn't be any easier to calculate a fair tradeoff for the disadvantages.
Champions Online's idea of power advantages are very dissimilar to the ones in Hero Games, have no logical way to calculate their value except via using them, and worse still are subject to constant change as the game designers decide that a specific power/advantage combination might be too powerful. They refuse to share the way they calculate damage for powers (and while this might contribute to min/maxing, it'd certainly keep the exploits to a minumum, because people would report on issues, kinda like they did during BETA.)
-
Re: Disappointment
It's been a mixed bag for me. I appreciate the depth of the character designer, which has seldom failed to allow me to get really close to the concept I was going for, but I am utterly dismayed at their take on powers, power-sets, build, balance, and their incessant mantra that "things that work good in pen and paper games seldom translate to MMOs."
My major instance of this is that they simply refuse to consider the idea of character disadvantages. It's really odd too considering that PCs are ideally suited for the number-crunching that makes disadvantages a handful for the GM.
Why shouldn't you allow your ice-based character to be weaker (if even by only a measure) to fire? Why shouldn't you be able to take a DNPC (and then, much like the minion missions, have to save them!)? This would surely provide a stop-gap in what is currently very limited content...
The pen-and-paper game drew me to the MMO, and suckered me into a lifetime subscription under the promise of recreating a universe and game system I have enjoyed since it's inception. Instead, I feel in many ways that CO is merely another MMO ruleset draped over the Champions skin.
I don't regret my investment for the sake of the Champions community, but I certainly regret the impression that the players of the MMO are taking away about what Champions is.
I see Champions RPG as the first gaming system that truly encouraged character development and role-play through allowing heroes to be people too. You get to deal with the self-same limitations that add flavor and depth to a character concept.
Cryptic has forsaken the roots of the RPG in exchange for an MMO which is prone to min-maxing, pvp vs pve disputes, and a host of other issues that would be remedied if the idea of character concept would have been allowed to take the forefront.
Disappointment
in Other Genres
Posted
Re: Disappointment
It's not a meme. It's people who understand the concept of "bait and switch" bitching about it.