Alex Spindler
Senior HTF Member
- Joined
- Jan 23, 2000
- Messages
- 3,971
Progress report
Still having a blast playing. I can see the criticism that it lacks the complexity of many games, but I'm not feeling like that is a limitation. I had grown to love some of the those aspects that were present in SWG but not in CoH, but I don't think its a lesser game for it. It keeps it from being a 'MMO clone with different graphics' that I seems to be the consensus on many newer releases.
Instead the game feels almost like a less reflex intensive beat 'em up ala a 3d Final Fight, which means it always feels involving. Their very generous xp and reward distribution system means you're never penalized for not being the highest damage dealer. As a Tank, I hit pretty weakly, but I get an even distribution of xp, as do the healers and controllers.
I love how the game slow changes as you increase in level, from early solo friendly play to random pick up grouping and play through Perez Park, then advanced play requiring all of the roles played well to survive the much harder Task Force missions. The game even deals with death in a friendly way, accruing you with debt instead of losing xp, so you only retard your progress by 50%, but still progress.
I've finally got my brain wrapped around how the enhancements work, so I can really start tweaking my abilities to best fit the role I'm after. And I LOVE that there don't feel like many totally wasted abilities. Even if you are just experimenting with an early skill, it can still be useful through the right application of tactics and proper slotting of enhancements. Of course, making a new character is fun and leveling them can be very fast.
I do miss a bit of the subtle mathematical work I did in SWG, but I recognized it as a bit of a grind which many would not enjoy. This game even makes level progression feel fast by subdividing levels in to little sub progress bars, so it always feels like you're moving forward, even when you have a lot of xp to get.
I have high hopes for where this is going. Having just reached level 16, there still feels like huge sections of the game world I haven't even started on. Getting in on a pick up team is a snap, especially for in demand archetypes. I do miss some of the chat innovations that SWG had which made it so easy to converse, but it handles capably enough by being able to chat with your friends, supergroup, and your team pretty easily. I just have to figure out a keystroke to enter the chat window because clicking the mouse to enter chat is hard when you're in combat (there must be a way!).
If I had any suggestions, I'm sure there would be some call by many to increase the available powers to get closer to the hero they want to make. The storylines have some nice connectivity to each other if you pay attention to the accompanying text and the verbal banter of your enemies. It would be kind of neat if they built a smart storyline builder that could do a mad-lib like arcing story for you to follow that was specific to your background. I have all kind of ideas on how the City of Villains expansion could work, especially in a PvP angle. I think that could open all kinds of additional complexity should they decide to introduce it. Moreso than any other game, I'm pretty excited by the upcoming content for this launched game. The existing stuff is extremely solid and feeling as close to bug-free as I ever thought an MMO could be, but the potential for growth appears impressive.
Still having a blast playing. I can see the criticism that it lacks the complexity of many games, but I'm not feeling like that is a limitation. I had grown to love some of the those aspects that were present in SWG but not in CoH, but I don't think its a lesser game for it. It keeps it from being a 'MMO clone with different graphics' that I seems to be the consensus on many newer releases.
Instead the game feels almost like a less reflex intensive beat 'em up ala a 3d Final Fight, which means it always feels involving. Their very generous xp and reward distribution system means you're never penalized for not being the highest damage dealer. As a Tank, I hit pretty weakly, but I get an even distribution of xp, as do the healers and controllers.
I love how the game slow changes as you increase in level, from early solo friendly play to random pick up grouping and play through Perez Park, then advanced play requiring all of the roles played well to survive the much harder Task Force missions. The game even deals with death in a friendly way, accruing you with debt instead of losing xp, so you only retard your progress by 50%, but still progress.
I've finally got my brain wrapped around how the enhancements work, so I can really start tweaking my abilities to best fit the role I'm after. And I LOVE that there don't feel like many totally wasted abilities. Even if you are just experimenting with an early skill, it can still be useful through the right application of tactics and proper slotting of enhancements. Of course, making a new character is fun and leveling them can be very fast.
I do miss a bit of the subtle mathematical work I did in SWG, but I recognized it as a bit of a grind which many would not enjoy. This game even makes level progression feel fast by subdividing levels in to little sub progress bars, so it always feels like you're moving forward, even when you have a lot of xp to get.
I have high hopes for where this is going. Having just reached level 16, there still feels like huge sections of the game world I haven't even started on. Getting in on a pick up team is a snap, especially for in demand archetypes. I do miss some of the chat innovations that SWG had which made it so easy to converse, but it handles capably enough by being able to chat with your friends, supergroup, and your team pretty easily. I just have to figure out a keystroke to enter the chat window because clicking the mouse to enter chat is hard when you're in combat (there must be a way!).
If I had any suggestions, I'm sure there would be some call by many to increase the available powers to get closer to the hero they want to make. The storylines have some nice connectivity to each other if you pay attention to the accompanying text and the verbal banter of your enemies. It would be kind of neat if they built a smart storyline builder that could do a mad-lib like arcing story for you to follow that was specific to your background. I have all kind of ideas on how the City of Villains expansion could work, especially in a PvP angle. I think that could open all kinds of additional complexity should they decide to introduce it. Moreso than any other game, I'm pretty excited by the upcoming content for this launched game. The existing stuff is extremely solid and feeling as close to bug-free as I ever thought an MMO could be, but the potential for growth appears impressive.