Personally, I found this kind of ridiculous. There are always more villains, because writers can make them up. Same thing with story. Virtual history goes on, and so it could conceivably indefinitely for Guild Wars 2. Some players are actively speculating that the tight-lipped ArenaNet is working on other projects — other titles or a Guild Wars 3 — instead of pushing hard for a continued future for GW2.
It could be that GW2 is simply not making enough money for NCsoft, and we all know how that tends to fare for this company then again, look how long they kept the underperforming WildStar running. Some players seem absolutely calm about the prospect of GW2 going into maintenance mode as a so-far-unannounced Guild Wars 3 ramps up. The lack of communication by the studio as of late and the slow pace of content rollout has a lot of people thinking… and talking. ArenaNet is still making bank on it, still enjoying a healthy dose of popularity, and still has a core game around which it can stick on new expansions.
That has to be a much more easy way to make money than, you know, building an entirely new MMO from scratch. The entire history of that studio has been that of a single franchise, and that must be getting a little stale for creative types. What do you think? Any validity to these community predictions, or is it some wishful thinking and doomsaying? One of my favorite game series back on retro consoles is Castlevania.
From the first game, with its pulse-pounding soundtrack and lethargic whip action to Super Castlevania IV on the SNES, I adored the tone and fun of these hunted house games. Things seemed to go off the rails with the N64 game, but the PlayStation brought it back in style for the surprisingly amazing game Castlevania: Symphony of the Night. While the game started players out with high stats and powerful equipment, after the first boss battle we were all knocked back to a weakened state with minimal gear and had to scrounge and explore and grind to get good again.
The RPG elements in the gear and level added a nice additional layer of complexity past the platforming elements, as did the fact that when you beat the game… the castle flipped over and you had to navigate an upside-down realm. Take that, Stranger Things. There were pets. There were magic attacks. There were meme quotes and shapeshifting. There were boomerang razer discs that became my go-to weapon. There were also atrocious loading times that happened at every single death, which was highly unfortunate.
There were even multiple endings. While it was still Castlevania, it felt like more, you know? I got far more playtime out of this game than other titles in the franchise and fed that inner yearning to explore. I also appreciated that the series went back to lush 2-D sprites instead of the muddled, ugly 3-D graphics that consoles of the late s were spitting out.
It made the game more attractive and timeless. Was it perfect? No, but it looked and sounded so top-notch that I was willing to forgive it for its sometimes flawed level design and haphazard creature placing. Thinking about this game right now makes me want to play it — and unless I go the ROM route, I have no easy way of making that happen.
As the urgency of logging in and progressing in World of Warcraft wanes, my driving interest in playing Lord of the Rings Online waxes strongly. My adventures last week took me back to Lake-town, where I was embroiled in a murder mystery plot. I really love it when this game produces smaller story arcs that are tied together more by narrative than usual.
Having to comb through the city for clues about a killer and then bust my way into an enemy hideout was actually pretty fun. It was also weirdly compelling to be leveling up again. Same for the AE grind. I've never enjoyed it, but I didn't have to engage in it. I could easily find a group who was willing to do story arcs or radio missions - we'd be levelling slower, sure, but we're doing what we find fun.
Ultimately, CoX is a game that's about the journey, not the destination. There's no point spamming AE on your MM and hitting 50 in 3 days if you never had fun doing it, and don't have fun playing the character. Those characters didn't even make it past 20 because they were silly gimmicks, but to me, they were way more fun than playing a dominator who could wipe out an entire screen in seconds to me, at least.
Also note that I've really only truly enjoyed playing brutes, scrappers and tankers, in that order. Also, please pick your travel power by level It might not matter before then, but trying to navigate zones like Independence Port without a travel power is a special kind of masochism.
I always felt that the characters and lore in CO leaned too far towards campiness. The former is good for some laughs, but the action, situations, and dialogue can be pretty atrocious. Whereas, the latter has better characters and dialogue, and a better sense of realism.
You know, when I look back upon my 12 months of CoH in vs my 6 months of CO in , I can really appreciate the design of both. The CO devs took what they learned from CoH and decided to address its problems in a very aggressive manner, such as autoattacking as a form of endurance regen instead of just standing still, the function of manually blocking attacks, crossing skills between powersets, etc. Unfortunately, these changes made the game a lot less like an MMO and a lot more like an action game.
That would be fine if they weren't trying to appeal to superhero fans who were largely methodical RPG players at least at the time. Whether or not the changes were in the right direction or not, in terms of gameplay and not in implementation, depends largely on who you ask. Personally, I liked some of them and hated others. Still, you can tell there was a definite passion behind both games, even if CO ended up very rushed and ultimately failed to grab the attention of the demographic best suited for action games kids.
Now when I played CO, I never really had any desire to play more than a single character. I had the gold Deathmatch AND Free For All belts before I was even max level, and at 50 was also able to solo the endgame Andrithal and Mandragalore dungeons as well as that one raidboss intended for multiple teams of players Kigatilik or something. It was just The mixing of powers was the biggest mistake in my opinion, and I don't remember the game even having a class system to force-differentiate builds.
Everyone was a Frankenstein's monster in CO. CO did have some pretty sick music, though. I even ripped the release's music tracks and forgot about them for years -- and when CoH was announced as coming back two weeks ago, I listened to both game's musics. Just an odd little off-topic thing I noticed. Everlasting raid leader, Hamidon main tank, iTrial main tank -- hit me up if you have questions! We all have a special place in our heart for our first love. For many of us, that was City of Heroes.
Sure, the new one might be prettier, but it just didn't have the same feels associated with it as the first.
Champions Online imitated City of Heroes. That's the difference. One broke the mold. The other is a knockoff. Unbalanced class system?
Support archetypes are not limited to "Be the healer" on this game. Hell, debuffing and buffing is way way more important than straight up healing, to be honest. If you stick around and reach max level, you'll see how wildly different the archetypes and buids for characters are when running incarnate trials. Because every powerset is viable, how you build it up is up to you, bu there is no such thing as "pffft pfft skip martial arts cause it sucks" cause really At the beginnign of the game the fighting can be a bit static, yes, but by late game, positioning yourself can become a very important thing to do, and if ylu have hover, you will be moving a lot more than others in combat.
Also, the combat in Champions is quite boring, specially considering the last changes on which only a handful of powers are even viable for late game content of "git good" while others are cosntantly nerfed to uselessness. The travel power on CoH are more of a group of powers, you can decide what to get, let's look at leaping for example. And that could make your tank build far more viable as well!
Sorry but the Alerts farming is way more soulless and many "Builds" on CO are just not fun or completly unviable. If you want a controller type of character, you are out of luck. The control powers last very little and generally speaking, the mobs die before you can even start to roll your big powers.
There are powrs in City of Heroes that also need management of other conditions, try Staff Fighting or Street Justice, or Titan Weapons and see how a strategic use of the resources they provide can improve the gameplay a whole lot. Heroes in both game are very different and custom And back to CO, no Sure they have added a few other stories You just have so much to choose from on this game, and this is only considering blue side.
It is interesting that you have not mentioned lore, and stories, or even the small amount of voice actin we get on City of Heroes, specially compared to Champions. Sure there are farms, but there were also great and epic storylines, much like it happens on STO with Foundry.
In CoH the adversaries felt like they had been refined over a long period of time. They had depth and I felt like they had an impact on the world.
In CO, the villain groups felt flat and uninspired. It was like they patched them together over a week or two and threw them into the world. I don't care about the graphics. The story lines in CoH are way better than the crap CO ever produced.
I hated all the pop culture references that CO shoved down my throat while playing. It was like I was a part of some shitty super hero parody the Waynes bros filmed instead of a comic book. Plus, the content dried up real fast once you max a char. I had no desire to create an alt and slug through the exact same content I just completed. CoH has multiple paths a toon can take instead and that's way better. It was like they patched them together over a week or two and through them into the world.
That's kind of what happened, isn't it? I like the graphics of CO, I like the much wider customization of powers, I like the larger roster of travel powers, but I like basically everything else about CoH more. And it would have been a lot more complicated but a lot more satisfying if they translated Champions pnp to a computer game. Simple, giant paywall on Champions just to even get decent characters and a huge lack of customization.
CO was given up on pretty early on and that shows. When I played CO, the only things they really added were costume packs. It was rare that any kind of mission or story content got added into the game. Mind you, CoH is technically a dead game, so there's really no content being worked on for it, but it still has years worth of content updates to rest on.
Not so much. CO charge up mechanism was weird, the block mechanism was weird, teaming was pointless, the style was weird, running animation was super weird, the lore was stupid, crafting was dumb and the world was SMALL. Instead of building on what worked instead they made one guys dream and it wasnt what most people wanted. I'll preface my. Quality of Writing: CO's combination of pun-based humor, over the top mannerisms, and thinly veiled pop-culture references doomed any chances I ever had of taking that game seriously.
The intro arc in Westside even includes some good old fashioned racism with Hi-Pan get it? Get all the way out of my face with that crap. Teaming: there wasn't any. Gear: the whole damn game was based on what gear you had, and the in-game 'economy' is based around the same money-grubbing tactics used by games with in-app purchases. Defense slot powers are your friend. Even if your stats are completely borked, invulnerability or regen allow you to play the game and eat a sandwich at the same time.
Get a heal power. Or better yet, get drones if it fits your character's theme. Stuck with AT's? Try a healer AT. They're slow, but fun. Or better yet, make a friend and have THEM heal you. Having trouble getting anyone to help you? Type better. Be nicer. Be sincere. Don't rely on zone chat, but rather, try private messaging folks.
Join a supergroup. Learn to socialize properly. Start of with "Excuse me Well i know how and when to block but the game seems difficult. And yes i have tryed the Radiant and the Mind AT and i hve problems very soon with them. Purchase subscription? And i really think nobody would help me. Well i must say if i can not do much solo no matter what AT i play then the game is really not for me. I also tryed out som Character guides from Proboards forums but they dont help me very much.
Yes i would but Fenix View Profile View Posts. Teaming up generally requires hanging around Kodiak and just clicking on people and inviting them to team, hitting the J key, hitting the Team tab, seeing what missions they have to do, setting those to primary and doing their missions with them. Help A Citizen Missions will help you get missions your level between level 9 and 29 but not at level 16, you and repeat them and beat them over and over, some of them are just "run into every room of the map" Look for citizens in danger near Thick as Thieves and Kodiak for instance , save them and wait for a mission when the fighting stops.
Last edited by Fenix ; 28 May, am. Tahlaon View Profile View Posts. AT's are trail characters. The price of a FF character.
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