Welcome to the City of Heroes!

With the NDA lifted, lets talk about City of Heroes.

First off, to see lots about the game, go to the official site at http://www.coh.com. If you want to look at the powers and plan a character offline, get the tool at http://coh.blacklistguild.com/.

Now… on to my thoughts…

The Character Creator: There are literally millions of costumes you can create here. And unless you are trying to make a costume similar to a well known comic character or are going for something very simple (white tights with a red star on the chest) its unlikely that you’ll see someone in the same suit (similar, possibly, but not identical). The only issues I have with character creation are things like: Not being able to make a full “skeletal” robot (they have the arms, but no legs to match); no capes, trenchcoats, jackets, or robes (they do have tails, but they are fairly rigid – this is all due to the choice of doing the game in OpenGL instead of Direct3D); and no “colored” hair (your hair is all one color, you can’t have a stripe or otherwise altered hair).

Its been hinted at that there will be some way to alter your appearance later in the game, at a cost of influence, or something, but for now, expect your costume to be static after creation.

Gameplay: You are a hero, you defeat bad guys. In that, read, there is no PvP. Everything in CoH, for now, is PvE (player versus environment). You can run out in the street and fight thugs, you can get missions to find stolen objects or break up some bad guy’s sinister plan.

In the game, you can either go solo, or you can group with up to 7 other people at once. Street events tend to be doable with 1-3 people fairly easily, though some city zones and some encounters require more firepower than a hero can do alone. Missions do tailor to the group going in though, so if you go in solo the mission will be “easier” than if you go in with 7 other people, although you may finish faster with a group than you could solo. Neither grouping nor soloing is clearly more efficient in City of Heroes, although, like any game, a good soloer is always better than a bad group.

The game tailors well to time restrictions as well. If you want to just pop in and fight for 20-30 minutes, you can. If you want to spend all day doing missions and task forces, you can do that too.

Archtypes and Powers: In the game there are serveral archtypes to choose from: Blaster, Controller, Defender, Scrapper, and Tanker. Blasters are primarily range damage, Controllers are range with mainly healing and hold powers (snares, roots, mezzes), Defenders are buffers/debuffers with ranger, Scrappers are melee damage, and Tankers are melee damage absorbers.

Within each archtype, there are primary and secondary power sets. With each of those lies nuance for the archtype. For example, a Force Field Defender buffs and shields his group, while a Dark Miasma Defender debuffs the bad guys, both are defenders but both are played very differently.

There are also Power Pools that are available to all archtypes. These are things like Flight, Superspeed, Leadership, Medicine, etc. Essentially, they allow you to have a travel power and/or augment your archtype with a skill you are missing.

Every even level (2, 4, 6, … ) you will get a new power.

Items and Equipment: The costume you create in the beginning is how you will always look. Throughout the game the items you get will be Inspirations and Enhancements.

Inspirations are temporary buffs or instant effects. Healing, Endurance recovery, defence, accuracy, damage, resistances… even a revive (more on this later).

Enhancements are what make your powers better, and allow avenues for making yours different from someone else in the same powerset. Each power lists the enhancements it can take: more damage, more range, reduce cost, more defence, more debuffing, etc.. and each power starts with one enhancement slot. Every odd level (3, 5, 7, … ) you get more slots to put on the powers you choose. There are three kinds of enhancements: Generic, Dual Origin, Single Origin. Think of them as 10%, 25%, 40%, while those numbers may not be correct, it helps to visualize what they help you do. As with any math in games, going larger is easier than going smaller. If you slot 5 Single Origin damage increasers into a power, you will increase the damage by 200%. Increasers are calculated at x + (x * .4) + (x * .4) + (x * .4) + (x * .4) + (x * .4) = 3x. However, reducers are limited in that they cannot cross 0. So if you slot 5 Single Origin refresh time reducers, you will not get x – (x * .4) – (x * .4) – (x * .4) – (x * .4) – (x * .4) = -x. It has not been determined at this time if you simply cap at a certain point, or if its dimishing returns: (((((x * .6) * .6) * .6) * .6) * .6) = .07776x.

Enhancements also have a level. If you are level 10, only enhancements level 7 through 13 will function for you. Anything 14+ you can’t slot in, and anything 6- will be “red” and not providing any benefit. As you adventure though, you can either get new enhancements (through drop or from a store), or you can combine enhancements to keep them up. A level 6 + a level 6 = a level 6+. 6+ is effectively level 7. If you then combine a level 6+ and a level 7, you get a 7+ (8). But, if you combine a level 6+ with another 6, you get a 6++, which is also effectively 8, but cannot be combined further.

Death: City of Heroes is not modern comics. Frank Miller doesn’t live here. This is the Golden Age, and no one dies. When you defeat a foe, he’s carted off to prison (not shown, the body just fades away). This is visually indicated by the fact that his health and enduance are never empty, just reduced to a minimal amount and he falls to the floor.

Heroes aren’t defeated either. They go to the hospital, or they can be revived on the spot through a number of powers or an awaken inspiration.

The penalty for defeat in CoH is an experience debt. When you are defeated, you earn a debt equal to approximately 10% of the current level’s total exp (last I heard they were talking about knocking this to 5%, as well as levelling it off so that at high levels, the debt isn’t astronomical). If your level takes 2000 exp to complete from start to finish, a defeat earns you 200 debt. Your max debt is half your current level (some say equal to the level, but I’ve never earned enough debt to test that out), so 1000 in this example. While you have debt, half the exp you earn will go to debt, and half to regular exp. So in reality, you never “lose” exp, you simply level at half speed until you work off the debt.

In practice, I found that I rarely cared about my debt, although it did prevent me from trying something stupid more than once or twice. When I lost a mission fight, I would try again, but if I lost twice, I would go find something else to do until I either came up with a new strategy or levelled.

Missions: This is were most of the game is at. You can go earn exp on the streets, but inside a mission, you don’t have to search for the bad guys. You also earn experience for completing the mission in addition to anything you earn fighting.

Missions tailor themselves to the player a bit, as well as to the group. The larger your group, the more foes… to a point. Every mission has an intended level as well, so if you get a mission at level 6, then don’t do it and go back to it at level 12, the guys inside will still be level 6. The same is true all the way up, but the missions scale a bit (at level 10 I got a mission and all the foes were level 10, I didn’t finish it, I came back later at level 11, and all the foes were level 11… when I went back at 14, they were still level 11).

Some missions are “busy work”. “Go clean up the streets!”, “Go Patrol!”, etc… other missions are part of a story, “Find the missing scientist.” followed by “The scientist is safe, but they have his plans, get them back.” followed by “The plans are in our hands, but these clues indicate the 5th Column are up to something big, find out what it is.” etc… Its worth it to read the story, unless you just don’t care and want to level to 40 (the current max) as soon as you can.

Overall and Final Thoughts:

I’ve played EverQuest for almost 5 years, and while it may partially be wanting to seek something new, City of Heroes just seems to be a fantastic game. In the 5 months I’ve been beta testing, the replayability of it just soars past EQ. No camps, easy to get groups or solo, custimization of the character both look and powers, the flexibility of gameplay to time investment… Is it a perfect game? No. But its really quite well done.

So far, I’ve found no archtype that I couldn’t solo or group well with once I learned its strengths and weaknesses. Every problem I have with the game at this point is purely cosmetic:

– I’d love to see capes, jackets, robes…

– I’d love to see player housing, or at the least, more “public” housing, bars, bowling alleys, gyms, etc…

– I’d love to see an arena or “danger room” where I can play against other players in a controlled area. I’m not a huge fan of open PvP, but sometimes playing against other people is fun because they can be unpredictable in ways AI can’t.

Some people want to see crafting, but I don’t. I don’t see a need for it other than to cater to people who like combining stuff into other stuff to sell or trade, and there are plenty of games with crafting out there already.

My final thoughts on this game… I love it. I’m definately going to buy it. I don’t know if its going to push EverQuest completely off my PC, but it will definately give me something to do when there is nothing to raid and no one to group with.

The Girl Next Door

I just got back from seeing this movie, and for the first time in a while, I just felt I had to come write something about it before sleeping on it.

When I first heard about it, I laughed. When I first saw the preview, I laughed. But from what I heard and from what I saw, I expected to see a funny, yet typical movie about a not quite so cool kid who meets a girl who makes him into the cool guy he always had the potential to be.

What I saw can only be described as a Risky Business for a new generation. It was funny, and sexy, and it just drew me in in a way that your typical comedy can’t. The story is excellent, the comic timing is superb, the acting is perfect, and the girls are hot.

Its ‘R’ rated for a reason, and it needs to be. Much like American Pie, and the afore mentioned Risky Business, its not just kids, comedy, and naked chicks. There is quality here.

See this film.

Sometimes, you just have to say, ‘what the fuck?’ Make your move. Go with it.

Hellboy

If you read the League of Extraodinary Gentlemen comic and then saw the movie, you can clearly see all the things that can go wrong with translating a comic to film. Not saying I hate League, but it was almost like… no, it was exactly like they were two different stories, because, well, they were.

Hellboy on the other hand, translates from comic to film beautifully. It was great. The story was taken directly from the comic (or at least directly enough to where it didn’t jump out at me with glaring differences), and the only real complaint I’ve heard was a few people stating that a few items in the film weren’t "clear" because a little exposition got snipped… but will probably be restored in the DVD.

In any event, I highly recommend this movie. It was fun, funny, and cool.

A Year and a Day

Its hard to believe that its been a year.

Sometimes its like I blinked, like the year skipped by so quickly as not to notice. Other times, its like every day itself was a year on its own, moving in slow motion.

I can still close my eyes sometimes and she’s there. Helping me clean up after another bloody nose. Looking disappointed when I failed English. My graduation day, both times. The day she went into the hospital for a routine surgery.

Some days, its feels like its been forever. I can’t picture what she looked like. I can’t remember how she smelled.

For a year my life has been that… crystal clear nonsense. Ups and downs. Highs and lows. Tops and bottoms. Peaks and valleys… with little in between. I wonder if this is what manic depressives, or schitzophrenics, feel like. Out of control, with absolute certainty, on a frantic scattered path, to a destination I’ve been to a thousand times never. I feel like my insides are on the outside, so I pick them up and put them back in, only realized that I’m now turned inside out. Its like my soul is fractured, broken, and the pieces don’t fit back together anymore.

I want it to get easier… or maybe harder, so hard that I actually snap, because maybe if I’m more broken medical science can fix me.

They say, time heals all wounds. They also say, it takes as long as it takes. What if it takes forever?

On Saturday, a year and a day from the moment she slipped loose this mortal coil, I knelt at the place we laid her body to rest.

My mother and I used to talk. We’d sit in the kitchen and she’d tell me about her day, her week, her garden, something she was wanting to cook, or sew, or some place she wanted to go. And I would tell her of my day, my week, my job, my fiancee, car troubles, movies I’d seen, and everything else. She’d tell me about any problems she was having, and I would listen and offer words where I could. And I would tell her my problems, and she would listen and offer words where she could.

When she left us, I feared I would never hear her again. But there at her resting place I heard her. I told her my worries, and I heard her replies. And while I know its just emotion mixed with memory of all the things she used to say, somehow I couldn’t hear them until just then, until I was there.

I hear you.

Linda Faye Lockley Pace - Rest In Peace

Dawn of the Dead

I love zombie movies. Ever since I saw the original Night of the Living Dead, I’ve just always liked them. One main reason is that within the span of the movie, a good zombie movie remains internally consistant, and its not hard to be a good zombie movie. Do your zombies run or walk? Are they capable of any speed movements or are they always slow? Do the only attack humans or anything that lives? Is the whole body reanimated or is it just the brain keeping it going? Is anyone who dies capable of being a zombie or do they have to be bitten by one?

Answer those questions, stick to them, and you can have a good zombie flick.

When I went to go see Dawn of the Dead this weekend, I knew alot of what to expect. I had seen the original (though not recently), and knew it was about a bunch of people who wind up in a mall while the world outside spirals into zombie hell.

It was good in that it was scary. It was good in that is was consistant. It was good in that it had funny moments to break the tension, and calm you down as a viewer.

But I didn’t love the movie…

Now, before I continue, let me get something out of the way:

** SPOILER – DO NOT READ UNLESS YOU WANT TO KNOW MORE ABOUT THE MOVIE, INCLUDING HOW IT ENDS – SPOILER **

Okay, now that everyone has been warned, let me talk about why I didn’t love the movie.

Night of the Living Dead is a cornerstone of the zombie genre. At the end, everyone from the house, the story you’ve been watching is dead… but, the human race is winning. Zombies are getting under control and the bodies are being burned. In a way, it has a very War of the Worlds feel to it. We are on the bring of destruction, but as dawn arrives, we start winning.

Return of the Living Dead (and its sequals) are the flip side of the genre. They are pure camp. The zombie say funny things, do funny things. People die in funny ways. There are two actors who are in every movie (they play different people and die in every one of them). And the movies end with total destruction. In fact, more than one I believe ends with us (the Army) nuking the infected town only to further spread the infection in the form of contaminated rain.

The original Dawn of the Dead ends when the people from the mall decide to make a break for the harbor, where they plan to get on a boat and sail off to an uninhabited island or somesuch. The movie literally ends with a shot of the boat sailing away, abandoning the main land. In this end, its similar to both Night and Return… We (the humans) have lost, and have turned over the main land to the undead, but there is also hope because we are sailing to a safe place.

The new Dawn of the Dead ends in the same way. I could feel in myself, and in the sigh of relief in Jodi, and the other members of the audience, a sence of relaxing, and sadness, but also of hope as the boat sails away. Like the original, we lost, but we survived. However, as the credits rolled, snippets of film continued in the form of seconds here and there on a video camera found on the boat. Food on the boat, which had been idle for weeks, is covered in maggots. They run out of gas. The engine catches fire. They find a row boat with a cooler, and in the cooler an undead head (funny, but… ). Snippets, until they pull up to shore at the island. The dog is barking, and runs off. They have guns out and start to move down the dock. Then dozens of undead rush the boat and camera, which drops to the ground and you keep seeing snippets of undead running by, screams, and death. The movie finally ends with total destruction… we lost, and we didn’t survive, and it wasn’t funny enough to laugh it off.

In the end, the new Dawn of the Dead leaves you without hope, and not enough to smile about.

Is it worth seeing? I would say yes, but just make sure you leave when the credits begin to roll.

The World of EverQuest before the Planes of Power

This was originally posted in a thread on the Monkly-Business message board, so forgive the places where it refers to another post:

Before the books, because the world was “larger” and travel time existed, people would go to a zone, and stay there or near there for a while.

I went to Unrest at level 23. Thankfully I had killed enough goblins in my younger days to earn the respect of the dwarves of Kaladim. I fought in Unrest on most days I logged in. Sometimes I would travel out to the Ocean of Tears and play on the islands, but most it was Unrest. There were up to 60 people in that zone in prime time, mostly the same people. We got to know each other, grouped in the various rooms of the house, met on early Sunday mornings to “break” the house. When the Ghost was on the lawn, it was a good day in Unrest. I finally left Unrest for good at level 34.

Like with my fishing trip story above, many of the people I met in Unrest, I still talk to. I show up at a public PoP raid and I’ll get a tell, “Hey man, been back to Unrest lately?”. A couple of us are even going to meet up in the next couple of days and go kill the Fabled version of the Ghost for old times sake.

Unrest isn’t a special place though… I have friends from my days in the Oasis as well… and the people I met in Frontier Mountains… and the Dreadlands. The reason we grouped so often was because travel time was non-trivial. People stuck around an area longer.

And most importantly though, there are people who were levelling up at the same time I was that I never met, because they chose a different path… they chose different zones to hang around in. Some of the oldest uber guilds on most servers were born out of Lower Guk and SolB and the times people spent together day after day, and the stories they share…

I feel for the people who only started EQ after PoP… they may enjoy the game, they may love it, but in the game we have now, its just not possible to have the same find of experience that people had before PoP. Travel is bordering trivial… its so easy to get to so many places, any zone not within 2 or 3 of a PoK book is empty… People don’t hang around a zone anymore… zip zip, they are off to the other side of the world… the guys you group with today are gone tomorrow… You can follow them, but its just not the same.

LDoN is bringing a little of that back… not the travel, but with people wanting to adventure in the same places over and over, you can meet the same folks again and again… there is a warrior I met doing Tak dungeons… 4 or 5 times he happened to be LFG when I was making a Tak group… since then we’ve done 30 or so adventures together, I’ve taken him with me to BoT groups and other places… and there are others as well… the spirit of the old dungeons is there… but it is a ghost.. a shadow of its former self.

This is what I want in Vanguard… I want a world thats big, where travel is non-trivial, where you stay in the places you know, and every now and then adventure off to the places you don’t… The world of EQ was different a long time ago. And every game that has come out since has in one way or another tried to “improve” on it by making things less non-trivial, easier. As much as people complain about the grind in EQ, people come back because most other games are so non-grinding that there is no real sense of accomplishment. In EQ, going through 59 was a trial by fire… it took forever… when you got 60, everyone in the zone cheered! Other games don’t have that, and that’s why EQ stays so popular.

Nothing worthwhile is ever easy.

Anyway… enough of a ramble from me… I’m sure the people who don’t get it, won’t read it anyway…

And then…

Its a typical pattern, I find something cool in EQ, and then I’m reminded about all the stupid stuff.

Xegony was a fun, great fight… Lord Mithaniel Marr was just stupid. The hardest part was getting him into the corner… then with the tank standing the corner, LMM in front/on top of him, the rest of the raid stood at maximum melee range behind him and basically went AFK for the fight.

*sigh* I guess all wins can’t be glorious.

A Glimmer of Hope.

Last night I was able to participate in a unique (in my experience) raid in EverQuest: Xegony in the Plane of Air.

Normal raids in EQ run a simple pattern. 1) Clear guards. 2) Set up, buff, etc. 3) Pull boss. 4) Tanks in front, complete heal chain, everyone else to the sides and back. 5) Pound on it until its dead.

The Xegony raid is different.

We set up beside some rocks on an island in the Plane of Air. The Main Tank, Secondary Tank and Third Tank, along with their complete heal chain compatriots, set up behind us. Xegony was pulled to there and the Tank set in. At 90% health, a wave of other spawns “woke up” and started to move toward her. The rest of the raid charged to meet them. We fought, a named spawn and 5 guards. Meanwhile, the Main Tank is “soloing” Xegony. Every 15% of her health, another wave would wake up, and we’d charge, north or south depending on the call, to meet and stop them. Xegony actually died while we were stilling fighting the last wave… the raid never fully engaged her.

It was a blast! Most raids are mind numbingly boring, turn attack on, mash a special attack key every now and then, with your biggest concern being if you are standing in the right place and making sure you aren’t stealling aggro from the tank. This was just so much more. It was a much needed breath of fresh air (pardon the pun) in EverQuest.

I think I’m ready to keep going now… and while my faith in SOE’s customer service and some of their design decisions (berserkers?? fu!) hasn’t been turned around, I’m at least happy to know that there might still be a few folks in there who actually understand what is fun in gaming.

A Work In Progress…

I’m not really looking for work. The company I work for is doing okay… and by okay I mean that on any given day we could either go bankrupt or close the deal on a project that would leave us all set for life. But that doesn’t mean I’m not looking. I’m always looking, its the nature of the IT beast.

So here is my resume. I recently reworked it because I needed to send a copy off to a posted position, so I figured I’d slap it in a news bit as well.

Eurotrip

I went.

I saw.

I wet my pants.

Seriously, this movie was hilarious. I was literally howling in laughter throughout most of it.

And to boot, it has some catchy tunes. "Scotty doesn’t know!"