I know it's been over a year since I've lasted posted here. Believe me, trying to get my head on straight in the light of other issues causes one to stop thinking much about anything. Needless to say, I hope I am back, and boy I am back with a vengeance as I post up this little rant, but without further ado, here we go.
Ah, Champions Online; a continued shit stain on the
existence of Cryptic’s record where they continue to pretend they still care
about the game, meanwhile wishing they could bury it and forget it existed. A
game that is a remarkable failure, sabotaged both by the development team and
its player base. A game that continues to exist despite obvious facts that
nothing is really being done outside of token updates that might add a new
string of easily completed missions in a year’s worth of time, while the sister
games continue to pump out much larger content. And a game that, despite the
obvious signs on what it really needs to intrigue outside players, the
imbecilic player base continues to keep denying as if Champions is some special
niche game, and not just another unpolished turd like its predecessor, City of
Heroes. And event though someone will be hurt by that remark I liked CoH to, it still was highly unpolished and it showed, heavily.
I could harp on this subject all day, but facts are facts. Champions
Online is going nowhere in its current state, and the remaining player base,
over at the forums, are oblivious to that fact. They keep demanding $100,000
dollar updates when it’s obvious, if not confirmed, that the game has a budget
of $100 bucks at most. Many of them are so damned deluded they think the fact
they buy something from the store that all the sudden the game has an influx of
money and there for the developers now have the resources to make whatever they
want. Never mind that Champions store the items made are made with the intent that
they sell enough just to cover making said items, and never mind the fact that
many of them obviously failed economics; the same people that kept claiming
City of Heroes was healthy, yet anyone who actually looked at the books would
have seen the real story without so much as batting an eye.
So, what is the point of me writing this blog update? None
really, I just feel like I should finally put out what I would have actually
done differently than what cryptic did to Champions Online to better monetize
the game and continue inspiring people to further play, as well as get new
content updates in. The current game is not even worthy of being called a
shadow of the Champions PnP game, and I think that’s actually pretty sad. It’s
sadder to me it takes Cryptic North a full year to make five new missions, and
one event for the game, and yet nothing else is really done.
I fully understand that what I am writing is too little too
late, but this I think should be a cautionary tale for the future for other
developers who are looking at ways to avoid similar fates.
Free to Play was an
Absolute Mistake
Let’s ignore for a minute that the majority of vocal people
on the Champions forums are greedy, selfish and pretty much view anything that
has a price tag on it as a slap in the face and too expensive. Let’s pretend
that costume prices in the cash shop Cryptic are not making at a net loss
either, as was stated some time ago. Instead, let’s look at what the real core
of the problem actually was; The Free to Play model. Cryptic made the worst
mistake in history by making a lot of their in game stuff unlock for an entire
account, at too cheap a price. I know that will ruffle some feathers but just
stop trying to pretend, these games need money to survive.
First and foremost they tried to remove freeform builds and
make them some mediocre archetype system. That was a mistake. What Cryptic
should have done is picked one power set from each of the individual trees,
then locked the rest behind pay walls. From there players could unlock the
powers sets individually per character, or for a larger sum of money, unlock a
power set for their entire account. Lifers would have still received their free
cash shop coins, and players could pick and choose their power sets with
freeform. Some would have bitched, but it’s high time people grew up.
The same could have been done with costumes, buy for
individual characters, or a much large fee to unlock a costume set for the
entire account. They could have even gone the individual route. Not only would
Cryptic be making more money for champions, but the economy would actually be
thriving in game as well as items would not be unlocked for entire accounts
making them completely worthless in a couple of months.
Secondly, I would have made Champions buy to play, and kept
the refer a friend program. A small wall, but one that still earns the game
money for the game, and anyone who is smart should know money is what keeps
MMOs going. Free to play is a devastating practice both financially and on your
player base. So many draconian rules have to be made to account for the bad
practices out their such as god sellers and spam bots that it ends up hurting new
players more than anything.
Third, I would completely change and revalue the Questionite
system as a whole. I would lock it per account, and the quests would be on a
per account basis, no more of the players over inflating the economy and
ruining the trade and thus ruining how much money you take in. The way questionite
has been handled has pretty much been bad. I would have also completely changed
the lockbox system, reducing the chance of the boxes dropping at for those
players that have subscriptions, maybe given them a number of free keys on top
of their monthly bonus, to opening them. And stop making the loot of lockboxes
so pivotal.
Finally, and this one actually matters more, offering up
special packages that offer up power sets and costume sets together for
discounted prices on steam or the in game store, or hell, better yet, your own
web site. They could have bundled the rock costume pieces with the earth set,
or the wind powers with the Arabian Nights set, as an example, or things like
VIPER costume pieces with the Serpents Lantern AP, and so on and so forth. So
many missed opportunities because of basic mistakes like these.
Reboot the Game
Completely
Another fantastic blunder is just the simple fact that
despite they've not only launched two other titles, but one of them they resurrected
from the depths of oblivion, and have turned it around, and the other it’s
obvious they at least paid respect to the source material. They made a big
hullabaloo about revamping Champions Stat system but all they really did was
make it worse. They could have, instead, gone to the source material and
basically fixed it from the ground up. I know that would have cost money but
investing in Champions would have shown something not only to the current
player base, but to those people outside of the game to, and might have sparked
interest.
This is where the armchair developers come in and demand
that I qualify that statement, or tell me how much time it takes to do
development, etc, etc, etc. Yes, I know, I am well aware of how long
development takes and such. But this does not excuse the fact that what should
have been done when they had the chance and what was delivered was two
different things. Hell, as much as the whiny, pissy player base might have
complained, I don’t think many of them would have bitched as much if the entire
system was gutted, redone and built better taking everything they learned from
their other games to make a better experience in Champions.
First problem up; the game’s engine. Champions Online’s
engine is now seven years old, at the youngest potentially. It’s actually quite a
bit older if you consider the engine was originally designed for Marvel Online
(ironic bit of history there). The problem of character data, etc, would have
cropped up in a nano second thanks to this but honestly, one of Champions worst
problems and a problem to this day is the engine needs to be upgraded badly. Transferring
all that data to a new engine structure would have been time consuming but it
would have shown faith from Cryptic if they did so. That means they could have
updated all the architecture, added in new effects and abilities and given new
properties to the engine as a whole.
Second problem; the stat system is a complete shambles. In
Champions Online, you have eight main stats and a bunch of sub stats. Yet in
the PnP, you have 6 main stats and of course a bunch of sub stats. For whatever
reason, Cryptic decided to take and make two of the sub stats main stats
(endurance and recovery) when they should have stuck with the core 6.
Furthermore, they gave the core stats unlimited ranges instead of just capping
them off at 100. Endurance is what the Energy bar should have been (maybe
Cryptic didn't want to deal with NCSoft trying to bullshit their way into a
lawsuit because the stat name would have been the same as CoH or something I
don’t know) and Recovery should have been a stat you gained to increase your
endurance recovery and recovery time on powers, IE what is described on the
tin.
As far as the stats themselves, they tried to come up with
some convoluted system where everyone gets a fair amount of damage to
particular types of abilities from their super stats. Problem with this is that
it just isn't working right and it shows as you got super smart characters
doing similar damage punching things with their fists instead of using psi
blasts or something else. So, instead I would have had each stat boost the
damage based on type. For instance Strength would have boosted physical damage,
while Dexterity would have boosted finesse type damage. Presence would be summon
damage, Ego would have boosted mental, and Intelligence would have boosted
energy damage. Constitution would have continued to give more health and also
given some defense on top of it as well, but I would have made stat points
finite, of course, and players assign them as they see fit as they level. Thus
building the character they want and opening up hybrid options much better.
Further bonuses would also be opened up as each role would grant special
bonuses from their respective trees.
The sub stats I would have worked out to be much closer than
what was given, and I certainly would have done something about the dodge
thing, instead changing that to deflect a chance to reduce incoming damage. And
instead I would have implemented the ability for players to choose to block or
avoid damage with dodge mechanics similar to Neverwinter. Thus players could
build tankier characters and so forth.
And speaking of roles, yea, that dreaded roles that every idiot afraid of responsibility will claim is the worst thing for MMOs, yet it seems the
successful ones actually have them, but I digress, I would have made the roles
stronger thus the players could build with a purpose. The hybrid role would
have been nixed, there wouldn't be two damage roles and there would also be the
controller role to help out controllers. All these stupid toggles for damage
would be removed and instead either temp or permanent buffs that actually go
for the entire team, not just the one player.
Of course you can’t change most of the above without
changing the gearing. Unlike the old system, gear in this new Champions would
be focused on secondary stats. Things like Offense (physical, mental, energy),
critical hit chance, Defense (physical, mental, energy), Deflection, Recovery,
so much could be done with this it isn't funny. Where the stats on a character
represents the things the player sees, the secondary stats would fill in the
rest to augment the abilities that the players want, and thus power sets could
be more universal, while separate.
This gear revamp of course would add more than the standard
6 slots. Maybe a relic slot or something legendary things of that nature and
artifacts. And the crafting system could be revamped to make crafting more
important, but not necessarily choose the stats you want except maybe through
special mod slots.
And of course this would mean better mobs, bosses and
retooled everything. Maybe even streamlined zones making Millennium City more
of a city with more area to explore and making other zones more of adventure
zones, separating them instead of trying to mash them together. After all,
Snake Gulch should not be mixed in with the Atomic Wasteland or Stronghold
prison. This also means the dungeons could get revamped, redesigned from the
ground up, and stop catering to solo players and instead start catering towards
groups. While the forums will make believe it’s not true, group content is a necessity
for the health of a theme park MMO.
Change the Power
System Completely
You keep making the mistake and trying to homogenize powers
and forgetting a ton of others. The one thing people play super hero games for
you haven’t bothered to actually make anything in the system other than small
additions to existing power sets. I know there are more power sets out there,
because I’ve physically seen the design notes for them. Hell, you got a goddamn
book from Champions that lists hundreds of power sets for you, and you own that
IP.
The first mistake you made with the power sets was allowing
people near unlimited freedom in picking and choosing powers from every power
set. This should have been limited with limited choice outside of their core
power sets. I don’t care what someone says, most heroes are not made up of
fire, ice, air, gadgets and so forth. They are usually confined to a core set
of powers, and Champions fails to deliver that. They don’t feel like super
heroes anymore. Restrict the power choices then flesh out the power sets more
giving them the core things they need such as defensives, offensives, controls
and healing abilities that allows players to fulfill roles they want to. Give
them some ability to choose outside of their core power set, but maybe only
into tier 1, 2 at the max, of another power set.
For instance with healing I would not have made targetted healing, instead make healing a bonus effect from offensively or defensively playing. While some players don't mind watching healthbars, many players hate that facet and prefer to actually heal as they play. Again this is something you've learned in Neverwinter and have yet to apply to Champions for some odd reason. The same could be done for tanking and such as well. Let the passives and role choice determine if the player is a healer, DPS controller, or so on.
Change the point buy system for powers completely as well.
Currently you have dozens of these power points that people use to increase
powers. Instead, players should have to make the choice to buy a new power or
buff a current power. Look at your Neverwinter system for examples as this
could have been used greatly in Champions to amazing effect. Passive effects
could have also been peppered throughout the trees to help so that the players
could build their trays as they like.
And let’s not forget the talent system in Champions was a
complete disaster. It just added more power and freeforms just picked what they
liked the most. Instead should have done this; Instead of the talent point
system, the talents players pick in game, could have given the player a choice
to pick talents say one every five levels and these talents give a small bonus
to certain aspects. For instance, if a player wants to build a tanky character
they pick things that help their defense and deflection while making their
threat better.
Finally, cut the number of slottable powers at a time down
significantly. The Batman arguments and such can go away, as the build slots
could be put to great use this way. Characters could set up their tank, damage,
healing or control builds and swap to them as needed. This every power is
usable at once was one of the worst decisions forced into during beta of
Champions and it saddens me that Cryptic caved to that demand.
Some method of taunting and removing threat also needs to be
introduced as well. Finally, travel powers are getting bloated from just the
skins of skins. Players should get the TP at level 1, and be able to re-skin it
with the alternate skins, as long as they bought the skin.
So much could have been done and yea, people will say
hindsight is 20/20, but we are talking about something that should have been
done in a reboot of the system from the get go. Champions needs a huge
reinvestment now, and cryptic needs to show that they actually care about the
franchise.
Summary
In closing this is the short and sweet of it;
- Properly monetize the store
The game store is a disaster. Items that should have been on
a per character basis are account wide. It’s obvious this store costs Cryptic
more money than it makes even to a casual observer. I know most people would be against this because they think things are either too expensive already, or whatever excuse but then again most people think MMOs are charities and don't need money to survive. Takes money to make money, as the saying goes, and Champions made the mistake catering to the self-entitled crowd.
The game needs a complete reboot, revamping systems and
items as well as entire maps and reformatting them to make logical sense.
Attempting to remove the silliness wouldn't be a bad idea either. Follow more
closely to the source material.
The powers system in Champions is a travesty. It’s not a
freedom of choice system as it doesn't even present the ability to make a super
hero. Instead you have to follow exact powers and there is little reason to experiment.
The fact new power sets have not been introduced in a very long time is also a
travesty as well.
Now, the only problem, of course, is it’s very much too
little too late. But, these are things I would have done ages ago. It’s just a
shame that Cryptic doesn't want to invest and try to get champions to go
somewhere, instead of letting it dwindle away and die. At the very least they
could just reboot the franchise and start over from scratch, but I think they
are gun shy about that and all things considered, what the player base is like
from Champs and their former franchise, with the plethora of misinformation, I
am not completely shocked it won’t happen. I just wish it would.