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The missed potential of Onslaught, and an easy way to implement a villain side to the game.

eva1988eva1988 Posts: 183 Arc User
There are many who had been asking for a villain side in champions online; and what we got was something that i feel missed the key selling point of the game entirely.

The customization.

A much better way of handling onslaught would've instead been to either allow players to make a villain using the extensive character creator, and then allow them to select a limited framework of powers; kind of like an AT ;Ideally i'd prefer if they could take any powers, but i understand people would have issues with that due to power imbalance.

An example : instead of playing as say.. Gravitar, you'd instead play the character you made (probably your nemesis), and you'd have the same powers gravitar uses currently; so it'd basically be onslaught with customization; whilst kind of adding a real villain side to the game; then perhaps they could sell different onslaught power frameworks in the z-store similar to what they do with ATs. I guess you could call the whole thing "nemesis onslaught"..

Why is this a better option than the current onslaught? Because what sense does it make for a character who is most likely a hero, and has spent the entire game saving millennium city, for them to suddenly decide they'll become a villain and start destroying it? Secondly; not everyone is using a character that is a living thing, if someone is playing as a robot, how do they genetically become gravitar? It just doesn't make sense on many levels...And i get it, it is just a game.. But surely some level of immersion should be retained.

(also, i sidenote on onslaught...There really needs to be more incentive for people to attack onslaught villains; the rewards are awful.)

Comments

  • flyingfinnflyingfinn Posts: 8,408 Arc User
    "Easy".

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  • spinnytopspinnytop Posts: 16,467 Arc User
    edited July 2017
    "Comic book logic" is the answer to a lot of your questions. "Not everything makes sense from a story perspective in vido games" is another answer.

    Customizeable costumes for OVs is a neat idea. Personally I'd rather they didn't bother unless they were planning a serious expansion of the system, with more power sets involved. A primary concern I would have is that no matter what your costume is, you'd be yelling with Grond, Medusa, and Gravi's voices when you use your powers. Yeah they could take those voices away but now we're getting into how this isn't really "an easy" process anymore.

    And before any of that they need to solve the real core issue with the OV system: gameplay. Standing there giving away tokens in rencen obviously isn't the intended dynamic of the system, and before anything else they need to figure out if they can effectively force people to play the system as intended. No reason to add anything to it before that issue is fixed. Better rewards wouldn't solve that, since getting people to attack an OV isn't the problem - people do that in droves every day with the current rewards. The rewards for villain tokens are great, but that doesn't motivate OV players to actually fight - in fact it doesn't motivate them to come to rencen and give away guardian tokens either, people just do that cause they're nice.
  • eva1988eva1988 Posts: 183 Arc User
    edited July 2017

    "Easy".

    Well, all they'd have to do is add customization; i'm sure it wouldn't be that difficult would it? It is pretty much one change..

    And in comparison to making an entire villain side of the game.. It is most certainly easy.
  • spinnytopspinnytop Posts: 16,467 Arc User
    edited July 2017
    That one change wouldn't just be them flipping a flag. They'd have to hook up a UI that allows you to generate a costume that then gets attached to the OV. Just that part alone to me sounds like a whole lot of work. It's not that it would be "difficult" ( though, it very well may be considering the models and skeletons involved and the lack of UI additions we've seen ), it's that it would be a lot of work which has to be weighed against the potential gain in terms of gameplay.


    PS - why are you responding to someone who posted a meme... I thought you didn't like that :P
  • eva1988eva1988 Posts: 183 Arc User
    edited July 2017
    spinnytop said:

    That one change wouldn't just be them flipping a flag. They'd have to hook up a UI that allows you to generate a costume that then gets attached to the OV. Just that part alone to me sounds like a whole lot of work. It's not that it would be "difficult" ( though, it very well may be considering the models and skeletons involved and the lack of UI additions we've seen ), it's that it would be a lot of work which has to be weighed against the potential gain in terms of gameplay.


    PS - why are you responding to someone who posted a meme... I thought you didn't like that :P

    Because it was easy to interpret what they were trying to communicate from said meme.

    But i noticed you mentioned a "serious expansion" or something in regards to the change i'm suggesting; and i had a little think...

    Onslaught lets you play a villain, sure, but it doesn't let you stay a villain.. In regards to your "serious expansion" would it not be fun to allow people to just outright play as their nemesis in a diminished form at first, and they participate in various tasks around the city to allow them to go into onslaught mode...So you know how currently when you're a villain you destroy those little bases? instead have those be what builds up to allowing you to go into onslaught mode...So the game is essentially to get tokens right? So you would get tokens doing the tasks around the city, and then once you're in onslaught mode you increase the rate of tokens you can get by killing heroes...So you kind of build up to a grand finale by causing destruction around the city... Just another thought i had, but obviously that would require a bit more work.

    And honestly, i have to say a villain side is pretty important to a game like this.. I mean, it isn't a necessity, but it is the other side of the coin, and something that is sure to bring some well needed traffic to champions online.

  • spinnytopspinnytop Posts: 16,467 Arc User
    I have to disagree with that sentiment. I don't think a villain side is important to a game like this at all. A certain previous game seemed to prove as much.
  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    spinnytop said:

    "Comic book logic" is the answer to a lot of your questions. "Not everything makes sense from a story perspective in vido games" is another answer.

    Customizeable costumes for OVs is a neat idea. Personally I'd rather they didn't bother unless they were planning a serious expansion of the system, with more power sets involved. A primary concern I would have is that no matter what your costume is, you'd be yelling with Grond, Medusa, and Gravi's voices when you use your powers. Yeah they could take those voices away but now we're getting into how this isn't really "an easy" process anymore.

    And before any of that they need to solve the real core issue with the OV system: gameplay. Standing there giving away tokens in rencen obviously isn't the intended dynamic of the system, and before anything else they need to figure out if they can effectively force people to play the system as intended. No reason to add anything to it before that issue is fixed. Better rewards wouldn't solve that, since getting people to attack an OV isn't the problem - people do that in droves every day with the current rewards. The rewards for villain tokens are great, but that doesn't motivate OV players to actually fight - in fact it doesn't motivate them to come to rencen and give away guardian tokens either, people just do that cause they're nice.

    Also... most of the convenient places to fight having those turrets that will kill you if you agro them...
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  • omnilord#8416 omnilord Posts: 348 Arc User
    edited July 2017
    From what I remember once people learned how the Onslaught system was suppose to work, it kind of instantly died for a while. Sometimes the OV would spawn camp and keep killing heroes at such a rate that they would just move onto other areas of the city to get away from the griefing. Then when an OV would come to Ren Cen and ask for a few free kills, nobody would bite.

    Now however, I think that the players themselves have balanced the system to alleviate the grind, even though it might not really be in the spirit that the devs created the Onslaught content. Especially after working out how the tokens are rewarded.

    The only change I want to see is a short flat respawn rate for the soldiers and defenders at the Onslaught Targets. There's been a couple times my timer has almost run out because I was carpeting all of Millennium City to find targets that didn't have the defenders picked off with just the little soldier guys remaining. (Which is frustrating since the defenders themselves are one of the bullet points to completing the supervillain mission)

    I don't know what kind of programming it would entail, but maybe change the respawn timer to start once any one of the personnel stationed there has been defeated.

    Also any attempt to 'fix it' to force players to play the content as intended would probably put the Onslaught content in the same grave as the Hero Games, Teliosaurus, and Eidolon. It's already getting pretty crowded in there.
  • catstarstocatstarsto Posts: 1,137 Arc User

    spinnytop said:

    "Comic book logic" is the answer to a lot of your questions. "Not everything makes sense from a story perspective in vido games" is another answer.

    Customizeable costumes for OVs is a neat idea. Personally I'd rather they didn't bother unless they were planning a serious expansion of the system, with more power sets involved. A primary concern I would have is that no matter what your costume is, you'd be yelling with Grond, Medusa, and Gravi's voices when you use your powers. Yeah they could take those voices away but now we're getting into how this isn't really "an easy" process anymore.

    And before any of that they need to solve the real core issue with the OV system: gameplay. Standing there giving away tokens in rencen obviously isn't the intended dynamic of the system, and before anything else they need to figure out if they can effectively force people to play the system as intended. No reason to add anything to it before that issue is fixed. Better rewards wouldn't solve that, since getting people to attack an OV isn't the problem - people do that in droves every day with the current rewards. The rewards for villain tokens are great, but that doesn't motivate OV players to actually fight - in fact it doesn't motivate them to come to rencen and give away guardian tokens either, people just do that cause they're nice.

    Also... most of the convenient places to fight having those turrets that will kill you if you agro them...
    Why bother with heroes, when MC has turrets...buy more turrets! :P

    Villains additions can be solved by adding in "become" devices for your toons nemesis. That way you can control your customization, and possibly have henchmen to assist you. But you and your henchmen are limited to the same targets as the OVs.


    This could also lead to dailys to use your device for, that can setup your next nemesis encounter.

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  • spinnytopspinnytop Posts: 16,467 Arc User
    edited July 2017

    I don't know what kind of programming it would entail, but maybe change the respawn timer to start once any one of the personnel stationed there has been defeated.

    Unlikely since that's how they used to function, and it was deliberately changed to function as it does now. When you come upon a point that has only soldiers and no guardians, just kill the soldiers, go to another point, then come back. By then they will have respawned or will do so momentarily. Once you work out how to do it you'll find that you get the objective down with enough time to spare to run to rencen and sit there for 5-10 minutes while people pew pew you ( or just keep running around killing more npcs, since that gets you more tokens ).
  • darqaura2darqaura2 Posts: 932 Arc User
    eva1988 said:

    spinnytop said:

    That one change wouldn't just be them flipping a flag. They'd have to hook up a UI that allows you to generate a costume that then gets attached to the OV. Just that part alone to me sounds like a whole lot of work. It's not that it would be "difficult" ( though, it very well may be considering the models and skeletons involved and the lack of UI additions we've seen ), it's that it would be a lot of work which has to be weighed against the potential gain in terms of gameplay.


    PS - why are you responding to someone who posted a meme... I thought you didn't like that :P

    Because it was easy to interpret what they were trying to communicate from said meme.

    But i noticed you mentioned a "serious expansion" or something in regards to the change i'm suggesting; and i had a little think...

    Onslaught lets you play a villain, sure, but it doesn't let you stay a villain.. In regards to your "serious expansion" would it not be fun to allow people to just outright play as their nemesis in a diminished form at first, and they participate in various tasks around the city to allow them to go into onslaught mode...So you know how currently when you're a villain you destroy those little bases? instead have those be what builds up to allowing you to go into onslaught mode...So the game is essentially to get tokens right? So you would get tokens doing the tasks around the city, and then once you're in onslaught mode you increase the rate of tokens you can get by killing heroes...So you kind of build up to a grand finale by causing destruction around the city... Just another thought i had, but obviously that would require a bit more work.

    And honestly, i have to say a villain side is pretty important to a game like this.. I mean, it isn't a necessity, but it is the other side of the coin, and something that is sure to bring some well needed traffic to champions online.

    A Villain side is not only not important but would be an epic waste of money based on what has happened with other super heroic games that tried it.

    Also alot of your ideas are very unrealistic. This game does not have the resources (dev or otherwise) to pull off any of the things you've been suggesting.

    Let's keep it real.
  • jaazaniah1jaazaniah1 Posts: 5,563 Arc User
    Yep, this is the main issue. The Devs realize that the OV system has failed to work as intended. They also realize that either they can't fix it, or that any fix would take an inordinate amount of time to implement. The proof of this is that as the OV system was being rolled out we were promised all kinds of new villains to play, new rewards, etc. When it quickly became clear that it had evloved into a collusion system to earn gear all development ceased. So, accept it for what it is because you aren't going to see any changes.
    spinnytop said:


    And before any of that they need to solve the real core issue with the OV system: gameplay. Standing there giving away tokens in rencen obviously isn't the intended dynamic of the system, and before anything else they need to figure out if they can effectively force people to play the system as intended. No reason to add anything to it before that issue is fixed. Better rewards wouldn't solve that, since getting people to attack an OV isn't the problem - people do that in droves every day with the current rewards. The rewards for villain tokens are great, but that doesn't motivate OV players to actually fight - in fact it doesn't motivate them to come to rencen and give away guardian tokens either, people just do that cause they're nice.

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  • nephtnepht Posts: 6,898 Arc User
    edited August 2017
    Its an MMO where you interact with and even fight other player created and controlled characters. You can play the villain if you so want to and no PvP grind or go kill X amounts of this foe mission or actual villain faction is needed.
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  • spinnytopspinnytop Posts: 16,467 Arc User
    nepht said:

    Its an MMO where you interact with and even fight other player created and controlled characters. You can play the villain if you so want to and no PvP grind or go kill X amounts of this foe mission or actual villain faction is needed.

    I feel like this entire issue could have been solved long ago if Lucidity had just written a "How to get everyone to hate you" guide o3o
  • omnilord#8416 omnilord Posts: 348 Arc User
    I heard you were working on that one. o3o
  • spinnytopspinnytop Posts: 16,467 Arc User
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