Now that Neverwinter is finally live and has been going for a while, there are a few features in that game that I think should be imported to CO.
1. Companions. In other words, Sidekicks that don't expire after an hour. There's a separate thread about this, and it's been requested for this game for a very long time. It's even on the "to-do" list for this game. Really, all we need is to be able to pick a power set (or Archetype) and fully customize the appearance and you'd have many happy players. Even if it costs Zen, Drifter Salvage, or some other currency, you'd sell them like crazy. (Just please don't limit them to being in a Lockbox!)
2. Navigation Guide. A while back I suggested that finding a good "autopilot" path through a complex setting like a city or forest. In NWO you've shown not only that you can do it, but that you can do it really well -- only a few paths lead too near to enemies when there are better options. If we can have that, and an Advantage for Travel Powers to automatically follow the path (make separate path subroutines for ground and air travel), that would be fantastic.
3. Mouse navigation. I initially had my doubts about this, but I'm finding it much nicer to navigate using my trackball than with the keyboard. Among other things, I can fine-tune my steering much more easily. Having this as an option in CO would be a great thing. I do understand how this might be a lot of work to port over, though, so I'll be patient.
4. More than five targets at once. This is something that's bothered me about CO since the start. In the face-to-face game, if we set off an AOE power, all targets in the affected area are affected. That same rule has now been implemented in NWO, and we can take on large hordes of foes at once. Doing that is at least as much a staple of superhero comics as of fantasy tales; often I'd rather be fighting thirty or forty goons at the power level of the Maniacs or the Purple Gang than three Trey Kings.
5. Some of the Powers. I went with the Trickster Rogue for my first NWO character because I thought the teleporting powers looked cool. They still do, and I wish there were more of them (or at least they had a shorter cooldown). Similarly, my Great Weapon Fighter does things that I just don't see in CO even though they'd be a great fit -- in some cases, arguably better here than there (like jumping up a hundred feet in the air to Knock Down everyone within 20').
Really, the first one and the last two actually make NWO feel more superhero-like than CO, and that just isn't right. This is a great game, but these three items would make it even better, and probably attract (and keep) more players.
Well, Cryptic sees Champions as "Mediocre", plus it has been said that Champions code is so messed up that putting new things in usually causes lots of breaks and bugs.
So I wouldn't expect anything new besides more lockboxes or the supposedly upcoming "Aura system"
4. More than five targets at once. This is something that's bothered me about CO since the start. In the face-to-face game, if we set off an AOE power, all targets in the affected area are affected. That same rule has now been implemented in NWO, and we can take on large hordes of foes at once. Doing that is at least as much a staple of superhero comics as of fantasy tales; often I'd rather be fighting thirty or forty goons at the power level of the Maniacs or the Purple Gang than three Trey Kings.
A few powers already do this. For example: Ego Sleep, Storm of Arrows, and Entangling Mesh can all hit 7 targets. Though it doesn't stop the target cap from feeling arbitrary though. It's not like most mobs in CO will last more than two seconds anyway. Is it the fear of people running around and gathering 30 mobs before firing an AoE? So probably a server load thing?
Grind for the Grind God! Tokens for the Token Throne!
Now that Neverwinter is finally live and has been going for a while, there are a few features in that game that I think should be imported to CO.
1. Companions. In other words, Sidekicks that don't expire after an hour. There's a separate thread about this, and it's been requested for this game for a very long time. It's even on the "to-do" list for this game. Really, all we need is to be able to pick a power set (or Archetype) and fully customize the appearance and you'd have many happy players. Even if it costs Zen, Drifter Salvage, or some other currency, you'd sell them like crazy. (Just please don't limit them to being in a Lockbox!) Most of the data used for heavy customization of non-character players seems to be a bit limited to individual character space. For example, both STO and Champions use a roughly synonymous system/data space for making a nemesis and bridge commander. Also important is the fact that Neverwinter companions are basically our games' version of pets, except slightly modifiable in stats.
2. Navigation Guide. A while back I suggested that finding a good "autopilot" path through a complex setting like a city or forest. In NWO you've shown not only that you can do it, but that you can do it really well -- only a few paths lead too near to enemies when there are better options. If we can have that, and an Advantage for Travel Powers to automatically follow the path (make separate path subroutines for ground and air travel), that would be fantastic. Is there actually an autopilot? I do know about the glittery trails that can appear on maps for navigating to other maps or to mission objectives, but those take advantage of some base game 'features' - I.E., the knowledge that all characters fundamentally move around in the same manner.
3. Mouse navigation. I initially had my doubts about this, but I'm finding it much nicer to navigate using my trackball than with the keyboard. Among other things, I can fine-tune my steering much more easily. Having this as an option in CO would be a great thing. I do understand how this might be a lot of work to port over, though, so I'll be patient. Actually, this is sort of already in the game if you switch the control scheme to FPS under options. The big problem is that the rest of the powers aren't entirely built around this - NWO uses a lot of attacks that are either manually aimed, or hit in areas, making it easy to hit what targets you might want. By and large, single target abilities are the minority over there, and for good reason.
4. More than five targets at once. This is something that's bothered me about CO since the start. In the face-to-face game, if we set off an AOE power, all targets in the affected area are affected. That same rule has now been implemented in NWO, and we can take on large hordes of foes at once. Doing that is at least as much a staple of superhero comics as of fantasy tales; often I'd rather be fighting thirty or forty goons at the power level of the Maniacs or the Purple Gang than three Trey Kings. This I can get behind. With our heroes being able to take on bigger challenges than before, we usually end up fighting hordes muuuuch larger than just 5 targets. Of course, the initial design of the game has most open-map and mission mobs consisting of 3 targets or less, with larger crowds in lairs, since a 5-person team can theoretically hit 25 targets at once.
5. Some of the Powers. I went with the Trickster Rogue for my first NWO character because I thought the teleporting powers looked cool. They still do, and I wish there were more of them (or at least they had a shorter cooldown). Similarly, my Great Weapon Fighter does things that I just don't see in CO even though they'd be a great fit -- in some cases, arguably better here than there (like jumping up a hundred feet in the air to Knock Down everyone within 20'). Yeah, this too. A lot of guardian fighter moves would make for perhaps a very neat shield-bash set. Amusingly, I also noticed that GF's Indomitable Strength animation looks almost exactly like the heavy-weapon combination of Eruption -> Annihilate. Also amusing is that animation files from NWO are perfectly compatible with this game's engine. Don't ask how I know that.
Really, the first one and the last two actually make NWO feel more superhero-like than CO, and that just isn't right. This is a great game, but these three items would make it even better, and probably attract (and keep) more players.
Comments
So I wouldn't expect anything new besides more lockboxes or the supposedly upcoming "Aura system"
I support "Sell Z-store items individually" & Japan Zone
Neat, dude.