My cynical side nodded in agreement. Then I saw the screenshots and the kid inside me went "squee! Me want!". No matter how terrible the new series become, they can never ruin TNG for me.
Anyone know what timeline this will be set into?
Here's a tidbit that some people will be eager to learn, regarding Nemeses:
The archvillain is your dark mirror, created at the same time you make your hero, and turns up at central points in the game. However, there’s clearly more to than that – when pressed, Emerret describes how your villains will be appearing randomly in the world, adding more variety than the Cryptic-created content. It also ties into the Player Versus Player combat in some way. Emmert says that you always start by creating a hero, and the Nemesis system links to the PvP: “How the players accesses that archvillain and how do they control it?” He leaves it hanging, but it’s easy enough to speculate. Generally speaking, the lessons of City of Heroes are obvious. “My belief is that you have to have [PVP] in the game at launch if you’re going to do it,” says Emmeret, “and you have to have it be completely optional, as there’s a whole bunch of people who don’t want to touch it”.
Cryptic clearly has a hard-on for that dual-energy swords power set
Just how far are they developing the different power sets/styles? My CoH main is a temporal-manipulation speed freak, but I never saw any combat stuff that lived up to such (asides from the sucktastic Flurry which I avoided).
I have to say, this is probably the thing that concerns me the LEAST.
Yeah, but it seems odd that a technology that's been in use in Champions' predecessor for years isn't included. I understand that they're probably speeding up the art department's dev time, but dammit, I want my foes flying all over the place and getting their heads stuck in light fixtures.
I have to say, this is probably the thing that concerns me the LEAST.
Yeah, but it seems odd that a technology that's been in use in Champions' predecessor for years isn't included. I understand that they're probably speeding up the art department's dev time, but dammit, I want my foes flying all over the place and getting their heads stuck in light fixtures.
Same here. Physics are a big part of the game for me. I hate exchanging blows while we stand in place. When I blast someone with my super awesome beam, I want it to knock someone flailing rather than them just standing there and taking the blow, or falling back exactly the same every time.
I loved hitting guys in CoH and making them roll of roofs, or slamming against a wall.
Neva on
SC2 Beta: Neva.ling
"Everyone who is capable of logical thought should be able to see why you shouldn't sell lifetime subscriptions to an MMO. Cell phone companies and drug dealers don't offer lifetime subscriptions either, guess why?" - Mugaaz
Ragdolls weren't in CoH at launch either though. It's possible they're focusing more on balancing the game at this point then adding in stuff like Ragdolls or particle effects on the powers...
Wait, are those hovertanks in the background? Sweet. Hovertanks.
We know knockback is in, you can clearly see it in one of the new pictures on IGN. I would assume ragdoll physics will be included in the finale product. I certainly hope so, it adds so much enjoyment to CoX.
Those multiple hands-ons were pretty vague... I want to get some juicy powers information. All I read was "little things often" and "big thing sometimes".
Have they released system requirments for this game yet? after looking at the screenshots I can't decide if my current crappy computer is going to be able to run this.
Nope, they probably won't until after alpha testing or a closed beta, once people on all different types of machines have had time to report back to Cryptic on how well the game runs.
I'm almost certain that the game won't require a serious upgrade (depending on what kind of a CPU/GPU you're running on now, that is), based on how the game looks from screenshots and gameplay. You most likely won't need an 8800 or a quad-core processor to get a decent framerate.
Semi-cellshaded graphics are a great way to make the game look stylish while not requiring your players to have top-end rigs, much like Team Fortress 2; The game came out last year and looks beautiful despite being able to run on low-end hardware. So for the moment I wouldn't be too worried.
I'm a bit worried about the textures. The bump mapping needs to be toned down and the use of highly saturated primary colors are REALLY giving the models a plastic sheen. I mean... I know it's supposed to be emulate comics, but it doesn't need to emulate comics from the 40s.
We know knockback is in, you can clearly see it in one of the new pictures on IGN. I would assume ragdoll physics will be included in the finale product. I certainly hope so, it adds so much enjoyment to CoX.
It would be kind of inexcusable for them not to have rag doll. Its not the end of the world if they don't, but hell, they should have it in from the get go. Having every enemy body land in the exact same pose is so 1992.
We know knockback is in, you can clearly see it in one of the new pictures on IGN. I would assume ragdoll physics will be included in the finale product. I certainly hope so, it adds so much enjoyment to CoX.
It would be kind of inexcusable for them not to have rag doll. Its not the end of the world if they don't, but hell, they should have it in from the get go. Having every enemy body land in the exact same pose is so 1992.
I completely agree. I can understand it not being in right since the game doesn't hit until 2009 but I'll be angrily disappointed if ragdoll isn't in the finale product. We should just ask on the CO boards if they plan on having ragdoll or not. Hell someone might have asked and been answered by now.
Cryptic will probably respond with the ol' "We've talked about the idea of ragdoll in CO but I'm afraid we can't confirm/promise anything at this time".
Will you be angrily disappointed if light bloom isn't in it?
I would argue that ragdoll physics is just about the LEAST important thing about the game. It's a purely visual upgrade, which doesn't affect your gameplay at all, especially since it only takes effect AFTER an enemy can no longer attack or affect you in any way.
it'd be pretty disappointing if ragdolls weren't in, but i suspect that at this point in the game's development they simply aren't implemented, rather than NOT BEING IN THE GAME EVER
coh didn't launch with ragdoll physics.
if i recall correctly, they didn't get added to the game till CoV
Will you be angrily disappointed if light bloom isn't in it?
I would argue that ragdoll physics is just about the LEAST important thing about the game. It's a purely visual upgrade, which doesn't affect your gameplay at all, especially since it only takes effect AFTER an enemy can no longer attack or affect you in any way.
Sheesh.
It's not a purely visual upgrade, and adds a nice bit of strategy if you're a character that uses knock back/down/up. Hell, even if you aren't that type of character it will effect your gameplay. How and where you get knocked back at can change the amount of time you are helpless, or in some cases, life or death. Ragdolls didn't only occur when somebody died.
Neva on
SC2 Beta: Neva.ling
"Everyone who is capable of logical thought should be able to see why you shouldn't sell lifetime subscriptions to an MMO. Cell phone companies and drug dealers don't offer lifetime subscriptions either, guess why?" - Mugaaz
Will you be angrily disappointed if light bloom isn't in it?
I would argue that ragdoll physics is just about the LEAST important thing about the game. It's a purely visual upgrade, which doesn't affect your gameplay at all, especially since it only takes effect AFTER an enemy can no longer attack or affect you in any way.
Sheesh.
Having played CoH without ragdoll and then playing it with ragdoll I pretty much demand ragdoll. It causes great "OH MAN DID YOU SEE THAT" moments, like when you knock a guy over a railing and his neck gets caught on it so he's swinging in the most impossibly painful position ever. Plus the ragdoll effects kick in everytime an enemy is knockedback, not just when defeated. Ragdoll truly does add a great deal of enjoyment to combat, for me. Plus when everything falls down the same way, like Snakes in CoV, it is just dull.
You know what else causes some "OH MAN DID YOU SEE THAT" moments, though? Picking a dude up by the head, and hurling him through a exterior wall and out in into the street, where he's run over by a passing bus. Etcetera, etcetera.
Don't get me wrong, seeing some dude with oddly mangled legs touching the back of his own head, dangling from a railing that he's stuck to by the pelvis creates some funny moments in CoH, in a completely-breaking-the-fourth-wall sort of way, but I just hope knockback can be used more productively in Champions. And that, basically, means environmental effects.
So long as the ground craters when I throw some guy into, I don't particularly care how much his limbs flail. :P
This is technically only half-news, but during the gameplay reveal of Star Trek Online at the Official Star Trek convention in Las Vegas, Jack Emmert let it slip that Cryptic plans to ship Champions Online in April of 2009.
Yeah, they've said Q1 2009 before, but as far as I know they've yet to actually name a specific month.
Posts
Anyone know what timeline this will be set into?
*edit: beaten.
I have decided I'm in love with the graphics.
One (potentially) bad thing does strike me in those pics, though:
No ragdoll physics for bad guys? Lame.
EDIT: SON OF A BITCH I'M SORRY I DIDN'T PAY ATTENTION
EDIT: So, uh, I guess I could say that I'm totally digging the Crackdown-esque art style. Makes me wonder if anyone involved in CD is working here.
I have to say, this is probably the thing that concerns me the LEAST.
Yeah, but it seems odd that a technology that's been in use in Champions' predecessor for years isn't included. I understand that they're probably speeding up the art department's dev time, but dammit, I want my foes flying all over the place and getting their heads stuck in light fixtures.
Same here. Physics are a big part of the game for me. I hate exchanging blows while we stand in place. When I blast someone with my super awesome beam, I want it to knock someone flailing rather than them just standing there and taking the blow, or falling back exactly the same every time.
I loved hitting guys in CoH and making them roll of roofs, or slamming against a wall.
"Everyone who is capable of logical thought should be able to see why you shouldn't sell lifetime subscriptions to an MMO. Cell phone companies and drug dealers don't offer lifetime subscriptions either, guess why?" - Mugaaz
Wait, are those hovertanks in the background? Sweet. Hovertanks.
I'm almost certain that the game won't require a serious upgrade (depending on what kind of a CPU/GPU you're running on now, that is), based on how the game looks from screenshots and gameplay. You most likely won't need an 8800 or a quad-core processor to get a decent framerate.
Semi-cellshaded graphics are a great way to make the game look stylish while not requiring your players to have top-end rigs, much like Team Fortress 2; The game came out last year and looks beautiful despite being able to run on low-end hardware. So for the moment I wouldn't be too worried.
It would be kind of inexcusable for them not to have rag doll. Its not the end of the world if they don't, but hell, they should have it in from the get go. Having every enemy body land in the exact same pose is so 1992.
I completely agree. I can understand it not being in right since the game doesn't hit until 2009 but I'll be angrily disappointed if ragdoll isn't in the finale product. We should just ask on the CO boards if they plan on having ragdoll or not. Hell someone might have asked and been answered by now.
I would argue that ragdoll physics is just about the LEAST important thing about the game. It's a purely visual upgrade, which doesn't affect your gameplay at all, especially since it only takes effect AFTER an enemy can no longer attack or affect you in any way.
Sheesh.
fun > pretty.
coh didn't launch with ragdoll physics.
if i recall correctly, they didn't get added to the game till CoV
It's not a purely visual upgrade, and adds a nice bit of strategy if you're a character that uses knock back/down/up. Hell, even if you aren't that type of character it will effect your gameplay. How and where you get knocked back at can change the amount of time you are helpless, or in some cases, life or death. Ragdolls didn't only occur when somebody died.
"Everyone who is capable of logical thought should be able to see why you shouldn't sell lifetime subscriptions to an MMO. Cell phone companies and drug dealers don't offer lifetime subscriptions either, guess why?" - Mugaaz
Tell that to the Resident Evil 5 team, they're the ones who need to hear it.
Having played CoH without ragdoll and then playing it with ragdoll I pretty much demand ragdoll. It causes great "OH MAN DID YOU SEE THAT" moments, like when you knock a guy over a railing and his neck gets caught on it so he's swinging in the most impossibly painful position ever. Plus the ragdoll effects kick in everytime an enemy is knockedback, not just when defeated. Ragdoll truly does add a great deal of enjoyment to combat, for me. Plus when everything falls down the same way, like Snakes in CoV, it is just dull.
Don't get me wrong, seeing some dude with oddly mangled legs touching the back of his own head, dangling from a railing that he's stuck to by the pelvis creates some funny moments in CoH, in a completely-breaking-the-fourth-wall sort of way, but I just hope knockback can be used more productively in Champions. And that, basically, means environmental effects.
So long as the ground craters when I throw some guy into, I don't particularly care how much his limbs flail. :P
Yeah, they've said Q1 2009 before, but as far as I know they've yet to actually name a specific month.
Neato.
here