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Champions Online - Has a better name than CoX.

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Posts

  • Undead ScottsmanUndead Scottsman Registered User regular
    edited July 2009
    Testing times currently wednesday 12pm- 9PM PDT and Fridays 12pm -12am PDT the testing times are expected to be expanded soon.

    To Clarify I am submitting a guild application I have 5 spots left open for this application you PM me here with your e-mail address and I submit the names and e-mail to Cryptic and we wait for the beta invites. Its less random then submitting a one person beta application (which I still recommend you do)

    Actually, they're 10am to whatever pm.. I know because I have to get up at 9am alaska time in order to get the most time in.

    Undead Scottsman on
  • Fig-DFig-D Tustin, CA, USRegistered User regular
    edited July 2009
    Yeah, it's 10am-9pm and 10am-12am PDT. However, 10am doesn't always start at 10am.

    Fig-D on
    SteamID - Fig-D :: PSN - Fig-D
  • AtomicDynamoAtomicDynamo Registered User regular
    edited July 2009
    Ok the guild application has been submitted so hopefully we get some news later this week.

    AtomicDynamo on
  • freakish lightfreakish light butterdick jones and his heavenly asshole machineRegistered User regular
    edited July 2009
    Anecdotal wisdom says invites get sent out on Tuesdays, and the last round wasn't until about 11:30-midnight EST, so don't count it out until Tuesday has officially passed.

    freakish light on
  • MagicPrimeMagicPrime FiresideWizard Registered User regular
    edited July 2009
    I got to play this about 2-3 hours last wednesday on a laptop while on Vacation. I am awaiting this week's test to play it on my main pc.

    MagicPrime on
    BNet • magicprime#1430 | PSN/Steam • MagicPrime | Origin • FireSideWizard
    Critical Failures - Havenhold CampaignAugust St. Cloud (Human Ranger)
  • TheScrupleTheScruple The Oldest of BridgesRegistered User regular
    edited July 2009
    Did anyone ever create a PA thread on the preview forums? That way, we could discuss NDA-breaking things away from prying eyes.

    TheScruple on
    All prairie dogs just want to be heroes
  • AkinosAkinos Registered User regular
    edited July 2009
    Powers and Math
    In the last section of our three-part interview with powers chief Brian Urbanek, we talk about the games that inspire him, and some of the mathematical rigor that is going into Champions Online…

    Colin: Let’s talk about some of the mathematics behind Champions Online…

    Brian: I daily work with a pair of spreadsheets which individually are twelve megabytes in size. Everything is on spreadsheets and everything is driven by the formulae… [draws incredibly complicated axis-graph on napkin]…and in theory everything falls within the same space in terms of its efficiency and utility to cost over time. So is it fool proof? Absolutely not, but it is a very good starting point from which to hand things to the QA department and say I think this is pretty good, find what I missed.

    Colin: Do they often find things you missed?

    Brian: Absolutely, but it’s usually a bug. Like for example, I am infamous for mistyping the cost formula into the damage part to the power and the damage formula into the cost power, making powers that cost five energy and do five thousand points of damage.

    That being said, no one has yet found a hole in my formulas or a power that adhered to the formulas and was still not right.

    Colin: From this perspective, does PvP combat work in the same way as PvE

    A. PvP is always a consideration in the powers that are built. For example, we went through a ridiculous amount of iterations and amount of work to make our taunt system and our aggro system be something that works as well and makes as much sense in PvP as it does in PvE. Our system works the same for players as it works for NPC enemies. I believe we succeeded in making sure every system and how it effects the player it effects an NPC in the same way, with the exception, the notable exception of multiplayer super villains. Epic and legendary challenges, they follow their own rules. They kind of have to.

    But master villains follow the exact same rules as players, taunts effect them the same way they effect players

    Colin: How do the taunts work?

    Brian: A taunt in our game is a advantage you buy and add onto another power. No power is natively a taunt. The effect of a taunt is - an enemy you hit with a taunting power, that enemy suffers a debuff which causes them to do reduced damage versus anyone but the person who hit them. And that debuff goes away very quickly unless the person that used it on you keeps hitting you.

    Colin: What have you enjoyed playing in the past year or two years that has really helped you in the work that you are doing at the moment? External games that have made you go right, I’m learning a lot from playing this game.

    Brian: Well I will always give props to World of Warcraft. While I could speak for hours about things I see as shortcomings, that is the griping of a loyal fan who really enjoys the game and still plays on an active basis.

    Beyond that I try to get input from as many different projects as I can. In terms of things that inspire me, I’m actually going to call board games and pen and paper RPGs an as big or bigger inspiration than computer games at this point.

    One computer game I’ve played recently that I found very impressive is Fallout 3. It’s not so much I drove any particular mechanics inspiration from that as simply took great pleasure in seeing a game developed to such a high level of quality and that in and of itself is inspiring to want to be in that same world of developing that quality of a product.

    Also, I’ve seen a game recently which did have a little bit of math that I really liked. Electronic Arts recently released Battle Forge which used an approach to doing Area of Effect damage that I had never thought of before.

    In some games, the area of effect attacks are simply limited to ‘will not hit more than X targets’. This is to prevent certain abuses called dumpster diving. As a result of the dumpster diving events in our previous games we instituted a cap on the number of people an area effects fell on, a fireball or an explosional effect.

    Battle Forge uses an approach that I think is much cleverer where it’s predefinitely defined individually the maximum amount of damage an area attack will do in total to all of its targets and that maximum amount is divided up equally among all who are hit by it, and they also define a maximum amount of damage done to any single target.

    So if there’s only one person in it that person will probably not take the whole effect, they’ll still only take a portion of it, but it’s a very nice way of capping how much an effect can potentially be done. It also introduces an interesting gameplay element - it distinctly implies a tactic which is to get as many people as possible hit by the AoE so that the damage is distributed out fairly thinly across everybody.

    Akinos on
  • AkinosAkinos Registered User regular
    edited July 2009
    Lawndart wrote: »
    Akinos wrote: »
    Actually that's not a bug. I looked it up, someone filed a bug report on it and the reply was that that was the intended effect.

    Can you show me where? I've seen reports of similar issues like that being fixed.

    The in-game bug reporting tool lists Experimental Blaster (the Gadgeteering power that requires more endurance to use than players actually have for 2-3 levels) as "working as intended".

    Well it works fine now. Any others like that?

    Akinos on
  • Magic RadioMagic Radio Registered User regular
    edited July 2009
    Fig-D wrote: »
    I'm going to play with my graphic settings for a bit and see if Magic Radio's tips will help me out.

    So Fig, did said tips ever work for you?

    Magic Radio on
  • FalloutFallout GIRL'S DAY WAS PRETTY GOOD WHILE THEY LASTEDRegistered User regular
    edited July 2009
    Akinos wrote: »
    Powers and Math
    In the last section of our three-part interview with powers chief Brian Urbanek, we talk about the games that inspire him, and some of the mathematical rigor that is going into Champions Online…

    Colin: Let’s talk about some of the mathematics behind Champions Online…

    Brian: I daily work with a pair of spreadsheets which individually are twelve megabytes in size. Everything is on spreadsheets and everything is driven by the formulae… [draws incredibly complicated axis-graph on napkin]…and in theory everything falls within the same space in terms of its efficiency and utility to cost over time. So is it fool proof? Absolutely not, but it is a very good starting point from which to hand things to the QA department and say I think this is pretty good, find what I missed.

    Colin: Do they often find things you missed?

    Brian: Absolutely, but it’s usually a bug. Like for example, I am infamous for mistyping the cost formula into the damage part to the power and the damage formula into the cost power, making powers that cost five energy and do five thousand points of damage.

    That being said, no one has yet found a hole in my formulas or a power that adhered to the formulas and was still not right.

    Colin: From this perspective, does PvP combat work in the same way as PvE

    A. PvP is always a consideration in the powers that are built. For example, we went through a ridiculous amount of iterations and amount of work to make our taunt system and our aggro system be something that works as well and makes as much sense in PvP as it does in PvE. Our system works the same for players as it works for NPC enemies. I believe we succeeded in making sure every system and how it effects the player it effects an NPC in the same way, with the exception, the notable exception of multiplayer super villains. Epic and legendary challenges, they follow their own rules. They kind of have to.

    But master villains follow the exact same rules as players, taunts effect them the same way they effect players

    Colin: How do the taunts work?

    Brian: A taunt in our game is a advantage you buy and add onto another power. No power is natively a taunt. The effect of a taunt is - an enemy you hit with a taunting power, that enemy suffers a debuff which causes them to do reduced damage versus anyone but the person who hit them. And that debuff goes away very quickly unless the person that used it on you keeps hitting you.

    Colin: What have you enjoyed playing in the past year or two years that has really helped you in the work that you are doing at the moment? External games that have made you go right, I’m learning a lot from playing this game.

    Brian: Well I will always give props to World of Warcraft. While I could speak for hours about things I see as shortcomings, that is the griping of a loyal fan who really enjoys the game and still plays on an active basis.

    Beyond that I try to get input from as many different projects as I can. In terms of things that inspire me, I’m actually going to call board games and pen and paper RPGs an as big or bigger inspiration than computer games at this point.

    One computer game I’ve played recently that I found very impressive is Fallout 3. It’s not so much I drove any particular mechanics inspiration from that as simply took great pleasure in seeing a game developed to such a high level of quality and that in and of itself is inspiring to want to be in that same world of developing that quality of a product.

    Also, I’ve seen a game recently which did have a little bit of math that I really liked. Electronic Arts recently released Battle Forge which used an approach to doing Area of Effect damage that I had never thought of before.

    In some games, the area of effect attacks are simply limited to ‘will not hit more than X targets’. This is to prevent certain abuses called dumpster diving. As a result of the dumpster diving events in our previous games we instituted a cap on the number of people an area effects fell on, a fireball or an explosional effect.

    Battle Forge uses an approach that I think is much cleverer where it’s predefinitely defined individually the maximum amount of damage an area attack will do in total to all of its targets and that maximum amount is divided up equally among all who are hit by it, and they also define a maximum amount of damage done to any single target.

    So if there’s only one person in it that person will probably not take the whole effect, they’ll still only take a portion of it, but it’s a very nice way of capping how much an effect can potentially be done. It also introduces an interesting gameplay element - it distinctly implies a tactic which is to get as many people as possible hit by the AoE so that the damage is distributed out fairly thinly across everybody.

    The devs play a lot of WoW? I don't belive it.

    Fallout on
    xcomsig.png
  • Undead ScottsmanUndead Scottsman Registered User regular
    edited July 2009
    Considering at least one of them used to work at Blizzard in a prominent position? Yeah, it's surprising as hell that they play lots of WoW.

    Undead Scottsman on
  • ScooterScooter Registered User regular
    edited July 2009
    Akinos wrote: »
    Lawndart wrote: »
    Akinos wrote: »
    Actually that's not a bug. I looked it up, someone filed a bug report on it and the reply was that that was the intended effect.

    Can you show me where? I've seen reports of similar issues like that being fixed.

    The in-game bug reporting tool lists Experimental Blaster (the Gadgeteering power that requires more endurance to use than players actually have for 2-3 levels) as "working as intended".

    Well it works fine now. Any others like that?

    Was there a playsession between Friday and today that I missed? Because that's how it was on Friday.

    Scooter on
  • AkinosAkinos Registered User regular
    edited July 2009
    Scooter wrote: »
    Akinos wrote: »
    Lawndart wrote: »
    Akinos wrote: »
    Actually that's not a bug. I looked it up, someone filed a bug report on it and the reply was that that was the intended effect.

    Can you show me where? I've seen reports of similar issues like that being fixed.

    The in-game bug reporting tool lists Experimental Blaster (the Gadgeteering power that requires more endurance to use than players actually have for 2-3 levels) as "working as intended".

    Well it works fine now. Any others like that?

    Was there a playsession between Friday and today that I missed? Because that's how it was on Friday.

    There was not! But I did just get permission to do something that will explain how I can know that, and that something should now be clear. Tada!

    I'm not here to: Nitpick posts for NDA breakage (not that I encourage/endorse it)

    I am here to: Get feedback, clarify things, and answers questions as best I can (whilst not breaking the NDA myself).

    So, hello!

    Akinos on
  • FalloutFallout GIRL'S DAY WAS PRETTY GOOD WHILE THEY LASTEDRegistered User regular
    edited July 2009
    Considering at least one of them used to work at Blizzard in a prominent position? Yeah, it's surprising as hell that they play lots of WoW.

    it was a jab at the gameplay

    Fallout on
    xcomsig.png
  • AddaAdda LondonRegistered User regular
    edited July 2009
    Hi there, nice to see you posting outside the games own forums.

    I'm looking forward to being in a position to give you some feedback :winky:

    Adda on
    steam_sig.png
    I want to know more PA people on Twitter.
  • GlalGlal AiredaleRegistered User regular
    edited July 2009
    Well that's pretty damn swank. Now I regret being unable to playtest this week due to moving even more. :D

    Glal on
  • AkinosAkinos Registered User regular
    edited July 2009
    For those of you in the beta who wish to discuss specific issues that are not NDA-friendly I am also on the preview forums (CrypticAkinos) and you can PM me there (not here, please).

    Akinos on
  • DigitoDigito Registered User regular
    edited July 2009
    Here's hoping this week I get in there to do some testing, I tried to last week but ARMA II got me and character design indecision got me.

    Digito on
  • PonyPony Registered User regular
    edited July 2009
    also now that akinos is letting out his secret identity

    you guys now know how i managed to get that guild invite processed so fast

    you can all thank akinos for that, i was just the frontman

    Pony on
  • AkinosAkinos Registered User regular
    edited July 2009
    Pony wrote: »
    also now that akinos is letting out his secret identity

    you guys now know how i managed to get that guild invite processed so fast

    you can all thank akinos for that, i was just the frontman

    But did all of the work, so thank YOU for that!

    Akinos on
  • Magic RadioMagic Radio Registered User regular
    edited July 2009
    Well we already knew he worked for Cryptic, just didn't know what he was doing. Also, I so called it that he got us in.

    Since you are in charge of combatan' Akinos, I would like to lodge a formal complaint on the state of Munitions. Mostly that the damage numbers seem off for certain powers. Also I want a time bomb, land mines, and a net gun. Oh, and a tank.

    Magic Radio on
  • AtomicDynamoAtomicDynamo Registered User regular
    edited July 2009
    Well Akinos,

    I submitted another group of people from here to become testers the guild name submitted was Intrigue,
    If there is anyway you can slip that app to the top of the pile. I think it is a group that probably gave names to pony but may have just missed his cutoff.

    AtomicDynamo on
  • MrIamMeMrIamMe Registered User regular
    edited July 2009
    I'd just like to say the amount of work you guys are doing between builds is fairly impressive.

    Are you pushing 7 days a week, 18 h days yet?

    MrIamMe on
  • Fig-DFig-D Tustin, CA, USRegistered User regular
    edited July 2009
    Fig-D wrote: »
    I'm going to play with my graphic settings for a bit and see if Magic Radio's tips will help me out.

    So Fig, did said tips ever work for you?

    They did, actually! My framerate was certainly much better and the game looked cleaner and less muddy altogether. I don't think my PC particularly liked how ChO handles shadows. That had the biggest effect.

    Fig-D on
    SteamID - Fig-D :: PSN - Fig-D
  • AkinosAkinos Registered User regular
    edited July 2009
    MrIamMe wrote: »
    I'd just like to say the amount of work you guys are doing between builds is fairly impressive.

    Are you pushing 7 days a week, 18 h days yet?

    I am constantly blown away by the rest of the team here, honestly. Work hours are quickly approaching absurd, though. :wink:

    Akinos on
  • AkinosAkinos Registered User regular
    edited July 2009
    New Dev Diary

    http://pc.ign.com/articles/100/1001299p1.html

    Chris is a great guy and does amazing work (he did the latest power armor stuff).

    Akinos on
  • AtomicDynamoAtomicDynamo Registered User regular
    edited July 2009
    That info on the earth flight sounds really cool pulling the ground that you are on when take off is really nice little things like this that bring home the immersive feeling in an mmo

    AtomicDynamo on
  • AtomicDynamoAtomicDynamo Registered User regular
    edited July 2009
    System specs are official check champions online main page

    http://www.champions-online.com/

    AtomicDynamo on
  • KazhiimKazhiim __BANNED USERS regular
    edited July 2009
    an easter egg with it you say

    someone should try using it in water

    Kazhiim on
    lost_sig2.png
  • cytorakcytorak Registered User regular
    edited July 2009
    Damn...there looks like an explosion of PAers that got into the beta. Last time I looked, there were like 4 names on that list.

    Is there a secret handshake that I can learn or something?

    cytorak on
  • LawndartLawndart Registered User regular
    edited July 2009
    Akinos wrote: »
    Lawndart wrote: »
    Akinos wrote: »
    Actually that's not a bug. I looked it up, someone filed a bug report on it and the reply was that that was the intended effect.

    Can you show me where? I've seen reports of similar issues like that being fixed.

    The in-game bug reporting tool lists Experimental Blaster (the Gadgeteering power that requires more endurance to use than players actually have for 2-3 levels) as "working as intended".

    Well it works fine now. Any others like that?

    Wow, who would have guessed that me being a cranky, NDA-ignoring asshole would actually be somewhat constructive? :P

    Lawndart on
  • Magic RadioMagic Radio Registered User regular
    edited July 2009
    Perhaps a dumb question, but should the Support Ticket button on the launch pad do anything? Right now all it does is take me to the main preview page.

    Magic Radio on
  • MrIamMeMrIamMe Registered User regular
    edited July 2009
    The easter egg for earth flight took em about 10 mins to find I think.

    Remember it detects what you are standing on and you rip that up, so what happens if there is nada under you?

    Monkey anyone?

    MrIamMe on
  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    edited July 2009
    So I had a really great time playing this game on Friday. Finally got a chance to sit down and play for a few hours through the tutorial. Created a character I liked (Nega Hell), messed around with a custom power set (which I will promptly rework with a new character) and made my way through most of the tutorial.

    Lots of fun, very easy to pick up. But I also like some of the new things available (like charging up powers). Character creation is of course fantastic.

    I did find myself getting my ass kicked in the last mission of the tutorial. It was so bad I thought that I'd perhaps missed an opportunity to level up my character. I won't post any details, but I suspect that has more to do with my actual choice of powers than a necessarily. I selected two powers that I thought would be cool, but don't seem to allow me to generate energy in an efficient or useful way. But maybe that's an issue in and of itself.

    No idea. Hopefully I haven't said too much. If I have, please let me know and I'll delete most of this post. I will say that this game is looking pretty awesome and I'm looking forward to it.

    GoodKingJayIII on
    Battletag: Threeve#1501
    PSN: Threeve703
  • MrIamMeMrIamMe Registered User regular
    edited July 2009
    One thing is they need to make the ping-pong gun a bit easier to find - it makes that final mission easy.

    MrIamMe on
  • AkinosAkinos Registered User regular
    edited July 2009
    The game should force you to pick at least one energy building power. If not, that's a bug.

    Akinos on
  • Undead ScottsmanUndead Scottsman Registered User regular
    edited July 2009
    Fallout wrote: »
    Considering at least one of them used to work at Blizzard in a prominent position? Yeah, it's surprising as hell that they play lots of WoW.

    it was a jab at the gameplay

    Mine was a jab towards Bill Roper.

    Undead Scottsman on
  • MrIamMeMrIamMe Registered User regular
    edited July 2009
    Akinos wrote: »
    The game should force you to pick at least one energy building power. If not, that's a bug.

    It might have been that munitions thing that the 2nd power requires full bar of energy and its not all that crash hot.

    MrIamMe on
  • Undead ScottsmanUndead Scottsman Registered User regular
    edited July 2009
    Another issue with the final mission in the tutorial is that if, for whatever reason, you get your ass beat by the boss. (Lag, noob mistake, whatever.) and you have to fight him again, Defender doesn't respawn, which forces you to beat the boss by yourself, and that boss isn't meant to be faught by yourself.

    Undead Scottsman on
  • PonyPony Registered User regular
    edited July 2009
    man

    my dude had both munitions powers right from the get go

    and he wrecked asses all the way through the tutorial

    ripped black talon apart in less than a minute

    the hell you doing wrong

    Pony on
This discussion has been closed.