Skip to main content

CoH Binge: Fun > Functionality

Just when I think I'm out, it fishes me back in again: I had another major City of Heroes' binge over the weekend. It's been said before that a MMORPG character needs to be both fun and functional. However, this weekend I decided to prioritize the fun. The result was a renewed interest in the game.

My "prioritize the fun over functionality" character ended up being a Kinetic/Energy Blast Defender. The fun part about Kinetic heroes is that they pretty much double the speed of the entire team operates while increasing their damage by as much as 400%. I wouldn't have chosen Kinetics with a greater functionality-based priority because it has very little in the way of active damage mitigation, making it a strangely offensive choice for the Defender archetype. As for the Energy Blast Secondary, in my evaluation it's genuinely inferior to Sonic Blast, but it looks prettier and the random chance of knocking things down is fun.

Somebody else's video that shows off lovely FX of a Kinetic/Energy Defender. (I think I play faster and more efficiently than this player -- maybe I should make my own video?)

Aside from that, I wish I had more to say about gaming lately that has not already been said. The PC game industry is still in a major slump, and I haven't really played much in the way of console games lately.

Frankly, it's enough to make me question my identity as a gamer. Actually, what's happening is that these days I'm more into thinking games but I really don't have the time to become committed to any more games than I'm already playing. Egad, I've become an adult. That said, I am waiting in eager anticipation for Apollo Justice to arrive in the mail, curious if this Phoenix Wright successor will prove as addicting as the first series.

Comments

Popular posts from this blog

Resonant Induction Really Grinds My Gears... In A Good Way

From about 2pm yesterday until 8pm today, I've been dabbling with my latest custom mod mix for Minecraft 1.6.4, which is this time very much Universal Electricity focused.
Aside from the usual GUI enhancers and Somnia, the primary contenders in this mix were:
Calclavia Core - Of course: this is the base of the Universal Electricity system.Resonant Induction - This seems to be largely focused on increasingly more advanced methods of refining ores divided across 4 ages of technological progression.  It also includes some really cool things such as assembly lines.  I'll primarily be talking about just a few blocks out of this mod today.Atomic Science - A mod dedicated to generating more of those lovely universal electricity volts via the power of splitting the atom.  Build your own nuclear reactor!  Deal with nuclear meltdowns!  You maniac!ICBM - A mod dedicated to generating more destruction using those lovely universal electricity volts (and more than a little gunpowder), it cer…

Empyrion Vrs Space Engineers: A Different Kind Of Space Race

In my quest for more compelling virtual worlds, I have been watching Empyrion: Galactic Survival a lot this bizarro weekend, mostly via the Angry Joe Show twitch stream.  What I have concluded from my observations is Empyrion is following in Space Engineers' shadow, but it is nevertheless threatening the elder game due to a greater feature set (the modding scene notwithstanding).

Empyrion is made in Unity, whereas Space Engineers is built on a custom engine.  While this does put Empyrion at a disadvantage when it comes to conceptual flexibility, its developers nevertheless have a substantial advantage when it comes to adding features due to a savings of time spent that would have gone into developing their own engine.  Examples include:
Planets.  Empyrion already has planets and space to explore between them, whereas in Space Engineers planets are in the works but still awhile away (so you just have asteroid fields to scavenge).Enemies.  Space Engineers' survival mode boasts onl…

Greasing The Grind: Adding Lasting Appeal To Virtual World Sandboxes

Game design, being about entertainment, is not as much science as art.  We're coming up with interesting things that the human mind likes to chew on that "taste" good to it.  Different people find different things, "Fun," and a game designer is tasked with coming up with fun, appealing things.  As pertains to virtual world sandboxes, I identified three of them.

Challenge Appeal.

Dwarf Fortress and Fortresscraft Evolved have the same end game appeal preservation mechanic: wealth equals threat.  The more money your Dwarf Fortress is worth, the bigger the baddies who will come for you, including a bunch of snobby useless nobles who do nothing but push dwarves around and eat.  The more energy you make in Fortresscraft Evolved, the more and bigger bugs come to shut down your base.  Rimworld does something a little different based off of which AI Storyteller you choose, but it generally adds time to your wealth accumulation when deciding what kind of threats to throw a…