Champions Online

    Champions Online Halloween Events and Free Play!

    Posted Oct 26, 2009 by DoranM
    Filed in Champions Online

     

     

    We've received some information this week about what Champions Online has planned for the Halloween weekend! Here's a look at what they're doing:

    Play for Free, All Weekend

    From Friday, October 30th, until Monday, November 2nd, players can play Champions Online ... for free! There have been lots of new changes made to the game, including new missions, new powers and the free Blood Moon content update.

    Check out our free weekend promotional page on the official Champions Online website to get started.

    Spend Halloween under the Blood Moon

    Experience brand new Halloween-themed content: Blood Moon! Play as a werewolf – or a hunter – during the Bite event. Join four friends in an all-out struggle for survival in the Zombie Apocalypse PvP map – but beware, those of you who fall to the horde will rise again as super-powered undead heroes!

    Champions Online In Game Halloween Event!

    Posted Oct 20, 2009 by DoranM
    Filed in Champions Online

    We were sent an announcement this morning letting us know that there will be a Champions Online in-game event taking place from October 26th – November 5th.  Here's some background to set the stage for the event, followed by some highlights that players can take part in:

    There is a chill wind blowing through Millennium City. It's late October and the moon has taken on a sinister aspect, staining the sky a bloody red. The superhero Witchcraft, of the Champions, warns that this is a dire portent of an approaching mystical threat. There have been sightings of strange creatures emerging across the world, those of savage werewolves and flesh-craving zombies.  Even worse, they bear with them the tidings of a great evil returning to the world... Takofanes, the Undying Lord!

     When Takofanes last strode across North America he killed all who crossed him to swell the ranks of his undead army. The first attempt America's superheroes made to stop him resulted in the death of half a dozen of them. A second more concentrated attempt managed to drive Takofanes from the battlefield, but he could not be defeated. Now Takofanes has returned once again with hordes of his minions, citing prophecies of doom and proclaiming his coming reign over humanity!

     ·         Explore the new Celestial Powerset. Use the power of the Seraphim to heal and strengthen your allies, or release the fury of the Nephilim in a battle against evil.
     ·         Beware the Zombie Apocalypse rising in Canada! Battle against zombies in PVP, but no matter what, do not fall there. Should you die, you shall return as one of the undead horde, bound to fight in Takofanes’ name.        
     ·        
    Fight off ravenous werewolf packs, but be careful lest you get bitten and infected with their dark magic.
     ·         Stand against undead heroes who once fought in the Battle of Detroit, and do your best to free their souls from Takofanes’ necromancy.
     ·         Challenge Takofanes to drive him from our land, but beware – you must fight the dark sorcerers who serve him before you have any chance of facing the Undying Lord.

    To find out more visit Champions Online!

    Champions Online Hits 1 Month Milestone and Talks Updates!

    Posted Oct 05, 2009 by DoranM
    Filed in Champions Online

    Champions Online is hitting the one month mark! That's right the game has been out almost one full month now and they've taken some time out to tell us what's happened, and what they're working on in the near future as Champions Online continues to impress!

    Here's a look at the changes, both past and future, for Champions Online:

    This Past Month

    • Lots of power balancing meant free Retcons for everyone!
    • Big changes to the Economy were made after we had overestimated the amount of resources players would accumulate while leveling. Increased item drops and decreased Retcon costs make it more affordable!
    • We began addressing gaps in content by adding new missions to Monster Island in Well’s Pass. We’ll be continually adding more as time goes on.

    Coming up in early October!

    • Mission Tracking Updates! – New ways to share missions with groups, including setting primary missions, making more missions shareable, and granting “Assist Bonuses” if you help complete a mission you don’t have.
    • More Missions! – Bounty missions, UNTIL tasks, and more content in Millennium City and Canada to help address more of the leveling gaps.
    • Power House 2.0 – A new room to test out your powers against real enemies, Power Tips from the trainers, and a duel-free zone by the trainers to make purchasing a power much quieter.

    The Blood Moon Rises October 27th!

    • Take part in an event of epic proportions. The evil Undying Lord Takofanes has returned to proclaim his coming reign over humanity. Help defeat his undead hordes all over the world.
    • Help save the 13 souls of the Undead Heroes to unlock the Celestial power set weeks before it is released to the public.
    • New PvP Map: Zombie Apocalypse – Fight for survival against the zombie hordes.
    • New power set: Celestial – A support-based set allows you to both heal allies and weaken enemies.

    October is an exciting month to be a Champion! We have even more updates coming in the second half of October, so keep checking http://www.champions-online.com for more updates as the month goes on. See you there!

    Champions Online - State of the Game: September 15th, 2009

    Posted Sep 16, 2009 by Kody
    Filed in Champions Online

    With Champions Online now live, Cryptic Studios has decided it's a good time to release a State of the Game to keep players updated on where the game is currently, and what you can expect in the coming months.


    There’s a lot to cover this week, so let’s just dive right in like Armadillo tunneling his way into a bank vault.

    More Content!

    Monster Island has three new repeatable mission chains to help bridge our content gap there. These are unlike any of our other missions in that they’re designed as destinations you’ll revisit and will change over the course of several missions. Here’s a sneak peek!

    The Hidden Base

    Heroes discover the entrance to a secret base in Well’s Pass. None of their contacts know anything about the entrance so it’s up to the hero to check things out. What secret project lies deep within the VIPER base?

    The Lost Caves

    A series of lost caves has been discovered by the intrepid Paleontologist and television personality, Professor Plummet. His early reports have come back, stating that Elderworms have also found a way into the labyrinth of caves, and are using them as hunting grounds. Contact has been lost with the professor, and help is needed in finding him.

    The Manimal Lab

    A group of Manimals are behaving strangely and are guarding a nearby cave complex. Further investigation reveals a hidden laboratory that also acts as the prison for a highly intelligent rat Manimal named Professor Ratso.

    We anticipate these mission chains will make their way to the Public Test Shard next week and we’ll need your help making sure they’re ready for release to the live servers.

    Adding Some Meat to Team

    We’re working on several new additions to the teaming system. We’re currently testing new UI that allows players to see the state of team missions even if they don’t have them. Upcoming additions (in development) include showing your team members’ current objectives on active missions and adding rewards for heroes that assist on missions, even if they don’t have the mission themselves.

    Do You See What I See?

    Graphics performance should be better overall for players. Some high-end users have experienced what appears to be a reduction in performance. But this is actually due to us fixing a bug where sliders that were set all the way up in certain categories weren’t actually providing that level of increase. Players with top-end graphic cards should retune their settings for maximum performance.

    The Mail That Ate Sheboygan

    Many fixes to our mail woes have already been pushed to the live servers, but one big one is currently on the Public Test Shard and will be pushed to the live servers ASAP. We also currently don’t have a way for players to send resources to other heroes. This is a known issue, and requires a tech solution to implement. I don’t have an ETA, but it’s on the list. We’re sorry for any inconvenience this has caused.

    The Balance of Power

    We’re currently making passes on all the powers in the game and will be making changes designed to not just bring aberrant powers into line, but increase the effectiveness of those that need it. We’re also examining the best ways to inject more resources into the economy. Our top concerns are what are concerning you as players. We're working as fast as we can to address issues, work on the overall balance of the game, and be as responsive to possible. Keep hitting the forums with solid, constructive comments and we’ll keep working to make the game better and more balanced in both the PvE and PvP arenas.

    Powers Aren’t Black / White – Yet…

    We’re big fans of being able to shift the hue of powers into the realms of black and white. The issue is that these aren’t hues, but tints. This means that with the current way our color system works, you would see pure black or pure white colors as opposed to the grayscale subtleties required to give you the look you actually want. Basically, it requires some new engine technology, but we’re looking into how to make this happen.

    Celestial Power Set

    Along with some incredible events and rewards, there’s a new power set coming out with the Blood Moon event. The Celestial set is designed to provide assistance to allies and destruction to enemies. The power effects are amazing and the versatility of the set makes it both compelling as a single-focus set and also as supplementary powers to other builds. We’re going to be doing a special feature on the website in the upcoming weeks showing off the powers, so stay tuned for a detailed look.

    Tutorial? We Don’t Need No Stinking Tutorial!

    While it sounds simple, there are few things we had to design out to allow players to be able to skip past the tutorial if they’ve already done it once. It’s next up on the list for our content lead, and we’re hoping to have this onto the Public Test Shard as soon as next week.

    Where the Duels Are(n’t)

    We’ve heard your requests for our more social areas like Club Caprice and The Powerhouse to be duel-free zones. Both our content and programming teams are combining efforts to get this in as soon as possible.

    A Room of Danger in the House of Power

    We’re designing a new room for the Powerhouse where you can try out your powers against automated enemies. We’ll be sure to inform you when this moves to the Public Test Shard so you can help us test it out!

    See you online, Champions!

    Champions Online Limited Subscription Details

    Posted Aug 22, 2009 by Browncoat
    Filed in Champions Online

    With Champions Online shortly set to arrive on the MMO scene, Cryptic is taking the opportunity to let people know that if there are people who love the game, certain limited subscription benefits will be available. We've heard about the six-month and lifetime subscription deals before, but this time, all the details have been placed in one mail. Here's the skinny:

     

    Limited Champions Subscription Deals!
    August 22, 2009

    We at Cryptic Studios and Atari are excited to announce our Champions Online six-month and lifetime subscription plans. Players who sign up for our long-term subscriptions will receive special perks, including eight additional character slots, special costume sets and guaranteed access to the Star Trek Online closed beta! "Beyond the deep discount on the subscription rates, we wanted to come up with added incentives and exclusives that, as gamers, we could get excited about," said Jack Emmert, Cryptic Studios' Chief Operating Officer. "With an early commitment to Champions Online, granting guaranteed early access to our next big game, Star Trek Online, seemed like a great way to engage Cryptic’s biggest fans in other projects at the studio.” Here are the great features our loyal customers will receive.

    Discounted Lifetime Subscription

    • Guaranteed Star Trek Online Closed Beta Access 
    • Eight Additional Character Slots 
    • Foxbat Vanity Pet 
    • Art Deco Costume Set 
    • Retro Future Costume Set
    • STO Mirror Universe Costume Set 

    Discounted Six-month Subscription

    • Guaranteed Star Trek Online closed beta access 
    • Retro Future Costume Set 

    Don’t miss out on these great deals! You can purchase your subscriptions now!

    Discounted Lifetime Subscription
    $199.99 USD
    $219.99 CAN
    £119.99 GBP W/OUT VAT
    €147.99 EUR W/OUT VAT

    Discounted Six-month Subscription
    $59.99 USD
    $65.99 CAN
    £35.99 GBP W/OUT VAT
    €44.99 EUR W/OUT VAT

     

    ABOUT CHAMPIONS ONLINE

    Champions Online brings epic heroism back to the MMORPG with fast-paced, epic combat. A boundless character creator takes the experience to the next level; players can even choose the appearance and style of their powers to complete their vision! A unique Nemesis system also lets players tap into a powerful customization tool to craft their own enemy, an ultimate adversary who will appear throughout a hero’s career. For more details about Champions Online and the exclusive Champions Online pre-order event, please visit the official website at http://www.champions-online.com.

    Champions Online Goes Gold, Will Release On September 1st

    Posted Aug 16, 2009 by Browncoat
    Filed in Champions Online

    Good news is afoot for Cryptic Studios this weekend, as superhero-themed MMO Champions Online has now gone gold, meaning it's ready for prime-time and release to the public. Release has also now been set at the original intended drop date of September 1st, meaning that everyone who's looking to suit up in their favorite hero costume and do battle with villains will be able to do so that much sooner.

    Open beta for Champions Online start this week for pre-order customers, and the NDA will be dropping shortly, so look to see more news and impression about the title from around the 'Net in short order.

    Cryptic Reveals Gadgeteering Power Set

    Posted Aug 07, 2009 by Kody
    Filed in Champions Online

    The Cryptic team is hard at working preparing Champions Online for a fall release, but that isn't stopping them from releasing information on the game! Today Cryptic revealed another power set called Gadgeteering. For players who enjoy fighting with gadgets, this power set is sure to sate your hunger.

    The power set plays host to a slew of gadgets such as the Sonic Blaster, Experimental Blaster, Gauntlet Chainsaw, Particle Mine and more. Effects for the power set -- which appears to be well-rounded -- include direct damage, crowd control, area effect damage, heals and much more.

    Of course, this is all still subject to change since the game is currently in beta, but to learn more visit the Gadgeteering Power Set page.

    Champions Online State of the Game

    Posted Jul 09, 2009 by Kody
    Filed in Champions Online

    Champions Online is progressing along through beta as Cryptic Studios prepares to release the game later this fall, and Bill Roper wanted to bring everyone up to speed on the latest developments in the game. Check out the latest State of the Game below for more details!

    Quote from: Bill Roper (Source)

    Another week, another update. Like clockwork they come out, which is just how this time-shifter likes it. As usual there’s a lot happening around Cryptic HQ, across every team in the company. This means that not only is the Champions Online team working on making the game as great as possible, but our core technology teams are cranking out new things, as well. Social features like Twitter support, networking backend tools for better customer support and service, and the web group is putting together more and more features to make our community stronger than ever. Cryptic has done a lot of growing over the past few months, so when you see announcements of new features that aren’t purely game-only elements, that doesn’t mean we’re neglecting things.

    Balance, Balance, Balance

    We’re in full balancing mode with powers and items now, so beta players should expect to see positive changes in the upcoming weeks. We’re also running our internal Combat Triage team at full bore, working to make fights more engaging and fun – and yes, we may even make some changes to different mechanics and powers in the game to accomplish this. Beta tester feedback is going to be more vital than ever, so watch the forums for specific announcements on where to put your focus starting next week.

    Calling Our Heroes in Europe

    We know that our European players have expressed dismay at not being able to enter any of our contests. We’ve been battling against the villainous super group known as The Rules Lawyers and are very close to victory. Cheeky banter aside, we’ve been working on getting EU contest rules in place that adhere to applicable laws and restrictions, and we should be able to extend our contests into several European countries very soon. We have always wanted to include all of our community, and now we’ll be able to do so!

    Ramping Up the Hero Games

    We’re putting a big focus on PvP this week both here at Cryptic and out in the real world. Select members of the press are going to be battling against developers at a live event in San Francisco this Thursday. Back here at Champions HQ, we’re putting in Ranks & Rewards, polishing up the B.A.S.H. battleground in Westside, and finishing up our final Area that will be reserved for the top tier of combatants. Beta players can expect to see some of these dropping in starting next week.

    The Power House

    Our beta players will see a new structure in Force Station Steelhead, Project Greenskin, Renaissance Center, the Bureau 17 Docks, and aboard the Aegir submarine. This is the portal and energy plant to the Power House and the facility should be fully operational within the next week or so.

    Patrol Missions in the Desert

    Since they were such a hit in Millennium City, Patrol Missions have been extended in to the Desert. Next up – Canada!

    Our Biggest Arch-Enemy? BUGS!

    We’re crushing some last minute show-stoppers that prevented us from getting Nemesis back into the beta test this week. QA is running a white-glove test and as soon as they give us the green light, Nemesis will return.

    See you online, Champions!

    Champions Online PvP: Hero Games Details

    Posted Jul 07, 2009 by Kody
    Filed in Champions Online

    Following up on yesterday's news about system requirements, Cryptic Studios has released information on the player-versus-player system that will be implemented in Champions Online when it releases later this fall.

    Rob Overmyer provides details on the system in general, as well as a few maps players can expect to encounter foes on. Multiple types of maps will be available, including team-based, free-for-all, and team scenario events, all offering fame and rewards to the victor.

    Quote from: Cryptic Studios (Source)

    The Hero Games is the Player vs. Player system that includes a series of events or locations our players can participate in to earn fame and rewards. The Hero Games are comprised of team-based arena style instances, free-for-all open brawls and team scenario events. Heroes will compete against the greatest of all foes, the heroes and champions of their world.

    Bringing PvP to a game of heroes.

    One of the challenges of bringing PvP to Champions Online was figuring out how PvP fits into a game where players would not be playing a villain. The Question; Why would heroes fight each other? The answer was actually easier than we first thought. The Champions RPG had always had a Tournament of Champions. Why wouldn't we include that experience into our game? It was decided to add the Tournament of Champions as a reason for heroes to battle each other.

    When we looked at the background of the Tournament of Champions we recognized that it was great as an event more so than a complete system. It needed to be spiced up a bit and modernized, but the game was a good start. What it became was the Ultimate Tournament of Champions, or UTC. Once the team decided that the UTC was going to be a game type we immediately started thinking about the other game types we could bring to Champions Online. Lucky for us, or you, the PvP team is comprised of some of the biggest PvPer's in the company (*cough*gankers*cough*.) It took less than a few seconds for a ton of great ideas to flood our little conference room. We all agreed that we would like to have a little PvP for each type of player, (the aforementioned gankers included,) something small and contained, something with objectives, a place for an all-out rumble and the always popular impossible scenario. This was the beginning of the game types within the Hero Games. The UTC, B.A.S.H. and Apocalypse games.

    The UTC

    You can think of the Ultimate Tournament of Champions as a highly-publicized and grand combat event much like the gladiatorial games of times lost or the more modern wrestling troupe’s that spotlight the fan favorites and create a drama of combat and circumstance. The UTC is the event the citizens of Millennium tune into to see their favorite heroes battle it out in true dramatic arena style.

    Players are randomly paired in 2 teams of 5. The arenas are generally small and intimate. Each team begins in their locker room and are given a short period of time to prepare a strategy. Once the game begins the players can leave the locker room and head in to the main arena. When a hero is defeated in the arena they are sent back to their locker room. It is up to them to decide if they want to jump right back in or wait for the team. The goal of each UTC match is to win by defeating members of the other team. There are no time limits in the UTC. The first team to get the required number of defeats will win the match. Not all arenas share the same defeat totals. The number increase as players go up in tier. At the end of the match a scoreboard is displayed and everyone can see how they did compared to the other heroes. The scoreboard will also show the rewards that the other heroes received for their participating in the match (more on that later.)

    B.A.S.H.

    Early in development we were all aware that players do not want to fight in an arena all the time. Some of the members of the team are really big fans of FFAPvP. Short of making some crazy PvP versions of our regular PvE zones we would not be able to give them what they wanted. The next best thing was a place for solo players to play in a style that felt like a free-for-all game. The BASH is an outdoor zone where heroes fight in large numbers against one another. The BASH allows players to fight in a way that is closer to villainy than heroics. It is because if this that it is not officially sanctioned by the Hero Games and furthermore not approved. Participants are free to gang up on players, steal defeats (kill steal), lie, cheat, and smash their way to victory. In the end the game is all about the last one standing. The game supports 20 players at a time. Participants scramble to earn the most player defeats in the fastest time possible. The first player in the map to earn the required number of player defeats is the winner.

    Apocalypse

    One of the first test maps we put together, even before the UTC and BASH, was called it was an apocalypse scenario event that turned players into < CENSORED> every time they were bitten by these huge < CENSORED>. The other members of the team would have to choose between their teammate or...

    Okay, enough of that... What we did know by then end of that was, it was awesome! It was easy for us to imagine all the things we could do with player vs. player combat and scenarios. What we eventually arrived at was a series of scenarios that would put the Hero in unimaginable situations. The Stronghold Apocalypse pits Heroes against one another on opposite sides of a prison breakout. Players get to battle alongside well known Signature Heroes and Villains in an attempt to subdue the other side. Apocalypse Games will have various game play mechanics like reinforcements, control points and triggered events. The Apocalypse represents more than the end and be all, it is the beginning of what the Hero Games will allow players to do.

    Cryptic Reveals Champions Online System Requirements

    Posted Jul 06, 2009 by Kody
    Filed in Champions Online

    Today Cryptic Studios has finally announced the system requirements for Champions Online, their upcoming super hero MMO based on the popular pen-and-paper RPG Champions.

    Cryptic took a fairly unique approach to graphics with the game, deciding on a cell-shaded graphics engine, rather than the typical realistic or cartoon-inspired directions many MMOs employ, and it looks to have paid off -- allowing Cryptic to reach a broader audience of computer users than many recent MMOs.

    Minimum System Requirements

    • OS:Windows XP/Vista
    • CPU:2.5GHz Single Core or 1.8GHz Dual Core
    • Memory:1GB RAM
    • Video:NVIDIA GeForce 7800 / ATI Radeon X700 or HD / Intel Graphics with Dual Core
    • Sound:DirectX Compatible Soundcard
    • HDD:5GB Free Disk Space
    • Network:ADSL / Cable Modem
    • Disc:DVD-ROM
    • Driver:DirectX 9.0c

    Recommended System Configuration

    • OS:Windows XP/Vista
    • CPU:2GHz Dual Core or Better
    • Memory:2GB RAM or Better
    • Video:NVIDIA GeForce 8800 or Better / ATI Radeon HD3850 or Better
    • Sound:DirectX Compatible Soundcard
    • HDD:5GB Free Disk Space
    • Network:ADSL / Cable Modem or Better
    • Disc:DVD-ROM
    • Driver:DirectX 9.0c

    Champions Online: Rate My Champion Is BACK!

    Posted Mar 15, 2009 by DoranM
    Filed in Champions Online

    Rate My Champion

    The Champions Online website has re-opened the Rate My Champion page! The rating system periodically lists the top rated champions and awards the winners accordingly! Visit the official website to rate some champions and visit the Champions Beta Signup!

    Here's what the rating system looks like:

    Champions Online Quiz Asks: "Which Champion Are You?

    Posted Mar 05, 2009 by DoranM
    Filed in Champions Online

    "Which Champion Are You?" Asks the Champions Online Quiz! Champions online has put together a quiz for users to fill out. After you fill it out it will instantly tell you the champion you most closely resemble. The quiz asks questions about what best describes you, how you got your amazing power, how you feel about humanity now that you're "Oh So" super human, what type of minion you would like, and then several situational questionis that ask you to explain how you would react in certain situations. For the record I am most like:

     

    Noble and true, you are the hero other heroes aspire to be. You are a natural leader, selfless and kind, who will put the lives of others above your own, and are steadfast in your pursuit of justice.

     

    So yea...Pretty much me to a T. Post yours below and lets compare!

    Champions Online Hosts "Ask Cryptic" Official Dev Q&A!

    Posted Feb 24, 2009 by DoranM
    Filed in Champions Online

    Cryptic's upcoming title Champions Online has recently posted a plethora of information in their "Ask Cryptic" dev blog post where they take a shot at answering several questions that have arisen on the community forums, via email, and from fans about the game.

    Checkout the original post:

    Welcome to the latest edition of Ask Cryptic!  Today the Devs answer your questions on powers, defense, Supergroups, Champions lore, and various and sundry other issues!  Thanks to Balseraph, Vurt, Arkayne, and TheMightyLayman for answering!

    Can we take multiple defense sets, or mix max between them? (Steamtank)
     

    Defense is going to come from several different sources. The first of which is your gear. Whether it’s that your vest is made of Kevlar, or some sort of nano-gear, or you’re shielded by your heroic certainty. That’s not the majority of your defense, though. The majority comes from your choice of defensive powers. The defensive powers in the game have been reworked such that while they can stack, they all have differing areas of coverage. For example, the Forcefield defensive power is extremely strong at the start of a fight, but it will wear down and weaken during the course of that fight. Conversely regeneration will ramp up in effectiveness, being a very slow heal as you’re first getting wounded, but the more times you get hit, the faster you’ll regenerate – up to a certain cap. Similarly Invulnerability and Lightning Reflexes are on their own axis. Also, every defense has an active power, a button you can press on a cool down which gives you an extra little burst of defensiveness. All of these powers have a certain amount of inherent strength, and they’re also going to be driven by your stats. No two defenses use the same stats. While there is some stacking, because the defense powers all have different areas of specialty coverage and are all pumped up by different stats, you’ll never be able to get maximum protection from all of them at the same time. This is our inherent balancing factor.

    In a previous "Ask Cryptic", you stated that there are essentially four categories of defensive powers, two axis of two (resistance & dodging, force fields & regeneration). Will players be allowed to mix-and-match from these pools, or are they mutually exclusive? Or is there some other limitation, such as players can only pick from one power in each axis (resistance and force fields = okay, resistance and dodging = not okay)? Finally, if I wanted to make a character who is impossibly tough, could I give him resistance, defense, force fields, and regeneration? (The_Altruist)
     

    Question 1 answers this, but here’s an addendum. Certain defenses are specifically tuned to synergize well with certain power sets. We are setting up the rules so that you can synergize any defense with any power set, you just have to deliberately take some build steps to do it, as opposed to it being the default. We build in some synergies so that we can easily point them out to players so we can say to players if you want to be this guy, here’s the simplest path to doing it. For people who really want to tweak and customize, as much as possible we are putting in the ability to redirect which stats benefit which powers. That’s our secondary priority, though. It will never be the case, however, that you’ll be able to strongly combine two defenses for example.

    It’s been mentioned that this game may have shapeshifting. My questions are: will there be shapeshifting and if there is shapeshifting, can we customize our forms? (Jriggle45)
     

    Shapeshifting is not a feature at release. A lot of people on the design team have played shapeshifters, or metamorphs, in other MMOs; we think metamorphs are freaking cool. It was a conscious decision on our part, though, not to put them in until we have the time, budget, and resources to make them a highlight. We want to take the time to do it right and make them really shine. We don’t want to do them halfway. So, yes, there will be metamorphs in the game, just not at launch because we’re doing it right.

    Many supergroups have already formed and are working out how they will play together. Are there any details that you can provide for how the player can approach supergroups upon launch? Will we have to wait until a certain level to make a supergroup? Will there be supergroup options for costumes? For the really involved or themed supergroups, will they enjoy the same customization as found in character creation? How interactive will the player be allowed to be with their supergroup? Can you disclose any other future plans for supergroups? (Runaway)
     

    You can form new super groups at level 10 by paying a resource cost, but you can join an established super group at any level. Super group costumes are supported with super group specific emblems and colors. Super groups also have a rank system, chat channel, message system, and super group vault access. As the game progresses we're looking at adding other features to super groups; possibly a leveling system or super group hideouts.

    Can you use the same power to heal others as you use to heal yourself? (i.e. are there single target powers that can be used on friends and self alike depending on what's selected, or put another way: can you target yourself or must we have separate skills for self buffs/heals than for ST effects?) (SaintKairos)

    Some of them. Some Powers natively will heal you and everyone in front of you. Some Powers natively will heal only you. Some Powers natively will heal only your allies. Some of those Powers can be modified by Advantages to cover multiple categories of people.

    As a longtime fan of the Champions setting I'm pleased to see from the screenshots that VIPER will be in play. Will we also get to deal with the other Champions organizations, such as UNTIL, DEMON, Primus, the Tiger Squad, the War Machine and/or Eurostar? (Strannik)
     

    Absolutely. In addition to dozens upon dozens of signature heroes and villains in the game, we have a great variety of different organizations and villain groups we’ve plucked from Champions’ rich history and its many game supplement books. If you know Champions lore, I have no doubt you’re going to be impressed by how many of your old favorites make their way into the game—and we’re constantly coming up with stories which will allow us to get even more groups and organizations into Champions Online. And if you don’t know Champions, you’ll still be impressed by the variety, and how each group and organization has its own distinctive flavor and visuals, motivations and objectives, and unique styles of gameplay.

    In many of the videos and interviews we've seen so far, the Devs seem to be playing with XBox 360 controllers. Most of us are used to playing MMOs with keyboard and mouse. Do the Devs prefer the XBox 360 controller over a KB/Mouse? If so, why? (JuryDuty)
     

    It's not so much a matter of preference. Console controls are something we definitely had to keep in mind while developing since there's a restriction on the number of buttons you can press, so there was an initial emphasis on getting those to work naturally. Usually for demos it's easier to step back from the screen with a controller, so most of the devs have been doing that. Also, there haven't been a lot of MMOs for the console, so we wanted to show that was possible. But don't worry! We're doing UI revisions right now to make the keyboard feel as natural as the console controller.

    How varied are the number of effects/advantages you can add to a power? For example, could you create some sort of self-buff power that increases your defense/offensive power when near-defeat? (openget)
     

    The advantage system has a small number of generic effects that can be applied to a large number of powers, like increasing your Constitution characteristic or giving you a chance on use to return Endurance. Then there is a substantially larger number of per power customized tweaks that are ridiculously varied. There is no direct sense of something just increasing your defense or offense conditionally. That sort of thing happens in the Ranks. And we don’t want to step on the toes of the Ranks too much. For most of the custom advantages we wanted to change the way you use the power rather than change the efficacy of the power conditionally. For example, there’s a power that’s an area of effect, that zaps people around you. The custom advantage is you can turn that into a toggle, press it down, and then do other stuff while it zaps people for a certain duration, but it also acquires a recharge time.

    If Telekinesis is to be implemented, will it allow manipulating objects at range (such as picking up cars/enemies) like Strength/Superstrength could? If so, how will we 'control' Telekinesis? (Alluvian_Est-Endrati)
     

    Yes, still in development. Telekinesis will work like strength at range, as opposed to a very catch all power, like it is in comics. To get that catch all power -- the way telekinesis is normally represented in comics -- you will have the ability to select a combination of powers from different sets. For example force and psionic powers might be a good match up.

    Will summonable minions or creatures/robots/drones/whatever be directly controllable via commands or will they be uncontrolled? (Alluvian_Est-Endrati)
     

    We are going for a mixed model on pet control. For the most part they’re going to be intelligently uncontrolled, where they aren’t sticky to targets, but instead assist you. They will only attack your target. If they have any untargeted or party non-combat abilities then they will use those intelligently in and out of combat. If you have a pet that has a heal power, and that’s one of it’s more important powers, it’s going to choose to use that power over randomly attacking dudes. That being said, we’re also going to have a certain number of modal pet commands that can make the pet only passive or only aggressive, or only stay in one spot and do its normal thing. We don’t have the concept of telling individual pets to attack specific targets. We wanted to avoid micromanaging pets as a gameplay aspect. We would rather pets be something where you manage their abilities as complimentary to your own, as opposed to managing their every action. We find that managing pets in games ends up being a fight with the UI, rather than fight with what you’re currently engaging.

    Meet the Dev Team - Champions Online Lead Character Artist Brad Stokan

    Posted Feb 16, 2009 by DoranM
    Filed in Champions Online

    Brad Stokan, the Lead Character Artist for Champions Online, took some time out from making new super leeto super hero's for a Meet the Dev Team: Champions Style!

    Learn about Brad Stokan - Lead Character Artist for Champions Online!

    Q: What do you do on Champions Online?


    A: I have the second best job in the world!  I’m the Lead Character Artist on Champions, which means I help to create our amazingly customizable and always visually stimulating characters.  Being a character artist at Cryptic is fantastic; we have a lot of creative freedom and the best tools and support I have seen in the industry.

    Q: How long have you worked in gaming, and what did you do before Champions Online?
    A: I’ve worked in games now for almost five years.  Before Champions and Cryptic, I worked at Sigil Games and then Sony Online on the fantasy MMO Vanguard: Saga of Heroes.  Working on Vanguard was challenging but invaluable as a learning experience.  I got a great education in game design and development and learned a lot from the talented artists with whom I was priveledged to work.  Also, working at Sigil allowed me great lattitude to grow as an artist and as a person.

    I should mention that until college I was convinced that working in games was not even a real job!  I mean I knew something was going on over there in California and Japan, but I certainly didn’t know how I was gonna get in.  Luckily, I’d been creating art and playing games for years and years, even working on mods and side projects as a hobby.  I foolishly almost pursued another so-called “real job” as a biomedical engineer, but at the last moment decided to follow my love of art and interactive entertainment.  I discovered that working in games is not only possible but creatively fulfilling and challenging.  But the best part is that it offers the chance to meet and work with passionate, intelligent people between whom spontaneous fist fights occasionally erupt.

    Q: What are you most looking forward to in Champions Online?
    A: I am stoked for the Nemesis system.  I think it’s going to be one of the coolest features in a superhero game to date.  As every hero worth their salt knows, a protagonist deserves a fitting arch enemy to drag their good name through the dirt and expose their true character through conflict.  And who better to create that dastardly devil than you, the player?  

    Q: Who is your favorite Champions Online character?
    A: I dig Defender.  I can really relate to a charming, wealthy playboy who crafts his own suit of power armor.  I had plans to create my own suit, but got hung up on the “wealthy” part.

    Q: What is an interesting fact about you that players would be surprised to know?
    A: When concept art is in short supply, I can exercise my right to pose for reference.  Also, I have an amazing singing voice.  Reading these words does not do it justice.

    Q: What was your first favorite video game?
    A: It’s a toss up between Mega Man 2 and Ninja Gaiden.  My eight year old brain was staggered by the precise controls, notorious challenge, razor sharp visuals, and amazing music.  Plus, Ninja Gaiden’s then-revolutionary cinematic cut scenes just exploded with style.  The funny thing is, not only are these games just as good today as they were then, they are better than a lot of games coming out now.  You can’t help but love them.  

    Q: What is your secret superpower?
    A: I have a secret man-crush on Kurt Russell.  Does that count?  Seriously, though, I can walk in my sleep.

    Q: Which is cooler: monkeys, robots, pirates, or ninjas?
    A: The word “ninjas” just eviscerated the other words in that question.

    Q: What advice do you have for someone who wants to break into the gaming industry?
    A: I’ll speak purely about character art and directly from experience.  First, learn good low-poly modeling techniques.  Learn your edge loops, learn polygon density distribution and how to skin your model to a skeleton.  Also, don’t lean too heavily on Zbrush.  Game engines still require characters of low to mid range poly count and reasonable texture sizes.  There are so many candidates who show off nice sculpts but completely ignore the fundamentals.  Know that everything looks awesome in Zbrush.  Show that you can make art that looks good while observing realistic limitations.  Enter online competetions.  This will put you on a deadline just like in the real world, and it will force you to get your work out there.

    Finally, put something you’ve made into a game engine.  There are plenty of engines and editors freely available for mods and personal learning.  Getting your characters into one of these engines will show your passion for games and prove that you can work within the constraints and learn the tools.  If you can show that you’ve done this, you will jump right off the resume page and grab attention.

    Q: Is there anything you would like to add?
    A: Yes.  Play Champions, because we need to eat.  Also, never give up your dream of working in games, kid!  

     

     

    Yea..You DO have a cool job!
    Keep the good work Brad, and looking forward to playing the game!

    Meet the Team - John Hopler

    Posted Aug 28, 2008 by Zyuu
    Filed in Champions Online

    One of the Lead Content Designers on Champions Online has been internally interviewed by Cryptic Studios and they very recently published an interesting Q&A. Check out what John Hopler has to say below!

    Q: What do you do on Champions Online?
    A: I'm the content implementation lead for the Champions Online content team. Zeke (Sparkes) and John Layman come up with the who, what and where of our content; I concentrate more on the HOW. My time is split between implementing cool new mission content and events, answering implementation questions and talking with our programmers and producers about any new technology or tool features the team needs for the areas we are working on.

    Q: How long have you worked in gaming, and what did you do before Champions Online?
    A: I've been working in gaming for almost 20 years now. I started out as a freelance writer/designer for pen-and-paper games, and eventually turned that into a full-time job with Pinnacle Entertainment working on the Deadlands games. I used that experience to hoodwink Cryptic into giving me my dream job of working in the computer game industry.

    Q: Tell us about the pen-and-paper RPGs you designed.
    A: I'm probably dating myself, but I started our doing freelance work for West End Games (who doesn't love TORG?), Iron Crown (Silent Death) and Chameleon Eclectic. I designed my own collectible card game, The Last Crusade, which was published by Pinnacle Entertainment. Not long after, I started working there full time on the Deadlands RPG. My time at Pinnacle was an awesome learning experience since I got to wear many hats: writer, designer, editor, art director. At some point I worked on all three of the Deadlands lines – Weird West, Hell on Earth and Lost Colony – but I'll always have a soft spot for the original. I love that Brom cover. I was also fortunate to work with a lot of talented people who have gone on to bigger and better things in the pen-and-paper and computer game industries.

    For the full Q&A simply click here.

    Ask Cryptic: Gen Con Special Edition

    Posted Aug 21, 2008 by Zyuu
    Filed in Champions Online

    At GenCon there were many questions asked about Champions Online and the people there had the chance to play Cryptic Studio's very first public hands-on demo of Champions Online.

    Answers to questions about the User Interface, targeting system and a couple of other things have been published on the official CO website.


    Cryptic Studios clarify a few things

    Meet the Team - Adam Lee

    Posted Aug 21, 2008 by Zyuu
    Filed in Champions Online

    Adam Lee is a Quality Assurance Tester at Cryptic Studios, where he make sure Champions Online will be a high quality game by testing all kind of things.


    Q: What do you do in Champions Online?

    A: Basically I do what my job title says – I assure quality. It is up to us to help ensure that the game is entertaining and fun, while at the same time pointing out bugs, exploits and problems that could detract from the gaming experience.

    Besides game testing, I also have been asked to help with providing QA for the Champions Online web site and assisting in the recording of some of the gameplay demos you may have seen floating around here and there.


    Q: How long have you worked in gaming, and what did you do before working on Champions Online?

    A: I’ve been a gamer since my dad brought home an Atari 2600 when I was about 4 years old. As far as working in the industry, I’ve been in it for about two years. Previous to working on Champions Online, I was in the trenches doing PS3, Wii, and Xbox 360 console testing at Namco Bandai.


    Q: What is your typical workday like?

    A: I usually come into the office around 9 a.m. and spend the first 15 minutes updating all my game files and reading all of my e-mails. Once everything is updated and ready to go, I verify with my lead what we have on our plate for the day. Usually, there are test cases that need to be written up, or something that came in overnight that needs to be tested. Once that is all taken care of, I log into the game and help the designers and programmers perfect their code and designs by pointing out problems and potential fixes.


    Q: What is the weirdest bug you have found?

    A: There have been a lot of weird bugs, but weird and bug are kind of synonymous. Besides issues with text, I’ve never seen a “normal” bug. The most excellent bug that I found was actually more of an exploit in which it was possible for a single player to solo a boss that is supposed to take at least a whole team – if not several – to defeat. Needless to say, our designers are quick to fix problems we find and my monster solo bragging rights were very short-lived.

    Read the rest of the internal Q&A

    Ask Cryptic - August 13, 2008

    Posted Aug 14, 2008 by Zyuu
    Filed in Champions Online

    Another "Ask Cryptic" has been posted and this time they're answering community questions on destructable objects, role-playing, powers, space and costumes.

    What plans does Champions Online have for allowing players to utilize objects in the environment as weapons? (Ex_Machina)

    Arkayne (Lead Designer): We've got awesome weapon-izing and throwing of environmental objects throughout our game, Ex_Machina! Check out our excellent hands-on demo at GenCon 2008 and you'll see first-hand what your heroes can do! If you can't make the convention, be sure to watch our web site for follow-up articles.

    Are you planning on adding more powers after release? (MeSoSollyWan)

    Arkayne: Definitely! We want to keep expanding the Champions Online universe as much as we can and player powers are part of that goal. Players love new powers and we love building them!

    For the rest of the questions & answers go here

    Meet the Team - Rob Overmeyer

    Posted Aug 01, 2008 by Zyuu
    Filed in Champions Online

    Rob Overmeyer is one of the producers of Champions Online and very recently an internal interview was published where we get to know more about Mr. Rob.

    Q: What do you do on Champions Online?

    A: I am the associate producer for the content team. I work closely with the mission designers and environment artists to design and create the world you will explore and the stories you will unravel. I also have a hand in some of the systems that are related to the world and everything that inhabits it. PvP calls to me.

    Q: How long have you been in gaming, and what did you do before Champions Online?

    A: I have worked in the industry for about six years. I started as a QA tester working at various game companies before joining Cryptic. Before Champions Online I worked in the design support group on City of Heroes and City of Villains.

    Q: What is your typical workday like?

    A: After a quick sip of the Juice of Safu I enter the building. Most of my day is all about the status of the game and communication of that status. I make sure I talk to everyone on my team to see if they need anything from me or any other group. Another large part of my job is to figure out everything that needs to be made, created, thought of and planned for the world you are going to run around in and to make sure that it's planned, thought of, created, made and placed in that same world. It's kind of a nonstop job!

    To read more please click here

    Meet the Team - Joe Wreschnig

    Posted Jul 17, 2008 by Zyuu
    Filed in Champions Online

    Learn more about the Champions Online programmer Joe Wreschnig. Cryptic Studios has performed an internal interview and published the questions & answers on their website.

    What do you do on Champions Online?

    I work on the software side of the user interface. That means a lot of things – aside from writing the code for many of the interfaces like the HUD (head-up display) or the character creator, I also created the library and tools that let our programmers and artists make changes to the interfaces quickly. Most of our UI is based in data files that are similar to HTML or Flash, and we keep adding features to that system to help everyone on the team make better UIs faster.

    How long have you worked in gaming, and what did you do before Champions Online?

    I've been at Cryptic for almost two years now. Before that I was a student at the University of Minnesota, Twin Cities. Nominally I studied artificial intelligence, but mostly I took whatever random classes looked interesting. I was also involved in the Debian project for a few years, and I still use and prefer Unix-based operating systems.

    Full interview

    Teaser and Gameplay Videos from E3

    Posted Jul 17, 2008 by Zyuu
    Filed in Champions Online

    Cryptic Studios has released two brand new Champions Online videos. In the first video which serves as a teaser, you get to see different areas and a bit of gameplay. While the second video show quite a bit of gameplay.

    No previous gameplay videos of Champions Online have been released before, making these two videos the first ever seen gameplay of the game.

    From what I can see so far, I enjoy the art direction and style of graphics, what do you think? Check the videos below!


    Champions Online Teaser Video


    Champions Online First Ever Gameplay Video

    E3 Fact Sheet and New Screenshots

    Posted Jul 16, 2008 by Zyuu
    Filed in Champions Online

    Cryptic Studios has released their E3 fact sheet for Champions Online. Furthermore, seven brand new screenshots was shown and you can view them below, along with the fact sheet.


    Champions_Screens02 Champions_Screens04 Champions_Screens08 Champions_Screens10 Champions_Screens11 Champions_Screens12 Champions_Screens13


    • Publisher: 2K
    • Developer: Cryptic Studios™
    • Platform: DVD-ROM for the Windows Vista™, Windows XP™ and the *Xbox 360® video game and entertainment system from Microsoft
    • ESRB Rating: Not Yet Rated
    • Release Date: Spring 2009
    • Web Site: http://www.champions-online.com/
    • Champions Online is not yet concept approved by Microsoft

    Product Overview:

    Champions Online, a massively multiplayer online action game based on the popular pen-and-paper Champions RPG, will give players the power of total customization of their hero experience while they explore a vast universe of richly detailed 3D environments. Champions Online is all about total customization – it will offer a near infinite amount of character customization so that all players will have a unique game experience. Gamers will be able to create their hero’s name, back story, costume, powers and abilities as well as design their own personal arch-enemy and his or her back story, which will guarantee a truly unique experience.

    Features:

    • Total Character Customization: The character creation system is bar none the most exhaustive and flexible system to date. With hundreds of unique costume pieces, the ability to alter and re-color each piece, the option to select which powers your hero will use and the ability to change the powers’ colors as well, there are limitless customization options in Champions Online. You’ll even be able to customize your own personal arch-enemy and customize his or her appearance and abilities as well
    • Genre Redefining Combat: Champions Online introduces an action-based combat system that redefines MMO combat. With an immediate and intuitive combat system, players spend more time engaging enemies and less time waiting for meters to recharge. The result is exciting and visceral fights while keeping the strategic element inherent to MMO combat intact
    • Cross Platform Gaming: Champions Online will be the first massive multiplayer online action title to allow Xbox 360 and Windows gamers to play online with each other simultaneously
    • Varied, Expansive Environments: Rather than taking place in a single city, Champions Online takes place over the entire Earth and beyond. Huge environments such as Millennium City, monster infested islands, creepy underground ruins, even outer space – it’s all accessible in Champions Online

    Developer Information:

    Cryptic Studios, Inc., based in Los Gatos, CA, and established in July 2000, is one of the leading independent developers of massively multiplayer online games for the PC and next generation consoles. Cryptic Studios is an independent, employee-owned company committed to delivering the next level of unparalleled fantasy experience and bringing MMOG fans closer than ever to living out their online virtual life. Cryptic is best known as the creator of the award-winning City of Heroes® and City of Villains™ MMO titles. In Champions Online, the latest massively multiplayer online role-playing game from Cryptic, gamers will create a hero, completely customized to exact specification and ready to fight evil villains in a stunning 3D graphical world.

    Interview with Jack Emmert

    Posted Jul 14, 2008 by Zyuu
    Filed in Champions Online

    A couple of weeks ago Filefront visited Cryptic Studios and sat down to interview the Chief Creative Officer, Jack Emmert.

    Mr Emmert goes on and explains that the reason why he decided Champions Online was worthwhile to develop is because he loves it. He's been playing Champions for a long time. This is interesting to hear, since having the Chief Creative Officer being so passionate about Champions will certainly help the success and development of the game. Obviously this is not the only reason Champions Online came to life, Champions is also a very recognizable name within the industry – especially the role-playing games.

    He also feels that the majority of players will not associate Champions Online with City of Heroes, again, a good thing. Most people (me included) will probably want to experience a brand new game, not a feeling of déjà vu with a "City of Heroes 2" experience.

    On the good side is Defender, James Harmon, a man who developed powered armor in the wake of the destruction of Detroit wanting to do good. On the evil side its Dr. Destroyer, a mysterious figure long thought dead, now reappeared. Although nobody’s really quite sure of his true identity.

    All the Champions fans will be happy to see everybody from Grond, Foxbat, Justicar, to Witchcraft, Iron Clad… We are going deep into the rogues gallery when you start stomping around Stronghold Prison and you’ll be running into some big bads that you recognize and we’ll be seeing them all throughout the game.

    Furthermore, Jack tell Filefront that "someone had to do it" when he's asked why they are developing Champions Online for the console industry – namely Xbox360 – at the same time. Not to mention hero games sell pretty well on consoles. There are a couple of concerns with how the game will be mainstreamed due to console development, but it's too early to say how that will turn out.

    Filefront has the full interview

    Latest installment of Ask Cryptic

    Posted Jul 12, 2008 by Zyuu
    Filed in Champions Online

    Recently Cryptic published a brand new "Ask Cryptic" article where they answer several questions from anxious fans. One of the questions answered by the Lead Designer of Champions Online is how steep the leveling curse of CO levels will be.

    "There will be a definite progression from low- to high-powered hero. Characters start off with a few starting powers and gain more powers and more customization options throughout the course of the game." – Arkayne, Lead Designer.

    More raw numbers for the combat log is something they will add in, many different back options including capes, wings, horns, backpacks, jetpacks and more will be available.

    A large amount of emotes is something the game will have and this will definitely add to the social factor.

    Find out more information in the latest Ask Cryptic

    2K Games to publish Champions Online

    Posted Jul 11, 2008 by Zyuu
    Filed in Champions Online

    Today 2K Games went out with a Press Release where they announce that they will be the North American and international publisher for Cryptic Studios MMORPG, Champions Online.

    Currently Champions Online is scheduled for release sometime in spring of 2009. This is always subject to change though, especially when it comes to MMOs.

    Official statement from 2K Games President:

    “2K Games is excited to work with such a talented group as Cryptic Studios,” said Christoph Hartmann, president of 2K. “Given their stellar pedigree and amazing grasp of the MMO genre, we are confident that Champions Online will deliver an innovative and exciting action MMO experience to gamers.”

    And here is what the CEO of Cryptic Studios has to say:

    “2K Games is a terrific publishing partner for Champions Online,” said John Needham, CEO of Cryptic Studios. “Cryptic is proud that Champions Online will be 2K’s first MMO title and we look forward to working together towards a tremendous launch next year.”

    Champions Online official website

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