RESEND ACTIVATION EMAIL


If a user exists with the inputted email, an activation email has been sent.

Types and Level of Villains?

 
  • ZeeHero
  • ZeeHero's Avatar
  • Platinum Member
  • Posts: 378
  • FounderBronzeSilver
    Gold
#3548
7 years 6 months ago
When developing content for heroes, will the VO team be creating challenges based on how strong the villains would be lorewise?

One of the big mistakes Champions Online makes is presenting lower level threats as immense cosmic challenges, for instance one of the most powerful enemies in the entire game, requiring more than 20 heroes to defeat is... a giant ape.

Will VO have Cosmic level villains on the level of such such as DC's Brainiac and Marvel's Thanos to raid against in endgame, presenting an appropriate challenge for teams of powerful max level heroes?

And how does the team plan on doing the same for the Villain side without making the player hero feel outclassed and overshadowed by overly powerful NPC heroes such as DCUO does?
There is tremendous life and personality in a name. It should be at least as agonized over as any character trait.”
― Travis Beacham
The administrator has disabled public write access.
 
  • AEGIS
  • AEGIS's Avatar
  • Administrator
  • Posts: 909
#3720
7 years 6 months ago
Yes every villain, all the way down to the lowest mob is capable of unique feats and have unique strengths and weaknesses.

We'll be showing this in an upcoming boss battle too.

The boss is able to go from point to part in the map recharging himself using massive electrical units.

So that players have to destroy the electrical units in order to defeat him.

Or he keeps going into his electrical form and gaining health and power.
The administrator has disabled public write access.
1 user said "Thank You!"
 
  • ZeeHero
  • ZeeHero's Avatar
  • Platinum Member
  • Posts: 378
  • FounderBronzeSilver
    Gold
#3721
7 years 6 months ago
That sounds cool. One thing I've noticed about boss battles over the many games I've played is that the most fun ones have a larger number of less potent or "punishing" mechanics rather than a small number of very strong mechanics which will punish the players heavily for making mistakes.

This allows a complex and interesting fight with many smaller components which add up to a challenge, rather than the player feeling overly punished for making one mistake.

For instance only a couple of the myriad mechanics in FFXIV's King Thordan Extreme boss raid fight will outright wipe the team or kill the player for messing up. Most of them will do high but non fatal damage, or a stun to the player or raid for a mistake, but the large number of ways the player CAN make mistakes still makes the fight challenging.

Normally a game introduces these mechanics slowly as the player levels up so that they're ready for the most challenging fights once they reach level cap.
There is tremendous life and personality in a name. It should be at least as agonized over as any character trait.”
― Travis Beacham
Last Edit: 7 years 6 months ago by ZeeHero.
The administrator has disabled public write access.
Moderators: AEGIS