difficulty-slider

Latest

  • Behind the Mask: The separation of newbie and expert

    by 
    Patrick Mackey
    Patrick Mackey
    10.06.2011

    Last week on Behind the Mask, we got into a little discussion about why Champions Online's Elite difficulty needs to be buffed (and possibly also the very hard difficulty as well). This led to a discussion of whom Elite would be tailored for. I'm sure this is a big issue over at Cryptic right now. If Elite is increased in difficulty, whom should it be designed to suit? I was asked this burning question a few times, and I've made my opinion clear: that Elite should be for the top tier, the tip of the iceberg of player ability. Don't take that to mean Gold players only. There is a sharp divide between an expert Silver player and a poor Gold player. In fact, the poor Gold player is likely to be worse than a bad Silver player. How good is good enough? This week, we'll find out.

  • Behind the Mask: Elite doesn't mean casual

    by 
    Patrick Mackey
    Patrick Mackey
    09.29.2011

    Back in the early days of Champions Online, there was no difficulty slider. We got stuck playing the same stuff regardless of player or character ability, and often that meant high-skill players and their nigh-invincible god characters smashed through insignificant minions like freight trains. When Serpent Lantern launched, Cryptic added in difficulty settings, beginning at the base normal difficulty and ending at very hard. Later on, the devs added an Elite difficulty, touted to be even tougher than VH. Since then, high-powered heroes have had a way to challenge themselves... sort of. When Serpent Lantern first launched, doing it on VH was reasonably challenging due to the many annoyances (mostly pulson guns) placed in it by the dev team. When players rightfully complained that the pulson guns ripped through well-statted tanks, the devs nerfed the guns and the difficulty became mostly a joke. Normal difficulty is still mostly synonymous with "cakewalk," while Elite is more like "sorta dangerous, maybe."

  • Massively interviews Champions Online's Shannon Posniewski

    by 
    Patrick Mackey
    Patrick Mackey
    10.15.2010

    Although it has been quite a while since the last big content update for Champions Online, Cryptic is moving forward with the Demonflame adventure pack slated for release next week. We previewed the adventure earlier this week, but we also snagged an interview with Executive Producer Shannon Posniewski, who talked with us about the new adventure pack. Poz also gave an enlightening view on the state of things to come in CO, as well as the development hurdles the team has to go through designing content that scales for all levels and team sizes. We also talk with him about player housing, voice acting, and the future of some old zones. Hit the jump to read more!

  • Champions Online looks to its one-year anniversary and beyond

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.21.2010

    It might be hard to believe at times, but it's true: on September 1st, Champions Online will hit the one-year mark. The development team has been fairly quiet of late, but judging by the latest State of the Game address, it's just been focusing on several updates and improvements. The Summer Update, with several new costume pieces, bug fixes, and visual treats, is scheduled to go live on Monday, but there are even better things coming around the bend, including the game's second adventure pack. Dubbed the Demonflame and aimed at a late September release, the newest adventure is meant to incorporate several pieces of feedback from the Serpent Lantern adventure. The goal is to make the adventure less repetitive and easier to follow from point to point for all players. Beyond that, the team has a long list of issues they're looking into and planning to work on, starting with pet improvements and stretching to scaling instances and better difficulty slider integration. Champions Online fans should take a look at the full update, and while the first year has had ups and downs, the future seems to be on the upswing. Be sure to keep your eyes peeled for our one one-year retrospective of the game around the anniversary, which should be coming right around the first of the month. [Thanks Clinton and Faryon for the tip!]

  • Difficulty sliders and grind reduction due for Champions Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.17.2010

    With additions like the melee review patch and the first adventure pack either out or coming on fast, the obvious question about Champions Online is also the simplest to ask: what now? The latest installment of Ask Cryptic certainly does answer the question; unfortunately, said response includes saying "no" to some things that players want. The addition of a base construction feature is a prime example and the biggest negative -- while it's acknowledged to be frequently requested, the development team apparently lacks the time to add it in a fashion that they find interesting. On the other hand, there are features which almost any player can welcome, such as the difficulty slider seen in Star Trek Online, currently slated for release along with the first adventure pack. There's also a promise that the development team will look into grinding as being the most "rewarding" activity in the game via adjusting drop rates and overall rewards. In the somewhat more mixed news category, the team plans to do another review of powers after the adventure pack goes live, although they're not yet certain which sets and mechanics will be undergoing examination. Read the full list of questions and answers at the official Champions Online site.