DCUO Powers, Weapons, and Roles

The first week of DCUO is in the books, and the game now has some of the longest, but fastest moving, queues I've seen.  On the lone US PC server at 9:30 PM Eastern on a Thursday, my queue number was  2600, but I was in game within 17 minutes.  I'm not sure what's going on here - is the bottleneck the login/zone server, or are there really 150+ people logging off or disconnecting every minute? 


I spent the queue time writing the below, intended it to be part of a longer post, but it's long enough that I decided to hit publish as is. 

During the first week, I have advanced Green Armadillo to level 14 as a Sorcery character with Flight.  I also have a level 6 villian mentalist on the PS3 side.  Here are some more details about the game's character building options.  DCUO source has the only character builder I'm aware of, and it hasn't been updated since the Green Lantern powers were added, but it has the six powersets that free players will have access to, so it will do for the purposes of this discussion.

Powers and Roles
One of the two trees for Sorcery characters.  Yes, that is the entire tree, not just a portion. 

Characters gain one power point every even level, for a total of 15 at the game's level cap (currently 30).  You can spend these points on one of three trees - two specific to your class with a dozen points available in each, and an "iconic powers" tab with 22 choices that include generic powers and and passive stat boosts.  These choices apply to both of your two roles (damage and one of tank/heals/crowd control), but some powers have different functions depending on which role you are currently using.  For example, I have several spells that do AOE damage in my DPS role and AOE healing as a healer.  You may only have six powers on your "loadout" bar (there's a separate one for your other role), so beyond level 12 you are either picking for versatility, your off-spec, or you can just dump the points in passive stat boosts.

Powers drain your energy bar, and do not appear to be designed to be spammed indefinitely, though I see horror story posts of how much healers spend on "colas" (the game's version of an energy potion).  There's also a "supercharge" bar used to run or enhance certain powers.  I assume this is the thing thermometer-like line on the bottom of the character health UI, but none of my current powers consume supercharge and thus I have yet to figure out how this works. 

Weapons and Feats
A standard looking achievement page... but what's that meter on the top?
All characters start with one of three travel powers - speed, acrobatics, or flight - and one of the ten types of weapons.  You get skill points on your odd numbered levels, and additional skill points for completing the game's version of achievements (yes, this is the first game I've played that actually uses your number of achievements for advancement). 

Skill points can be spent on special attacks (either from your weapons or your travel power), passive stat boosts, or unlocking new weapons you don't know yet (starting at level 10).  There's a core path for each weapon type that grants both some baseline attacks and passive stats.  Personally, my plan is to unlock most or all of the weapons first and then go back to pick up more specialized attacks. 

The bow skill tree.  The top point unlocks the weapon and a passive stat boost, the next three below it unlock both an attack and some stats.  The panel on the left is the tooltip, and also depicts how to activate the highlighted combo attack.  Each tree has four places to sink three points each (the four that say 0/3) for passive stats. 
Weapon attacks, including "combo attacks", do not cost any resource other than time.  All attacks are executed by some combination of clicking and/or holding the melee and ranged attack buttons (L/R click on your mouse, two of the buttons on a game pad).  You will be spamming these, even as a healer, because the number of hits you have in your attack combo (which is lost after a few seconds, or if you use a power) determine your power regen rate. 

All weapons have some form of both ranged and melee attack - your bow can be used to beat people, and your sword can be used for an unspecified form of energy attack.  They also differ in terms of speed of attacks and how click-happy that combat style is.  My first selection was the hand blaster, which is very clicky, with rapid but weak attacks that build combo counts quickly.  This is good for a healer because I frequently stop attacking to heal.  I decided to go with a bow next because I'd looted one and it had a good reputation as a DPS weapon.  It does indeed seem to do more DPS, with slightly slower and more reasonable attack click commands.  On my villian, I have dual wielding, which also seems to be click-heavy, but fit with the more agile concept I had in mind.  I need to try something bigger and slower - e.g. the rifle or the two-handed weapon - to see how that feels. 

Overall, the system is fun, but I am a bit disappointed that I'm suddenly carrying around a bow (and apparently infinite supply of arrows).  This type of choice is pretty big from a cosmetic standpoint, and it's unfortunate to be forced down specific paths based on what archetype you want to play. 

Which Blizzard Title Could Miss 2012?

I don't really care that much about the latest in WoW subscriber numbers, for the reasons that Tobold and Wilhelm describe.  While it is likely that some of the current losses represent a vote of no confidence in the Cataclysm, what happens in the next year will matter a lot more to the future of WoW than what happened in the last year.  It will take more than one down expansion to spell the doom of what is likely the world's most lucrative game.  Two expansions that are not well received, with 18-24 month dev cycles each, would leave the game in "unsatisfactory" status for 3+ years, which would be far harder to rebound from.   

In this context, I'm more interested in a separate tidbit from the call, reported by both Gamasutra and MMO-Champion: 2012 will see a "minimum of two highly-anticipated new titles from Blizzard Entertainment, including Diablo III". 

Assuming no one wants to quibble about whether Blizzard titles are "highly-anticipated", most people would probably agree that they expect three Blizzard titles in 2012 - DIII, the first Starcraft II expansion (Heart of the Swarm), and Mists of Pandaria.   So, which one of the two expansions could potentially miss 2012? 

It's possible that Bobby Kotick is simply being conservative - i.e. that both expansions are equally likely to launch comfortably within 2012, but that saying a "minimum of two" just provides insurance in case an asteroid destroys half of the Blizzard HQ.  Given that SCII was out six months earlier than Cataclysm, however, its expansion should be six months closer to completion.  The possible implication is that Heart of the Swarm is slated for a Q2 release with no reasonable possibility of being delayed to 2013, while Pandaria is penciled in for a Q3 2012 release - just close enough to the end of the year that Kotick doesn't want to go on the record promising that it won't slip into 2013. 

What we saw at Blizzcon seemed to be further along than past expansions at their unveiling, which had me thinking that a mid-late summer release might be on the table.  If my new guess is right, the plan is for Blizzard to respond to possibly the most serious threat in the game's life with the same leisurely 20+ month development cycle that they have always taken (and a release date of September or later).  This would be much more concerning than plus or minus a few hundred thousand customers to the subscription count. 

F2P Assault on the Hard Drive

Yesterday, I posted a full run-down of five separate free to play games that are currently installed on my computer: LOTRO, DDO, EQ2X, Runes of Magic, and now DCUO.

In addition to these, I have clients for WoW (annual pass subscription), EQ2 Live (yes, this requires a separate full client install) and Rift (the latter two of which I do not want to uninstall because I want to be able to patch up quickly for free retrial weekends).

The net result of all these clients, all of which I could potentially use on short notice, is that my hard drive is 77% full and climbing rapidly.  Already gone from the hard drives of this and my previous machines are various games that I'm not actively playing, including Age of Conan (tried sometime last year pre-F2P, did not feel any particular desire to return), City of Heroes (tried back in 2007 or so), FFXI, Guild Wars, Torchlight, Warhammer, Free Realms, Vanguard, and Star Wars Galaxies (soon to be a moot point).  This does not include betas or test server clients (none of which I currently have.) 

In addition to all of the above, my post and the following comments identified half a dozen high quality F2P or formerly paid games that I have never played in any form, including: Champions Online, soon Star Trek Online, Fallen Earth, Pirates of the Burning Sea, Allods, and Wizard 101.  (Honorable mention to the soon to be closed Lego Universe.)  I'm sure there are plenty I've missed in that number, feel free to post shout-outs in the comments. 

A year or two back, I remember someone mentioning on a podcast that they had installed an MMO to an external hard drive and thinking that this was a weird call.  Now I'm vaguely considering whether I should add an external drive (perhaps SSD?) to my Christmas list, as hard drive capacity is about to become a limiting factor in my ability to try additional games.

Is anyone else's hard drive buckling under all the MMO clients, now that it is increasingly both possible and desirable to have so many at your disposal?  Any suggestions on creative or high quality external storage solutions? 

PVD On The Multiverse Again

I was fortunate enough to get to record an episode of The Multiverse, one of my favorite podcasts.  Topics of discussion included:
  • Blizzard's controversial expansion plan and whether Cataclysm can hold the subscribers long enough for Blizzard's slow expansion cycle.  
  • FFXIV getting ready for the big day when they actually start making money.
  • The latest MMO's going F2P.  
  • Round table discussion of the future of the subscription model. 
Overall, this went pretty well when we taped and aired it last September - most of what we said doesn't sound completely irrelevant over a year later - so I was extra fortunate to be invited back to a second taping of the show this weekend for the 50th episode. 

A few random tidbits about being a blogger who makes the occasional guest appearance on a recorded-live audio podcast:
  • Chris of Game By Night is a teacher by day, and some of the questions he asked last time out fit that mold.  We spent 15 minutes exploring topics raised by the games we were playing that week, and I fielded questions like, "So, Green, tell us about what you do at PVD.  This is your time to showcase your work for our listeners who aren't so familiar with it." 

    Chris wasn't able to make it this time, which left Ferrel, author of the Raider's Compendium, calling the shots.  The games we were playing this week segment took 75 seconds combined between the three of us, and I got thrown questions like "Green, what do you think of the FFXIV free to play conversion?" I don't actually play FFXIV, but I made this work and we chain pulled the next topic.  Draw your own conclusions.
      
  • I'm used to writing out all my thoughts and then reorganizing or deleting as necessary.  By virtue of having a live conversation, there's no opportunity to reorganize, clarify, or insert that extra thought you had a few minutes later when the conversation has already moved on. As a result, it's really hard for me to have an honest opinion of how I did on the show - when I listen to it right now, I'm highly critical of what I could have said more concisely (I think I did terribly on this front this time out), or the arguments that I'm not as convinced were worth presenting at all after hearing the guys' comments. 

    Maybe in a year when the memory of actually having the conversation is less fresh, I'll have a different view - I definitely thought the show from last year was much better than I remembered it when I re-listened it to prepare for this week. 

  • I did talk for what feels like 10 minutes straight about DCUO.  This wasn't necessarily out of line since DCUO was one of the three news stories of the week and I was the only one who had actually played it.  I also talked for probably a bit more than the other guys (Dr. Klassi was pretty quiet) during the discussion.  Again, it was my suggested topic, and I don't know what exactly the right balance is.  Ah well, practice makes perfect I suppose.  
Anyway, the link again for those who want to listen to a few guys rambling for an hour is here for Season 2, Episode 17 (episode 50 overall) of the Multiverse.