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Champions Online: Nemesis and Omega Interview with Bill Roper - Page 4

Posted Wed, Jul 29, 2009 by Sardu


Ten Ton Hammer: So you’re avoiding that kind of pressure where players feel like they have to complete something that same day once they’ve started it…

Bill Roper: Right, so even if you don’t have time to play you can pop in and grab the missions for later.

Ten Ton Hammer: The Omega system seems custom tailored for being able to host live events as well. Are there any plans for events that might be linked to the system, or at least possible as future content?

Bill Roper: Probably possible for the future, but we don’t necessarily have anything planned on day one. We can definitely do events but I think the hardest thing for us with doing them is doing anything that’s a “live event”. With the way our system’s set up you can be in areas that have multiple instances, so you can have different instances of Millennium City or even different tiers of Millennium City, so it’s hard for us to say, “Hey everybody – come to Millennium City!” because we don’t know which version of Millennium City you might be in.

But definitely the system is set up for us to be able to do things like setting events that happen after specific amounts of time, or happen daily or that kind of thing, and I think that’s something we’ll be able to do a lot of really fun stuff with.

Ten Ton Hammer: Going back to the Omega system then, is there an overarching progression apart from the daily mission chain that might be comparable to traditional end game raiding where you might need to defeat a certain villain or complete a given challenge in order to progress to another, more difficult one? Or is the system built to be more dynamic in terms of what path you choose to follow?

Bill Roper: There’s definitely both, so I think we’ll have a nice mix between the two.

Ten Ton Hammer: Awesome. Then shifting gears a bit I wanted to briefly touch on costume slots in-game. Will players be able to open up or unlock additional costume slots through normal play, or is the focus more on having a base costume that you create up front and then continue to add to or tweak as you progress?

Bill Roper: There are definitely more costume slots that will open up. A couple of weeks ago that’s one of the things that came up where we were like, “Hey! We’ve never turned on the rest of the costume slots!” in our beta, right? But everything’s been built in terms of, yes there are more costume slots and this is when you get them, so it’s all in our master rewards table of when players get them; we just didn’t turn it on yet. That’s one of those challenges of development when you’ve got a game that’s so big and has so many moving parts. Literally twice a week we have meetings where we go over the list of these things and then assign them out to make sure they get addressed, and costume slots was one of those things.

Champions 03


So yes, there will definitely be more costume slots available. I think one of those things that’s really fun is that when you’re making a hero, being able to say here’s my costume that I wear every day, here’s my cool battle armor version or here’s my ‘golden age’ costume. Players, I think, like to have all of those different costumes they can drop into. I know I did tons of that in the ‘City of’ games so we’ll be sure you have that same possibility.

Ten Ton Hammer: Is the plan to still have costumes linked to swapping out different builds, so that you have the option to swap into a different costume when you change builds?

Bill Roper: Yep, you can definitely still do that; it is a part of that build screen so if you want to you can also assign a costume.

Ten Ton Hammer: Sounds great. Thanks for taking the time to answer our questions!

Bill Roper: You bet!
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