I have been reading a lot of posts about City of Heroes (CoH) vs. EverQuest (EQ), but I would like to give my take on this debate, and hopefully bring to light some facts.
Start Up
The CoH patcher is very fast. I can get from clicking my desktop to enter world in about one minute, where EQ’s patcher takes about five to do the same thing. I am not sure why this is so, but it makes jumping into CoH for a short session easy. For EQ, that is much more difficult.
The CoH Character creation system has received a lot of attention in online posts. Mostly about how much better it is then EQ’s. This is unfair. The EQ character creation actually allows slightly more character personalization.
1) CoH, with one exception, does not allow players to modify eye color. EQ players can select the eye color of their characters.
2) CoH has base ten face options to EQ’s eight. But, EQ also has fifteen different races, each with eight unique faces.
3) EQ does allow hair style options, but only two or three per race and gender. CoH allows 19 different styles for the male, and 32 for the female. Also, the CoH color palate is much broader, and allows the player to select both a major and minor color.
4) “Costume” for EQ comes from both acquired gear and, more recently, the option to dye equipment locations. This is changeable, and indeed does change as the character’s equipment changes. The sameness that everyone has in their appearance comes from the fact that everyone wants the same equipment
5) There are some striking limitations to the CoH costume creation though. Any costume element that includes costume and skin cannot be patterned (it can be colored, but only one for costume and one for skin tone). Also, while male characters can put patterns directly on their skin, but female characters cannot.
6) For real character customization, check out Star Wars Galaxies. And then hook up with a skilled tailor for a dizzying array of costume options.
While each of the five “races” (called origin types) of CoH are supposed to have different storylines, only two Science and Technology actually seem to do so. The other three, Mutant, Magic, and Natural, appear unfinished as they do not have much of a pattern. Each of the fifteen EQ cities has several quests that are related to that race, class, and/or local (though some, like Qeynos, are richer then others.)
I haven’t played each of the five classes (Blaster, Controller, Defender, Scrapper, and Tanker) enough to have a good judge of relative balance.
Playing
One of the major advantages I have found with CoH is that getting into the game is very fast. It is possible to get on for a little as half an hour and still feel like you have gotten something done.
Related to this is the CoH's support of both solo and group play. Not just large groups either, as groups as small is two or three can be effective, yet challenged by their missions.
The quests in EQ have greater variety then CoH missions. EQ’s zones are much more varied on what can be found in Paragon City (CoH's world). Most CoH mission zones feature one type of opponent, where an LDoN will feature several different creatures within a single theme. Normal EQ dungeons have even more varied populations.
One issue I have heard raised about CoH is that the maps/mobs/missions will become repetitive. But after EQ's "exp grinding" and drop camping, I find it hard to gripe about CoH's missions.
Rewards
EQ is driven by Loot. CoH has almost none. This fits their respective genres very well. Heroes of a Fantasy novel are often motivated by treasure, and often keep and use looted items (the short sword "Sting" plays almost as much a role in Tolkien as does the Ring). Classic Superheroes tend to distain wealth, and while supervillains might be after money, neither the heroes nor villains of the comics tended to use captured equipment on a long term basis.
The lack of loot in CoH also greatly reduces the need for pre-adventure preparation, as there are no reagents or ammunition to buy. There is very little minutia to manage.
Conversely, some CoH players will miss the tradeskill/crafting elements of EQ.
The lack of a serious player economy is a HUGE advantage of the CoH. This really limits ninja looting, farming, and eBay (or more recently the Bazaar zone) which have been problems in EQ. For example, My Paladin cannot get the “Remove Curse” spell, as the creature that drops it is perpetually farmed by players who then sell that spell for 10,000 plat in the bazaar. (10,000 plat may not seem like much to some, but it is more then my Level 52 pally has ever had at one time.)
Lack of loot CoH also removes one of the elements that make EQ areas/dungeons distinct. Certain look will only drop in certain areas. Some EQ loot can act as a badge, announcing to others that a player has completed a particular quest or hunting in a specific dungeon. In CoH, it is all the same, no matter where the player is hunting.
Surprisingly, one of the best rewards that CoH has to offer has no tangible value. Often, when you rescue an NPC from thugs or villains, that character will run up and thank you. Trivial as that sounds, that can be a huge boost to a player's ego. So can villains threatening your hero by name, which gives the impression that your character is gaining a reputation for his crime fighting. EQ has nothing comparable to this.
Conclusions
Finally, some players have been griping about this recent "Guild Summit", claiming that only the concerns of the UBER players/guilds was heard. This is also untrue, as /GU cartoonist Woody Hearn did bring up many of the concerns of the casual EQ player to the EQ development staff (http://www.gucomics.com/news/summit_mp.php).
That said, I do feel that EQ has lost it way. The game has become much more focused on the high end, multi-group raid rather then the single hunting group. This trend started in Velious, but really accelerated in PoP and beyond (LDoN being a temporary reversal of this trend).
Just a few random thoughts . . .
Edited, Thu Jun 24 19:48:04 2004 by Hithui
Edited, Thu Jun 24 19:48:45 2004 by Hithui