![]() If you can get past the cartoonish art style, CO's character creation is very much a descendant of CoH's, even including some refinements on CoH's systems (for example, shoulder slot items can be individually selected, for mismatched shoulders).However, a huge percentage of costume options are behind a microtransactions paywall - probably around half of the costume pieces by the time I stopped playing, so even more at this point I'd imagine. This is one of the things which CO by and large did correctly IMO. They improved greatly on this system as time went on, with automatic party scaling so there were even fewer limitations to how you wanted to play. ![]() Later on, they even gave the ability to change your reputation, which gave you control over this scaling.4) Sidekicking was very heroic, and it gave some ability to play with friends, even if you weren't the same level. Of course, the early zones in CO tended to suffer from the lack of 'massively multiplayer' feel as well, without any of the benefits that CoH had.3) In instances, the game scaled very well depending on the number of people you were playing with and the starting player's level, so you felt you were 'super' regardless of how many people you were playing with. Some people may not be bothered by that as much as I am, but I always felt that if I wanted help, I would have asked for it. With the exception of street sweeping missions, which were not very common, you never had anyone sweep in and complete your objectives in front of you or pitch in and reduce your accomplishment. I never felt very heroic in CO, when the zone missions required you to do objectives with whoever else was in the zone. Of course, some of that was due to the genre, but it really added to the sense of ownership.ĬO had a lot of this, of course, but the visuals weren't as appealing to me or many others.2) The instancing (limited to your party only) in CoH did tend to de-emphasize the sense of 'massively multiplayer', but it did give you more of a sense of personal accomplishment and control over how you faced encounters and who you faced them with. It was largely due to the cartoony and misshapen appearance in CO, but the biggest reason I loved CoH over ALL other MMO's I've ever played is due to the sense of personal control and ownership:1) Right off, the character creator was very well done, and you felt like you had complete control of your appearance, and it didn't change depending on 'what equipment you found later'. First off, I have MUCH more experience with CoH. And the default animations seemed to turn every character into a gorilla.I really want to like CO but every time I reinstall it I give it a few hours and go 'oh yeah, now I remember why I'm not playing this' and uninstall it again. CoX felt like it wanted to hook you in with so much entertainment value, CO felt like it was trying to pick my pocket.CO felt almost teaming-unfriendly and the chat system was clunky.Never took to CO's artstyle. And that is coming from someone who had paid accounts for both, kept two paid accounts for CoX up til closure.
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