Hero Online Preview
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According to MGame, the idea behind the system was to create a fun PvP experience based on player abilities while not completely removing the incentive to acquire new items and continue leveling. Thus a level 50 player with good skills can and will beat a level 60 who just relies on equipment abilities, but the same level 50 would be outmatched by almost any level 70. PvP is further enhanced by movement skills that allow players to move at super speed, jump over buildings, and even skip through the air a la Crouching Tiger, Hidden Dragon. Skills and movement abilities will also be key in taking on boss mobs in group situations.
The slow regeneration of Chi, on the other hand, makes using skills far less useful in general PvE combat. Players will frequently take on a dozen mobs at a time, far more than their Chi levels can usually support. The down side of this is that it makes PvE combat less exciting and a bit more of the "grind" so familiar to MMO players. Even here, however, Hero Online tries to make the grind a bit more palatable by including random surprises. Every 50 mob kills nets an automatic "Lot" drawing that gives the player a random prize such as an infusion of gold or a short-term experience bonus. Occasional "GM Tests" will pop up that ask the player to solve a math problem for a similar reward. Finally, some mobs drop "fortune boxes" that ask the player to wager a certain amount of money to open them. In my play time, I've paid 15,000 gold to open one of these boxes only to get a simple healing potion as a reward, and I've also paid 100 gold only to find an insanely powerful sword inside. It's a constant crapshoot that adds a bit of spice to what can be a dull process.