A note of appreciation for Kabam
I have been playing this game for about a year and a half, and I just started following the forums recently. I notice that a lot of the posts take a fairly derogatory stance towards Kabam's efforts on this game. I wanted to add my perspective to this conversation by taking a minute to express my appreciation for the work that this software development team has put into this game.
First of all, I find this game to be a lot of fun.
I think the fundamental game mechanics have been really nicely balanced: the basics of the game are very accessible for beginners, and the challenge ramps up smoothly through the first 5 acts of the main story. At first, you don't have to care about any difference between the characters, as careful study of each champ's abilities is not necessary to win most fights.
Over time, that changes as the difficulty ramps up. Mastery selection becomes an important element of strategy. Newer champs will hard counter basic play when first encountered, forcing a player to learn about champ interactions. The introduction of challenge nodes has the same effect later on.
Finally, in endgame content, you have to have a keen understanding of all the complex interactions between your roster and a defender. When you puzzle out the right strategy, it feels very satisfying. When you fight through a tough battle, it feels like an accomplishment.
I also really appreciate the care that this team has put into details that have nothing to do with the main gameplay.
For example, the comic panel interludes that were present in early acts were wonderful, little gifts given for a player's effort. I understand that they were too expensive to continue, but the ones we have are lovely. (It would be nice if the other EQ comics that have already been drawn were made available on some archive site, if they are not already.)
Also in this vein, I love the care and attention paid to the characters themselves. I love how Spider Ham genuinely feels like playing a cartoon, complete with looney-toons style victory screen. He spouts one-liners at his opponents when he throws specials. And because of the porker poppers, his fights often end with an opponent simply falling over dead upon attempting to activate a special, which is hilarious (if it's not happening to you).
Another example of this: I recently went up against She-Hulk with Titania, and the two of them start the fight with trash talk! Similarly, the Quicksilver v. Quicksilver special SP3 (and other custom SP3 animations), Juggernaut's "No stun for you!", and other similar flourishes really demonstrate that designers at this company go above and beyond when they want to make a moment in the game feel special. I always smile when I happen across these sorts of easter eggs.
The fact that this game has gone on for 8 years, and is still building a community, probably speak more loudly than anything I can say (or any of the complaints elsewhere on this forum). There are not too many games that have this sort of lifespan, and I for one hope that it continues for 8 more.
I could go on for a lot longer, but I'll just conclude this post by saying: thank you. As an engineer with a keen interest in how games are designed, I think MCOC represents a wonderfully designed game with a lot of thought and attention paid to so many facets of the game. Keep up the good work.