Another_Fan

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  1. Quote:
    Originally Posted by UberGuy View Post

    I find your pedantic desire to even debate such a wildly obvius conclusion a refreshing reminder of why I had you on ignore for a very long time.
    I had a brief temptation, to look up the citations for PPCGunner, seeing as I was pretty sure Uberguy was trying to pick a fight, but I saw this and laughed so hard I nearly fell out of my chair.
  2. You are missing part of the question Commander.


    If the community winds up paying for their purchase of the property, what guarantees are the new owners willing to make to the community ?

    I am really not looking for a badge, an in game mask, and an I saved city of heroes only to be taken advantage of by the new owners shirt.

    I'd want to see some provision made that the game would go on and be available for the community, if for any reason the new company was happy with our initial money but no longer wanted to be in the MMO business. At the very least some sort of code/IP escrow would seem to be in order. Unfortunately because of the cryptic engine open sourcing the game wouldn't be possible, but we could have qualified people from the community collaborate with the new company, and be involved with the build and maintenance processes for the game. I have no idea what the encumbrances on the use of the cryptic engine are but we would want that held in such a way that it wouldn't be an asset of the new owners.

    I know what I am talking about is extreme, but asking someone to pay for your business without giving them shares in it, or rights to what they are paying for is pretty extreme as well.
  3. Quote:
    Originally Posted by DarkCurrent View Post
    That's cool. I find it surprising though that considering how much GW2 product they've moved that their stock isn't going up. What do you think explains the decline?
    They are selling at over 30 times earnings. At that kind of multiple, bad news is very bad news, no good news is bad news, good news isn't even that great.
  4. Quote:
    Originally Posted by DarkBlaster_NA View Post
    Threads like these do more harm than good, Stop posting them.
    I was going to make a laughing and gloating post, but yours is the better idea.
  5. Quote:
    Originally Posted by Gangrel_EU View Post
    Fair enough, and it does indeed all depend on how much stuff you are including. Continuing education is important, especially as new technologies/advancements in current tech arises. Need to stay on the ball here (hell going from OpenGL 2 to OpenGL 4 requires a bit re-education).

    And chances are that there are also similar things for Nvidia and ATI to attend as well.
    We also have no idea what their other expenses they had a budget for marketing, they attended trade shows and meet and greets, they had the events going on facebook. Safe to say that was more than 0.
  6. Quote:
    Originally Posted by Gangrel_EU View Post
    Well, to be fair, without knowing who you are referring to specifically, I am going to believe that you were referring to Another_Fan's wage estimates (which to be fair, in my mind I *do* believe that they are a high, which is why I ended up settling for a $7million/year wage/benefits package cost for 80 developers).
    I'd actually agree if I was talking base salary. That was employee cost. Everything you need to have someone working in an office doing that kind of job. For tech companies that includes things like employers contribution to taxes, continuing education benefits, health plan, etc, etc, etc.
  7. Quote:
    Originally Posted by UberGuy View Post
    Ooh, look out, he broke out "son".
    I see why you had to get friends to back you up
  8. Quote:
    Originally Posted by UberGuy View Post
    "You're wrong when I argue something that isn't what you said.""

    I genuinely feel sorry for anyone that you teach.
    Crap son. If you are going to pitch at least try to get the same zipcode as home plate.
  9. Quote:
    Originally Posted by Arcanaville View Post
    A fresh out of college CS major that scores a 100k+ job in the Bay area has effectively hit the lottery. Also, no fresh out of college CS major is worth $100k. I don't care if he graduated valedictorian from Stanford and flew to the job interview in his personally constructed jetpack.
    Not my numbers, I was looking to putting some money into a friends project and that's what he was using for out the door labor costs. I double checked with people operating in the area and they told me they were reasonable.
  10. Quote:
    Originally Posted by Arcanaville View Post
    I think that's generally a question of what kind of game you're trying to make, fundamentally. There's no reason for any sort of quantitative balancing at all if the game you want to make is "we're going to throw stuff into the game, and the players are entirely on their own as to what happens." But that is not this game. If it were, there would be no reason to think hard about, or at all about, things like debt management, XP curve balancing, or any of the other things that were done primarily to constrain the average player experience within a specified, if larger than normal for MMOs, range.

    In City of Heroes' case specifically, it isn't a question of pitching to the median, its more a case that this game *defines* performance in terms of the median experience in the first place. Its not like a test that if everyone gets Ds you assume everyone is an idiot. In City of Heroes if everyone gets Ds you assume the game's too hard. That's not so much a debatable point as it is an axiom of the game design.

    I think you should always *consider* outliers, but I don't think its a good idea in general to "accommodate" them in the literal sense. For me I think if the game design intends to do that, it should do so in a systematic way that makes them no longer actual outliers to the performance band the game targets, except coincidentally (meaning, it only happens to be true at this moment in time that the players cluster on one place, except for a few people; the game would function perfectly fine if tomorrow the players' performance ranged evenly across that entire range).

    For example, I've always thought that CoH should have found a way to accommodate the playstyle of people who like to herd up tons of things and people who like to fight just one or two very strong things. But the reward system should have reflected that, so that allowing players to build for and execute the mass case wasn't the overwhelmingly higher reward choice. When it takes roughly the same build effort to kill a couple very strong things as it does to mow down hundreds of weak things but the latter generates far more rewards, that either implies the mechanical design is broken or the reward system is broken in some way. Either alone is not a problem: the combination together is.

    In that respect, part of the problem is deciding which outliers to keep and which to bar, because certain combinations of outliers are (for the most part) objectively broken.
    You speak as if that is the only way to design the units in the game. This is the only type of game I have ever seen where people talk of designing to the statistical performance of the target audience. It's far easier to just design unit character/performance to be a level and let people achieve what they can with them.
  11. Quote:
    Originally Posted by Tater Todd View Post
    This thread...I should look away but...I c-can...
    LOL

    Just another day in blaster land.

    Who knows if we do get saved maybe we won't get the snipe changes put in and get something a little more sane.
  12. Quote:
    Originally Posted by UberGuy View Post
    My tactics have never changed, but they never had anything to do with what you seem to claim. I state things, and when they're challenged, I defend them.

    Here's my statement that you latched onto with all the same pedantic asininity that you used to break out the forth and fifth dictionary definitions of "failure" above.



    Readers should bear in mind that this discussion was posted during I18, so the only way to get purples was as drops or with Hero/Villain Merits.

    Days later, after the main thread discussion had actually died down, you wandered into the thread and start arguing with the quote above because you were able to show that some Stealth IOs had been bought at prices that exceeded the price of some of the cheapest purples.

    As I seem to recall, you are some sort of teacher of literature, and yet you cannot understand how indescribably, pointlessly pedantic this was. For someone with such a background (if I remember correctly) you suck at communication. Everyone in that thread, even the person with whom I was debating when I posted it, understood exactly what I meant and did not object to it. You came in after the debate was over and started a new one strictly based on semantics. In the resulting debate, you threw up Venn diagrams that proved nothing and you quoted market facts that ultimately blew up in your face. You were wrong, everyone there knew you were wrong, and you still couldn't let it go.

    No, you couldn't possibly be wrong. The other people in that thread disagreed with you because they were my "fan club". Yeah, because I've always had such a big following.

    Anyone who wants can read the thread from the link in the quote above. I'll leave it as an exercise for the reader to determine whether or not you live in your own little world of logic and meaning. I will say that this post summarizes the whole thing rather nicely, though.

    And I must say I did very much enjoy making this post.
    BWAHAH

    Pathetic to this day. Even Now you can't admit you were wrong and 100 million for low level stealths was more than 10 million cheapy pvps.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Unless that's average salary and benefits of $90k and sixty thousand dollar parking spaces for each employee, I have no idea how Paragon Studios could possibly have been averaging a net total cost per employee of $150k.

    For reference, last I checked the industry average for game designers was something between $50k and $90k depending on experience and other factors, and senior designers (usually, that title means manager) between $80k-$120k.

    I've always used a figure of merit of about $75k average salary and about $90k total benefit cost per employee averaged across all employees, about $7M in incremental annual employee cost for about 75 employees. If Paragon Studios had a higher total operating cost than $9M to $10M I would be highly surprised.

    Remember that out of all those Paragon employees, for every senior producer/designer/programmer making maybe around a hundred grand, there was a QA person making far less: probably closer to $40k-$50k.
    QA people in the bay are 75k. No idea for game industry. A Fresh out with a cs degree 100k +

    Moral, If you have a labor intensive business try not to locate in the SF bay unless you absolutely need top end talent, even then you can probably find it cheaper elsewhere.
  14. Quote:
    Originally Posted by UberGuy View Post
    I seem to recall that most of what they were doing was generally enjoying the beatdown of your royal insufferableness.
    LOL thanks for the confirmation. I thought that was the case but never had any proof.

    Quote:
    I think the best part of that thread was that you honestly think you won any of the argument in it. Your reality distortion bubble could compete with that of the late Steve Jobs any day.
    Even at this late date you still can't argue the facts, and your tactics haven't changed one bit. You still go around telling people that they didn't say what they said.
  15. Quote:
    Originally Posted by Golden Girl View Post
    The game isn't doen yet.
    From the look of things its going to be resting for at least a couple of years.
  16. Quote:
    Originally Posted by Gangrel_EU View Post
    Side note 2: And how did City of Heroes manage to have 100,000 subscribers and *only* have a revenue of 800K/month? I have seen people posting up on comment threads that CoX has a subscriber base of 100K players. I can see it being 100K of *regular* unique account logins... but that is something completely different.
    The most we have in terms of revenue roughly is 80k and that is assuming everybody bought the 12 month plan during sale periods

    You might get a little more out of that depending on how many people are abusing the refer a friend system to generate 2nd/3rd/etc accounts.

    Really the only important numbers are the revenue and the costs.
  17. Quote:
    Originally Posted by UberGuy View Post
    LOL, not even close. I saved that thread, dude. We really shouldn't pollute this thread further with our crap, but I'd love an excuse to quote it here.
    Oh go for it, do you still have the same group of friends you brought into that to back you up ?
  18. Quote:
    Originally Posted by UberGuy View Post
    In context, given the position implied by the post in question, I believe there is no reasonable debate that the definition number one is the one intended.

    I find your pedantic desire to even debate such a wildly obvius conclusion a refreshing reminder of why I had you on ignore for a very long time.
    Quote:
    Originally Posted by PPCGunner View Post
    Try none of the above. By failure, I meant cessation, death, destruction, downfall. You are also wrong, the people who were responsible for it's initial success left with Cryptic.

    Now you and fan can go back to insulting each other, while I remember why I didn't bother with the forums.


    Quote:
    Originally Posted by UberGuy View Post
    Spiffy, so you're using the word in a way not recognized as a dictionary definition?



    Uh, no, only some of them did.
    You once defined overlapping price ranges as not being close. Why doesn't this surprise me.

    I don't know about the developer thing. I wasn't around when the originals were here but looking at that the profit graph, it looks like whoever left took the recipe for the secret sauce with them.
  19. Quote:
    Originally Posted by Arcanaville View Post
    The devs chose to balance the game, under the pretense they were game developers. They did not decide to follow your game philosophy, under the pretense they are not sociopaths.
    This whole thread does beg the question of when is it good design to pitch at a median group and when should outliers be accommodated.
  20. Quote:
    Originally Posted by Tannim222 View Post
    I don't dispute the game has been in decline for years. That's true.

    That doesn't necessarily mean that the game was failing.

    What is true is the game was turning clear profit as I've posted upthread.

    A profitable game with a full-time studio of staff with active work on an old game, and staff with active work on a new game is not a failing studio.

    In my own opinion, a profitable studio with a profitable game is one that is still healthy.
    I can't say one way or another, what I find amazing is the people on both sides who think they can.

    Heres the numbers I know.

    Q2 revenue = 2.5 mil
    monthly revenue = 833k/mo = 55 thousand subs less whatever was paragon market purchases.

    Profitable ? Maybe, I'd have have to see what ongoing costs were.
  21. Quote:
    Originally Posted by Bill Z Bubba View Post
    "Healthy" is subjective. Most agree, however, that the facts show that the game has been in steady decline for years.
    Quote:
    Originally Posted by Tannim222 View Post
    Perhaps because it was?
    ^^ That guy is blowing my mind.
  22. Quote:
    Originally Posted by PPCGunner View Post
    Here's a mind blower for you,

    A. NCsoft shut down a profitable game because they needed a reason to twirl their mustaches this quarter and making gamers cry seemed to fill the bill.

    B. NCsoft shut down a game that wasn't profitable or very marginally profitable because they needed to concentrate on things that made them money.
    Not blowing my mind either.

    I am a little nonplussed, that people keep insisting the game was healthy.
  23. Quote:
    Originally Posted by UberGuy View Post
    Because the game's failure is not something you or anyone else can clearly lay at the feet of the implementation. We cannot point to how the game worked, or its lore, and say "that's why it 'failed'." We can point out things we consider flaws, but that's not the same thing as a list of reasons why the game "failed". And among the things that might be considered mistakes, is your assumption that they would immediately repeat all of them?

    Whatever mistakes they may have made, these same devs have been responsible for either early creation or later work on a game that many of us here loved to play even today. At this time of closure I think we were on the verge of some of the best things ever added to the game. We want these same people to work on the game because we trust them to create something we would love to play - they proved they can do that.

    Remember, when consider mistakes and paths not taken, we also have to include what we know about corporate support from NCSoft. That includes includes, among other things, shooting down an actual sequel. What "mistakes" might have been corrected there?

    In any case, I think it's a bit ludicrous that you frame that question around an assumption of failure. An eight year run is hardly a failure in this context. The game being shut down at this point does not mean it "failed".

    I don't know that I agree with the OP, but the buck has to stop some place. I can personally think of numerous actions by Paragon Studios that were infuriating. A few that caused me to stop playing and the only the wife could pull me back into the game. I don't know what role NCsoft played. I have been told things that literally sound impossible to insane.

    BTW one of the things I won't miss is the way people can read a word and completely ignore what was meant by it's use.

    Quote:
    fail·ure

       [feyl-yer] Show IPA
    noun
    1. an act or instance of failing or proving unsuccessful; lack of success: His effort ended in failure. The campaign was a failure.

    2.
    nonperformance of something due, required, or expected: a failure to do what one has promised; a failure to appear.

    3. a
    subnormal quantity or quality; an insufficiency: the failure of crops.

    4. deterioration or
    decay, especially of vigor, strength, etc.: The failure of her health made retirement necessary.

    5. a condition of being
    bankrupt by reason of insolvency
    Which one of the 5 do you think the OP meant ? 4 seems spot on to me, 5 is another, 2 and 3 are also pretty good.
  24. Quote:
    Originally Posted by Ad Astra View Post

    Funerals are for the comfort of those still living - the widow, the children, the best friends, etc.
    Having been to far too many funerals, it's pretty annoying to hear that people had endless wonderful traits that could only be found with an autopsy.