Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by UberRod View Post
    I don't understand why F2P people can't have access to post in the forums. That doesn't make sense.
    Think about everything a player can do for which the only primary recourse NCSoft has for abusing the privilege is banning. Banning is meaningless to a person that can create an unlimited number of free accounts. So anything that is ripe for abuse that is kept in check primarily through banning has a high probability of being limited from completely free players. And most of (not all) those things involve communication channels.
  2. Quote:
    Originally Posted by Arcanaville View Post
    It was the first time ever I didn't coin a name for something myself, and people had to call it something. It might have been Werner that first called it that. I would have probably called it the power's effective rooted time, which means Arcanatime was a heartbeat away from being Pert.
    This reminds me: I don't think I ever mentioned this before. Not only did I not come up with a name for the expression "the net amount of time an attack will take up within a full attack chain due to the limits of the combat clock on the servers" but I also decided not to explicitly coin a name for "the duration of time after the cast time of the power expires when you cannot activate another attack." In the original Arcanatime article I simply called it the "server tailgate interval" which is some old-timey ethernet lingo leaking out there.

    But *that* thing I actually *did* coin a term for, and decided not to use it. Originally, I was going to call it the Server QUantum Induced Delay. However, I then realized the delay was not due to the combat quantum alone, but the interplay between the animation quantum and the combat quantum, so I decided to call it the Server QUantum Induced Beat.

    Then I decided I was probably spending too much time having fun with that, and changed it in the article to "tailgate." But you can still see remnants of my discussion of server quantums as a legacy, and its probably why I forgot to go back later and give a simple name to the effective rooted time.
  3. Quote:
    Originally Posted by Madadh View Post
    I followed you just fine. And didn't find anything wrong with what you said. As I attempted to clarify above, I just found your turn of phase ironic. It seemed to me that you expected many of your readers to suspect that you may have taken Aid Self. If you didn't expect that, one wonders why you would address Aid Self and not Provoke or any other pool power that you didn't take for that matter.
    And that's what I found ironic. Almost everyone's first comment to new players of this game is, "It isn't about the heals. Healzors aren't needed here." or some other variant on that theme, yet a huge percentage of the player bases seems to think that a self heal is almost a necessity, even with green inspirations so plentiful.
    The game isn't about heals, and I used to be one of those people that used to say that. It helped I used to team a lot with an FF controller back in the day. But when talking about blasters specifically, most other options don't exist like click defenses. And I wouldn't consider Provoke to be a survival tool. Its specifically within the context of Blasters that Aid Self becomes less controversial: some like it and some don't, but most would agree its the main build option for building for survivability that doesn't go to range-capping with power pools and inventions.


    Quote:
    Obviously you don't subscribe to this thinking, and I didn't mean to imply you did. I apologize I wasn't very clear initially.
    No harm, no foul.
  4. Quote:
    Originally Posted by Madadh View Post
    I totally agree. My personal experiece with SR (as a scrapper, mind) bears all of this out. Yes, get the extra slow resist IO. Totally worth it, if only to jog (at a halfway decent clip) out of the Knives of A caltrop of death patch.

    To offer my own opinion on things.. Nemesis is a pain, but even 6 stacked, isn't as bad as that insane Quartz.
    If I remember correctly, Nemesis Veng is a +30% tohit buff and +20% defense buff (melee/ranged only). Even one stack of Vengeance is not good, but six places them into being able to beat Elude territory. And you often can't hit them back either, except with AoEs.

    They'll also have a +30% damage buff per Veng. So +180% tohit, +180% damage, +120% defense, for thirty seconds. The best power to have in that situation is probably superspeed.


    The part about jogging off of caltrops that is problematic is you have to do it very fast. Which is to say, you need to be moving when that first patch lands on you. Even if you have the speed to run off the patch, as the KoA start stacking it, the next thing they tend to do is run up to melee and surround you. At that point, you can't move and you can't hop off the patches. There are times I've considered adding Hover to my MA/SR build for no other reason but to give myself an escape path off of caltrops.
  5. Quote:
    Originally Posted by ClawsandEffect View Post
    Disagree with the OP, but have a compromise to suggest.

    Allow the IOs to still enhance your powers, but disallow set bonuses.

    That way you wouldn't have to respec your character or use a second build in order to play it, but if you want the set bonuses to work you still need to buy the license.

    Sound like a reasonable compromise?
    The only way I could see that happening is if they didn't just disable set bonuses, but disabled everything that wasn't direct enhancement strength. That means no set bonuses, no procs, no global bonuses, nothing that doesn't buff attribute strength within a single power like a conventional enhancement.

    I'm not saying that would necessarily be a good idea, I'm just saying that's the only way I could see this happening at all.
  6. Quote:
    Originally Posted by Bionic_Flea View Post
    I remember reading this "back in the day." I thought that you were brilliant, had too much spare time, and a touch of insanity.

    Some things never change.
    Six years later, it seems brilliance tends to be stable, insanity tends to snowball, and free time generally evaporates.
  7. Quote:
    Originally Posted by BeornAgain View Post
    Would someone mention where the "incarnate soft-cap" of 59% came from? My Search-Fu is weak today...
    Some - not all - of the critters in incarnate trials are "praetorian class critters" (note that is just an internal name: the DE that show up in Tip Missions: they are technically "praetorian class critters"). These critters have a base chance to hit of 64%, not the normal 50%. This isn't due to having any special power or buff: their *intrinsic* chance to hit is baked in at 64%. Since the intermediate floor for how low defense can bring down tohit is 5%, the best you can do is 59% against 64% base tohit.
  8. Quote:
    Originally Posted by Fulmens View Post
    they named Arcanatime after her for a reason
    It was the first time ever I didn't coin a name for something myself, and people had to call it something. It might have been Werner that first called it that. I would have probably called it the power's effective rooted time, which means Arcanatime was a heartbeat away from being Pert.
  9. Quote:
    Originally Posted by Madadh View Post
    So sad to see this. Buff over heal in this game, folks.

    Not a commentary on Arcana, but more a comment on the game in general that she felt that she should phrase it this way..
    Huh? What I said was:

    Quote:
    My main: an energy/energy blaster, I spend billions of inf to crank as much recharge as humanly possible without breaking something badly. Was that to maximize damage? Not really: energy blast has pretty flat DPA so recharge doesn't actually help damage all that much. Was it to give me better survivability? Not really: I don't even have aid self: recharge doesn't help with many things that make me more survivable. So why did I spend all those billions for all-out recharge?

    'Cause its fun.
    I highlighted the specific part you quoted: in context I don't see the problem. It seemed reasonable to me to assume most people would know that if I was talking about survivability for an energy/energy blaster, the most likely power I could have that would directly help survivability that benefits from recharge would be aid self. My Energy/Energy blaster doesn't have any click buffs that help survivability directly, and the only ones she could have are not usually ones people spend a lot of money improving recharge on because they crash - Force of Nature and Surge of Power.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    Wait, what's the controversy around Desdemona? I haven't heard anything about it. I thought she was just an intentional cheesecake in boyshorts.
    No boy could fit in those shorts with calamitous biomechanical difficulty.
  11. Quote:
    Originally Posted by Gospel_NA View Post
    Even though the actual data is no longer current, I found this to be a very interesting read and could imagine the enormitiy of the task that it took to compile and relay all that information.
    Four discussion threads, five issues of content, a couple hundred hours of in-game testing, 350 hours of simulation time, and about nine hours to write up and proof.


    Quote:
    Furthermore, I could only imagine what the data would be today with all the new secondaries.
    Longer.

    And the intent of the articles was actually for the reason you read it: less to offer an absolute comparison of the sets (which gets quickly dated with game changes anyway) and more to illustrate the thought process behind the current state of the art in mitigation comparison at the time, which is not too dissimilar from what it is today.
  12. Quote:
    Originally Posted by Oedipus_Tex View Post
    I never really know how I fit into these discussions, because I am this gay dude with a banner full of campy, drag inspired, off-brand superheroes that few would take as serious commentaries on gender relations
    And?


    Quote:
    I also can't help but be reminded of Cher in the late 80s. There's a certain kind of camp to being a demon summoning chick named "Desdemona" and running around carrying--of all things--a flaming whip. While she's sort of standardized promotional T&A material, she's also exactly the kind of character who is ripe for female impersonators, and that makes me wonder if, in a strictly non-canonical sense, there's not an underground interpretation that she is not actually female. While I don't think that's the standard interpretation, its certainly an interesting one in terms of this discussion and others like it.
    I'm now going to have extreme difficulty not hearing Desdemona's voice in my head being autotuned.
  13. Quote:
    Originally Posted by Gospel_NA View Post
    You know, I've been using mids for years now and I really enjoy making characters builds and trying to come up with ways to do new and interesting things, but I started realizng there's a few things I don't understand very well.

    For one thing accuracy. I don't understand how the percentage translates into your ability to hit a mob. If I have a 147% accuracy, what are my chances to hit an equal level mob minion, lt., and boss?

    I've always been under then assumption that anything over 200% was great and anything under 150% was not so good, but that was just some crazy parameter I put in place so I didn't really have to understand it. Now I'm just curious, because I think understanding it would help me improve my builds.

    Endurance usage was another thing. I've never quite understood what was a good rate of consumption compared to recovery. I always figured if I could double recovery over what the consumption was I'd be good, but then again I've never known how to take into account my attacks would use over time.

    I pretty much understand everything else really well, but it was finally bugging me that I still didn't understand these values very well.
    Your chance to hit a target doesn't just depend on you, it depends on the target as well. It could be running defenses, for example. So there is no way to actually say what your chance to hit a target is, for all targets in the game.

    Mids assumes that your base chance to hit a target is 75%, which is the base chance for a player to hit an even con target without any defense. It then calculates your chance to hit such a target after factoring in all accuracy bonuses. That's why you end up with these very large numbers: you've generally saturated accuracy against such a target to the point where its higher than the 95% ceiling the game enforces.

    You can change that base 75% chance to hit the target if you wish by going into the Options -> Configuration -> Exemping and Base Values. There you'll see the base tohit that Mids is assuming in all its Accuracy calculations. You could change that to the base chance to hit a +1 (65%), or the chance to hit a +2 with 15% defense (41%) or whatever you want. Just keep in mind that your target has a say in whether you hit or not, and all targets are different, and that's why neither Mids nor the game can give one single value for your chance to hit.


    As to endurance, that's highly dependent on your build and how you play. Its much harder to give guidance there. But its a safe bet that differentials as high or higher than base recovery with unslotted stamina (somewhere around 2.0 eps) tend to provide a lot of breathing room on endurance.
  14. Quote:
    Originally Posted by Captiosus View Post
    I agree with this statement.

    I gave up on the help channel long ago, once I realized people were putting on the helper tag and then treating the help channel as if it was just any other global channel for their entertainment. Discussions about sports, movies, game stuff, AE arguments, abound. But there's very little help. And heaven forbid anyone actually ask for help - they get demolished by know-it-all helpers who can't pass up the opportunity to deride a "noob".

    I can't help but wonder how many legitimate new players may be driven away by the "help" they get in the help channel.
    If I was in charge, I would explicitly state that the rules of the Help channel are you can only ask question or give answers. Any other discussion is forbidden, and any denigration of any kind expressed against a player asking for help would draw an automatic zero tolerance three day ban.

    And then I would send someone to their house to shoot them in the face.

    Which is probably why Zwillinger is a community coordinator, and I'm ... not.
  15. Quote:
    Originally Posted by MishiiLove View Post
    I not speaking for all female gamer who liking certain costume but I am petite and not liking it but I very short. I make toon in reflection to my body and height and university uniform of depend to summer/winter. I believing if woman would liking larger hand or of body area this should be topic Devs maybe consider but of honestly I would remaining to scale to myself. I have small hand and to picking up very large weapon as you state be extreme difficult or if over weighted unless I working out enough to making self muscled. In every case of word it is opinion and desire of woman in general to deciding what they wishing make character of looking like and yes more detail option between both sexes would needing be re work but to do this all option for male/female creation would needing be revisit then released in big expansion. I not believe options to enhance feature of female body to be wrong as all knowing each woman different or have views of different creation just like of male player to using their opinion of woman features when they playing. Sometime it is crude but they having this right as player in certain means. Sometime it can being very rude and obvious of the look that they not being considerate to other players feelings but this what GM for.

    ^^; In self opinion I not personally seeing wrong doing of editors inside this MMO. I always loving options. But to make this fair on same scale it would taking looooong time of fixing. It be nice to seeing full dimension details of every aspect of character but it would having to be on both sides.

    Please excuse for improper sentencing and maybe spelling. I still not the best of English yet!
    Don't worry about it: we make allowances for New Jersey accents.

    I think that while sometimes we can get caught up in holding up examples of "sexist" poses, costumes, or whatever, I think most people realize and its important to highlight that what you personally prefer to play is fine. If you want to play a petite girl with small hands and a schoolgirl uniform, it is NOT sexist for you to want to do that. Women play big breasted bikini clad sashayers all the time, and this is a fantasy role playing game: if that is what they find fun, no one should feel embarrassed about their preferences.

    No one is, or at least should be, suggesting removing options, no matter how mild, girlish, coquettish, haughty, or just plain slutty they may appear. No guy should be embarrassed to play them, no woman should be embarrassed to play them. What most people want is *more* options that fill in the blanks elsewhere besides schoolgirls and Power Girl. But, not to put too fine a point on it, no one should believe they are hurting the cause to play schoolgirls and Power Girl. You pay your money, and you're entitled to have fun just like everyone else.

    So: make whatever you want, play whatever you want, and we're all cool with it. No one here wants to take those options from you, and no one here judges you for using those options (at least, no one should). The only thing at issue is addressing the addition of *more* options for people who want to play something different.


    Also, your English makes my Japanese look like the typing of someone having electroshock treatment while at the keyboard. If I was lost in Tokyo and asked for the location of the train station, there is a 50% chance I'd ask for an electric blender by mistake.
  16. Quote:
    Originally Posted by Eva Destruction View Post
    We're forgetting the men because they aren't being sexualized. They are clothed in a way that says "I'm a superhero in the classic cape and tights sense, and I'm only wearing this skintight outfit because it's easier to draw" and posed in a way that says "I'm going to kick your ***" rather than "look at my boobs."
    "Hey, I only wear skintight clothes that are easy to draw" is, if nothing else, a pick up line you will never forget.
  17. Quote:
    Originally Posted by Pebblebrook View Post
    Did they define what the lifetime of a subscription and engagement are?

    I swear i'm not trying to be dense or i might be tired but i'm interpreting that graph a bit differently. Expected lifetime revenue as based prior to f2p would be sort of the monthly fee times the average time an account is continually subscribed (uninterrupted) and engagement is time spent in-game.

    If that's the case, that graph is showing the f2p crowd shows less time in-game (casual) than someone with a monthly financial commitment (subscriber) which is what i would expect them to be. And customers that spend more time in game tend to spend more.
    I don't think that is the case, for the simple reason that the adjective "longest" doesn't really make sense in that context. If you were comparing total time logged in, you'd describe that number as being "higher" and "lower" not "shorter" and "longer."


    Quote:
    The vertical axis shows expected lifetime revenue not expected lifetime duration so i don't really see (from the graph at least) that they're saying players who spend more money stay subscribed longer. It could just mean they're spending more over a typical lifetime of a sub.
    It does mean they are spending more over the lifetime of the sub, but the question is whether the sub duration is longer. I contend the x-axis implies it does. Moreover, if we assume that the average sub duration was approximately the same, that would mean the *average* player was paying 75% more than their subscription amount per month, every month, buying points. In other words, translated into City of Heroes terms, that would mean the average subscriber would be buying more than $8 of points per month, every month of their subscription. That seems awfully high.


    Quote:
    Or maybe i just really need to see the original presentation preferably with speaker notes to be on the same page as you. If you can find it would be appreciated.
    The file name of the copy I have is Paiz_Fernando_TheFutureOfMMOMonetization_SOGS.pdf. However, a google search on that name turns up only one download link consistently: cmpmedia.vo.llnwd.net/o1/vault/gdc10/slides/Paiz_Fernando_TheFutureOfMMOMonetization_SOGS.pdf (I removed the "http://" from the link because the forum kept hyperlink converting it and I wanted the entire link to be visible to read). And that site seems to be very slow or not working when I test it. But give it a try.
  18. Quote:
    Originally Posted by Dr_MechanoEU View Post
    Now I'm not going to mention any games but I've been wondering, what other ways are there of progressing a character in an MMO beyond the following:

    1) XP = levels = New abilities:
    The system City of uses along with many other MMOs. Now this is a good simple way of doing things. It's by far the easiest to balance content around since at any given level you'll know, roughly, how powerful the player should be.

    However the problem with this system is that it isn't very dynamic and doesn't allow for a lot of player customisation in their abilities, normally limiting them to specific Classes (aka Archetypes).

    2) Time = skill points = New abilities:
    This system is used in a few places and does allow for a vastly more dynamic levelling system.
    Actually, I don't think you are talking about "leveling" you are talking about one component to leveling: the side effect to leveling progress, or the reward of leveling if you prefer: power progress. As characters colloquially level in an MMO, they typically increase their power. How they do that is generally in one of three ways which are not exclusive:

    1. Attribute increases. In City of Heroes, we increase in health, damage modifier, etc. We have attributes not that different from the classic Strength, Constitution, Endurance, Dexterity, etc from PnP games. As we level, those attributes increase. Sometimes in predefined ways (like in CoX) and sometimes under the discretion of the player (i.e. through a point-purchase system).

    2. Ability acquisition. In City of heroes, we get access to new powers at certain levels. We have some discretion over which powers we get because at any moment in time the number of options available to us is generally more than one. But the actual unlocking of abilities is fairly linear. In other systems, things like skill trees can increase the complexity of the unlocking of these abilities through a prerequisite system.

    3. Gear gates. In some games, its fundamentally gear that determines how powerful you are, and leveling unlocks the ability to use better gear. Generally, you still have to figure out how to find it and acquire it, but "progress" in such a system is about unlocking potential not about explicitly becoming more powerful through the direct act of leveling. Even City of Heroes has a hint of gear gating: vis a vis the minimum levels of purchasable enhancements.


    That's how we become more powerful. But how we level is different. There are two aspects to how we level: the mechanism by which we level, and what we directly gain from leveling. In City of Heroes we level primarily by defeating things, and secondarily by completing tasks. This earns XP, which eventually earns levels, which ultimately unlock power choices and award enhancement slots. We then "spend" those power choices and enhancement slots.

    Some games have other methods of leveling: through specific leveling tasks that themselves have prerequisites that have to be completed, which themselves might have prerequisites that have to be completed. Its not about XP or any specific leveling currency, its about a leveling checklist. Complete all the tasks on list ten, and you reach level ten.

    And what we get for leveling tends to depend on how the three mechanisms for power progress are implemented in the game, because they tend to have different requirements to make them work correctly.

    Its these three things: leveling method, leveling rewards, and power progress, that make up the trinity of what most people call "leveling." And there are a lot of different ways to mix these and implement them, creating a wide range of distinct possibilities.
  19. Quote:
    Originally Posted by Downtown View Post
    It's not F2P but they let you play for free? Call it what you want, but it is F2P.
    If that is the necessary and sufficient definition of F2P, fine we're F2P.

    The problem comes when someone says we're F2P, so of course X should happen because all F2P games have X. If you're calling the game F2P because there is a free option to play, fine. If you're calling the game F2P so you can use the term to make demands upon it, its not F2P, because now F2P means there is a free to play option and all this other baggage which City of Heroes Freedom does not have.

    You cannot say the only requirement for calling the game F2P is it has a free play option, and then start adding all sorts of other requirements on F2P games that City of Heroes should follow. That's semantic gyration.


    Quote:
    What if it was a 1 time fee of something like 400 points and then IO's were unlocked on your account for good. It's really the 30 day limit that I have issues with.

    What if you bought a character slot and it went away after 15 days? It only costs $1 every 15 days for you to have the slot open. Would you have an issues?
    Too low for too much. However, I've been suggesting that in the same spirit of unlocking individual character slots permanently the devs should probably add a way to unlock inventions on a specific character slot permanently. Something like 300-400 points to permanently unlock a character for invention use might be fair. You'd then have two options to use inventions: a 30 day temp license that would allow you to use them on all characters in your account, and a permanent license that would unlock inventions on a single character forever.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    Why are men accepted in all the shapes they come in, yet women are only really accepted in one shape ever at all? Simply put, because men are never scrutinised all that closely, while women are... Somehow, by some ungodly authority, held up to a strict, exacting standard of conformity. A British comedian once had an entire skit about all the horrible things women do to themselves to look prettier, ending with "But you know what the worst thing is? Guys aren't that fussy!" Speaking as a guy... No, I really don't think we are. So where the HELL does that kind of pressure come from?
    From other women. Its always been from other women. Men can exert a lot of pressure on women to look attractive, but on average men cannot even get past two on a scale of one to ten when it comes to female peer pressure.

    With the disclaimer that everyone is different and everyone's circumstances are different, on average its amazing to me the complex web of fashion rules that exist for women, nearly all of them involving the judgment of other women. "Age appropriate attire" is something you hear far more in the context of women than men, and it tends to be judged far more harshly by other women. Female fashion is, at its heart, the art of wearing something that is nearly the same as everyone else without actually being identical to everyone else. If men had to follow that fashion rule, 83% of the male population in the western world would be unable to leave the house.

    My own theory is that the subtle pressure at work here is boys grow up in a social dynamic where you're not supposed to care about what other people think about you, or at least *pretend* not to care. Girls are brought up in a social dynamic of fitting into groups. It is that small opportunity that allows peer pressure to slip in at a very early age and start influencing girls to care far more about how other girls judge how they look, how they act, and how they think, than for boys, and it leaks into the larger culture of appearance and body image.

    How do men factor into all of this? Primarily as bystanders. Its women who discuss among themselves what men want, women who decide what it is men want, and then judge all other women on the basis of being able to satisfy those requirements. What the men themselves actually want is not often particularly relevant to the process.


    I was reading an article the other day in Wired magazine about caricatures, and it reminded me that human brains seem to have evolved to "norm" the notion of what people look like, and "attractiveness" seems to be related to how a particular person compares to an "average" face that the brain builds up over time. The stronger that average model is, the stronger the sense of relative attractiveness when compared to other faces.

    So here's a question for the guys and the women out there. From your earliest memories of childhood to the present day, how often do you remember yourself specifically looking at faces? And whose faces? Do guys look at the faces of other guys as often as girls look at the faces of other girls I wonder. I wonder if another subtle dynamic is that girls, subtly pressured to be more social, see and study more faces more often when younger. And that one tiny little thing causes younger girls to formulate stronger opinions of attractiveness and self-image of girls at an earlier age, and that carries over into the teen years. Boys, on the other hand, perhaps spend more time looking at girls. So both boys and girls end up with stronger opinions about how girls look than both do about how boys look. And that creates a positive feedback loop for girls that doesn't exist for boys to the same degree. And then this snowballs over time.

    If nothing else, its an interesting conjecture.
  21. Quote:
    Originally Posted by Beau_Hica View Post
    Finally, one other thing to note... The awakened group rolled through me continuously. They're either bugged, or that's the SR weakness.
    Awakened have a lot of psionic attacks, and I believe a lot of them are of the non-positional variety. As SR, you only have melee, ranged, and AoE defense in your toggles and passives. You have scaling resistances in your passives, but they are for smash/lethal/fire/cold/energy/negative; they do not protect against toxic or psi.

    So you have a few specific vulnerabilities as SR (tanker or otherwise):

    1. Non-positional psionic attacks. Attacks typed psionic but not melee, ranged, or AoE. Mind control-like attacks in particular tend to be typed this way.

    2. Tohit buffs. One day you'll be fighting Nemesis and six Nemesis Lts will die at once. Then you're likely to follow them ten seconds later. Also, the quartz enimator dropped by crystal DE Lts buff all nearby DE with a +100% tohit buff. You'll want to kill those fast: they essentially eliminate all your defenses.

    3. Autohitting stuff. Most autohitting stuff doesn't hit for a lot, but it can start to add up. Tanking the Knives of Artemis can get ridiculous when you discover you have thirty caltrop patches stacked on top of you and your health is going down slowly but inexorably.

    Outside of those three basic weaknesses, which aren't exactly common but also not exactly rare, you'll be extremely difficult to bring down typically. Most debuffs will glance off, and few things will be able to hit you to damage you. Oh, and I recommend finding someplace to stick this: Winter's Gift: Slow Resistance.

    20% resistance to movement slow and recharge debuffs doesn't sound like much, but it stacks onto Quickness' 40% resistance to both. Getting that to 60% resistance to movement debuffs and recharge debuffs can actually quite useful, and you can always throw it into Sprint.
  22. Quote:
    Originally Posted by Wing_Leader View Post
    What are those estimates based on?
    Presumably their own market research, beta testing, and the early numbers from that particular game's transition to the hybrid model which at the time of the presentation was about six months after launch.

    Its important to note that the numbers aren't being offered to state with certainty what the revenue split is today for that game or what its likely to be for any other game. Its noted for its value in illustrating what one particular MMO developer *believes* about where the revenue opportunities exist and are being tapped. Turbine in particular and in many public presentations related to monetization in the industry has consistently stated the position that the opportunities for this type of model are multifaceted, and its not just about squeezing more money out of subscribers. In fact, they even specifically mention that Dollars/CCU went down in the new model, but that was more than compensated for by the fact that CCU increased by a factor of over five. In other words, the amount of money they earned per player actually playing the game (as represented by ConCurrent Users per month value) dropped, but the total amount of players playing rose by far more. Less money per player on average, but a ton more players total.


    Incidentally, one other thing this company states in its presentations is that the shift to the hybrid model tended to shift its player demographics more "casual." That's an elusive thing to strictly define, but here it meant players tended to play less hours per week and tended to prefer less overtly challenging play. A non-monetary side effect of going to the hybrid model? Introducing difficulty sliders. Given how casual-dominated City of Heroes already is, I have wondered what impact that effect might have on us, if any.
  23. Quote:
    Originally Posted by je_saist View Post
    I'd have no problems with placing Base-Rent behind a Paragon Rewards marker.

    As is I think this is going to be yet ANOTHER potential public relations disaster as players who have left the game come back to play. Veteran players returning are probably NOT going to be happy they won't be able to reactivate or pay base rent for bases they set up over the past 7 years.

    Or maybe I should say: ARE NOT HAPPY. I saw quite a few requests floating around global channels for a VIP player to join SG's and VG's for the sole sake of just paying rent. I also saw similar requests floating around broadcast chat on a couple servers in Atlas Park, as well as requests in various server help-channels.

    I understand the desire of the developers to prevent players from "gaming the system"... but there's a pretty big difference between "gaming the system" and "pissing your potential subscriber base off"
    Can you name one thing that people actually care about that you could lock premium players out of that would *not* piss off players?

    If not, then I refute your assertion that there's any difference between "gaming the system" and "pissing your potential subscriber base off." There's no daylight between the two. It comes down to whether the devs feel the restriction is reasonable, because all restrictions reasonable or otherwise will piss off someone somewhere.

    Other than that, I would otherwise tend to agree that being able to pay base rent is a perfect candidate for a Paragon Rewards tier reward. Something not too severe: tier 3 or 4 perhaps.
  24. Quote:
    Originally Posted by Pebblebrook View Post
    That link is interesting, though it's sometimes hard to tell which ones are from the programmer's (blogger) thoughts or paraphrased and which ones are directly from a game company's executive producer. But still interesting.

    But i think i need clarification on something you said in the quote. I probably missed it from the link you provided.

    The closest parts i think you were referring to were:

    That sort of reads like they were expecting the f2p customer (store user) to be 70% of the subscriber in terms of revenue/player but they were surprised that the subscriber who also used the store ("subscription + micro user") constitutes 175% of the revenue/player prior to f2p. Meaning there were enough subscription customers that ended up paying more after f2p to raise the revenue/player average than they would've spent before.

    Not sure if i'm expressing that coherently enough.
    I google searched for an article I could link to, but I actually saw the original presentation. Checking between the two, there is a small ambiguity in the way the numbers are presented in the article as opposed to the original presentation. The original presentation had this chart which I think is more unambiguous what they were trying to express:



    Keep in mind those are *lifetime* revenue estimates, not *monthly* estimates. What they are saying is if you take the average amount of money earned per customer over their lifetime before they went hybrid - which would be about the monthly sub times the average number of months a player subscribed - and call that the baseline, they were projecting that over the lifetime of the player being engaged in playing the game an ala carte MTX player would generate 70% of that revenue, while a subscriber would, after the conversion, generate about 175% of that revenue.

    Speaking specifically about the subscribers, that increase is due to both the subscriber buying things from the MTX store *and* from them sticking around longer - presumably because the new game offered a better value proposition or a more engaging game or both.

    Why they looked at the numbers this way seems to be that in their analysis, they looked at players sort of like annuities: it cost a certain amount of money to acquire the player in terms of marketing expenses and other things, and then once they acquired the player the player would generate a certain amount of revenue over time. The financial analysis compared total revenue generated over the lifetime of the player vs the cost to acquire the player as a key metric. So lifetime revenue potential is a key factor for this kind of viewpoint.

    Note that it *doesn't* mean subscribers were paying their subscriptions and on top of that spending 75% more money per month buying things. It could mean that if subscriber retention remained exactly the same. On the other hand, it could equally mean subscribers tended to stick around 75% longer and never bought anything in the store. Of course, the truth is that its some combination of the two.

    The really interesting thing is the MTX number. If they really are sticking around less than subscribers as the chart suggests but nevertheless are spending up to 70% of the total amount of money original subscribers were spending over their entire lifetime of subscription, that suggests MTX non-subscribers are actually a very large source of revenue per player per month in their model: higher than even I might have suspected without these numbers (which date from 2010).

    When you factor in other things, like the total number of new players joined and the increase in total subscriptions (said to be about double the pre-launch numbers) a reasonable extrapolation of the numbers is that at the time of the presentation this particular game was getting roughly half its revenue from subscribers and half from its non-subscribers per month. The error bars in that estimate are rather large, but a roughly 50/50 split is about dead center in the acceptable range of possible values.
  25. Quote:
    Originally Posted by Morgan Reed View Post
    You can add it to the disclaimer I put in my post (that you didn't keep in your quote):
    That disclaimer was irrelevant, so it wasn't necessary to quote. I don't care if you think the law is fair or reasonable, I only care what you assert the law to say. You explicitly said "using anything but your real name on the internet is illegal in the US" because of that Act, and that statement is false. It does not anywhere say that. Every element of the Act refers to unauthorized access. Using a pseudonym here on the City of Heroes forums, for example, is authorized access. I'm allowed to do so, so I am.

    That's separate from the fact that federal precedent states legally that the misdemeanor sections involving unauthorized access without an underlying act of fraud, theft, or damage are not to be interpreted as implying breach of contractual requirements represents unauthorized access as defined in the law.

    Its too bad there are no estoppel rules in the forum EULA.