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Quote:No.My example was illustrating that the power-related problems you cited were more due to the devs being bad at foresite, rather than actually not planning to include PVP in their game.
In regards to your behaviour in this thread: stop acting dumb and trying to be smart at the same time. It is painfully transparent. -
Quote:I'm not oblivious to how it can be read. However, I know the difference between how its likely to be read by someone primarily looking to get the point, and by someone looking for something to argue with. In the PvP forums specifically, my target audience is only the former, not the latter."The other problem with PvP"? Care to elaborate on that?
I think your analogy was poor, both in terms of relating to the history of pvp in this game and the possible subtext that one could read into it. I didn't have to look for anything. I'm somewhat at a loss for how you could be oblivious to different ways it could be read. -
Quote:I have literally no idea what you're trying to say. I think you're trying to say the forum ops worked really hard just to make the forums work at all, but vBB prevents them from randomly expiring sessions. I think.The forum logout issue got fixed
It just meant that a lot of people couldn't even post to the forum. So while for the majority it worked, for many it made the forum impossible to use. They genuinely did work very hard on this issue and tried all they could but just couldn't fix it the way they'd like.
The biggest problem is the fact they have to tweak vBulletin to work with the game account login something that is stretching its capability more than intended but without a serious upgrade to forum software (they've basically pushed vBulletin as far as possible in terms of number of boards anyhow) which is unlikely to happen, the bottom line is get used to it.
If you get logged out you get logged out, so learn to save your work if it's important before you post. But at least this way all forumites can post which the fix prevented.
If you have actual first hand knowledge of the problem, by all means enlighten me. It will obviate the need to perform a failure mode analysis on the vBB code, which I plan to do this weekend. I will have a better idea of what might be going on, and I will also probably be cranky that I'm spending my weekend doing someone else's job. -
Quote:What are we baiting them with, and what are we switching it for? This accusation is getting old: we are "baiting" previous subscribers with an offer to return to the game without paying anything at all, and get limited access to the game. And what we switch it with is limited access to the game. You show me where Paragon or NCSoft ANYWHERE so much as HINTS that previous subscribers can return to the game and get their original gameplay experience back unchanged for no cost and I will personally ask Paragon Studios to apologize for that error.BTW, thinking about it, this does look like a classic bait and switch for returning players, as was described earlier in this thread. It's getting them excited about playing their old characters, then when they log into the game telling them: "oops, you can't really get your old characters back; you can choose a much weaker version of them or you can pay a license or become a VIP."
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Quote:So long as what Paragon Studios is trying to do is different than what your analysis assumes it is trying to do, your analysis will not be applicable to City of Heroes Freedom. The important thing is not the terms, and I will prove it by eliminating the terms:My argument above relates specifically to the labeling of the proposed model. Some say a hybrid model isn't really a F2P model...others (including myself) argue that a hybrid model is indeed a F2P model, just one of a slightly different flavor than the others that are out there.
City of Heroes is not attempting to convert their business model into a model based on the priority of attempting to get as many players as possible playing the game with the lowest barrier to entry as possible, and then target them with ala carte sales of opportunity. Anyone who thinks this is Paragon Studios goal, or makes the automatic assumption that this is their intent, is simply wrong. All other deductions based on that incorrect assumption will be flawed. City of Heroes is continuing to make a game in which the primary goal is to make a game which has sufficient value proposition to encourage players to pay a regular amount to access most or all of that core gameplay. To increase the amount of players that make the decision to purchase such gameplay, City of Heroes is adding to its existing core regular payment model an additional restricted access path whereby prospective players can play certain limited parts of the game without charge, and can additionally add elements of gameplay for an ala carte fee if they choose. The requirements of these additional avenues are overridden by the requirements of maintaining the maximum value proposition to customers that have chosen to pay regularly for the entire package of core gameplay.
"F2P" and "Hybrid" are just terms, and we can expect human beings with brains to realize that a full and complete explanation for how the business model works would take more space than is normally available to describe it, and that those terms are industry buzz words intended to hint at, but not define the games they are applied to. And to the extent that some people fail to recognize that, that is the price of doing business on a planet of morons.
Quote:Plus, whoever made the argument that Paragon Studios should forget their loyal playerbase in labeling the hybrid model a F2P model? I certainly don't believe as such and never argued against the VIP tier as it is proposed.
Quote:Then who is the system aimed at?
It certainly isn't aimed at VIP players. If COH subs were generating enough revenue to keep the investors happy and the game running, they wouldn't be adding microtransaction into the picture. An established subscription MMO doesn't add a free-to-play element (whatever the flavor, full F2P or hybrid F2) out of the generosity of their hearts...they do so because they think they can generate more revenue by adding the F2P/microtransaction element than what they're currently achieving with their original 100% subscription.
Quote:To me, the primary demographic that this new model is targeted at is former subscribers. This is a move to generate more revenue (whether microtrans or subscription reups) from this particular demographic. -
Quote:Your theory is correct. The decision to implement a merge was made somewhere around the end of May 2010. The deciding factor seems to be that while the devs always understood there were QoL and other benefits to a merge, the amount of work it would have taken and some other disadvantages of merging made it not a sufficiently attractive proposition. With Going Rogue, the work to maintain the market walls would increase, the complexity exposed to the players would increase, and QoL barriers would increase, while over time the disadvantages of a merge continued to decrease. That made the decision go in favor of the market merge.From this, my theory is that the decision to merge the markets was made at some point between April and June of 2010, in response to what was going on in the Going Rogue Closed Beta. The changes to e-mail attachments and Inspiration gifting were a result of the merge, and proof of the change in direction.
As to the whole "Paragon being controlled by Korea" thing, I'm afraid I'm not sufficiently ignorant of how the devs work to comment on that intelligently. No, that's not a typo. -
Quote:We're obviously here to protect the Celestial egg.I see a very different world and purpose for humanity. You say the rest of the planet would be better off without, I say you couldn't be more wrong. As the masters of this planet, it's our job to defend it against all enemies foreign and domestic. With out humanity, say some day a alien race would came and wiped out all life on this planet similar to what was purposed in the movie independence day. I tend to think all rest of the planet is better off with us for that scenario. Who knows what other issues might have occurred if humans were there to change the outcome in history.
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Quote:Actually, many natives did fight - on the Spanish side. Cortez didn't take over the whole country single handed. The Aztecs were conquers, and Cortez managed to make a lot of allies with the native tribes the Aztecs ruled over, figuring the enemy of my enemy is my friend.uhhh no
Native there never fought because they thought the spaniards were the fulfillment of a prophecy and treated them as good gods. By the time they figured they weren't gods they were dying of various diseases.
The notion that Cortez was seen as a god is a bit controversial, specifically because the only source for that bit of information seems to be Cortez. But it does not appear to have been a determining factor in any case. -
Quote:The Romans were both polytheistic and polypantheonic, but they were also far more practical in their religious practice and far less philosophical. In fact, their practice of religion was so ritualistic in many cases the average person wasn't even aware of the foundational purpose of the rituals.The ancients had a whole different concept of "gods" than what modern day theists call god. The things that they called gods could be killed, weren't omnipotent and there were many gods and many pantheons. There wasn't "one true god" and there wasn't "one true pantheon." People could become gods or were gods or were sons and daughters of gods. Not to mention their outlook on life and the afterlife was different as well. All Romans went to the same place. If you died courageously or some such you got to go to Elysium which was just a separate area of the same place.
I do not see where you get from multiple pantheons to "look, its an evil god; lets kill it." The Romans were polypantheonic because their philosophy was "worship whatever you want so long as you don't offend the traditions of Rome." But that's completely different from how the average centurion would react if they perceived high technology to be supernatural. Hannibal got armies to freak out at their first sight of elephants, and those are just big animals people didn't see before.
The average roman soldier wouldn't necessarily perceive high technology as "god-like" but they would pee their uniform all the same. People do not spend lots of time classifying the unknown while they are running from it and watching it vaporize their comrades. "look, its an evil god; lets kill it" is seven words longer than the maximum limit of conceptualization under those circumstances. -
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If you have to ask, then no, I wasn't. But I will say that specifically looking for and finding offense with that analogy represents the other problem with PvP that exists on the opposite side of the user interface from the one I've been talking about here.
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Quote:The forums are not managed or supported by either the Paragon Studios devs or community management directly. They are managed by NCSoft datacenter people. Its unclear to me if they even *read* our forums. I've been regularly communicating with Zwill as to what I'm doing, what I'm testing, what I'm seeing, and asking him to pass that information along. I suspect that Zwill is doing the community thing and censoring out the parts where I question the datacenter IT staff's parentage, genetic make up, and mating habits. But I'm assuming they know there is an actual problem.This increased for me starting last week. I was only ever getting hit by it once in a while, maybe once a week. Now, I've no idea which threads have new posts since it logs me out every minute and a half.
And Dumpleberry, no, we cannot confine posts to a single thread because its pretty clear it's being ignored. Let's see how much it's ignored when we can get 50 or so active threads going at once.
In the meantime, I would recommend people catch up with Chip. -
And every Granite Tanker has probably done it at least once. For those that don't play Stone, protip: when the game says Granite is "exclusive" of powers like the other Stone armors or travel powers, that doesn't mean you cannot use them while Granite is up. What that means is if you activate any of those toggles Granite will turn off.
The instinct to turn on sprint when you're moving around in a mission and you're slow can be overpowering, and it only takes a moment of forgetfulness to make life suddenly very interesting.
As to the Nova one, when the very first Winter event happened and the lakes froze, I invented a goofy stunt I posted onto the forums where I would superspeed towards a group of hydra in perez, jump over them, and as I passed overhead I would activate Nova. I would land, keep on going, and as I turned to look behind if I timed it right the hydra would explode behind me apparently from nothing. -
Quote:I didn't say there wasn't. I don't fault the players that "figured out" the system and enjoyed playing within it. I'm just saying no one was ever supposed to be dealt that hand.Depite all the brokenness of IOs, powers and so on there is still an element of skill and practice involved
PvP in City of Heroes was like when you buy your one year old niece an expensive present that you forgot to buy batteries for, but its ok because all she wants to do is play with the box it came in anyway. On the one hand, buying a gift that doesn't work is dumb. On the other hand, yanking the box away from her is cruel. The devs (like all MMO devs, it seems) fundamentally, at a deep level, believe in the MMO rule: you can always fix it later. I believe in the second chances rule: you don't always get them. Sometimes you leave yourself with a problem with no good solutions. -
Quote:There's a difference between forgetting to put in a cap, and putting in a power that immediately hits the cap. The devs claimed back then that they didn't think players could readily hit the cap. However credible or not credible that sounds (and it is credible when you think about other mistakes they made, like actually forgetting what hold resistance even does**) that's different than putting in a power that would immediately make a player impossible to hit in PvP short of astronomical tohit buffs, and that would make all accuracy slotting worthless.Back in the day invauln tankers could get 100% res. I guess the devs didn't plan on putting PVE in this game either.
** The devs gave the original Hamidon 100% hold resistance. Because they didn't want us to be able to hold Hamidon. I rest my case. -
Quote:This game is not attempting to execute the conventional F2P model.Not really...as I mention in earlier posts, a successful F2P model breaks down as many barriers to entry as possible to get people into the game and hooked. Once they're hooked, they'll be craving more and be far more willing to pay for content than at character creation/selection.
That makes this observation about as relevant as saying a successful barbeque attempts to infuse smoke into the meat.
In the conventional F2P model, it doesn't matter how much stuff you give away, all that matters is how much stuff you intend to entice people to buy. As long as you have a pipeline of stuff on a sufficiently deep treadmill, its completely irrelevant what you give away. Its a numbers game of trying to get as many players as possible under circumstances where a sufficiently high percentage will buy something, and that percentage can be low.
But in a hybrid model with VIP subscribers, it *does* matter how much stuff you give away, and what stuff it is, because the more you give away and the higher a percentage of the core stuff you give away, the more you devalue subscriptions relative to ala carte purchases and freemium play. That's why no on subscribes to Farmville.
People can debate whether this is or is not a free to play game based on silly semantics, but this isn't about labels. This is about whether this game intends to focus first on its subscriber base, and then create a free/ala carte game from a subset of the subscriber game that is not an identically complete experience so that VIP subscribers always have an advantage in their breadth and quality of gameplay.
If you're a VIP player, City of Heroes Freedom is as much about you as the current game is now. If you are an ala carte Premium player the game is offering you the ability to play less game for less money, where you get to choose what you want to get and what you can afford to give up. If you are a completely free player, then this game is offering you a look around. Have fun, but don't complain about what you get for free. Or complain, but know that you're complaining about what you get for free, and make note of the fact we don't allow you to complain somewhere the rest of the players have to see.
Oh, and just in case I wasn't clear the first time:
This game is not attempting to execute the conventional F2P model.
You'd think this was both obvious, given how many people manage to successfully *prove* Paragon Studios isn't actually doing what you'd expect if they were attempting to execute the conventional F2P model. -
The above shouldn't be construed as my saying the devs are all bad, or bad at all. Its simply a fact that whatever other statements they made, they were either totally unaware, or unwilling, to take the steps necessary to prepare the game for PvP. Its not like any dev has ever denied that to me.
Its no secret that by MMO standards this game is *horribly* unbalanced. Ironically, that creates a rather unique environment for the PvE game that is, by many players' reckoning, appropriate to the genre so long as they keep it at least minimally under control. But that doesn't fly in PvP: its one thing for all of us players collectively to embarrassingly dominate a bunch of pixels, its quite another to create a game where one group of humans can embarrassingly dominate another bunch of humans in odd or broken ways. That presented a uniquely non-trivial problem for the devs: a majority of players got used to the wild unbalanced powers system prior to I4 and wouldn't accept strict rebalancing for PvP, but without it PvP quickly became a meta-game of best exploiting the broken aspects of the powers system, which is not something to be especially proud of.
Which actually points to the *fundamental* problem with PvP in CoH. You can't (or should not) retrofit PvP to an existing game because PvP is as much about expectations and social acceptance of PvP as it is about numbers and mechanics, and if people aren't innoculated to your PvP from the start its very hard to get them to fully accept it later on, especially when you have to start changing the game to make it work.
Under the best of circumstances the devs left themselves a problem I'm not sure *any* dev team on Earth could have dug themselves out of easily. -
Quote:I don't think the release version of the game is simply suboptimal for PvP. I'm saying I believe I can prove a pattern of behavior where they did things that by their own reckoning they had to either undo or work around to implement PvP, and in some cases they *never* fully figured out how to work around them, but they did not need to be told they were problems.True. However, no one is infallible. PvP was a design intent in Alpha and was implemented in only the 4th update to the game. It's a pretty uphill argument to say they launched the game with no knowledge of the impending addition when they have stated they've always managed the game with the next several issues or more already mapped out.
The fact that the state of the game at that time was not ideal for the implementation of PvP is not really a smoking gun. I honestly think they just didn't know and continue to be ignorant of what makes for good PvP. And I don't think there's any malice in that. YMMV.
Its one thing to say the devs were implementing the game while saying "one day there will be PvP, one day there will be PvP." However, I do not believe the devs *ever*, even at the doorstep to introducing PvP, asked themselves "given PvP is coming, should we do X?" I never said, nor cannot prove, that the devs were *ignorant* of the fact that PvP was coming. I'm saying that even knowing that fact, they took zero steps to prepare for it even knowing it.
Here's two statements from the devs from the Issue 4 era:
1. Player defenses are balanced around critters having base 50% tohit.
2. Players have 75% base to hit in PvP.
And yet, they had to be *convinced* to change player base tohit in PvP, when by their own reckoning their own powers system design is broken under that base tohit.
Question: when PvP was first introduced, if a target (player) had a lot of defense, what two things could help you hit that target?
If you answered "Tohit buffs and Accuracy" I apologize, you've tripped over a trick question. Initially, until it was patched with a stealth patch, if your target had more defense than you had overall tohit, the only *one* thing that could help you was tohit buffs. Accuracy would actually make things (unnoticably due to the 5% floor) *worse* due to a bug in tohit mechanics, if target defense was higher than attacker overall tohit.
The devs said, back then, they had thought carefully about how things like endurance drain would affect players in PvP. If you were designing PvP for CoH and were thinking about things like how endurance drain might become problematic, would you take a break, eat some lunch, and then invent the power Elude?
So you know PvP is coming, and you're working on a new pet for the Gravity control powerset called a Singularity. Knowing PvP is coming, do you make all of its attacks completely untyped so no defense works on them? And by the way, they are still all untyped to this day.
So you're a dev, and your actual on-paper design doc for tankers indicates they are designed to take on more aggro, and therefore more damage than any other archetype in existence. Did whoever write that down know PvP was coming and just punt the problem to you, or did they literally just not know that might be an issue? And lets not get into taunt, and whether that even originally worked in PvP.
Its not like this list is short. I can keep typing until the forums truncate my post. I don't think the original designers thought PvP actually *had* any actual design or implementation requirements. Just playtest and tweak it, and as they say in Hollywood we'll just fix it in post. And as a result, they did things that they wouldn't have done if they actually thought they had to be careful, and didn't do things they would have done if they thought PvP had actual requirements they should try to meet before the last minute.
Anybody can say "I intend to X." The devs can say they intended the game to have PvP from the beginning just like I can say I intend to rule the world. What steps have I done to accomplish that task today? None, but I still intend to. The devs took no steps to accomplish their task of adding PvP to the game until they were actually literally adding PvP to the game for I4, and more importantly they took no steps to *prevent* trivially preventable things that became problematic to PvP later. -
In the interests of brevity, here's some lessons I learned long ago with the boring parts truncated.
... and that's when I learned critters can tell you've used an awaken even when their back is turned.
... and that's when I learned not to sit in a skirt.
... and that's when I learned the sky wasn't as safe as it looked in the Hive.
... and that's when I learned not to hit a hundred things at once with Nova.
... and that's when I learned you have to click on the train, and not just walk into it.
... and that's when I learned the special challenges of making a tech origin character, and just how incompetent the Crey really are.
... and that's when I learned to remove sprint from my main power tray on my Stone tanker.
... and that's when I learned how to see your own Nova go off from a hundred yards away. -
Quote:It's just Durakken. Just run everything he says thru your KittyKrusader filter.
As a duly designated representative of the City, Province, and Empire of Rome, I order you to cease any and all supernatural activity and return forthwith to your place of origin, or to the next convenient parallel dimension. And take your flying steel dragons and armored riding beasts with you.
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Quote:If you're saying even if we put in a feature to allow players to buy back unlocks for their characters even if they don't subscribe that's just not enough for some players, then those players will unfortunately be among the players we won't win back. I'm comfortable with that.The problem with all of those is the whole 'first experience of a returning player' part. Apart from the last one (and that represents a *lot* of vet time), all of those put some sort of barrier between you and the game. They're all something you have to *do* before you can play that character. Being told you have to buy something (or resubscribe, spending $ either way) right off the bat to un-gimp your character certainly has the potential to be offputting.
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Quote:PvP may have been a design intent of the alpha version of City of Heroes, but there is not even a hint of a trace of anyone involved in either the game mechanics or the powers system design thinking about PvP for even one millisecond in the release version of the game. Not only is there no evidence of someone designing things knowing they would one day have to deal with PvP, there is direct evidence all over the place of people doing things that even by extremely generous standards no one in their right minds would do if they knew PvP was coming - and I say that grading on a curve for what the devs were doing with the powers system that early.PvP was actually a design intent early on in the game (WAY back when before they overhauled the powers system) but was put to the backburner to make a more advanced release date. The systems were still being developed both before and after launch until they were ready in Issue 4. Also, that was a bit before villains were added in Issue 6.
They may have thought it was coming, but the devs acted, in the implementation of the game, like they were not obligated to avoid doing things that could severely impact it. So not only did they not design the game with PvP in mind, they actually designed it in a way to explicitly make PvP more difficult to implement. -
Quote:I firmly believe that the game will be different tomorrow than it is today. However, that does not mean that how the game is today was wasted effort. The presumption is sometimes that if the devs change things, it was wrong before and right now. But its part of the natural evolution of MMOs to introduce new things, and change old things given the new context they exist in.I'm firmly convinced that as time goes on, some things will be opened to free/premium players that are locked down right now.
That, and over time new technology (i.e. code) will be added that will give the devs better options to deal with things like free player chat and teaming, or other issues involving changes to game mechanics. I'm also hopeful that some things aren't available to premium players simply because they've frozen the store for launch, and things like IO licenses to unlock the use of previously slotted IOs in legacy characters are likely to arrive after launch, although it would have been my preference for the devs to address that sort of problem before launch.
But the fundamental philosophy that the free game be limited and by definition the limits will actually have to limit players, and not in trivial ways, is not likely to change nor do I want it to change. The devs have decided to implement a new business model that retains focus on the subscribers while allowing for ala carte limited play (up to the degenerate case of zero purchases) and I for one would like to see where that goes before trying to change it to a more F2P-based model. -
Quote:I've studied steam engines so I could easily reproduce their basic designs. However, even during the age of steam they did have a tendency to explode on occasion, so I would probably build them rather far away from my workshop most of the time.Yeah, once I knew the correct answer, the diagram became much more obvious. Not that I would be able to actually build a steam engine, or at least not one more complex than an aeolipile.
I've thought about this some more, and I think one thing worth considering is that its probably inefficient to reproduce either the path or the current state of technology. With the benefit of hindsight, there are paths to higher technology that leapfrog certain problems and incur other problems that would be more annoying today or in our history, but might be easier to overcome back then.
For example, I could probably design and build a hydroelectric dam easier than reinventing the entire industrial revolution to get to electricity. I bet I could probably reinvent the radio by jumping straight to bulk physics than reinventing the vacuum tube (it would be huge, though). I wonder what the minimum steps are required to reinvent the microprocessor. Photolithography, advanced chemistry, high temperature foundry. Not sure about reinventing wafer saws and polishers. That's probably my weak link there. -