Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by synthozoic View Post
    But that seems rather circular and a bit contradictory to me. Either:
    1. Criminals are working hard enough to surmount any security the devs tack on, fobs included. In which case fobs are of doubtful use.
    2. What's really needed for any security system is vigilence. Unfortunately this is not found in equal measure among all users, clever or not.
    Token code generators are currently used in many business banking situations where a single login can authorize huge monetary transfers, such as payroll transfers. If the generators were cracked in any way but the trivial (i.e. stealing the token, disabling the requirement for a token at the server-side, or stealing the token seed records) I would know about it.

    "Everything is breakable" is just as silly a position as "my security is unbreakable." There's breakable in theory, and there's breakable in practice. At the moment, I have no problem stating that token code generators and challenge-response tokens are, if implemented cryptographically correctly, impervious to password harvesting attacks. The level and nature of the skill required to break the tokens through monitoring alone is so high its literally of national security significance.
  2. Quote:
    Originally Posted by Dolphin View Post
    My old complaint is worn and tired.

    It also seems to fall on deaf dev ears, who don't explain why it can't be changed/updated, or simply wont change them.
    ( Sorry BaBs... truth.)
    All Maps are Stale and Predictable.

    All of them: Police Radio. Newspaper. Contacts.

    When you know where mobs are on any given map you come across, it's time to change the d-mned map.

    Put in a randomizer, change things up, SOMEthing.
    To be honest, I'm actually less concerned about the fact that the maps are predictable, than I am that 95% of the time the maps make no sense.

    And you can't say that the reason why they make no sense is because the point is to force players to explore. In old school PnP games there were two kinds of maps. The random, twisty, explorey maps where the point was to explore and there were actual things to find. And regular buildings, like castles, which at least attempted to look like functional structures. Most of the maps are random twisty maps just to require players to navigate random twisty maps. They usually don't have a spectacular pay off room that rewards explorers, and they usually imply that the Rikti killed all the architects in the first Rikti War.

    I would occasionally like to enter an office building that doesn't look like a scene from Being John Malkovich. And to be honest, when the building layouts are actually logical, it actually makes players *think* more: if this is the lobby, does that mean the elevators are that way; if I want to get to the storage rooms, would they be in the back of the building? Random layouts just make me think "run real fast and kill everything." I rarely even have the sense of being in a building so much as a concrete hedge maze with elevators.

    And it isn't that I'm unaware of *all* the game implementation issues here when I say this. But I will feel slightly disappointed if Going Rogue shows me amazingly detailed architecture rendered in stunning Ultra Mode, and the inside of every single building looks like the corporate edition of the Winchester Mystery House.
  3. Quote:
    Originally Posted by Dark_Respite View Post
    I can see the ad now...
    Try to have it done in time for the GR launch, D_R.
  4. Quote:
    Originally Posted by Marcian Tobay View Post
    Short version: I have 4 RAM slots. By a story, I have two sticks of 1 Gig RAM, and two sticks of 500 MB RAM.

    Being computer illiterate myself, I've received conflicting advice:

    1) Put all four sticks in. The more RAM the better!

    2) Put only the 1 Gig sticks in. Putting in smaller bits of RAM triggers an effect that ends up slowing down the computer, rather than helping it.

    Both came from people that are absolute computer experts, so I'm very confused.

    Ergo... to RAM or not to RAM?
    There are three things to consider in this circumstance:

    1. Motherboard memory controllers do tend to reduce their speed to the slowest RAM you have. However, its not true that smaller RAM modules are necessarily slower. What matters is the clocks speed of the modules (and to a different extent, the timing on the modules).

    2. Some motherboards have memory designs in which memory banks are interleaved for higher performance. Basically, memory is read from two different banks of memory in alternating fashion, like reading two pages of a book simultaneously. If you do not install memory in pairs, interleaving is turned off and memory can be slower. In some more recent motherboards, you have to install memory in threes because the motherboard has three memory channels (if you install less than triples, it'll still work but slower).

    3. No matter how much your memory configuration speeds up or slows down relative to the optimal performance of the memory, its all small percentages relative to swapping. Hard disks are a thousand times slower than the slowest memory you can put into your system, so if you are running out of memory when running the apps you want to run, more memory is better period. It doesn't matter how fast or slow it is. If the difference between the best memory configuration and the worst memory configuration is like the difference between having your file cabinets on the side of your desk or behind your chair, swapping is like having to drive back home to get it.


    I would put all four sticks in. For Windows, 3gigs is almost always better than 2gigs. I would only start caring about the memory configuration when I reached 4 gigs of RAM (in the sense of wondering if I should add the RAM or not).
  5. Every so often, someone says the devs shouldn't be allowed to post on the forums, but instead they should be required to communicate through a spokesperson. Apparently, there's something "unprofessional" about the devs talking to the players directly, having opinions, commenting on any part of the game other than the part they work on, having a sense of humor, or participating in discussions.

    So I've decided to offer my services to the devs as their spokesperson, so that they no longer get in trouble for saying the wrong thing on the forums. I'm calling it the Dev-o-meter Service. But honestly, I'm not the most impressive speaker in the world, so I've decided that rather than speak directly, I will outsource the actual speaking to someone that I think has unimpeachable presence and eloquence: Captain Jean Luc Picard.

    I think this will work. Inspired by a recent thread, I decided to take a couple of examples and see how this might work. For example, given all of the controversy surrounding the reward reductions that were implemented after the Architect was introduced, I think it would have been better if instead of Positron addressing the players directly, he used the Dev-o-meter.

    Here's the Dev-o-meter, addressing player concerns that architect rewards were significantly reduced and exploitive farming penalized:


    (click to view the Dev-o-meter message)


    And here's the Dev-o-meter, speaking for Castle on the subject of PvP changes:


    (click to view the Dev-o-meter message)


    And although the Dev-o-meter cannot fully articulate every possible dev reaction, it can certainly approximate them. Here's the Dev-o-meter translating BackAllyBrawler's reaction to being asked to spend more time fixing task force bugs:


    (click to view the Dev-o-meter message)


    It'll take a while to tune the Dev-o-meter to be sophisticated enough to represent, say, the cottage rule, but I'm sure it can be done. And if it'll get the crazies^H^H^H^H^H^H^H justifiably concerned players off the devs' back, I'm willing to give it a shot.
  6. Quote:
    Originally Posted by Dispari View Post
    Really, if I had designed the system, I would've done one of a few things:
    I still think my solution to this problem is the best one. Its I suppose a variant of your fourth option, and I've been suggesting it for about as long as the veteran reward system has existed. Make veteran rewards (at least all the ones besides the generic ones, like earning merits or a costume token) into choice tokens where you can choose a reward from a specific pool of rewards. Then add tokens at regular intervals, and add additional choices to the pools at the same time.

    So perhaps at 15 month intervals everyone would get a melee attack veteran reward token which they could use to get a veteran melee attack. But at the beginning of time, perhaps there were only two such attacks, and you could pick one of them. Down the road, when the 30th month reward came along, instead of making a whole new reward unavailable to new players, you make it *another* melee attack reward token and add one or two new attacks to the veteran melee attack pool. So now the pool has four attacks and 30 month veterans get two of them. But the 15 month veterans that reach 15 months at that time will still have all four powers available to them; they just only get one choice to start.

    If we do the same thing to veteran ranged attacks, costume parts, and all the other "unique" vet rewards, then it will always be true that the longer vets have *more* rewards, but all new players will have *access* to any of them in relatively short amounts of time. You are never introducing a reward that only six year veterans have any chance of getting (usually: this doesn't preclude that option if you really want to), but you can still introduce new rewards and you can still reward longer term veterans.
  7. Quote:
    Originally Posted by GadgetDon View Post
    If by "work" you mean "allows a developer to laugh at his cleverness knowing that, if the player just hits a wall, he's doomed to keep hitting hits head against the wall unless he just happens to think of this the right way", no they don't.

    If by "work" you mean "gives players a fun challenge, something to cogitate on, and if they get stuck, there's a way around", yes, they work even better this way.

    I never really got into Secrets of Monkey Island when it first came out. Ran into some puzzles, and just got stuck. The revised version for XBox Live, in addition to a graphic update, includes a hint system, where you can get hints from "vague pointers" to "OK, do X, Y, and then Z". And I had a blast with it.
    I don't like puzzles that are too easy to simply hint-guide away in the general case, although I recognize that its non-trivial to make puzzles that can't be.

    I do believe that MMOs provide an escape hatch to puzzles that an actual puzzle game doesn't. MMOs are balanced based on reward *rates*, not actual rewards. Developers don't *like* "riskless rewards" but in actuality if you achieve a "riskless reward" in an MMO and the time it takes to achieve it is actually much higher than the average time to earn that level of reward any other way, you're actually underperforming.

    This means its actually possible to *codify* the amount of time a puzzle is allowed to "stump" a player in an MMO before its reasonable to allow them to brute-force a solution by some method. In fact, brute force itself should probably be the actual escape hatch. Puzzles in MMOs can be used to offer "reward bonuses" to players that solve them quickly, and "reward penalties" (really, a slower earning rate) to players that don't, in a way that doesn't require guides.

    But actually, if you adopt this sort of gaming theory, its actually more imperative that you make puzzles very difficult to strategy-guide away, because if its trivially easy to hand someone the solution, that limits the maximum level of reward that puzzle can award.

    The two strategies that I think work best here are first: puzzles designed to make the optimum strategy for solving them require more time to explain than it takes to execute. Branching puzzles potentially work here, where the player can be forced to use so much work to *find* a solution, that it takes longer than the typical amount of time it takes for a reasonably good player to *formulate* a solution. Also, puzzles designed around complexity features of the game can also explode any possibility of creating a comprehensive documented solution.

    The second strategy is to make puzzles in which there are no generalized solutions at all. This is not easy, but there are known "puzzles" for which there are no general solutions and which can be partially randomized by a computer. Some mathematical problems that are usable for zero knowledge proofs can potentially be turned into puzzles (hamiltonian cycles comes to mind, where you have a set of dots connected by lines and you have to find a way to traverse all the lines while visiting the dots only once each).

    The tricky part is integrating these into a game in a non-forced way. For example, its theoretically possible to make an instanced map that is comparable to a hamiltonian graph (junctions connected by paths) and create an objective within each pathway the team must reach and acquire. If the junctions have particularly difficult challenges that slow the team, then the team that can achieve all the objectives while passing through the junctions the least number of times will get rewarded with the fastest completion time and by extension the best reward per unit time. Its possible to make just a couple of maps and have the computer generate random variations of those all guaranteed to have similar solutions, but no amount of running the mission would ever give you a reusable solution to the map.

    The nice thing about integrating puzzles in this way is that they are much more seamless than literally placing a puzzle in front of the players in a gameplay-disruptive way. And the solution isn't binary: there is a best solution, and a worst solution, and a lot of solutions in between, but there's no way to literally be unable to find *any* solution, unless you literally cannot navigate maps without assistance.
  8. Quote:
    Originally Posted by T'He O'Cho View Post
    To clarify:

    If a green inspiration heals your character for 100 pts, after achieving the 72 month vet reward it will heal for 105. If you get a 10% bonus from an inspiration, it will become an 11% bonus. A nice reward without being game breaking.
    Anomaly alarm. Interrogatory: malfunction? Computation: non-reconciled. Activated: verification procedure 1721-alpha.

    Located: criteria match seven zed three.
    Target description: "sturdy."
    Attribute modification: damage resistance.
    Effective denormalized value: ten percent.
    Veteran reward value: ten point five percent.

    Response: T'He O'Cho; diagnostic submission. Specification: numerical quantification evaluation.

    Notation: Recommendation. Individual T'He O'Cho. Combat effectiveness: questionable. Non-combat role options: Rikti retirement plan oversight: explicit assignment avoidance protocols asserted.
  9. Quote:
    Originally Posted by StrykerX View Post
    I personally consider that "cheating"... it's certainly possible but I don't really consider that true solo leveling any more. I'm 100% certain Arcanaville's times can be beaten using enough AE tricks, what I'm curious about is if they can be beaten with normal missions and "standard" AE missions (no allies or exploits, just normal enemy groups chosen to match the character).
    It is cheating, but if we're talking strictly about AE buffing allies, its a form of cheating the devs should really account for. Technically speaking, that buffing ally should create an XP penalty as essentially a team mate. I haven't checked recently to verify what that penalty is and if its still enforced, but I am curious to know if the penalty is strong enough to make this at best only a slight improvement over most soloing tactics.
  10. Quote:
    Originally Posted by Crim_the_Cold View Post
    I just got my new comp in and I'm wondering if it will be able to handle ultra mode easily.
    I don't know about "easily" but it should be able to run it at least fairly well. Positron said this about video card performance and Ultra Mode:

    Quote:
    If you are looking to spend between $100 and $200, the Radeon HD 4890 and GeForce GTX 260 will do you well. We don’t have numbers from the Radeon 57xx series yet to verify if that is better or worse though. This would end up somewhere in the middle of Ultra-mode quality.
    So just one of your 260s should get you to middle of the road Ultra Mode performance. However, its a bit more complex question as to whether an SLI rig will get you a lot more performance in Ultra Mode or not very much: this is at least partially an architectural question about Ultra Mode itself. I'm guessing you'll do significantly better with the SLI configuration, but I've seen SLI be somewhat hit and miss at times.

    RAM and CPU should be fine for City of Heroes itself. You'd only want more RAM if you intend to be doing a lot of other things in the background while CoX is running.
  11. I should mention, in reference to the OP, that if NCSoft offered an authenticator token, I'd probably take it if it was a software token running on something like an iPhone. If it was an actual hardware token, maybe. It would depend on the reliability of the specific token vendor, and what NCSoft's customer service mechanisms were for granting access to the accounts if the token fails. In other environments where I use hardware authenticators, there are specific procedures for duress**, emergency access, and general replacement. I would assume anyone who knew what they were doing would implement such procedures and make them well known. If I don't see those procedures, I'll assume whoever implemented didn't know what they were doing, and probably steer clear.


    ** okay, duress procedures might be a bit overkill for CoX. But not the other two.
  12. Quote:
    Originally Posted by Tonality View Post
    Somehow I doubt it's an additive 5% for defense and resistance inspirations. That's equivalent or better to running weave on anything but a tank. A 5% increase is noticeable - especially the closer you get to the 45%.

    Now the real question is how are breakfrees going to be 5% more effective?
    Its 5% higher, not 5 percentage points higher. I.e. small luck should increase from 12.5% to 13.12% (that should be 13.13% by the way Castle).

    Break frees don't improve with this veteran reward. But awakens do: specifically the part that heals you as you rez should increase by 5%.
  13. Quote:
    Originally Posted by Tradok View Post
    If these companies actually wanted to secure their games without relying on stupid and expensive gimmicks, they could very easily do so. I blame Blizzard and NCsoft more for hacked accounts than I do the user. Just recently NCsoft finally made it so we have to enter our current password to enter a new one on master accounts... Basic security that should have been there from the beginning. Hopefully they'll add the same to individual accounts. Of course, one good security policy begs a stupid one preceding it, like tying our own forum passwords to our game passwords.

    Seriously, a gizmo like this won't protect users any better than if NC actually took security seriously in the first place.
    Two-factor tokens are the most straight-forward, simple, and cost-effective way of addressing the specific security issues they have been having. No password policy can protect against password harvesters by definition, and they are specifically being targeted by password harvesters.
  14. Quote:
    Originally Posted by Hyperstrike View Post
    As someone who works in the IS/IT field I can confidently say that adding a layer isn't necessarily adding security.
    As one of those generalizations everyone tosses around at cocktail parties, this is true. But when it comes to brass tacks, two-factor authentication using token generators almost always is, for the simple reason that (and not all two-factor authentication systems have this property) they prevent replay attacks.

    No safety precaution available to end users can protect them against replay attacks; in other words nothing can stop something from simply recording their password and then reusing it. Token generated codes cannot be replayed (not in the general case) which makes them immune to any data-collection attack on their systems.

    Theoretically, good security practices can mitigate some of these attacks, but nothing has a 100% success rate here. And because increasingly these forms of malware attacks are being generated by well-funded criminal organizations rather than the general goofballs of the past, they are becoming far more sophisticated than we used to see even just ten years ago.
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    To be honest, one of the things that bug me the most in games is powers which start out worthless and then I have to spend time to make them better.
    That's actually one of the things that bugs me a little also. Its clear Nova is balanced around being enhanced, but that means you get it at 32, then you get to actually *use* it at level 33. It doesn't actually mature until level 34.

    That doesn't mean I agree with everyone's assessment of what is worthless and what is worthwhile. But that's one of the reasons behind my thinking towards general vs specific enhancement. If you *want* to enhance a particular attack's damage, you can, but the *option* exists to enhance your across the board damage, which will affect any attack you acquire in the future.

    I'm not sure exactly *how* I would do that. I'm not sure "player-wide enhancements" are quite the right way. Its just a hypothetical thought at the moment.
  16. Quote:
    Originally Posted by Adeon Hawkwood View Post
    In general I like this, and it's very fitting for the super hero genre (you don't get new powers, you just get better at using the ones you have). The problem as I see it is the learning curve, if you start off with 20+ powers you've got to learn to use them all at once rather than starting with a handful and increasing the number at a steady rate means you have a few levels to play around with a new power before the next power comes along. Now it's entirely possible that I'm underestimating the abilities of the game playing public but I do know that in the few games I've played where I started off with everything I found it very hard to effectively use it all.

    The solution I'd use would be a hybrid of it where you start with basic powers and as you level up you learn new powers which are thematically related to the original power that represent you learning new tricks. Maybe make the sets three deep that way you start out knowing 6-8 powers which then expands to 18-24 over the course of your career.
    That's why I was careful to say "options" rather than "powers." I don't expect people to have all 24 powers in the tutorial. I only expect them to have a choice of powers that encapsulates most of the viable combat options in the game. So ranged damage-dealing would be represented, but that doesn't mean you'll have every single ranged attack from the start. You'd just have enough of them to make the choice of being a ranged gunslinger a viable option. Conversely, if you want to be a blapper, there'd be enough melee options to make that choice viable. But that doesn't mean you'd necessarily have thunderstrike at level 1.
  17. Quote:
    Originally Posted by Perfect_Pain View Post
    I fully understand Jack's vision for CO. We talked about it alot in PM's during Alpha.
    Guess what?! The game is NOTHING like what he had envisioned.

    And - when Bill came - the game went further and further from his original vision.


    err edit:

    The original vision as I understood it was just a more open City of Heroes. More open being "our" your characters. Having more choices. Not being stereotyped into one thing... "Oh your a scrapper" or "No you are a tank! Do your job!"!!
    The worlds/zones were supposed to be more indepth instead of the stagnent zones we have here like IP or Steel Canyon. The world was supposed to be engaging, draw you in.

    Things IMO got all ****** up when they decided "loot" needed to be in the game... or when they announced PvP was gonna be the balancing factor for the entire game...

    When Jack stepped out of the picture I think internally that things really began to shatter at Cryptic for the goals of CO. When Atari stepped in and someone told them Star Trek is going to be the Next WoW. It's like the companies entire focus got disrupted and everything started to be rushed. instead of putting the time and effort into that game that was needed... They just started inviting more and more people to each wave of beta testing without fixing any of the stuff we were reporting as failures of the game. More and more people flooded the forums, not even testing the game... Just shoveling large heeping spoonfuls of praise down the Devs throats. Not helping the process at all. Going through extreme fanboi rage at anyone who was trying to say "HEY TEAMING DOESNT EXIST IN THIS GAME?!" Fanboi's nerdrage shot that stuff out of the sky.

    It was as if all the important people who were working on CO left. And in stepped their replacements just trying to finish stuff up and send it out the door not listening to the feedback. Not trying to make the game better... Just get it out the door.
    I don't think you can pin this on Roper. I think the dev team was struggling with the consequences of the pseudo-open system they were expousing long before he got there. The discussion that swirled around "Frameworks" seems instructive. First, it didn't seem clear the devs themselves had a solid idea of what they were thinking there - or had conflicting opinions between themselves. Second, whatever it was originally it changed shape as arguments built around some of the concepts behind them. Finally, we ended up getting basically *nothing* like what was originally described: instead "frameworks" became the dewey decimal system of categorizing powers, with 2% prerequisite tiers added on top.

    The current CO system, as I perceive it, is the CoH system with both archetypes *and* enhancements removed. You can pick whatever powersets you want, and whatever powers you want in them, but you have minimal control over your slotting of those powers. And for me personally, that is its biggest failing in terms of being a Champions inspired game. Champions allowed two different kinds of orthogonally balanced customization: you could take a different mix of powers, and you could customize those powers in interesting ways. I think the former is at least possible to some degree in CO, but the latter is not to a high enough degree to be interesting.


    Since we're playing fantasy game design, one thing I would do differently than either CO or CoX is I would focus more attention on character development. Both games treat character development as if we were a bag of powers, and development involves filling the bag. I think a better way to do this would be to consider this a three-stage process. In stage one, you decide what you can do. In stage two, you decide how well you can do it overall. In stage three, you decide to specialize in certain things to add focus to the character.

    A big knock on both games to some degree is that it takes too long to "realize" your character concept. I think one way to address that is to give all the conceptual choices to the players very early on. In fact, I would present all of them by the time they left the tutorial (if the tutorial was long enough). So if you want the ability to supercharge offense at the expense of defense, you get to choose that ability early. If you want to fly, to buff others, to become temporarily invulnerable - all those types of general options would be made available to the character early on.

    But they would be relatively weak versions of those abilities. As you level, the opportunity would arise to improve those general abilities in either general or specific ways. In other words, rather than the slotting progression we have now, I'd allow players to just plain increase their damage across the board if they wanted to, but at lower amounts than boosting individual attacks. Rather than build up from being able to block melee, then block ranged, then block AoE, SR would be able to block all three, but weakly, and then build up their general defense to all, or divert more attention to building up melee defense.

    In the end game, I would allow players to take certain abilities and specialize in them in ways unavailable to generalists, no matter how much they buff those powers during the mid game. Maybe you could increase the firing rate (in cast time) of your basic attacks, or you could use certain powers free of its normal restrictions. Perhaps while personal force field was up force bolts were reduced in strength normally, but in the end game you could specialize in attacking while those shields were up. That sort of thing.

    In a sense, you'd be picking your archetype in the beginning through fundamental character ability choices, then you'd be leveling sort of the way we do now in CoX but with more general options for enhancement, and then in the end game you'd start to get power advantages vaguely like in CO.
  18. Quote:
    Originally Posted by TonyV View Post
    Yes, I did assume the average exchange rate for the period of the conversion. If you plug in the numbers assuming they're reporting based on the exchange rate at the time of the report, you'll get almost the exact same "shape" and scale of the bars, with the exact numbers on the y-axis slightly different.
    There are some differences; in particular the reported date conversion seems to match the general trends of the access numbers somewhat better than the average value conversion method for the Q4 '07 - Q2 '08 period. It also appears to better correlate with the substantial Q3 '08 drop in access numbers.


    Quote:
    The source I used for exchange rate data was the Pacific Exchange Rate Service. It provides the exchange rate all the way back, and it gave it to me in a nice monthly average so that I don't have to calculate the average day-by-day.
    The OANDA historical currency exchange calculator can be given a date range, and it will generate a table of the exchange rates for each day along with an automatically computed high/low/average for that time period.
  19. Quote:
    Originally Posted by PumBumbler View Post
    There is a general correlative trend that you can see in the chart with Access and Overall Revenue.
    Visually to a degree, but that's somewhat illusory. For example, in adjusted dollar terms (using the method I use, which is exchange rate at reporting date, not averaged exchange rate during the period, although there are similar discorrelations with the alternate method) there is a sizable drop in revenue in Q2 '06 with no corresponding drop in access numbers. Then, while there is a correlation between the drop in access in Q4 '06 and revenue, revenue bounces back in Q1 '07 but access doesn't start bouncing back until Q2 '07. Revenue drops much faster than access from Q3 '07 to Q1 '08. There is some correlation, but there are significant offsets in some quarters and in others there is correlation in direction but disproportionate changes overall.

    *If* we believe the numbers are at least fairly representative, then the answer to the question some people have asked: is it possible we bounced back after the drop in subscriptions (really, access) in Q3 '08, is yes, we did: to practically Q2 '08 numbers. We've since dropped back down to nearly the same levels as Q3 '08.

    Could the increase in revenue in Q4 '08 - Q2 '09 be due to booster packs? Well, its a total increase for the three quarters of over two million dollars in revenue. If we assume $10 per microtransaction on average, and we assume we have somewhere in the neighborhood of 100,000 subscribers plus or minus, then that means on average every single player bought at least two booster packs in those three quarters. I suppose that's possible, but it seems unlikely to me (From October 2008 to June 2009 I think only the Magic pack was released).


    In any case, this is my version of the revenue vs access numbers (click for larger version):

  20. Quote:
    Originally Posted by Another_Fan View Post
    Now anyway back to your challenge another way to do it so it is not so muddled is to take a range of values and translate that into a number of plus 2 bosses killed in a given amount of time.
    Not really, because you keep misunderstanding the point of the challenge. I'm not challenging anyone to counter my calculations. The calculations are irrelevant. I'm asking people to level fast. If what you're doing isn't leveling, or discussing leveling directly, you aren't talking about my challenge at all.

    If you think my calculations are flawed, fine, I concede they are flawed. If you think they are worthless to the discussion, that's a matter of opinion I will not attempt to dissuade you from. I'm asking if anyone can level faster than a set of numbers I picked based on my own judgement on an upper limit of leveling that I believe to be primarily influenced by endurance. That's all. If you don't have such a method, and aren't interested in finding such a method, you can continue to challenge the assumptions behind the limits I've picked but since I've already stated that the individual assumptions that are factored into the limit are just there for rough estimate, and based entirely on my own judgement and not a strict numerical proof of sufficiency, you'd basically be arguing that the numbers I say are mostly my guesswork are nothing more than my guesswork. Gratz, you win.


    And on the subject of "muddled." Since I'm asking for volunteers to test a limit, I asserted *a* limit. Not a range of limits, or a fuzzy set of ambiguous references. A limit. Its either breakable, or not breakable. If its breakable, I would like to know why. If its not, then its not.


    Quote:
    Edit: And beating the challenge would only prove that the original statement was ill formed.
    I don't think you understand what the purpose of "challenges" are. You seem to think the point of the challenge is to be unwinnable or unbreakable. That's never the point of any of my challenges to the forums. If I *know* its unbreakable, I don't bother to challenge anyone to beat it. That's one of the reasons why I allowed so many potential loopholes, such as invention slotting, or AoE efficiency. They are there to create the *possibility* of breaking it, so that someone might actually try to do so.

    Its trivially easy to create a limit that is essentially *impossible* to beat. The impossible to beat limit is the calculated limit of defeating the maximum reward value target spawnable at your level plus the optimal level scaling value, at the maximum AoE limit, with the maximal mission completion bonus per kill normalized with the best possible zoning time. It comes out to leveling to 50 in about an hour.

    Its also trivially easy to spend a month making a very complex set of calculations projecting the best case leveling estimate given a set of about a hundred different assumptions, which generates a number you can *defend* but is also worthless to discussion.

    This is my attempt to strike the interesting middle ground. But I don't expect it to be an interesting point of discussion for everyone, because I'm not currently interested in refining an estimate I've *deliberately* made extremely coarse specifically for discussion purposes. This is not about math or numerical methodology. This is about fast leveling.
  21. Quote:
    Originally Posted by Tank_Washington View Post
    Sales tell only part of the picture regarding the games status, which, for the umpteenth time, is probably behind the reasoning which led to the restricted access.
    Because I can't say this is false often enough, this is false. I can deduce a lot more about the state of the game from the revenue numbers than I can from the access numbers. The combination of the two is better, but if I could only have one, it would be the revenue numbers.

    The reason is that the access numbers can prove dramatic increasing interest in the game. The revenue numbers can disprove dramatic decreasing interest in the game. I would rather have the information to prove the latter than the former.

    Also, access numbers are more of a trailing indicator, revenue is a bit more of a leading indicator, factoring out oscillations.

    Finally, revenue forms the direct basis for NCSoft continuing to develop the game.


    If I had something to hide, I would hide the breakout in revenue numbers, not the access numbers. So if this is a conspiracy, its a conspiracy of the stupid.
  22. Arcanaville

    The Longest Wait

    Quote:
    Originally Posted by Tank_Washington View Post
    But in making that graph your friend believes that sales trump subscription numbers, which is a fallacy.
    Sales *are* primarily subscription revenue in the reported numbers, unless you believe we've been selling a couple hundred thousand boxes a quarter, in which case new sales *would* be trumping our subscription numbers.

    For some reason more than one person has misinterpreted those numbers to mean "number of units" like "5000 box sales" when they are actually millions of Won, or very roughly thousands of dollars. Those numebrs are about five million dollars in revenue a quarter, which is probably not a quarter million copies of Good vs Evil going out the door.


    Quote:
    NCSoft stopped reporting monthly access numbers, maybe because of lowering subscription numbers, or to keep that information from their new competitor, or, whatever.
    That was the accurate way of knowing the actual number of subs month over month.
    Actually, its not. It would be, if interest in the game was so high that the vast majority of players logged in frequently. Ironically, anyone attempting to claim that interest in the game in general is dropping can't make that claim, and thus cannot make the claim that the access numbers accurately represent number of subscriptions. In fact, if interest is dropping in general, the access numbers should drop independently of dropping subscription numbers and there would be no way of knowing whether any drop in access represented a drop in person-hours logged in, or drop in subscriptions, or both.

    Those numbers are only good to compare two relative periods where the average login-frequency of the average player is similar. And its clear that the numbers encapsulate times when it has not been.
  23. By the way, a commentary on these numbers. Both the access numbers and the revenue numbers are good for long-term trending to some degree, but they have issues when you attempt to extrapolate short-term changes in them.

    The access numbers are not subscription numbers. Lets get that out of the way now. Everyone who says that NCSoft "used to provide" the subscription numbers and "now they hide them" is simply wrong. Its extremely unlikely that is true, for two reasons. One: the devs have stated in the past that they are capable of, and generally track, access. So the notion that they can't do that and are substituting the subscription numbers as a best guess is false. Two: the numbers oscillate too wildly relative to prior assertions that the subscription numbers themselves do not usually change dramatically from one month to the next.

    The access numbers are a reasonable proxy for subscription numbers most of the time, at least for relative comparison, provided that during the comparison period the average player logged in about as often, at least to within one month intervals. However, the one time that assertion cannot be assumed is the case where someone attempts to assert "flagging interest." If someone claims that people are getting bored with the game and quitting out of boredom, they *cannot* assert equal login frequency, and the access numbers become worthless to that assertion in the short term. Access numbers *amplify* interest and disinterest in the game within a certain set of margins. In other words, if access numbers drop significantly in a single short term period, the one thing I'm basically absolutely certain of is that the subscription level dropped significantly less than the access numbers in that short term period.

    Conversely, the revenue numbers have their own problem. They almost certainly reflect the subscription revenue as its collected, even though subscription revenue is not necessarily for a single quarter. In other words, the long term subscribers are probably adding 6-mo and 12-mo period fluctuations in the data which are very difficult to factor out: I don't think there are enough data points to do a very good time-domain analysis of subscription numbers, especially with all the other factors superimposed. Its clearly apparent, though, that for some reason or another there are definite oscillations in the data. There are several dips in the revenue numbers for which the revenue bounces back by most if not all of the dip. While the trend is generally lower, the trend line is dropping far slower than any obvious single quarter revenue dip. So extrapolating from those is less than worthless, because historically speaking they've never been consistent.


    I would say that unless you want to do very sophisticated analysis of the numbers, I'd stick to looking at annualized trends of the data only. The data clearly shows there has not been a "catastrophic" or dramatic drop in CoX subscriptions or activities. But the actual magnitude of the general trend in specific terms has a lot of margin for error.
  24. Quote:
    Originally Posted by Another_Fan View Post
    Let me put it like this. The maximal rotational velocity an axle can achieve before disintegrating because its tensile strength is exceeded is a limiting a constraint on the speed of a conventional automobile. I am certain that this is both so and not particularly meaningful. Other factors provide much tighter constraints than that one.

    A better test to see if endurance is indeed the limiting factor would be to see how fast someone can level with a tray of blues and their normal build vs how fast they level with no blues and their normal build.
    I can. I put that specific set of circumstances to the test last year in six different builds. However, that's purely anecdotal: you could argue that the reason why its true is not because endurance itself is a limit, but because I'm inefficient.

    However, being able to consistently break the limit I posted is less vulnerable to that charge, because I've flipped the sufficiency requirement around. Every counter-example to the conjecture is significant because its asserting possibility, not generality.

    You seem to be suggesting that the exercise is pointless because the leveling enveloping I'm discussing is far outside the realm of possibility, so its irrelevant if its true. However, that's the entire point of the exercise. You don't actually know that to be a fact, and neither do I. And spiritfox is asserting its actually breakable.

    What you're doing is making the mistake people made before the invention of the airplane, and asserting powered flight is impossible because no locomotive fast enough would be light enough. Ultra-high performance leveling is a sufficiently esoteric art that I'm spending some time trying to avoid that error.
  25. Quote:
    Originally Posted by TonyV View Post
    Okay, I have created a new chart, this time adjusting for the USD/KRW exchange rates at the time. The sales are now displayed in U.S. dollars, which is where most of the sales were generated. I haven't added the timeline, and I also started the chart in 2006 to weed out the CoV outlier. Here are the results:



    The chart looks different because I composed this one in Google Docs instead of Microsoft Excel. I published the data so that you can see it.
    That doesn't match the calculations I maintain. Hmm, lets see.

    Ah, its the exchange rate. You're assuming the average exchange rate for the period in your conversion. I don't believe that is correct. I believe its much more likely that all of the revenue is accounted for in the US in dollars, and then is converted to Won for the purposes of reporting as of the conversion rate at (or very near) the reporting date. In that case, what I have, for at least the quarters from Q1 '05 and later, is:

    Code:
    year	quarter	access	Rev	Rep date	Exch rate	dollars
    2004	Jun	169925				
    2004	Sep	163053	9403			
    2004	Dec	124435				
    2005	Mar	140481	6341	05/05/05	999.6	6343537.41
    2005	Jun	162922	5806	08/10/05	1011.6	5739422.7
    2005	Sep	150068	6412	11/04/05	1049	6112488.08
    2005	Dec	194000	15706	02/14/06	969.4	16201774.29
    2006	Mar	171951	6523	05/04/06	939.4	6943793.91
    2006	Jun	171000	5532	08/04/06	964.6	5735019.7
    2006	Sep	172420	7429	11/09/06	932.6	7965901.78
    2006	Dec	154953	5532	02/07/07	933.2	5927989.71
    2007	Mar	143127	5954	05/08/07	922.7	6452801.56
    2007	Jun	153331	6370	08/08/07	923.8	6895431.91
    2007	Sep	139313	5721	11/07/07	905.2	6320150.24
    2007	Dec	136250	5401	02/13/08	945.3	5713530.1
    2008	Mar	134195	5416	05/15/08	1043	5192713.33
    2008	Jun	137028	5743	08/13/08	1039.5	5524771.52
    2008	Sep	124939	6193	11/12/08	1354.5	4572166.85
    2008	Dec		6865	02/13/09	1404.75	4886990.57
    2009	Mar		6837	05/11/09	1233.76	5541596.42
    2009	Jun		6673	08/07/09	1227.05	5438246.2
    2009	Sep		5471	11/06/09	1166.67	4689415.17