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Quote:I agree with this statement.Helper title is not only useless as it currently stands, it's actually dangerous. Help me should be avail to all at creation. Helper should be earned somehow, perhaps even monitored. I shudder at how many griefers are sporting Helper titles these days.
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. -
A friend of mine was on vacation all last week when his subscription lapsed. He intentionally waited to reup to see what Premium would be like. He's asking me how many global character slots he should have, and I can't remember the conditions so I don't want to give him bad information.
Here's what I know of his account:
- Two year veteran;
- Was up to the 33 month badge before the conversion to Paragon Rewards;
- Bought the Going Rogue Complete Collection box;
- Has not purchased any additional character slots while subscribed in the past.
How many global character slot unlocks should he have? -
Probably already said a million times over, but I'm adding my thoughts:
I dislike the idea of merging the AT forums. If you think they're unruly now, just wait until users have to wade through thread after thread about ATs they're not playing to try to find the good threads. For example, if you put Blaster/Corruptor/Dominator in one big forum, I'm going to have to wade through endless blaster build and dominator build threads to find anything worthwhile for a Corruptor.
Additionally, jamming these ATs together according to type does an extreme disservice to those ATs. Again looking at Blaster/Corruptor/Dominator in "ranged DPS", and then comparing them to the game's own definitions:
Blasters are heavy ranged DPS, but the game itself says they're strong in melee as well. How does that translate to being in a forum called "ranged DPS" when people could play either ranged or blapper melee/ranged hybrid?
Corruptors are moderate ranged DPS, but moderate to strong support, not just ranged DPS. Yet they're only going to be listed in the ranged DPS category? I've solo healed near every blueside task force on my DP/Kin, so just cramming it into "ranged DPS" without consideration for their support roles make Corruptors seem like Blaster-lite rather than their actual role of a hybrid blaster/controller.
Dominators, by game definition and power sets, are both ranged AND melee. Almost no Dominator build can be purely ranged. And they're equal parts damage and support/control. They really shouldn't be in a "ranged DPS" forum, at all.
TL;DR: In short, this game's ATs do not fit neatly into the Tank/DPS/Healer trifecta. It's bad enough the ATs got crammed together into 'categories', which IMHO, are often misleading, in the game itself. By trying to force them to fit into set categories you're losing the spirit of each AT, especially the villain side hybrids. I can't see how having separate forums for each AT is overwhelming or intimidating to new players. When each forum is for 2-3 ATs, the forums will be a bigger mess than they are now.
Edit:
And yet, the in-game descriptions of each AT disagrees with you. Blasters and Dominators have high melee ratings on the description when one chooses a new AT to play. Blasters have a melee rating of 7/10 - that's only 3 points shy of the actual melee ATs and 3 points shy of their own ranged rating; I can't remember, off hand, what Dominators have.
Blasters aren't "the mages" of CoH; They're more dynamic than that. Throwing them into one category called "ranged DPS" makes them seem like they are.
ATs should have never been jammed together by category. Not in game and not on the forums. If I were a new player, I would much rather be able to read about all of the ATs up front when making a new character instead of having to go through a "category" view only to find out that my "ranged DPS" choice has half a SPP of melee attacks because they have a strong melee rating. -
Quote:Week one, shiny penny syndrome, spending does not a profitable long term system make. And this current system is not going to be profitable without some heavy tweaking to the pricing structure.I'm unhappy with a lot of them too. That doesn't mean I think the game's going to crash. The history of this kind of hybrid model is a big BOOST in monetary input for the studio, not a decrease. I played another game that went F2P in almost this same way (a search of my posts would make it clear which one) and despite the fact I think it was HORRIBLY implemented and have never spent a dime on it since it happened, profits went way up.
I think Freedom was implemented in a very good way, and I've already dropped almost $100 on the game since it went live, even though I think lots of the prices are out of whack. :P
Comparisons to other F2P games are inherently flawed because most of them were still young games, by comparison, when they went F2P. A lot of them still had some buzz going around about them (to-wit: DDO, CO, even LOTRO). This one is ancient in terms of game age and general "buzz" about this game died off long ago, except amongst the subscribing members.
There's little in the market I would buy at their prices and even less I would buy repeatedly. And I'm not stingy in the slightest, just ask Microsoft and Sony who have made entirely too much money off of me in the micro-transaction market. There's too many items with ridiculous prices, too few consumables worth the small price, let alone buying multiple times, and too much reliance on "buy once and done per account".
But the system just launched, so I have faith that Paragon will be monitoring the prices and adjusting them until they reach a profitable price scale. -
Quote:It wouldn't really be "giving away the farm" if they locked it high enough up the rewards tree. Tier 8 would be perfect. And even then, they'd have to make it a lifetime limited access, which I outlined a couple pages back. People who are not already full Tier 8 would still need to stay subscribed long enough to get there, or spend enough in PPs to get there. For example, my case: I'm 3 tokens from full tier 7, then there would be another 7 tokens for full tier 8. I either need to stay subscribed for another 10 months (which grants access to every piece of incarnate stuff, ever) or I'd need to buy 12,000 points for $150 to get to full tier 8 which, under my example, would only grant me access to incarnate stuff through Keyes.I'll make it simple, if CoH let me use all my incarnate stuff as a premium player there would be no reason at all (for me anyways) to stay VIP. I would be quite happy with all my incarnate stuff. So by all means I hope they do allow for it. Of course, it would make poor business sense to give away the farm like that.
I'd be all for making BAF, Lamb and Keyes, and the current incarnate power pools, a tier 8 premium bonus, but only if they made everything from Underground and higher, including all the new pools, VIP-only. That would give premiums some end game, and a hook to become VIP to try out all the new shiny incarnate trials, powers pools and (presumably) higher incarnate shifts.
Quote:I think people are overstating how bad Free and Premium accounts are. They are both very playable and very fun. In fact, a Premium who buys $15 in Points a month in lieu of subscription has a big advantage over a VIP in Paragon Store purchasing power.
Of course, I have no plans on doing this, as I'd rather keep paying to support the game. But should something happen, financially, at full tier 7, going to premium isn't going to hurt terribly bad, I think. -
Quote:Someone can correct me if I'm wrong, but.. Couldn't you just make a second build that was identical to your first build, swap to it, and put in SOs? You'd still have your IOs on your "first" build and could swap back to them once you were full Tier 7.I have to agree. My high level characters all have IO's and in order to get an Invention Licence it would cost 105$ per character to get access to the Invention System. Or 2$ per month per character until i've spent 400 dollars to have access to IO's. I can't even respec to get rid of them and put in SO's because i would lose all the IO's that don't fit in my enhancement slots. So, I probably wont be coming back. I wish you COH/COV dev's all the luck in the world, but for now, I think outta here. Bye
Edit: Obviously this is only a solution if your not running two builds per character. If you are, then I guess you're pretty SOL. -
FWIW, my 2 INF is that the Incarnate System, at least the currently available pools, should have been the full Tier 8 Premium bonus. As it currently stands, the full Tier 8 Premium bonus is a joke for the amount of time and/or money required to get there. Large inspirations and storage slots? Meh.
To clarify, I would have set the bonus this way:
At full Tier 8, Premium Players unlock:
Lifetime Limited Access to the Incarnate System:
- Access to Alpha, Judgement, Interface, Lore and Destiny slots;
- Access to BAF, Lambda, and Keyes trials ONLY.
Any access to future incarnate trials (starting with Underground, as it's part of I21/Freedom), future incarnate powersets, even as a full Tier 8, would have been VIP-exclusive.
This would give tenured Premiums (or those who spent enough) access to some of the end game while leaving the newer stuff for the subscribers and possibly convince people to resubscribe if they want to expand their "free" incarnate any further. -
Quote:See - This is what I meant a few days ago when I said that the length, mechanics, and player attitude (towards other players) of Underground is getting a little too WoW-like for my tastes.Every instance of Tactics is between around 3.6 to 6.5 points of confuse protection, depending on the AT of the user. Even just a few on a team can provide a base that will help a team need fewer of other, larger confuse protections, like Clarion. But perhaps most importantly, each Tactics is also between around 43% to 76% Confuse resistance, meaning a few people with it on your team dramatically reduces the duration of Confuse effects.
Now, that resistance benefit is subject to a kind of compound failure, in the sense that if the Tactics user themselves becomes confused, they stop providing that resistance and protection to their allies. That makes for a complex interaction, where the Tactics users recover more quickly than their allies, then start providing resistance to their allies again once they recover. But it can be a pretty big deal nonetheless, because it can mean any given pulse of the confuse (which lasts 5 seconds) doesn't actually affect the team for the whole duration.
Of course, not everyone has Tactics. However, I find it's actually very common among people who have respecced their characters to account for I19's Inherent Fitness.
Up until Keyes and Underground, you could have pretty much thrown together any group and been successful at MOST of the content so long as you had the basic tank/dps/heal trifecta of some sort. And your "tank" didn't even really need to be a proper tank, it could have been having multiple MMs, or crazy Scrappers or Stalkers.
Maybe I'm just an idealist, but that was always what made this game different than others. No one was sitting on a site like Elitist Jerks with min-maxxing spreadsheets trying to squeeze out the last possible point of healing or damage from the latest Flavor of the Month build. You weren't excluded from a task force or trial because your powerset within your AT was weak compared to others in the same AT or because you decided to take something crazy as a pool rather than a specific powerset. Supergroups didn't keep third party records of player performance and then bench players or specific ATs based on it.
That's not to say there isn't an element of min-maxxing to the game; There very much is, and I've played it like everyone else. But it wasn't prevalent for success as it is in other games, most notably WoW.
With Keyes and now Underground, we have players stacking perceived best group comps, FotM powerset, incarnate and pool builds and excluding other players who don't match particular criteria. That's the same kind of junk that, after years and three expansions of WoW, made me tire of that game and brought me back here. I'd really hate to see it start to become the norm here. "Incarnate trials LFM, must be at least +2, have leadership and/or clarion!".
For a game whose selling point for the last seven years has been the vast choices of powers and appearance options to craft our own hero/villain our own way, making content that causes the playerbase to eschew choice in favor of cookie cutter or required setups to win at specific content is disappointing.
But, as I said, maybe I'm an idealist. -
Quote:Requiring more healing is one thing because there are a wide range of ATs that can bring healing to the league. That's vastly different than requiring more confuse protection, because that's not nearly as prevalent as healing, and the ATs that do have it only provide minor amounts, not nearly enough to mitigate AoH's confuse.And I don't see what the big deal is; Keyes "requires" more healing; ie Rebirth; my main has plenty of Rares/threads so I made a t4 rebirth when trying to get the Keyes' badges...now Clarion is more useful.
Too often, now, I see people adding "must have Clarion" to their Underground LFM messages. The problem I have with this is carrying more Clarions isn't really a good solution, not only because of the fact that they'd need to be stacked multiple times to be effective (as previously mentioned by Vanden) but also because these current incarnate trials are supposed to be designed for any level 50 who has simply passed the initial incarnate Ouro arc to participate in.
To be honest, I expect later raids to end up having official level and incarnate shift requirements as new pools are unlocked (ie. Uber Next Raid [Must be at least +2 to join]), just because there's no way they're going to be able to keep giving us new extremely super powers without upping the difficulty. However, since they didn't open up any new incarnate pools, and since Underground can unlock everything, the only thing I can take away from it is that it's supposed to be on par with the other three, yet the mechanics aren't. By making this particular mechanic such that Clarion is the perceived solution, it's penalizing newer 50s and lower level incarnates.
TL;DR: AoH's confuse should be able to be acceptably mitigated by stacking AT-based and/or pool based confuse protection rather than needing both of those and Clarion or a tray full of Break Frees. In Keyes, if you fail because of healing, add some more healing ATs. If you fail at AoH's confuse... you can't really add more anti-confuse ATs and expect a better result. -
Quote:Exactly. By their very nature, MMOs are nearly perpetual "beta" games even if the beta moniker is technically inappropriate. Even when it's stable, it's still a vastly different beast than other types of multi-user connectivity systems. Content is always shifting, resource demands are always shifting, and player expectations are always shifting.You are correct that using the term beta is wrong on our part. It is not a "Beta". That doesn't change the fact that they are using the Headstart to make sure as much as possible is working before they launch the Free/Premium accounts so those players will hopefully endure as few problems as humanly possible.
The real trick for MMO developers is to hide the beta-esque aspects of the game after pushing it live to the point where it affects as few people as possible. Sometimes that goal is really easy. Sometimes it's not. -
Quote:Recursive Rage?
If I had a dollar for every time someone said "If I had a dollar for every time someone said "If I had a dollar for every time someone said "If I had a dollar for every time someone said "If I had a dollar for every time someone said that I'd have a few dollars" I'd have a few dollars" I'd have a few dollars" I'd have a few dollars" I'd have a few dollars.
I think my head just asploded. -
Quote:Maybe it's just me, but it feels like if gameplay design is the cause of easier farming, on which points we agree, then the solution is to change gameplay design to make people not want to farm; Not by punitive or restrictive measures, such as putting on limiters and reward restrictions but rather by addressing why people farm in the first place. The only thing they can't change is the "lazy player" factor.It's because instead of having to go from mob to mob you can now have an entire outdoor mission show up at the doorstep, with little to no def/res and self rez when killed. It's because of IO's and Incarnate powers. It's because essentially it's now far easier to farm than it ever has been before because of actual game enhancing additions being turned towards farming. All they are doing is pruning it back down again to more acceptable levels.
Consider the problem presented by your argument: IOs have definitely made farming easier than ever. However, players who are farming for tickets to turn into cash are supplying the market with IO salvage and recipes, making IOs easier to obtain for everyone. What happens to the IO system for everyone if they really turn the screw on AE rewards and farmers without adjusting drop rates for rare salvage across the board? Supply drops off a cliff and that 1.2 million INF Rikti Alloy you may need for a recipe will end up being 10 to 100 times that much. Then the IO system becomes prohibitive to everyone who isn't a multi-billionaire and those who aren't filthy rich can't use alternate means to obtain salvage short of praying for good RNG while running missions.
Don't get me wrong, I've been in favor of doing some pruning, but it has to be done gingerly and with much forethought. What I fear is that between this and MARTy, they're starting to crank up a chainsaw when some simple pruning shears would suffice. -
Sorry if this has already been said but:
I see the word "exploit" is being thrown around again.
If it was truly an exploit, Freakshow mobs outside of AE would also have this rule applied and they'd no longer reward XP, INF and Prestige again for killing them a second time after rez. After all, what's good for the goose, et cetera. I remember people holding onto big Freakshow maps specifically for farming/PLing years before AE came along. Despite what some in this thread have stated, there really wasn't that much more risk to a Freakshow farm, before or after AE, because Freakshow damage types are predictable - smashing, lethal, energy damage - and specific tank and brute builds can mitigate those types of damage just as well as fire can against custom fire mobs.
And therein lies the problem: You can't have two competing definitions or standards for the same game mechanic.
So I'm just going to echo what was said way back on page 1. This isn't going to change ticket farming, at all, but it will increase mapserver load. Not sure why anyone would want to increase load before opening the floodgates to free players but, meh, whatever. Not my call.
My own two cents: I honestly don't understand why farming has become such a hot button topic. I get that people hate running into clueless 50s. I hate it as well. I get that people hate that AE turned into FarmVille rather than a good place to share mission arcs. I understand, and somewhat agree, with that sentiment, too.
However, with all the vitriol going around any time AE and farming is brought up, one would think farming never happened before AE, and that's hardly the case. I don't recall this kind of hatred against instanced outdoor blinky farms, or Behemoth farms, or Nemesis farms. There were some people against those farms back in the days, but it certainly wasn't up to this level of community polarization. The only thing AE did, in all honesty, was consolidate farming to one place. It certainly didn't invent farming and I don't even think it's necessarily made players lazier. The same people you may see begging for an AE farm would have been clogging up the Ferry in PI, begging for an instanced farm. -
Quote:While I patently agree that trying to argue the validity of an opinion is foolhardy, I really think you're overstating things with your second statement.Someone states a dislike about exemping and you are here trying to prove their dislike wrong.
Do you realize what you are saying?
Level 20 (25) is beyond lame when you've been playing the character at 50 for years. Especially when you've been actively engaged in post-50 content for the past year+.
Your opinion is not greater than anyone elses. So stop trying to belittle those that find the exemping stupid.
Honestly, there is not a full year's worth, or more, of level 50 content, even if one were to play extremely casually. There's no way someone could just be playing level 50 content, all the time, every day without going back and doing lower level content or playing an alt that is doing lower level content. I don't have concrete numbers, but if you take everything that is 50+, I would guesstimate it to be 5% or less of the total content of the game. So, naturally, new content is likely to be grouped into the game where the the majority of the current content lies, sub-50, for better or for worse.
That said, if someone dislikes exemping, that's their prerogative but this game has relied on it for years to extend character life at 50 so I really can't understand why people would complain about it now. -
Quote:not nitpicking your post but this has been in the game awhile. I think since GR, may be later, but well before I21.
Fair point. I didn't quite elaborate enough:
In The Praetorian War pre-i21 (and still available on Ouro), you get to the part of the arc where the original clockwork, the Nuon style mobs, were fighting Carnies in Waxahchie Park. There was little to no dialog during this mission. After you cleared it out, you had to go clear out all the Carnies in an office building to find a connection. On Mission Complete, when you defeated the boss (a named Ring Mistress mob) you simply got a 'note' that said it was a case of mistaken identity as the Praetorians mistook them for Carnival of Light. And that ended that.
In this retconned version, the arc takes you to a similar fight in Waxahchie Park. Only now, the newer Praetorian Clockwork, especially the boss mobs, make several dialog references to Carnival of Light (oddly, each boss is accompanied by a couple of the old style Nuon mobs, the only place you'll find them in that arc now). Afterward, you're sent to investigate the Carnival's involvement, but instead of a kill all with a simple tip, you actually end up being face to face with Vanessa DeVore, who has a whole lot of text to read (interesting aside: If someone on your team engages hostile Carnies while you are talking to Vanessa, her posse of 'friendly' Carnies will go over and beat the everliving crap out of the other Carnies).
So, no, I suppose it's not too big of a retcon, but it's radical enough that it helps change the entire arc which makes it appear more as though it's put in to tie together the "new" Praetoria rather than pre-dating Going Rogue, which, at least to me, is a marked continuity shift. -
Quote:Just quoting this part so there's no dispute who this is directed toward.Canon is not about getting personalities correct, its about maintaining the history of past events.
I love your posts on this topic and I fear your soapbox may need replacing soon, for you have been standing on it quite a while (and for good reason).
That said, I'm going to guess you already know they stealthily retconned Tina MacIntyre's "The Praetorian War" arc with i21. I didn't even know this was worked on in the issue until I was trying to help a friend with Portal Jockey and I got to 40+ on my post-i21 mastermind. All of the sudden, it was "The Anti-Matter Collision" and (almost) gone were the Nuons. Then, boom, the headshot to the arc: A reference to Carnival of Light and a chain within the arc involving talking to Primal Vanessa DeVore about any knowledge of the Carnival of Light.
While it's somewhat nice that these characters and locales are getting a graphics overhaul, I can't help but feel somewhat saddened because they're retconning the entire origin of Praetoria itself. Eventually I suspect these arcs will be tweaked even further until they mesh completely with Going Rogue's version of Praetoria and it will be as if Praetoria originated with Going Rogue and the original canon will only be remembered by us old fogeys. -
I enjoyed the arcs and the work that went into them, but I'm a little disappointed in how it goes about trying to teach because if I read the missions and did them from the mindset of a genuinely new player, I really wouldn't have walked away with too much.
A practical example: Having to meet with Flambeaux at Wentworths. She goes off about looking for an enhancement for her hair. The intention of teaching that you go here to look for stuff is there, but the execution of teaching it ... is lackluster. Add to this that many things are taught later than you actually can do, or encounter, them.
The intention is there, and the intention is good, but the execution needs some work.
That said, I've done the hero arcs twice, and I'm going to do the villain versions here very soon. But I don't think I'm going to want to do them again. -
I'm less than impressed with it but being exemp'd to level 20 has nothing to do with that and, honestly, I think complaining about the exemplar/sidekick system is silly since that's one thing this game did that I wish many other MMOs did as it adds exceptional value to character life.
My dislike was 3 simple reasons:
#1. Too short.
#2. Too many story holes.
#3. Not memorable or inspiring to me, at all, especially compared to existing arcs, some of which are 5+ years old.
Both issue #2 and issue #3 could have been fixed simply by making the chain much longer, with more missions for a lead up backstory and then a follow through to the cutscene, thus also making issue #1 irrelevant. -
I do enjoy First Ward and I think my opinion of Diabolique may have changed a bit after all those arcs.
Quote:I would argue the climax of the Praetorian storyline was already in the game; Namely the Tina MacIntyre and Maria Jenkins arcs. After all, that's where the entire Praetorian story originates from (besides some devs who clearly watched a lot of Star Trek Mirror, Mirror episodesThe Incarnate Trials are the climax of the Praetorian storyline.). Although it doesn't exactly wrap up Praetoria well overall, those arcs are still the ones involving taking down all the Praetorian AVs.
Besides, they're constantly going back and updating those arcs to fit their newer designs of Praetoria. To-wit: The Praetorian War now being The Anti-Matter Collision - an entirely redesigned 40-44 Anti-Matter arc by Tina post-i21. -
My thoughts on pricing can be pretty much summed up in one word: Disappointed.
I get the feeling that they really didn't do a lot of research into other micro-transaction models available. Not just other MMOs, but the three major console players and Facebook games. All of these have the model down: Make items appealing but cheap so people buy it, and then make it so that if they want more, they have to buy more, and they will because it's cheap.
In other words, the whole point of micro-transactions is recurring revenue. I can't see where the Paragon Market will enhance recurring revenue with the current price points and the insistence of making each purchase "global".
As Snow Globe rightfully pointed out regarding costume slots, to someone who wants to outfit dozens (or even hundreds) of characters with a new slot, the price is a steal versus someone who only wants a few. However, that will do little to boost PlayNC's bottom line on this game because either side is paying the same amount once. If they were charging 80 points per slot, per character - a price that looks ultra-cheap - people will still shell out the cash, and many of them will not even stop to consider just how much they've spent overall outfitting their characters over time.
Right now, it's very zero-sum. I'd like a few more costume slots on only 3 or 4 characters so, to me, the price is NOT a value. So I don't buy anything at all, which means Paragon/PlayNC sees no new revenue from me at all. If I decide to wait until I have enough points from my stipend, they still aren't seeing any new revenue from me.
To be certain, there are many QoL items I would purchase, and repeatedly, but not at their current prices. The system is still in its infancy and I hope Paragon goes back and reevaluates the prices and setup versus other micro-transactional models. Again, if anyone at PS is reading this: It's about impulse buys; It's the equivalent of the grocery store having the candy sitting at the register isle because they know you're going to be waiting in line so they hope you decide to buy 3 Kit-Kat bars at $0.89 each, not realizing you could buy a 6 pack of the same net weight for $2.50 elsewhere in that very store. -
I'll admit it - I made an impulse buy on day one of the Malta Gunslinger toggle. And I bugged the text because it, too, says it only lasts for 2 weeks, is listed as a temporary power, but was sold as permanent. The impulse buy was driven by the fact that I tried to make a Gunslinger clone on my blaster way back in summer 04 and was never really successful, so I was pretty giddy.
After purchasing it, I was happy with it for about 5 minutes. Then I started to realize it sucks. I mean, really sucks. Any character with a jacket top who tries to use it - the jacket clips through the entire upper body (Here's an example of jacket texture fail). Kilts do the same for the lower body (Here's an example of kilt texture fail). Trench coats work, but it leaves the trench tail clipping through the lower body. If I want to use it and actually have it look right, I have to switch to a nearly nude character 'costume' before enabling the toggle.
I paid 800 points for this? In retrospect, 800 points is really outrageous. I find it funny that you have the pricing of the costume powers in line with their station in the game (ie. the Malta Operative [Minion] is much cheaper the Gunslinger [Lieutenant/Boss]), but I have zero intentions of purchasing any more of these powers at these prices, especially after seeing just how buggy they are.
You know what I'd pay 600 to 800 points for (possibly), despite the bugs? Like others have said: The convention costume codes. 600 to 800 points would be fair since they were a limited event item. But I have a feeling we'll never see those on the store since they seem to be the only thing they like to try to "give away" to disgruntled players after long downtimes or server crashes.
Gonna conclude by saying I agree, nearly entirely, with everything EarthWyrm said above. The pricing on this model do not inspire me to want to buy anything. The prices are too high and the disposables are too tawdry for me to want to spend money on.
Edit: After reading other posts, I see people giving their opinions on where they'd price it. Personally, I'd point to a system like Xbox Live. These costume toggles are, for all intents and purposes, the same as an avatar t-shirt. They don't do anything, most of them were already in the game (as evidenced by the power text being wrong).. they're just for show. So, put them in the same range as Microsoft charges for Avatar crap: 80 to 160 points. 1 or 2 bucks. Because that's really all they're worth. -
Quote:Pretty much this. Speaking from experience, a 12 hour window for physically moving any kind of server farm is a lowball estimate. Usually, in a 9-to-5 world, this kind of thing is done on a weekend to mitigate user impact but, due to the 24/7 nature of the game, that wouldn't work here. Moving an entire farm usually takes a full day, minimum, if not two (hence the weekend) because you have to physically move the hardware, which is not an easy task in and of itself, set up the physical infrastructure again, test the physical to make sure there's proper connectivity and troubleshoot if there is not, then do a complete stress test to make sure the moved infrastructure isn't screwed up.So, a 12 hour downtime window, but they're actually physically relocating the servers?
Right, soo... See you all in about 48 hours then (and that's being optimistic).
On the bright side, at least it's not a god awful SQL backend.
Quote:We *always* significantly pad our estimates with additional time. So there is a chance the servers will be back online prior to what we estimated (there's also a chance it could go longer...that's just how these things work).
It's pretty telling how much my friends and several SG mates feel about the estimated times; We've started a joke pool on the over/under of your "estimated" time several weeks ago. Almost everyone bets the over. -
Quote:A million times this.The more I look at the market, the less I want to use it because the prices are stupid. They say these are micro-transactions, but they are set at macro-transaction prices.
These aren't micro-transactions.
I would gladly pay for QoL stuff, but not the prices they are asking right now. We've lived without this stuff for years. They're great little additions, but at the prices I just have to say to myself, "meh, whatever, I've played 4 total years over the last 7 without using them".
Quote:Signature Story Arc
One by one, members of the Freedom Phalanx are being targeted by an unknown enemy. Play the first episode of the seven-part, monthly story arc to find out who will live . . . and who will die!
Available free to VIP players!
Store Market Location: Content > Story Arcs
400 Points
While there was decent amount of quest text, holes in the story completely abound. How was Synapse taken? Why did no one in the Freedom Phalanx see it coming? What purpose is there in stealing his power? The arc should have been, easily, 3 times longer with a stronger story, a stronger lead up and a stronger follow up, and then double the price for non-VIPs.
When there are more epic arcs at level 12-19 in The Hollows than the much announced "Signature Story Arc", there's a problem. The only thing I'll remember from the arc is "oooh, lava!". Nothing about it made me anticipate future parts of the story. Nothing. -
Quote:I'm not saying put all their eggs in one basket. Far from it. If they want to make it extend seven episodes, I'm all for it. But each episode, if it's a monthly affair, needs to be something challenging and memorable. This was neither. It was three-and-done, over in 30 minutes and ultimately forgettable, even with lengthy quest text.Really? REALLY?
It's like 1/7th of the story; the writers aren't going to put all their eggs in one basket. They have plenty of time and missions with which to turn everything up. This arc was basically the set-up.
They have spent the last three months talking up the Signature Story Arcs, and the first thing we get can barely be called an arc, at all, especially considering there is content starting in The Hollows that have far more epic and memorable arcs (see: Frostfire) than this.
This is more like a blip. Even if they had called it, appropriately, "Signature Story Episodic Content", I still would have expected more than a 3-mission, 30 minute blip. Nothing about these missions, lava notwithstanding (which, admittedly, I was kinda giddy over), made me go "man, I can't wait until the next one". -
Quote:-learn how to move
-learn how to target
-learn how to train
you don't like it, got'cha, but don't be obtuse.
That's your argument?
You can "learn" these, except for training, in 30 seconds spawning into Atlas Park.
Wow, it teaches how to use WASD, Spacebar and Tab! Anyone playing a computer game probably already knows these functions, no matter how intelligence impaired they are. Oh, and then it tells you the exact same things in pop-tips afterward. And when you finish, there's another pop-tip telling you how to train at Ms. Liberty.
While these items are undoubtedly the most basic premises of just about any computer game, as an MMO, an entry tutorial needs to teach more than just this. At the very least it needs to teach about conning, the boss/lt/minion monikers, navigation and mission acceptance, and so on. There's dumbed down and there's completely and utterly useless. This new tutorial falls squarely into the second category. Attempted force grouping in a situation where you cannot die, cannot fail, and the game sends in uber air support, which happens in almost no other venue of the game? Honestly, what the hell? I can't wait for a new player to wonder why there aren't random air support drops in a mission - after all, it was in the tutorial.. Or why the game isn't assisting them when they decide to pick a fight with Babbage should they happen to stumble across him.
The real tutorial is in pop-tips, the initial Atlas arcs, and the ongoing training arcs. Other than to sell the idea that Galaxy was destroyed, there's no need for this "starting tutorial" to even exist. You could just plop a genuinely new character into Atlas at level 1 with the same existing pop-tips and have the same effect.
It took me months before I stopped running Outbreak.
It took me one run of the new one before I decided I'm never doing it again.
The only thing I like about it, honestly, is the new look of the Shivan.
And I've done the initial Atlas arcs and Twinshot arcs twice, and never want to see those again. They're more boring to me now than the original, crappy, origin contacts, and they feel forced, especially the beginning Atlas arcs, because you only have one choice if you don't want to do them: Street sweep to 5, get a radio, go to KR and commence radio missions. Or, basically, the same thing I was doing on all my characters before i21.