Chase_Arcanum

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  1. Quote:
    Originally Posted by dugfromthearth View Post
    it makes no sense to make the whole game more challenging when not everyone wants a greater challenge.

    it makes sense to have differentiated content - that way players can choose.
    No, it makes sense to have a difficulty slider... which the game provides.

    With the difficulty slider, it makes no sense to make differentiated content.

    Users that aren't specced out or haven't mastered the gameplay want to try new content and experience the newer stories too.
  2. Quote:
    Originally Posted by Golden Girl View Post
    If we're just going by bodycounts, then Battalion could take the top spot, as it's already destroyed 18 of the 21 planets where the Maaxigada'arzildilo live - although we've not been told how many Maaxigada'arzildilo lived on each palnt, or if any managed to escape in time - plus, we don't know how conscious Battalion is of its actions in moral terms.
    Bodycount is a bad metric for "evil" though.

    Evil is defined by immorality & wickedness. It isn't just "killing" that makes someone evil- its the why and how that really defines the evil.

    Westin Phipps practically revels in the cruelty his acts bring to others.

    We don't (yet) know the Battalion's motives. It may be that they have some twisted, misguided belief that their actions are truly necessary to save the universe. (At least, I haven't seen any lore about their true motives...
  3. Quote:
    Originally Posted by dugfromthearth View Post
    This, and Praetoria

    The devs made Praetoria and made the game more challenging. The players immediately whined that they did not want it to be challenging.

    The devs made Night Ward and made it more challenging. The players immediately whined that they did not want it to be challenging.

    There are players who actually like a challenge and like Praetoria and Night Ward.

    Then there are players who want it to be easy but with more rewards, so they say they want the difficulty increased, but they really just mean they want the rewards increased.
    I don't think the complaint is really that its challenging.

    Its that it is not CONSISTENT.

    When I can have a reasonably-challenging encounter in 90% of the game at a certain difficulty level, then run into a part of the game that's dramatically different, it's annoying.

    I'd much rather they do a global nerf to keep the whole game challenging than have inconsistently-applied design that just makes newer content more challenging.
  4. Quote:
    Originally Posted by Texas Justice View Post
    Troy Hewitt from Carbine came up to the second HeroCon to help with some of the stuff going on.

    So yes, I've seen Carbine and Paragon in the same room at the same time.

    EDIT: Also, it is nice to see Gaffer (Jeremy Gaffney) is Executive Producer At Carbine.
    :unchecks the 'give the community team more gray hair' task and starts working on plan b while muttering not-nice words to Texas Justice
  5. Quote:
    Originally Posted by Texas Justice View Post
    That link says Paragon Studios, not Carbine.

    EDIT: Really odd since Z said a short time ago that Carbine was doing WildStar. Can we blame the web team for this? Please?
    Carbine's site still says Wildstar...
    Paragon's site still doesn't...
    Both sites seem relatively active...

    it *does* seem to be a likely web team errors...

    But in the interest of discouraging such errors by making their fallout so painful to address, I will gleefully spread misinformation and feed the conspiracy theorists:

    I often heard people call Carbine Paragon's "sister studio"...
    ...this is a superhero MMO...
    ...and the genre is full of characters with alter-egos...
    ...has anyone else noticed how you never see Carbine and Paragon Studios in the same room at the same time...
    ...sister studios.... or (insert dramatic flourish) ONE AND THE SAME?




    Ok... so... I can check "give the community team more gray hair" off my to-do list for today.
  6. Quote:
    Originally Posted by GuyPerfect View Post
    Wildstar's Carbine Studios, not Paragon.... or am I missing something?
  7. Quote:
    Originally Posted by Commander View Post
    1.) How does a power's aura visibility affect PVP?
    Have you ever PvP'd against the type of character whose combination of garish colors, costume, and aura customization makes foes pause and contemplate gouging out their eyes... or just to type "WTF?" before they die?

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    2.) If threads get locked due to necroposting, why not just set the forum to auto-lock anything over a certain age, thereby making Necroposting impossible?
    Do you want to suck all the fun out of a mods' day?

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    3.) What would happen if a Praetorian Clockwork and a Primal Clockwork that really loved each other... you know... ?
    You haven't been to Virtue's Pocket D immediately after these costume codes were released, have you?

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    4.) Are all of our characters stuck in an alternate dimension of CoH and we just don't know it?
    Are all of the players stuck in alternate dimensions and we just don't know it?

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    5.) Bacon Primary* and Waffle Secondary. When's it happening?
    Given the forum's propensity for *pancake* do you even have to ask?


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    6.) When are you going to reveal details on your "secret project?"
    Haven't you been getting the coded messages too?

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    7.) Does Zwillinger own hundreds of hats, or just one that he alters every night?
    Does this mean you HAVE seen the coded messages, but you just haven't figured out the code?

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    8.) Who bakes the best brownies in the office?
    Do the *special ingredient* brownies count?

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    9.) Who's the only one here who knows secret ninja moves from the government?
    Does it cease to be "secret" once that person fesses up?

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    10.) Toe-may-toe? Toe-mah-toe?
    Why isn't "ketchup" an option?

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    11.) What incarnation of CoH will follow Freedom?
    Isn't it about time for a "greatest hits" album?

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    12.) Really?
    Why doesn't anyone ever believe me?

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    14.) Has anything ever been left out of CoH due to superstition?
    You weren't part if Issue 13 closed beta, were you?

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    15.) Is the soda machine a Nemesis Plot?
    Isn't everything a nemesis plot? Is the soda machine part of everything?

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    16.) Passport badge. When?
    Where? How? Why?

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    17.) What dev, back in the day, decided the color scheme would be "blue=heroes" and "red=villains?"
    Would you prefer Fuchsia and Turqouise?

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    18.) Is it true that Base Salvage will be re-introduced around the same time we get a major Base update?
    Have I ever given a misleading answer?

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    19.) Will we ever see a system to de-level alts that you wish to retire incase you plan to start over again without losing character/badge/etc. progression?
    If I answer this as I planned, and it thus gave you an answer to my previous question-as-an-answer, would my entire post be disqualified ?

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    20.) Are there any plans to implement a new "achievement" system so we have something else to collect besides badges, salvage and pets?
    Have you seen the proposed "hat-a-day" collection system that Zwillinger's been alpha testing?

    Quote:
    PLEASE NOTE: Only Rednames may answer this thread. No players have permission to answer any questions provided.** However, you (said players) have permission to create your own questions in demand for the Rednames.


    * Bacon
    ** If a player can give an answer in the form of a question, then you may.
    Does this count?
  8. Quote:
    Originally Posted by Obitus View Post
    I hope you'll forgive me for a little flippant nitpickery here; I understand that you're making a point about collective difficulty not difficulty on a per-AT basis, and it isn't my intention to distort your argument.

    That said, your wife's Blaster is not the reason you're having such an easy time. Swap out your Ill/Kin for another Blaster and you may just find that you need the (soon-to-be) improved nukes just to make a credible attempt at matching the above-described pace. You surely won't be as safe, regardless.

    In other words, you could make the same objection -- vis-a-vis collective difficulty level -- about just about any buff any AT receives, but Blasters definitely deserve a significant upgrade. Your Ill/Kin's very existence is actually a pretty good argument as to why Blasters deserve an upgrade.
    Agreed.
  9. /salute to the devs.

    I've yet to get any online time to even try the summer blockbuster-- and I'm taking a long hiatus from incarnate play -- and still haven't gotten any of my purchased-powerset-characters past level 20-- but I've still never been happier with the game.
  10. Quote:
    Originally Posted by Dark_Respite View Post
    Now I have this mental image of the COH community team all doing that song, and leaving one by one. It's amusing yet depressing.

    Michelle
    aka
    Samuraiko/Dark_Respite
    No, you have the mental image of the Freedom Phalanx doing that song and leaving one by one... in the order we predict they'll be killed off.

    Now, get out of video-production-retirement and make it a reality.

    You know you wanna.
  11. Quote:
    Originally Posted by Mr_True_Shot View Post
    So, i'm not a coder....and i admit i have no idea here, but something strikes me strangely.


    The old bases are resource intensive-- however, we can have 60 billion missions in the mission AE system with custom maps, custom mobs, custom dialogue.

    I don't see the difference between saving all that information for the AE and then having bases being resource intensive. People have asked for maids/butlers or SG members that are logged off roaming the halls or doing tasks in the SG base like they are "hanging out there" in their time off. (I do realize that tracking logged off characters might be an issue though....it is a tad different...but perhaps we have work arounds?)

    I don't see why that's difficult compared to the AE missions of having characters in it, saying and doing things.
    If you look at your typical AE map, many of the objects-- even the spawn points-- are rather static to the map. You might have a few hundred items to track over the duration of the mission.

    When I decide to "rez" in my base- the system needs to load the map, load the 10,000+ resources I use to make my base's unique appearance, load the x, y, z, and rotational value of each asset, and send all that info to me to display... it then needs to track my movement on that map's mapserv as I run from the medibay to the teleporter and leave... and then unload all that from the mapserv.

    That's what I believe Positron was referring to when he commented on how bases were so resource-intensive. it's not only about disk storage (storing the locations of up to 20,000 free-standing-items' positions per base probably doesn't help), it's about what it takes up when the map is loaded and what it's used for.

    I'm actually somewhat surprised that, as a "QOL" improvement, they haven't just given us the ability to click on a zone's base portal and access the menus for all our teleporters, storage containers, vaults, crafting tables, empowerment stations, etc. that we have in our bases. It'd save them the resources used every time I use my base to craft, teleport around, etc.
  12. Quote:
    Originally Posted by NuclearToast View Post
    Because it doesn't work 100% of the time. Which is why the DBA is on-call for when it doesn't. Huge complicated systems aren't as simple as some people tend to assume they are. When things go wrong, and they always do, it takes time and effort to bring them back to "right".

    --NT
    As one of those people that lost more than one weekend to repairing the damage caused by a "routine, well-tested, otherwise-stable maintenance script (that I did not write)" encountering a series of events that causes it to do evil, evil things to several hundred databases at once, I can back up this claim.

    Now, if anyone can explain why said scripts always do this between 4:45 and 5:00pm on a Friday evening-- even when they're not scheduled to run then-- and never EVER do it right before marathon meetings I'd really LOVE to avoid (when I might sometimes perhaps intentionally-schedule them to run), I'd greatly appreciate it.
  13. Bases by themselves just aren't worth doing over (and I say this as an avid base-builder). Base "creation/modification" is an activity limited to too few people (just the base builder) for too limited a purpose and uses far too many resources (its been acknowledged that the current way the base tracks & communicates assets makes these maps painfully resource-intensive.

    To make a base do-over viable, it needs to cover a wider base of players and have a broader purpose.

    - Make it a "custom map creator" for architect entertainment
    - Make it a "danger room creator" for PvP arena play.
    - Make it a "personal hideout creator" for each and every individual player to participate in, somehow.
    - Make it a "trophy room" with most souvineers in the game having assets that can be put on display.
    - Make it a "social spaces" type of system, where (for example) a host could load the "Atlas park fashion show" map, tweak it with a few additional placeables, and open it to public (with the option to "kick" griefers that show up) for use as a costume contest, RP event, or similar activity.

    Do something like that and *maybe* you've broadened the appeal and usefulness for such a project. Otherwise, you're just wasting resources that could have been invested in things with much more impact.
  14. Quote:
    Originally Posted by Energizing_Ion View Post
    Play "gimped" power sets instead?
    Thank goodness for alts.
  15. Ok, so... lemme get this straight:

    when the missus and I currently play my ill/kin controller and her fire/fire blaster, we can usually:

    - have something from illusion grab the alpha strike.
    - run into to the middle of a +4/x8 mob
    - hit fulcrum shift
    - hit fireball, fire sword circle.
    - watch almost everyone die
    - pick off stragglers
    - repeat.

    now we can add the nuke to that mix?


    ... is there any word on increasing the difficulty slider?
  16. Quote:
    Originally Posted by Schismatrix View Post
    Hmm, did you catch this year's San Diego fireworks? Only 15 seconds long, but a very intense 15 seconds.
    I only saw it on the news.

    That's one of those "oops" moments that I find more enjoyable than sitting through 20 minutes of gradual detonations.
  17. Quote:
    Originally Posted by Techbot Alpha View Post
    Why? It's not Hasten itself that is the 'problem',.
    Sam just likes a good forum explosion.

    I do too, but being in the US, I at least had the July 4th fireworks to sate my appetite for big booms (though, to be honest, they were all pretty weak. once you blow up some of awe-inspiring stuff I got to blow up, everything else is just a faint echo. Virtual explosions online, though, are a different beast and haven't lost their fun yet.)
  18. Quote:
    Originally Posted by Shadowblaze View Post
    Ha, I think if you nerfed Hasten, the forums would EXPLODE.
    I'd test the theory my making a fake screenshot "from test" - maybe showing hasten with a longer recharge time (and not accepting recharge enhancements) but even THAT may be so much worse than yelling "fire" in a crowded theater that Zwillinger would permaban me from the forums, the game, and the state of California once he's done putting out the forum fires.
  19. Quote:
    Originally Posted by Snow Globe View Post
    As in free for the customer, yes.

    No, I'm not privy to financial records of either company. Also when a developer signs up to have their game sold by a digital distribution service they also sign a non-disclosure agreement saying that they won’t reveal the details of the deal publicly. So you are just as much in the dark about this as everyone else here is.
    ...
    I'm sure the super hero MMO on Steam has announced their partnership with Steam and has Steam achievements so Valve is getting something out of the deal (if only publicity). Steam has got free advertising at that game's community.
    Thanks, snowglobe, you seem to have taken my post as an assertion that this was indeed happening, but we seem to be in agreement.

    We don't know what strings are attached to steam (or not attached), so judging the devs intentions or reasoning for NOT being on steam (as others have done in this thread) is a stretch for anyone.

    I wasn't arguing that what I was saying WAS happening- just that these are possibilities we, as consumers, would be unaware of, and that fit the few actual facts we have at our disposal. They're also somewhat common in other similar businesses (referral fees, commissions, and retail frontage (paying for display space in stores) are all rather conventional methods of reimbursement used for organziations in Steam's position).

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    Given the game that Jack built had a store with micro-transactions -before- joining Steam, and Steam doesn't have any means to buy currency in that game, I'm not sure where you are getting -your- information from.
    Wait, what?
    As I said in that line, that was the quote I took DIRECTLY FROM WIKIPEDIA. I was asking anyone here, who may be more familiar with the game (which I admitted not having played) if WIKIPEDIA WAS FRIGGIN WRONG. Wikipedia is often wrong, but as my only source for that statement I wanted to be sure! I couldn't rule it out, since just because you had a store from day 1 doesn't mean you can't add an alternate payment method (steam wallet) to it...

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    I'm sure there are usage clauses that some developers don't like. You can say the same about free apps on the iTunes Store. Steam could have been demanding exclusive Steam DLC that Paragon Studios didn't want. However, given all the outside evidence I see, the main reason that CoH is no longer on Steam is the NCsoft Launcher. NCsoft pretty much ceased Steam operations the moment they fully switched to the Launcher.
    Is there other outside evidence you see other than this timing? (not a criticism here... I'd like to see more info on it).

    There is a degree of sense to this. Ages ago (pre-Auto-Assault) a NCSoft explained that their strategy for fighting churn (players only playing for 2-3 months and leaving) was to "not fight it." Rather than try to futilely keep a game fresh for the people churning out, they'd like to have a stable of titles available so someone tired with one game would go on to try one of their OTHER games. Their own proprietary launcher would help guide others to another title whereas Steam would just as easily guide tired users to titles of other publishers altogether....

    Granted, that was years ago, and the execs stating that left with the TR shakeup (I think), and the theory seems to have NOT panned out-- few users left Lineage or CoH for AA, TN, or some of the other shuttered games since then.... but the philosophy may still be there. I expect the GWII launch to be trumpted through the editor eventually, for example.

    On the other hand, given the dearth of new titles in the NCLauncher, it seems odd that they'd have prematurely broken away from a valuable source of new users (...if we assume that Steam did prove a valuable source of new users...)unnecessarily broken off of a good referral source like steam so early, though. (Of course, I'm assuming it WAS a good referral source, I don't have that data)

    It also might not be entirely NCSoft influencing this decision here:
    - Back when brick-n-mortar video game stores had a PC section that was worth a hill of beans, MMO's were viewed with suspicion. Some game companies believed that they were losing out on their fair share of revenue from these (since they didn't get a share of the monthly subscription) so they started charging more for frontage for these titles. (One friend with access to this info once remarked that an MMO paid 3x for display space than what a console game would)
    <SPECULATION>Extending on this example, it could be possible that Steam, seeing the launcher's ability to divert users to other titles outside of steam's referral & sales system, sought more compensation for listing those titles than what NCSoft was willing to pay...</SPECULATION>


    Quote:
    The sad thing about this conversation is that we're both speculating as to motives of groups we don't belong to.
    Well, that was the point.

    Too many are stating all this as unassailable FACT when we're all playing a guessing game because we're not privy to most of the details.

    I was shooting out a blast of alternatives that also matched (as well as I could tell) the few actual details we have available. I tried to use qualitative statements that would stress these were speculative ("could have...", "possibly..." etc) but probably didn't include enough to prevent people from assuming that I was claiming to know the truth. maybe I'll use the <SPECULATION> brackets from now on....

    The only advantage that ANY of these theories may have over *some* of the others is that they don't generally require us to assume that one of the parties involved is stupid, selfish, or evil for the theory to work.
  20. Quote:
    Originally Posted by Snow Globe View Post
    Now you seem to be ignoring the (edit: one) direct competitor to this game on Steam. Both are F2P with micro-transactions not tied into Steam.

    In the end I have to ask myself which is the most likely scenario:
    • Steam doesn't want F2P games on its service, even if they aren't getting a piece of the micro-transaction pie.
    • NCsoft wanting to push its own launcher.
    Personally, I think the second is the true reason.
    Do you KNOW that the competitor to this game is showing up on Steam for free?
    Are you SURE they aren't paying a listing fee for appearing there?
    Are you SURE they aren't paying a referral fee for each user that discovers the game through Steam?
    Are you SURE they don't flag users that first encountered the game and pay steam a microtransaction?
    All of these would be revenue models that Steam could use that would be totally transparent to the user, give Steam reason to promote the F2P game, and help explain why every single developer would opt against a free listing in the service.

    Also, I don't play the game and know better than to trust wikipedia, but it does list that game specifically and includes this line: " Valve included support via Steamworks for microtransactions through Steam's purchasing channels for in-game items in these titles, in a similar manner to the existing in-game store for Team Fortress 2" so are you SURE that wikipedia's incorrect in this?

    Also, note that one of the other "larger" mmo publishers (hint: another caped competitor) have some of their F2P games up there but not all of them. This may be a sign of "limited resources" on the developer's part or it may be yet another sign that they're putting up only the ones that have a reasonable chance to profit enough to cover the costs of listing there. If it was truly a free no-hassle service, there'd be little reason not to include all your titles. It could actually bring new attention to a dying title and would still be beneficial to Steam as a loss leader. They seemed to put only the ones more likely to generate revenue.
  21. When you find a p

    Before CoH, I recall two MMO's I played that offered renames & transfers at $30-$50 each ( I never used the service). Part of that price may have been that they didn't foresee enough demand to justify making automated tools, so it required manual db work. Part of the price may be that they just wanted to discourage the service. Names back then were your core identity-- and renames let you escape the identity that you made for yourself (without the cost of a reroll) so increasing the cost of a rename meant you paid a larger price for building up a bad reputation (roll a new character & relevel OR pay to rename).

    Those don't really apply (much) now:
    - we have global identities and a game that allows MANY alts, so individual character names are less identity driven
    - we have an automated renaming process.

    What we do have, though, is an established history of MMO's pricing "renames" rather aggressively, and while CoH did price renames below those preceding games, it didn't drop them as far as they could have to still cover their costs. One of the old adages of capitalism is you don't charge what a product costs... you charge what the market will bear. if you think the market will bear $20 for something that takes you $1 to make, you charge $20.
  22. Quote:
    Originally Posted by Arcanaville View Post
    This line of thought doesn't account for the possibility that F2P listings are loss-leaders to build an environment that allows Valve to better monetize revenue generating listing space.
    That is always a possibility, but loss-leaders are intended to be of less value than what's given away. Referring away users to an F2P MMO means you're:

    - introducing them to another community that may compete with the social value of your own community. They may anchor to that publisher's social network, not your own.
    - introducing them to another product that will compete for a user's finite time investment with other products you could sell them-- and one that, with regular updates, could continue to compete with that time investment for some time
    - introducing them to another money sink that you see no part of.
    - forego revenue that could be easily realized- many of these games have advertising budgets and referral agreements where they're willing to pay out for visibility, so why the heck NOT require payment for your service?

    Now, that's not to say they aren't treating all these as loss-leaders for now, but given that both the microtransaction market and the "social" markets in gaming are considered a growth field, it seems a tad generous to NOT get money off a socially-driven microtransaction game like a F2P MMO.



    What makes more sense for steam: Give away a foothold in a growing market to bolster its somewhat-stabilized existing model, or leverage that stable-yet-matured business model to gain an advantage in the emerging-and-growing area?


    If you wanted to offer "free" loss leaders, you could probably find safer ones in offering free single-player games. These would have no social network to compete with yours, a finite timesink (no constant updates) and if it offers paid expansions, you may be able to more readily realize that revenue.

    Not saying that it can't still be happening, but I believe that if there weren't strings attached, CoH (among others) would already be back on Steam.
  23. Quote:
    Originally Posted by Snow Globe View Post
    Their "cut" in the case of F2P games tends to be the same as say, Google. They want to be the de-facto game portal people use. Why? So people will view their store and buy stuff. It doesn't cost Valve to list a F2P MMO, but if a player opens steam to play CoH then they have a chance to make a transaction for another game/purchase.
    No. You're missing several elements there. A few:

    1) It does cost Valve to list a F2P MMO there. Players have limited time to play games. Time spent on F2P games is time not spent on a title they make money on. A "free" single-player game would be a safe giveaway, as they have finite playability, but an MMO that's potentially frequently-updated has greater potential to draw someone away from other purchases.

    2) Being the google of games only works if you get revenue from your listings or paid referrals.

    If you want to use Google as an example here, Steam would be charging either a flat listing fee (if you want your game listed in our store, give us $X a month) or a referral fee (for every user you get from us, give us $X or X% of that user's transactions) which is essentially what I had stated they'd do.

    3) If steam just wanted to offer "referral" absolutely free, like Google, then they could easily craft their store to provide external links to all sorts of F2P games out there, just a Google shows a "City of Heroes" result when I search "Superhero MMO." Nothing would stop it from offering a store PLUS referral service. It doesn't. It enters into business agreements with specific titles and only then are those titles are listed. That relationship alone strongly hints that it isn't "free" to the developers.

    That doesn't mean that they didn't approach Paragon / NCSoft with an offer to enter into such an agreement. It just means that any offer wasn't enticing enough...
  24. Quote:
    Originally Posted by Android_5Point9 View Post
    Obviously they take a cut somewhere in the process. I'm just not sure that many people would (or could) retrofit an existing title with Steamworks to take advantage of the built-in microtransaction support there. It's very possible that they take Steam Wallet funds as a payment option in other already existing games like Champs or DCUO, but if one wanted, it'd be rather easy to circumvent doing so (run the game outside of Steam if it relies on the overlay, install from a non-Steam source, etc) which is why I'm skeptical that that's what they do.
    Granted, you'd have to be a rather hardcore anti-steamer to go through that. Steam could have several ways to handle this with different developers:

    - if the user opened the game through steam's interface, steam gets a cut (a "use-through" fee).
    - if the game's user account was created through a steam install, steam gets a cut on all that user's purchases (a form of "referral fee")
    - if the steam wallet is available, steam gets a cut from purchases that use it, nothing else.


    Quote:
    It could be that there aren't enough people who care enough to work around paying through Steam that it's still a viable choice, but like I said before, this is wild speculation.

    If it is that simple though, I imagine the explanation for CoH's absence is just, "our store provider is tough to work with so we can't add support for transactions through Steam." Which seems fairly likely.
    Yeah, wikipedia's blurb (not posted here since it names games) on F2P is the most I've seen regarding the steam wallet's support for microtransactions in certain titles.