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Quote:[pause]I'm seeing the scene in INDIANA JONES AND THE LAST CRUSADE:
Hero: "Colonel Duray!"
Both Colonels: "Yes?"
Hero: "Give us the plans for Cole's invasion!"
Both Colonels: "What plans?"
Hero (addressing the Praetorian Duray): "You have the plans on your person!"
Primal Duray: "You dolt! You really think he'd come all the way here from an alternate dimension and be so stupid as to keep the plans on him?"
(snip)
Primal Duray: You didn't, did you?
[another pause]
Primal Duray: You didn't bring it, did you?
Praetorian Duray: Well, uh...
Primal Duray: You *did*!
Praetorian Duray: Look, can we discuss this later?
Primal Duray: I should have sent it to the Praetorian Azuria!
Praetorian Duray: Will you take it easy?
Primal Duray: Take it easy? Why do you think I sent it to Praetoria in the first place? So THEY wouldn't find out!
Praetorian Duray: I came here to HELP you!
Primal Duray: Oh, yeah? And who's gonna come to help you, DOUBLE?
Praetorian Duray: [shouts] I *told* you...
[Both villains are suddenly targetable, Praetorian Duray draws an assault rifle and does Full Auto on all heroes in the room.]
Praetorian Duray: ...I'm not YOUR double.
Praetorian Duray: [initiates smoke flash, placating the attacking approaching heroes, and leaving Primal Duray to take their full aggro.]
Primal Duray: [curses] ... he gets smoke flash while I'm stuck with smoke grenade? #)$(#%^%#'s been useless since the nerf.... -
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Quote:Awesome... incredible, even.1) Future Prophecies Discovered During My Casting of the Bits
2) Legal Justifications Alpha-Bits has for suing every cereal company whose cereal is in the shape of the letter "O".
3) Why the bits falling out randomly does NOT teach my child the proper order of the alphabet.
4) "Vowel movement" and other Alpha-Bits related puns.
5) Hydrogenating Coconut and Palm Kernel Oil for fun and profit
6) The Yellow Corn Flour Incident and other Post Prejudices.
7) "Manufactured on equipment that processes wheat" and other DUH moments from Post.
8) Possible reasons why the serving size should change according to the eater's age.
9) "My sodium increases when I add milk... who's salting the cows!?" and other nutritional conspiracy theories.
10) Ways to entice Vanna White into your vehicle using a trail of Alpha-Bits.
11) Reasons why the vowels should be marshmallow bits.
12) Definitions of the word Post that have NOTHING to do with cereal or even anything remotely edible.
13) Reasons why Alpha-Bits throws the ol' "don't play with your food" directive right out the window.
14) "My Alpha-Bits told me to do it" and other excuses for your tri-state murder spree.
15) Milk alternatives for your cereal bowl.
16) "You can't eat until you spell chrysanthemum" and other cruel pranks to pull during breakfast.
17) OCD and the dangers of pouring a bowl of Alpha-Bits.
18) "Dewey Decimal's Donuts" and other ideas for word-related breakfast treats.
19) How to use Alpha-Bits to spice up your next presentation to your boss at work!
20) The Alpha-Bits Font and other useless downloads.
21) How to restrain your urge to strangle Twisted Toon for challenging Steelclaw to make a list about Alpha-Bits.
22) The toy at the bottom of the box; harmless plastic or an effort to undermine family values?
23) The complete list of things you WILL NEVER be able to trade in your Post box tops for...
24) "My dog ate my suicide note" and other reasons why leaving messages with Alpha-Bits is ill-advised.
25) The Alpha-Bits / Alpha-Slot connection. (I had to make at least ONE that had something to do with CoH)
26) Reasons why your weird kid only eats the Q's.
27) "Dollars and Cents" and other cereal ideas for equal representation of the keyboard.
28) "My kid can only spell in upper case letters" and other complaints about the Alpha-Bits learning method.
29) "You must have dropped the box" and other Customer Service excuses about why the letters are out of order.
30) The complete list of words your parents will get angry with you for spelling in your cereal.
31) Proper stretching exercises to use before attempting to eliminate Steelclaw before he lists again.
32) "Times New Roman" and other Alpha-Bits off-shoot products.
33) "The Ten Thousand Monkeys and Ten Thousand Boxes of Alpha-Bits Shakespeare challenge" and other bad contest ideas from Post.
34) "Those? Oh, those are ... umm... punctuation... commas and periods..." and other bad explanations of the broken pieces at the bottom of the box.
35) "Morse Code Cereal" and other communication-based cereal concepts.
36) Reasons why a list of 20 Alpha-Bits related lists would have been much more reasonable than a list of 42...
37) "Why 8 boxes of Alpha-Bits does not make an Alpha-Byte" and other obscure nerd jokes.
38) "How many words can you make from your bowl?" and other ways to force your kids to eat soggy cereal.
39) "I could actually be PLAYING the game now" and other realizations that occur when you're this deep into a silly list.
40) "My box had no R's in it!!" and other crank call complaints with which to phone the Post Customer Service lines.
41) Cheek Lacerations and other reasons why pointy breakfast cereal isn't much fun.
42) "Omega Bits" and other apocalypse related breakfast cereal ideas.
Sheesh... why do I do this to myself? I'm going to go take a nap.
And now that you have the titles of all these lists, you can start working on actually compiling them. -
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Quote:1) all three examples you provided required some degree of tech (swim/low gravity, zero g) to make the environment really stand out. ( I guess you could do a bubbled-dome habitat deep undersea & just have the water overhead, or a space station that looks like our tech labs, but with windows showing the vastness of space, but both of those wouldn't satisfy the core demand).Hrrrm. I suppose it's interesting-looking. It'll depend heavily on the writing, of course.
But excuse me for being cranky? But, well, as far back as when Mission Architect was new, and then repeatedly since then, we keep getting asked what kinds of environmental art assets we'd like added to the game ... and this is not something that anybody, let alone any significant number of us, asked for. I would really have preferred the art department's time had gone into something a little more interesting AND useful, like the long overdue space station and lunar colony and underwater city maps.
2) Look at the few screenshots carefully. Many of those assets already exist. Those few that ARE new could be scattered into the many port environments in-game for multiple reuse... or serve as a basis for future expansions into an undersea zone. It isn't a vast array of new assets, as a space station or lunar base would be. In those places, most of the existing assets would seem out of place. This gets us something that uses many existing assets while encouraging development of stuff that can be of value to new projects down the line. -
An example of a basic market method to get the purples you want:
1) Alignment Merits.
Don't save up for an actual purple. Instead, earn / buy 2, get a LOTG +7.5% recharge. (The price is going down on these as this tactic gains steam and starts to satisfy the market-- when I started, I could sell a crafted one for 220-250mil. Looking at it now, they seem to be closer to 175-200mil, but there may be other similar special rares that hold high value). Running the tips on the lowest settings (keep em at +0 difficulty, so the level 50 foes have a chance to drop a purple.
So, if you just buy a Hero merit every-other day, you'd need 100 reward merits and 40 million inf, you'd clear around 120-140 mil profit.
If you just go by earning merits, you can earn 3 LOTG's every 2 weeks and get around 500-600mil...
2) Architect Entertainment
This is counterintuitive, as the purples won't drop there, but there are some good spots in the commons that you can make good coin through cashing in some AE tickets. Have a stack you earned ages ago? Have some lowbies still leveling? Look at what's in demand and cash in some tickets. Granted, even at 4 million a rare, you'd need 100-150 sales to get the costly purples.
(Of course, there's a dearth of mid-tier commons right now with everyone playing their 50's, you could sell stacks of commons (much cheaper per ticket) for hundreds of thousands each, if your timing's right. I don't encourage 'helping' your timing by buying up all the cheaper items first :P )
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Now, if you're interested in marketing more aggressively, there are several level 50 rare recipes that you can usually buy for 20 million less than what they sell for (healing/defensive rares are the most well-known). Put up a low bid for 10 of them, and a day or 2 later, gather em, craft em, and resell em. With less than 5 mil in listing costs and under 5 mil in crafting costs, you can clear 100 mil with each stack.
Once you get the starting funds, you can have several stacks bidding at a time, moving at a rate that you constantly replenish and easily earn the $$ for 2 or 3 expensive purples a week. -
Quote:I really do think that the devs' next April Fools activity should include randomly setting key forumite names to red for a day...* Steelclaw: "I'd be willing to accept part time work... no no... I mean EXTREMELY part time work... even less than two days a week... more like one day... a YEAR... just April Fool's day.. that's all I ask... give me April Fool's day! What? Security? Oh, that's original, like I haven't been thrown out of a building before!"
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Ah, I just said "they're for my wife" and everyone there gave a somber nod of sympathy. They still remember me from the "Beanie Baby" happy meal trauma.
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Quote:So, are those ponies REALLY MOD05's, or did some co-workers hear about the great forum debate, go out to McDonald's, and buy the girl's My Little Pony happy meals to decorate his cubicle with...I believe it was stated that MLP didn't fit into the context of Comics and Hero Culture (even though it's filled with fun fantasy stuff like basilisks, hydras, and dragons). It wasn't an outright ban. Besides, this is a discussion of Mod05's desktop, posted via the CoH facebook profile, and gives us insight into daily life of the Paragon offices.
So relax... this isn't a pony thread. There's talk of burger joints, Kamen rider, and just getting a feel for the people behind the game. -
Quote:You better help you visit the Pittsburgh region then, because we've got a dare for ya out here.I have never eaten at Five Guys. I'll need to grab a burger from there sometime. I can't go with saying there's a burger I haven't tried!
A "popular" late-night stop in our area (it HAS to be late-night... after you've had a few drinks and... um... lost a few bets)... is the SUNDOWNER.
"Grilled hamburger on a steamed bun and topped with a fried egg, mustard, chopped onion and Coney Island Sauce." The "Coney Island sauce" is actually a "Chili" topping for the hot dogs... but it (occasionally) sports a gray-ish hue like some frightening hybrid of cream dried beef and chili. -
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Quote:To me, the War Walls glaring examples of tech limitations dictating design. They had a zone size limitation and knew there would be a breakup for loading screens. They could have made 'transparent barriers' that wasn't even acknowledged in game (much like they did in CoV) but they instead made the barriers manifest in the gameworld with these massive structures....snip...
To me, the War Walls' omnipresence is what makes the settings interesting. It's like rounding a corner around an office building and realising the whole place is on a floating island, or looking up to see not sky, but the outer hull of a giant colony ship, or even looking into the distance and seeing the world curve up into a ring, all the way overhead and back down and around to the other side. It's something that's more than "just a city."
They don't look futuristic to me-- they look ridiculous-- having all the failings that make such static defenses irrelevant in modern warfare- easily flown over (if we didn't have a (totally transparent) ceiling), easily tunneled under (sewers & utilities cross under them) and containing more mass in their lower walls than all the buildings in the city they enclose. They make no operational sense in the world the devs otherwise presented to us-- either construction of that scale is so easy in the superhuman world that the entire nature of cities and urban development would be alien to us, or the tech is used in such a limited way that the entire hero-exclusive medical teleporter system appears quaint in comparison.
I find it easier to simply keep the walls out of view-- don't bring them up, don't acknowledge any limit they place on me, and just focus on the city parts I enjoy. There's plenty of precedent for that in the superhero genre-- authors ignoring "canon" material that just goes too far from what they want. Punisher as an angelic demonkiller? Frankencastle, maybe? Spider Man and Howard the Duck team-up? No reason to even bother with acknowledging it in the character histories if you don't have to.... just move on with what you enjoy and don't shed any more light on the problem stuff than you absolutely have to.
That's why, despite my objections to them, I say "keep the war walls." Any effort to write them away sheds unnecessary light on them in the first place. They're a monumental irritation that I've learned to just ignore.... explaining in-story why they're now gone will be shedding more light on the monumental mess.
For those that don't like seeing the walls, a fleshed out Praetoria will meet their needs. Heck, adding heroic/vigilante/rogue-styled arcs to City of Villains ("good people struggling to do right under an oppressive regime") would be a better alternative.
Keep the walls in Paragon-- just don't use gimmicks like it going forward. -
Quote:Very good :PWell, what do you expect when you get the horse in question by unfabricating a pile of belts and a bottle of glue?
Put me in the camp of saying- "Working as intended, works fine, and giving the full breakdown value is ridiculous." This is something meant to be used sparing and only after careful consideration... and that's fine. -
Quote:... Really?Oh, I can understand the principle. I just don't understand the motivation for someone who has only posted 5 times to have that as an impetus to post.
Besides, didn't David also plug some of the comics he was doing? And well, it's a comic forum. It's not measurably different, IMO, than my anime thread or Foamie's TPB thread.
Double-secret probation is ok...it's when they put you on ultra top secret triple with a cherry on top probation, that you have to watch out for.
<.<
>.>
Ok, where on the chart is omega clearance probation covered in milk chocolate and caramel syrup? -
Quote:Many roaming NPC's currently run on predefined paths, which would be tough to implement in bases where we can place anything anywhere and where desks may be used as floors, lights as stairs, and bookcases may create artifical walls everywhere.I've been thinking, it has been a while since the base editor has been updated. We could really use some new features.
For starters BRING BACK BASE RAIDS+ITEMS OF POWER
New Ideas:
1- NPC's - Would be cool to have NPC's in the base, such as Roaming guards, Black market agent, Enhancment vendors, Tailor, or even a Managment agent to pay upkeep charges to.. etc
You *might* be able to add very limited-movement NPC's... or (much tougher to implement) let you draw a path to be walked, but that'd be a huge development effort. Free-standing NPC's (NPC's manning a computer terminal, for example) would be much simpler.
Quote:2- Doors - Lets face it, the "hallways" are nice and all, but nothing beats a good ol' door on your rooms.
Quote:3- More storage unit choices - Things like lockers, chests, foot lockers, crates, etc
Quote:4- REAL WATER - Ok the slow field does work, but it would be nice to have actual water features like ponds, waterfalls, fountains.. etc
Quote:
5- customizable entrance - Would be a real bonus to personalize your entrance, change the portal color, or maybe add a platform, who knows..
6- Enviroment effects - Lets spice things up.. add some fog, or maybe some fire, sparks. liven things up a bit
7- In base message board - Leave notes and notices for your Group.. Upcoming events or changes.
these are just a few things off the top of my head. -
Quote:While the inf loss would make this lack popularity, there's also some technical issues as well.Let me preface this suggestion with the admission that I realize there may be a lot of work involved in making something like this work. That being said I still believe that it would be both a popular game feature and an effective influence sink.
The idea is to allow the environment destruction of the mayhem missions to exist in city zones. Fighting could possibly cause damage to the environment (splash damage from AoEs, players and mobs colliding with objects when knocked back, direct environmental damage from powers like Foot Stomp, Burn, Fault, etc.) and characters will be responsible for any collateral damage that they caused and pay for it with influence, infamy and information. Expand the damageable item to things like windows, fences, trees, etc. and maybe even the wandering NPCs.
The numbers will have to be tweaked to find a happy medium between the INF earned for defeating the mobs and the cost of the collateral damage. Id personally like to see it be at a level where players need to be smart about their offense in order to avoid an INF deficit.
^
Mayhem mission destruction works well because its a limited-size instance that's not persistent. When you apply that tech to something as large as a zone, the tracking of all these new resources significantly impact the zone's mapserver. Unlike a single fire hydrant that's hardcoded into the map, these destructables need their state constantly tracked and timestamped.
You need the timestamp because you're got to have some mechanism in place for a "reset" to set things back and clear the debris. Should things just "pop" back into existence at about the rate a defeated foe disappears? Should they stick around for hours so every zone appears to be a warzone? Each method has its own benefits and drawbacks in how it affects user immersion, and you've got to weigh all that against the benefit it brings to the game when deciding to spend the money on a project. -
Many/Most of the others (barring the obvious ones) that are publicly held don't go to this granular level. I don't want to run against the forum rules, but last I heard, even SOE's total earnings was aggregated into its parent, so you couldn't see how well the whole company was doing, let alone individual games.
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Quote:Well, I don't know if the chart accounts for currency fluctuations, but in Q308, the USD was equivalent to about 10,000 won (it was 11,000 for most of the year prior). In Q1 of 2009, the USD had dropped by nearly 25% to average 7500 won. It's been slowly climbing back (currently at 9,000). Once you adjust this chart by conversion rates that would have been in play each quarter, you see a much smaller dip in the time in question...Hmmm . . . why the drop after Q209? Mission Architect was released early April 2009 so I would expect an increase, not a decline. Oh! I remember, Positron had his hissy fit regarding AE exploits. They disciplined a number of players and instituted a forum blackout. I cancelled my second account over that for awhile, but eventually resubbed. I guess other people left and never came back.
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Of course, another question comes in the form of when revenue is 'realized.' In my company, if a client pays for a full year up front, we get $x0000 up front, but we have to record this internally differently until the service is provided... so that sale would be $x0000/12 for the year. Preorders work much the same-- although the money is in our account, we can't "realize" it until the product ships.
So, how do all those annual subscription promotions get reported? Should we have expected spikes during the quarters of those promotions, or just steady realization over time? Is the revenue for preorders shown when the preorder is made, or only after GR launches.
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Finally, some have expressed concern at the size of the "spike" from Going Rogue compared to CoV. Revenue models for third-party sellers of MMO's have changed greatly since CoV. More and more, the "box" comes nearly at a "loss" to the publisher (once you figure in the "free" month) with the retailer taking more of the share in exchange for actually promoting the game and putting it on the shelves. The publisher is expected to make up more through the subscriptions and through direct sales. That may account for *some* of the lack of spike in that quarter...
...though I'd expect all the preorder sales, if "realized" there, would be direct-store purchases. -
Quote:The problem is, though, that redside never caught on with the numbers necessary to justify a LOT of exclusive content development. When you look at subscriber login hours and see where they're playing, you try to give content that they can use.Point is, all they have to do is add content to remedy that situation and I'm sure it's far easier to add content than it is to add zones (or zones +content). And I'm sure the core blue-side areas USE a similar amount of content as the core red-side areas (if not more). Even if you remove some of the outlier zones (like the Hive and the Shard), you still have the Sewers and the Hazard zones (both which get substantial play... even if only at the lower levels) and subsequently, an alternative route of progression that is not available redside.
And yeah, when I do play blueside; I do a lot of Boss hunting in the Hollows and in Perez.
Anyhow, the topic I was addressing was the apparent move FROM redside TO blueside. Personally, until the UI upgrade, I couldn't stand playing blueside because of being required to do cross-zone runs for a single contact and just getting lost trying to figure out the level appropriate geography. Now that I can better find my way around... I too tend to play there a bit more to break my redside monotony.
Also, to add to the original intent of my statement... movement may be happening because that's where much of the playerbase was to begin with, making it easier to find social based activities (teaming, active SGs, Taskforces, costume contests, farms, etc)
Yes, that would create a sort of self-fulfilling prophecy--- if CoV didn't already get disproportionately more time than CoH, in relation to its playerbase. All co-ops are equal access for each side, virtually all the recent issues had equal number of arcs between the two sides, and even the same number of tips per faction were added, so CoV's getting the same developer resources as CoH, despite a much smaller playerbase.
There's still plenty of content that can be added to CoV. Part of the problem with the current over-arching story in CoV, though, is that it NEEDS some things introduced in the beginning (the "destined ones" and to a lesser extent, the hints to the snakes") and that NEEDS to be resolved at the end. In between, though, there's plenty that can be enriched even without adding new content (the "tier 2" contacts in Port Oakes and Cap Au Diable that are often outleveled without ever being visited could be added to the "tier 1" options, for example) -
Quote:Why those zones exist:Okay, when was the last time you were in Boomtown, Perez Park, Dark Astoria, Crey's Folly, Eden, the Hive, or the Shadow Shard for any reason OTHER than hunting some enemy group you need for a badge or aura mission?
Sure, you get sent to one of those zones for a mission occasionally, but those are random location missions that could appear in ANY zone, making their appearance in one of those zones pure coincidence. There is nothing to actually DO in any of those zones. No story arcs, no task force, no contacts, stores or anything else the rest of the zones have.
They are wide open areas that, as far as I can tell, have no legitimate reason to even exist. There are TFs in the Shadow Shard, but how often does anyone run them these days? There's the Hamidon raid in the Hive, but that is pretty rare nowadays as well, except for the 2 or 3 servers that raid it weekly.
Red side has fewer zones, that much is true. But at least red side actually USES the zones they have available, as opposed to blue side where you will frequently find yourself to be the only person in any of the aforementioned zones for hours at a time.
I actually made a new global friend the other day because I saw him in Boomtown, and it was the first time I'd seen another player in Boomtown in at LEAST 8 months.
Back when CoH was under development, many MMO players engaged in broad "hunts" that were just mindless slaughter-- no story, no quest, just large teams sweeping enemy after enemy. Since the groups in the regular zones were solo-friendly sizes, the hazard zones were meant for that kind of large-team "hunt" behavior. They were never intended to be anything else... and they were actually kinda popular early on.
For several reasons post-launch, the devs added more incentive to go into the instanced missions. These essentially killed the street-sweeping, as your team could get better reward taking instanced missions and encountering foes that were properly scaled to your level and size, so there seemed little reason to make these for CoV.
I'd still have liked at least a few places for large teams to run crazy, but I can understand why they instead opted away from those.
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Comparing CoH, CoV, and GR:
Yes, COV and GR have fewer zones, but they also have multiple contacts within those zones, giving parallel (but similar) tracks through higher-quality zones. "Heroes" has more zones, but can't compare with the detail and nuance in those starting zones.
Even then, leveling is so fast that few people exhaust even half the contacts in Port Oaks and Cap Au Diable, and between SI, Nerva, and St Martial, you usually barely need one half of those three zones' content to reach Grandville access.
That's even ignoring the unlockable content and mini-games (most people never even realize there's an unlockable in Port Oakes until after they outlevel her).
Going Rogue has essentially four subfaction tracks that, if you spend any amount of time on the zone events, can take you very close to level 20 without overlap. You can go further, though, and switch between the tracks or choose to betray sides to make the mission objectives vary, giving even more replayability.
All that makes any "zone count" argument a bit laughable.... -
I'd read about these issues, but figured they'd been fixed by the time I went through the arcs. I didn't find many places that had more than three ambushes, unless they were also location-triggered (cross point x, get another few ambushes, etc). Definitely sounds like a serious flaw out there.
Sam, you've got to have some of the worst bug-triggering luck in the game (and coming from me, that's a helluva thing to say). I am never EVER gonna risk teaming with you :P -
Quote:Here I was going to suggest checking the videos for digital watermarking, from that, figure out who the file owner is or who the software is registered to, then start there.The obvious solution is just to work your way through all of them while appointing replacements as you move on to new positions. Eventually you will reach a position that gives you the authority to create the position you desire.
i mean, it wasn't actually specified how any vacancies left by advancement would be filled. i suppose you could allow lower ranked employees to fight for the vacancy. -
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Quote:They also appeared just shortly after Noble Savage solicited feedback... extremely short time from a development standpoint. I took that to be more of a proof-of-concept pass than all we'll ever see on the subject.Well we did get "alternate animations", they just turned out to be a bit rubbish and half-hearted compared to what I (I'll only speak for myself) thought they'd be.
While I don't find the alternates particularly compelling, many people had relatively unrealistic expectations. For the alternate animation to work, it has to fit inside the original's constraints. Some of the things players were fantasizing about would have only worked if the animation was substantially longer or had other attributes involved.