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this "simple cowboy" wonders what you're talking about.
Well, for that matter so does this one, but he's not quiet about it... and keeps calling you Willis, for some reason. -
Quote:I'd forgotten all about this! How had I forgotten about this! I used to rave about this all the time!An ongoing discussion of very useful game elements in City of Heroes that people don't use, don't know about, or don't appreciate enough.
1. Empowerment Buffs.
For the price of three pieces of salvage (two common, one uncommon) you get a full hour of a buff of your choice from the Empowerment Altar in your Supergroup Base. Your dominator still 3 LotG's away from perma-dom? No problem, get a 20% boost to your attack rate for pennies. You have issues with endurance below 20? The Empowerment Altar can grant a recharge rate boost as well.
The altar also grants bonuses to resistance of various damage types, and even protection from unusual and annoying effects like knockback and endurance drain.
Somebody cranking up the price of Demon Blood today? No problem, each buff has three recipes, one for each salvage tier!
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2. Confusion
In the category of "Something people don't appreciate enough", I hear all the time people complaining about confused creatures "stealing exp." This is true to a point, but the math behind how confused creatures' damage effects the rewards gained at the defeat of an enemy means you won't get a better deal on exp/time than pitting confused enemies against each other.
Think of it this way: Say it would take you 30 seconds to defeat monster X with your normal rate of damage. That's too long! Lets enlist monster Y to help us out by confusing him: You and monster Y both wail on X and it takes you half the time to defeat the enemy, so about 15 second.
But wait, Monster Y dealt half the damage! Now he steals half the exp, right? Nope. Monster Y only steals 20% of the exp, you get a full 80% Do you see what just happened there? Your exp/time just went up by 60%
Let's say you're fighting really tough critters, and your damage is just piddling compared to theirs: in this situation, Monster Y deals a full 90% of the damage! Well, surely you'll get a piddling percentage of the rewards, right? Wrong. You get a full 30% from a mob a confused creature dealt 90% of the damage to. It would have taken you ten times as long to kill this guy by yourself, which means by using confuse here your exp/time went up 200%! That's three times as much exp as normal. Unless you're facing enemies you can one-shot kill, confusion is ALWAYS a bargain.
Add the fact that confusion is a hard control: confused monsters will not attack you. Even better, confused monsters will actually turn around and buff you if they have buffing powers. Confusion is, quite frankly, overpowered. However, the intense misunderstanding of how it works by the playerbase have kept is fairly safe from the nerfbat all these years.
- Carnival Mistresses. Stack a confuse on her, she'll pull out her illusions/pets, then do the aoe blind on them. If you time it right, they won't be phase shifted when it goes off. Since most of the damage she'll do while confused will be against her own pets, the XP loss is negligible.
- Malta Yeah, you can choose to just hold/stun the sappers them or snipe them, but there's nothing more satisfying than confusing them and watching them drain the endurance from your foes. They don't do much damage with those hits though, so the xp loss is again negligible. If you don't mind a little XP loss, hit an ops engineer and wait for his stun grenade to take out the sappers (and several others) before going in. -
I'll be curious to see how the project goes.
I'm tempted to investigate a "natural gadgeteer's" path... still have to determine the best archetype to do this with. I'd send the new character a few million to buy & craft all the temp powers from Wentworths. Once I get a full tray of every craftable power in the game, I remove all primaries and secondaries ( I'm considering allowing pool powers) and use just those powers, replacing them from WW as they wear out.
The goal... well the goal was to see how far I could go without going mad... but I think I need another metric, as just mentioning this idea proves I've met that metric -
Flash and bang effects in action scenes bore the heck out of me. I blame my job in the army- explosions are just... meh, been there, done that... or ohsogawdawfulfakeandhorriblyrepresented that I have to go numb or I'd weep for humanity.
Though... I do like the pistols powerset animations. I'm OK with they ridiculously-choreographed fight scenes when they're used for storytelling, and the myth of the near-superhuman-feats-of skill that these FX often bring about has a long and robust legacy. When used right-- to advance the plot or draw off that mythology-- it can strengthen the story. When used wrong- to pump adrenaline and hide the fact that the story is... well... isn't there... eh, I'll get more excitement taking a nap.
I think what I hate most about the big bang effects, though, is what it does for sequel syndrome. Too many comics, novel series, and movies have a big bad enemy drive a weak plot, only to have to resort to a bigger, badder enemy for the next time... and then the next... and then the next. It just gets... ridiculous... -
If they had to, I'd expect a freespec, then a week delay, then a freespec. It still won't stack, but it'll address the issue, more or less
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Quote:Wait till beta. Then we'll see what they've worked out.As I understand, everyone gets a free respec because the Fitness pool will no longer be a pool. I'm not sure exactly how said respecs will actually work, but in any case, what about those of us with dual builds, both of which have Fitness? Will I only be able to freespec my Widow's Fortunata build and have to earn one for the NW, or vice versa, or what?
As far as we know, the freespecs are inherently unstackable. It isn't the devs being stingy. It may be that there are so few people dual-building that it'll just be an oversight. It may be that they issue a freespec week 1 on live, then week two, issue another. It may be that this affects too few people to expend the resources. It may be that they have something in the beta that makes the whole issue moot.
But best to just wait till beta. We'll know more then. -
Quote:Agreed... I've heard that CoH started as a $3-3.5mil project and then was "doubled" to $6-7mil for development... I've also heard that when NCSoft became publisher, they roughly doubled Cryptic's initial investment to get the game "to market". Since it was always unclear whether that meant they were the previously-reported doubler or this was in addition to the original doubling, I usually use estimates of "less than 15 million"... since it certainly was less than that, by the worst-application of those numbers.Cryptic is going down that path - one 'engine' team and then a separate team for each game. They also appear to spend less on MMO development than other studios - according to recent Emmert interviews, CoH cost US$6m to develop and CoV cost US$8m (which is about half what I've heard, but anyway).
Quote:This is in an industry where MMOs are increasingly costing tens of millions - APB cost between $50m and $80 (maybe even closer to $100m) depending on where you look and it basically closed in 3 months.
Quote:I've got no idea about how much was spend on ChampO or STO, but I doubt either of them cost $50m just to launch. There appears to be a general plan to be profitable on about 100k players for each title, which is a sensible target, but it also restricts the size of the development budget (and hence features that make it into the game).
Interesting tidbit I saw today: Aaron Brady (don't think he had a red name) who stayed with Paragon Studios when Cryptic sold out to NCsoft - and was Chief of Technology at NCsoft for a bit - is the Executive Producer of Cryptic's Neverwinter title. -
Quote:That's one of the challenges- isn't it. Names are just part of one's unique identity. IRL, we have so many varying appearances- some very tough to change- that also add to that identity. We can afford duplicate names because there are more concrete things to latch our perception of persistence on (barring disguises).What Sam said here is what was the backing of what I was saying.
And, also, unique identity is a part of character concept. The whole premise of devising a character concept is of creating a unique identity. Thus, each thing that has been expressed about this in my reply and these quotes makes up the whole, as far as I see it. (The whole in response to your question, at least, hehe)
So, yeah... we're all precious snowflakes and such...
In game, we have limited variations of appearance. Someone CAN make a visual clone of my character easily. Someone can mirror me, but he can't mirror my name. I can't identify him by his appearance because others can appear exactly the same and HE CAN CHANGE AWAY from that appearance. In real life, all those other anchors make identical names less of an issue... in-game, they're one of the few true things that we can't easily escape or impersonate.
Duplicate-naming makes even this more unstable.
(yes, this argument supports the opposing side of my last post. No, I didn't change my mind. They're both true.)
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Quote:Asa counterargument, I know several "Mikes"-- even three "Mike Hammer"s but I don't expect them to know one another.Having duplicate names in such a genre is not just some random no-big-deal thing. It's a coordinated story in and of itself and something that, in such a setting as multiple players/participants, would normally require a collaborative effort and agreement between those parties involved.
Having multiple heroes of the same name with zero connection running around in the same world spoils an aspect of the vital nature of having a particular character in an ongoing world.
You can disagree with it. People can call it selfish...
However, the opposite can be disagreed with and wanting names that someone else already has could be viewed as selfish as well.
In the army, it was common for squads or platoons to adopt nicknames. I've seen so many "mad dogz" or "the posse" in so many units, but I know they're not affiliated or anything. The expectation of true name individuality would be a rather foolish one in virtually any genre.
There's a "Cinder F1ame" on Liberty that obviously wanted the same name as my wife's main character. its obvious that, to that person, they're not "cinder F one ame" but "Cinder Flame," and just getting around an OOC technical hurdle. That identical name doesn't force me to treat that character as my wife's... or that she's at all affiliated with my wife's... or that my character would have any difficulty telling the two apart. She's just another person that liked the handle "cinder flame."
And it hasn't caused me an ounce of trouble. Despite logging hundreds of hours, I've encountered her twice. Both in passing. Never a conflicting broadcast. Never a shared PUG. Never in the same zone event. No effort expended, no grief.
(As you, I'm not passionate about this one way or another... don't take this as a rabid attack, just an exploration of the idea, please). -
Quote:Shoot, sorry, not my intention... really bad wording there.. kinda dividing attention and mixing thoughts... my serious apologies. Started grumpy, reread, and found you weren't deserving of it, then edited away several areas up front when I posted rather than previewed, but didn't check the end before going on. I blame caffeine poisoning.Not all of the powers you could or even WOULD choose are of the "One Shot," Passive, or "Emergency" variety. And I'm not just talking attacks. Every power I choose takes consideration on how I can improve its effectiveness.
Nice backhanded insult at the end there, Chase.
Quote:Let's take your initial power, Maneuvers. Unslotted, that's a roughly 2% increase in Defense. It's also an extra .4 drain on your Endurance. One enhancement isn't going to do enough to mitigate the drain or make the drain worth it for the extra defense you're getting from that power.
So, I'll be able to add a little accuracy, a little endurance reduction, a little recharge rate, or maybe a little damage or mez... Or make a generally effective build that might have some extra tricks, but they won't be the sorts of tricks I would rely on, plus the rest of my build suffers.
I do see the management you're talking about. I just don't like the effectiveness of those powers without help.
Don't forget, the slots that went into Fitness before, be it Swift for a Rooted Tanker or slots into Stamina for those End-heavy builds, are very likely still going in there.
This change will be complicating build management, but not making it impossible, nor will it make playing the game some sort of drudgery. I understand I'll probably have to get used to the idea of less effectiveness or limited use.
Don't expect me to like it or cry doom over it, though. I'm just addressing my concern, and I feel like I'm being lumped in with the doomcriers and dismissed out of hand because everybody else who's happy with the change doesn't mind the idea of work that should be approached with a hammer and chisel is being done with dynamite.
Of course, I'll agree, we don't yet know how it's going to happen. We don't know what the Devs have in mind yet, save that the powers will still be slot-able and enhanceable. I would just prefer I knew that everybody wasn't so damned happy about the possibility of dynamite being used in their backyard.
Similarly, Assault on a DPS class like a Scrapper gives you +10.5% bonus, IIRC... which should be applied over ED, right (asking here, haven't followed the effects too much lately) How many people neurotically slot to get a +3% set bonus? This is 10% across all powers, and at most it would make sense to add 1 slot to the power to reduce endurance costs. A fire scrapper with stamina inherent could easily use a single-slotted CONSUME to make up that difference operationally.
HASTEN isn't required for all builds, and perma-hasten isn't a requirement to make hasten useful, but hasten can make any build have thier heaviest hitters come back faster, so how isn't a single-slotted hasten pretty darn useful?
Single slotted recall friend to keep the teams together with less separation time due to those afk moments?
These all have VALUE-- even unslotted.
Personally, before I called for more SLOTS, I'd clamor for more POOL POWERS like these. (Preferably some more of autopowers-- my trays are insanely full on some builds)... and how about rethinking the "pool penalty" where many pool powers seem to cost more for less effect than their pri/sec counterparts. It's very annoying to take a throwaway attack from the fighting pool on my pistol blapper just so I can have the later toggles... especially when that attack, even properly slotted, so underperforms compared to my secondary options. -
Quote:Well, a few things here:Warning: block of text, mild rant, nostalgia, possible Appeal to Antiquity
Remember back to August 2008 when a mysterious Marketing Survey was sent to random City of Heroes/ Villain players asking them what they wanted for the future of the game? I do, although I did't receive the survey personally, I only read about it here on the forums and on related gaming sites. And almost all of it has come to pass, and some of it may still be waiting in the wings.
The reason I bring this up is because, for the past several months, there hasn't been a lot of communications from the Community Relations staff. Good communications implies bidirectional interchanges. Recently, we've been recieveing a lot of announcements about contests, some forum-run contests that ended a month ago, and general game announcements and patch notes... but nothing in the way of communicating with the community on a more casual level.
You might get told about how to buy or win the latest booster pack or costume power. You might get told about the latest GR contest from a third party, or get the latest patch notes. You might get told by a moderator why your thread was closed or your post was deleted (if you're lucky). But OCR, as of late, hasn't been really doing much asking as to what player want, nor have they been responding to player concerns over certain bugs, problems, booster packs, etc.
What happened to casual community queries and banter? Where have the polls and surveys gone? Looking back on the "Community Digest", there's not a lot of replies to any particular player-created threads... just a litany of one announcement after another, or clarification of an announcement, or clarification of some contest rules. No communications, just mostly, for lack of better words, mouthpiece talk.
Lately, it seems as if developers themselves (Noble Savage, for instance) are the only people communicating with the community - not necessarily a bad thing (we love it when devs post), but by appearances, it seems like OCR could be doing something similar to increase the level of communication between the developers and community.
1) Referring to a leaked confidential & targeted marketing survey as an example pretty much misses the mark. You don't know that they're not still doing such surveys, just enforcing the confidentiality side more.
2) Said survey came around the time of the massive reinvestment into CoH (going from the under-two-dozen devs to over 100, iirc) and represented a moment to develop a creative vision for going forward. The vision that came from that covered this expansion and could cover more gameplay to come-- it could be that they're not at the point where they need that very broad approach again.
3) As you noted, some devs prefer direct channels. Sure, we haven't had any forum-related surveys like before, but we have the Art director managing and responding to several targeted threads for feedback, input, and criticism... and he's responded to all of them. Those could all have been channeled through community relations, but we wouldnt' have the direct conduit to the dev.
Thus, we can't really tell if there's been a net decrease in feedback or just a change in where the message has come.
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The impression I've gotten over the past few months is that it seems as though OCR has gone from a casual, friendly relationship with the community to one that's a bit more cold as impersonal.
Understandably, OCR isn't an easy role, especially following in the footsteps of people like CuppaJo, Cricket, Lighthouse, Ex Libris, Nivienne, Bridger, Kerensky and Ghost Raptor. That's not to put down the current OCR staff, but most of those people were community powerhouses... and big shoes to fill.
And understandably, OCR has been busy lately. Even without HeroCon this year, between SDCC, the launch of GR, and PAX, all within the matter of a few months, things are undoubtedly busy for Paragon Studios with all the press junkets and Meet & Greets. And now add to that the beta testing of Issue 19 and 20, and one more event to come, not to mention in-game events.
Even so, that's not a reason to post more on the forums, to remark about concerns players may have over upcoming booster packs, persistent bugs, game feedback, and a gamut of other player issues. Even if you are reading and making note, saying something as "We're looking into it" would be better than the silence that has greeted even the official "feedback" threads as of late.
Their takeaway was 1) don't rely on JUST what your forum base says and 2) don't neglect the rest of your base. In-game community relations has the potential to reach the forumites AND the rest.
It could be argued that the previous OCR's-- with very heavy forum presences-- focused TOO MUCH on the forumites. We've seen a general increase in GAME activity run by these guys- Rikti raids, zombie hunts, parties, etc. They try to make a presence at many player-run events-- including some PvP ones.
These take time to prepare and time to run, so you can't do that AND keep the broad presence on the boards of their predecessors.
The party pack? I don't know... We've had plenty of people joke that they'd pay extra for dance packs... could be that all the sports animations that were developed for Praetoria were just thrown in to sweeten it. Sure, it isn't for everyone... but thats' the point of optional add-ons. Used to be that people would complain when the devs "wasted my $15 on stuff I don't want."
The original rationale that MANY MMO devs gave for optional packs was that they could be used to develop assets that aren't for everyone or just otherwise couldn't be justifiably budgeted. Complex dance emotes, to me, fit that bill.
The problem is one of perceived value... and a history of packs that made habitual buyers out of the people that don't value dance emote. -
Quote:Very close, but not 100%I never said they trademarked the name. I said they trademarked the character.
Phoenix is a female superhero character with red hair, who has fire and/or telekinetic powers.
You could create an old West gunslinger named Phoenix that is male with brown hair and known for using Colt Peacemakers and be fine.
If you were to create a red haired female superhero who has fire related powers, and name her Phoenix, you will be infringing on Marvel's trademark.
No one can copyright or trademark a common word, but you can trademark a word in association with a particular fictional character. Like I said in my post regarding the name Thor, Marvel can't trademark the name, but they can (and did) trademark the appearance of a character bearing that name. I could use the name Thor in reference to the Norse deity in any media I choose, with zero consequences. But if he is depicted with long blonde hair, a winged helmet, and a long red cape, and speaks in old heraldic English, I could be subject to a lawsuit.
Since Fusion 7 mentioned that her character was a controller, it is reasonable to assume that it is a Fire controller (since the name suggests it). Depending on the exact appearance of the character, she may be infringing the trademark. NCSoft blocks the names so you can't infringe on trademarks, whether that is your intention or not.
Marvel didn't sue because people were making their characters in the game, if that were the reason they would have to go after every person who dresses like a character at a comic convention. They sued because of the way NCSoft's EULA agreement reads. When you click "I Agree" one of the things you are agreeing to is that anything you create in the game is NCSoft's property. Because of that, any time someone creates a trademarked character in the game, NCSoft is claiming ownership of that character by the wording of their Terms of Service. Marvel was disputing the blanket claims of ownership that are contained in the EULA.
1) you CAN register a common word as a trademark-- within a particular trade field. That's why there's "Wolverine" trademarked as a boot brand and a superhero character. It doesn't HAVE TO BE tied to an appearance, but you often use an item, like the NIKE swoosh, with the mark. NIKE by itself, without the swoosh, in the trade fields that NIKE does business in, is STILL a trademark violation (they've registered with and without the swoosh).
This is relevant because Marvel has registered names (and just the names) like Wolverine, Cyclops, and Phoenix for comics AND movies AND video games. That last part's the sticking point.
2) Marvel sued NCSoft based on APPEARANCES because they were trying to tie the publisher/developer-- the ones with the money -- as facilitators in trademark infringement. They made the costume elements that could be compiled into a reasonable facsimile of the characters, after all. If they'd focused JUST on the names, NCSoft/cryptic could reasonably be excluded as responsible parties-- the names were created and registered by players with no facilitation (beyond serving as registrar) by the devs. Marvel would be told to sue the individual infringers... and they didn't want to be seen suing their fans. Bad business, bad PR, and bad revenue source.
3) Trademark law is a bit wonky in many ways- for one, if you don't defend your mark of trade, you run the risk of losing it. It's intended to be a mark of your trade... and if that mark becomes too broadly applied outside your trade and you did little to prevent it, it's effectively "generic'ed" -- companies do a lot to prevent this-- both in marketing and in aggressive legal action to keep things from being too broadly used (kleenex used by people synonymously with tissue paper, aspirin used for painkillers, "coke" for "any cola" in parts of the country, "xerox" for any copier, etc).
For Marvel, there's a lot of value in keeping the trademark WORD "Wolverine" valid in video games. It's worth a lot of money-- more than enough for the legal fees of filing complaints against trivial infringers. Even if the people they file against take it all the way to CHALLENGE it in court and a judge rules that the particular act doesn't threaten the diluting of the trademark. The people sued aren't going to get their legal fees paid for by Marvel.
This means NCSoft is reasonably gun-shy about legal fees. Your $15 / mo doesn't cover 5 minutes of their lawyers' time. They're willing to aggressively challenge even a name of a TRADEMARKED character that has no other similarities to that character. Now, note that not all characters in the Marvel universe ARE registered trademarks across all media, so just BEING a comic character's name based on a common word isn't enough... so there is some legal wiggle room. Then again, do you really expect NCSoft to pay the salaries of a lawyer/trademark analyst for their name-genericing service? -
Quote:On the flip side, I reject that whole rationale as so narrowly-focused its effectively blind.Your argument has been made before, and I for one reject it.
It makes no sense to select powers just to throw them away. Why would I clutter up my power selection like that? Why would I waste a level like that? The next thing the developers will have to deal with is a flood of players going "I'm wasting my power selections!"
It makes no sense to take powers and just leave them to sit with just the initial enhancement. What would my choice be? One accuracy? One Endurance Reduction? One Recharge? One enhancement does not make the powers effective, especially at the later level ranges. And before you suggest it, I can't take Hasten three times!
Again, you're making the false assumption that I don't like the fact that I'm getting these new powers. What I don't like is hamstringing everything else in the build in order to make the extra utilities worth the change.
"Effectiveness" of powers? They still have an effect-- even a very solid effect. Leadership's Maneuvers will STILL give you a defensive boost, it just won't give you as BIG of a boost without slotting. It still has an effect. Just not an optimized effect.
Could you get MORE of an effect by slotting it? sure.
Does it make sense to take and use, for example, another unslotted ATTACK power when you have a tray full of attack power? of course not.
Could you make use of a situational power that you otherwise wouldn't have? A self-heal / heal other to minimize downtime? A single target taunt? A fear in build that had no fears? It's something you otherwise wouldn't have-- another tool in your toolbox... just might not be the MOST effective contributor to your build's core power. It'll still have its uses-- heck, it might just help fill a limitation that your focused build had to live with.
And who says it has to remain unslotted? I've seen plenty of FOTM builds that wastes a slot in an attack to eke out another 3% increase to damage in a heavily ED-affected site. This is the opportunity to weigh what'll get you more- that 3% damage, or an extra def/endred slot on that leadership toggle you otherwise wouldn't have taken. Sure, you're 3% less in damage on that one attack, but you're getting more bonus for less cost from the new power you took. You lost a tiny bit of dps focus for a bit more survivability (or to-hit, or damage bonus, depending on the toggles).
That's just simple build management, and the fact that anyone can't fathom how these kinds of things balance out amuses me. -
Quote:Why should the vast majority be deprived of what could otherwise be done with limited dev resources to design to the standards derived from anemic arguments being made by a very small segment of the market.Why should I have to do this "work-around", when all the devs would have to do is to make all the fitness powers unlock at level 1 or 2, and then give the players the choice to claim them on a per-power basis, like the veteran powers. That way if somebody wants stamina but not swift or hurdle, they can. EVERYBODY wins...
I'm not normally one to claim to speak for the majority here...
...nor am I usually one to demean one's concerns or trivialize the % of people that share those concerns...
... but in this case, do you REALLY see so many people "opting out" of your plan that it's really worth the resources expended developing such an 'opt' system, knowing that those resources are pulled from other tasks? -
Quote:I'm more concerned that someone might not realise fast enough, slam on the brakes and cause an accident that way.
Not sure this is a wonderfully intelligent idea, will be interested in seeing results from the trial though.
Hmm... they put it immediately after a crosswalk. In theory, if you were driving according to the law, you'd have already slowed for the approaching walk/school zone, thus wouldn't need to be screeching to a halt.
In theory.
Not sure how I feel about this-- or its effectiveness. optical illusions generally affect people that are already looking and being attentive. Hitting kids in crosswalks is usually due to distracted driving. (or people desperate for a 15 point boost to their scorecard... :P ) -
Quote:Agreed.The I20 hype is a mistake. It was reported that it was for "new systems" which led to hyerventilated guesses.
The video of the panel clearly shows that I20 Beta is for testing the "new end game systems."
That is all.
The Alpha Slot was already tested in I18 Closed Beta and that is slated to come out in I19. All the other slots have different mechanics and are attached to end game... activities which will probably contain new, neat raid mechanics (my guess).
I20's very early closed beta is probably more due to the difficulty in testing the feel of something that is a) supposed to take a good deal of player time and b) requires a certain critical mass of players OR fewer players, but more duration -
I'm betting they skip 20-30 Praetoria. They've set up the praetorian story to include some sort of travel to Primal Earth. Levels 40-50 will show a return to a changing Praetoria... with upper-level content and Incarnate stuff situated there.
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Quote:Exactly,The credit crunch should definitely be considered a factor in independent gaming studios' recent struggles (some of which have been lost). Consider how 38 Studios has recently been pursuing alternative forms of investment, e.g. the development loan from the state of Rhode Island to relocate there, while they prepare to launch their first MMO in the fall of next year.
Also go back over the past year. Look at the existing MMO titles that ran promotions for very early preorders, "yearly subscriptions" or even some "lifetime account" plans. The existing titles sought more advance $$ from their playerbase to finance their expansions & new games... probably because credit was so lean elsewhere. -
Quote:His history of "fast production cycles" doesn't add up. Jack's recap of CoH's development schedule is a bit... quirky. I'm not sure where he's starting with his CoH date side of things-- the DNS record for the name goes back to 15 May 2000, and if you look at actual accounts of its development history from news articles, then count backward his count of months from the CoH release date... you have a great deal unaccounted for. Does he not count in the conceptualization and design documentation and planning side and, heck, concept prototyping of things into this schedule, maybe?Without having concrete evidence, i'm not denying the possibilty of financial difficulties. I was saying i doubt the under 2 year development trend they have is strictly because of financial reasons.
Wasn't NCSoft funding CoV, and Infogrames funding Neverwinter...yet the quick release is still there.
We usually talk about more than half a product's time being spent in planning, designing, and tool selection/development before actual product development begins. Jack spoke about the "City of Villains" before CoH was out the door... so some thought preceded it. It used the engine, the game mechanics, design principles, and the production tools all developed for CoH and came out a year and a half later. To compare that to an normal from-scratch MMO that spends 4-6 years from conceptualization through planning, tool development, product development, and launch is... well... ridiculous.
There are plenty of examples where developers will make expansions / add-ons / sequels using the same core engine, mechanics, etc and get it out there in a fraction of the time. In good product development, you often spend more time in the planning/preparation than in the actual assembly of the product. By using much of what you've already got, you get better schedules.
So it wasn't that the production schedules were faster than a traditional MMO. They brought a lot in-- For the parts they had to work on, they had about as much time as a similar scratchbuilt would have on those parts.
The thing is, though, the PUNDITS latched on to the quick development time for New MMOs. They questioned it... and when the product released somewhat content-light, they reveled in being right! "STO was... anemic in content... because it was very quickly produced."
They gave Jack an easy scapegoat. He has to build player excitement for his next game, and to do that, he has to ease concerns that he's repeating previous problems. Rather than air any real dirty laundry, he picks up the issue that all the pundits already latched onto for his most recent game-- and does some creative counting on the previous projects to illustrate a TREND.
"Yes, we rushed things too fast. Yes we learned from that. We're still using a tight timetable, but we're narrowing our focus. That will make things better. Next?"
Sure, it doesn't match with the actual researchable numbers, but the pundits don't care-- they were blaming this particular boogyman for months already. They just feel happy for being validated. It proves that they've known all along- that they're smarter game developers than... y'know... the people developing games. -
Quote:You're misunderstanding the financial side. Game developers- like most businesses- take out lines of credit all the time. They invest SOME of their own money, but borrow the rest.In regards to their launch dates and short dev cycles for their games, i'm not entirely convinced it's because they're struggling financially.
In a recent jack interview it sounded like he was touting how fast and efficient they are at creating games since they made CoH in 1.5 years, CoV in 9months, CO in 2 years and STO in 1.5 years.
That's 4 games under 2 different publishers but all having under 2 years of development. Seems to me the common denominator is Cryptic.
If they were/are struggling with finances, then it seems weird they would undertake 3 games in such a short time span.
In this case, after they committed to those fast production schedules, we had the financial meltdown and... well, if you listen to the news, you've heard that there's a BIG problem in getting banks to lend to even credit-worthy businesses... crushing a great deal of potential business development and job growth.
Cryptic got caught at a bad time- it had projects going full-swing, it had credit owed, and it had no existing subscription game to leverage (if they'd still owned CoH, they might've pushed a promotion of "pay for 12 months now get 2 more free" to give them the cash at hand they needed to get through to at least one launch.)
At that point, they couldn't scale back production- they needed launches to make the money to pay their existing debt-- but they couldn't keep paying salaries without a line of credit... so they started looking for someone to buy them... someone with enough money to pay their way to launch. Atari -
Quote:I don't think so.You know, I've always wondered that myself, would be nice to know if that were the case or not. It really doesn't matter beyond incidental, but I'm curious. Something tells me they'll be built from i19 on with that in mind though, at least base-slotted wise if they're not though, I would think.
I think it's more about adjusting the base "feel" of the game to match the changing times. Back when CoH came out, there was a set defined expectation in MMO design. Teaming was more enforced-- you build with more of an expectation of having a buffer/healer in the group. You actually designed downtime into the game, in part to slow advancement, in part to encourage brief social moments during those moments (as social bonds are one of the biggest known factors in KEEPING people playing an MMO after they've mastered the game mechanics). That was MMO design 101 back then.
CoH actually stretched many of those concepts. We had things like the requisite inter-zone travel to stretch out gameplay, for example, but we had travel powers that mitigated the effect of the long journey. Where SWG used to have 15-minute timers in their shuttleports to encourage those waiting to chat & interact, we had a very short pause (you could see how our monorail could have had the similar waits, too)
We had stamina builds and leveling grind, but at less of an extreme than our predecessors. Our stamina came back quicker and our level advancement was faster. Our teaming was a little looser and our support class wasn't always a healer.
Later games challenged, changed, and pretty much broke many more of these conventions. WoW leveled even faster than CoH, interzone travel went by the wayside for more themed experiences, even SWG got rid of the travel wait times. The focus of stretching out play with "pause" moments has largely evaporated. Heck, for all its other issues, CO challenged the thinking behind the endurance meter... rather than pacing how frequently you can fight, theirs limits what you can do during a fight without delaying you from going into the next one.
All that has made players' EXPECTATIONS change since CoH launched.
I think that adding the fitness pool is simply part of CoH's answer to this trend-- to keep the game feeling faster-paced and energized compared to others out there. We move faster, jump higher, and wait a little less between battles. It nudges us forward-- keeping us trending with the newer design ideas without going all "NGE" on the gameplay. -
[QUOTE=Psyte;3188128]I'm just curious - Sappers and Carnies aside, are enemies built on the assuption that players have Health and Stamina?
Stamina isn't really that helpful against the sudden endurance drain of Sappers. Stamina is a constant small increase in recovery... when sappers drain you dry & knock your toggles off, it will take too long for stamina to recover enough endurance to make much difference in that fight. Popping a blue inspiration- something non-stamina builds can do just as well- will have more of an immediate benefit to surviving that fight. When suddenly blue-drained- then next 10 secs are critical.
Sappers, if anything, show the value for powers like like Kinetics' transfusion, Fire's Consume, Dark Consumption, Energy Drain, and Drain Psyche... and to a lesser extent, the very-fast-endurance recovery effects of sets like Elude.
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Carnies? They're a smaller drain, but more frequent... so yeah, Stamina's a good fit for there too... at least on par with the powers listed above.
As for "designed with Stamina in mind?" I seriously doubt it. As noted, there are other stamina-enhancers out there including MANY in the support sets (Empathy, Kinetics, Radiation, etc). Heck, radiation defenders can access their team +recovery at level 2-- controllers and corruptors at level 4!
As the levels progress, the options open up, with it becoming increasingly likely that the team combination will have some way to mitigate stamina drainers.
Don't forget the Clockwork endurance drain and CoV's low-level MU. The game does challenge you to manage endurance drain at the low levels. They just ramp up the challenge as you get more options open to you. -
Quote:That makes me much more comfortable with Option 1.Duly noted. If shiny finish and/or geometry were altered, I wouldn't have a problem with leaving the legacy version.
I, like some others have mentioned, had a "battle armor" character whose appearance was altered undesirably with the metallic updates.
I preferred the "flat" nonreflective colors- the army, for example DOES use nonreflective paints on the metal surfaces of combat gear, after all. That, and the "piston boots" weren't touched, so his super-shiny (and slightly bluish tint) armor looked off with his flat, drab boots.
That's my- and probably most of our concerns here. While ultra-mode reflections looked nice in a complete set, it made mixing sets more difficult. We have some other costume sets that- for shaders or whatever reason- don't seem to match when compared against other items at similar color settings. If caution is taken to not make these revisions "tough to mix" I have no issue with Option 1. While these sets look nice when taken as a whole, they don't add much to the much-loved flexibility of the character creator. -
Quote:Yet another group recaps the threadSoo . . . in summary:
OP has a concern.
Certain group of players think he's stupid and whiny for having that concern.
Another group doesn't share that concern but have another concern.
A third group thinks that the first group were terribly rude.
*Math*
Repeat.
That about sums it up.