Father Xmas

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  1. It was the suddenness of it all that really shocked us. If we had say server consolidation or a public downsizing of the staff just before or right after Issue 23 we would have been more prepared for the "realignment".

    However for long time players, over the years we were able to rationalize the changes in the perceived population of the game. In the early days the skies and streets were full of heroes, then the debt discount and mission bonus improvement drove a lot of heroes into instanced missions. That's okay because we still saw them racing from mission to mission, crossing Steel or Skyway to catch the other tram.

    Then CoV came out which did two things. First the population was split between two games. You were either playing Heroes or Villains. Second the introduction of bases and their zone teleporters meant you only needed to get to a base portal or after Vet Rewards were introduced in Issue 8, the base transporter power at 2 years. So now we accepted a smattering of characters running about in the open on their way to trainers and stores.

    Issue 9 introduced crafting, the consignment house and RMT spammers. This drove a lot of people off into hiding since the RMTers were pulling character names off of the search list to drive their spam email. So we learned to rely on our Friends contact list to see if they were online, besides SG and global channels.

    Issue 13 altered PvP forever. PvP didn't really hold any real interest for me but from what I understand is significantly changed PvP in a way where existing tuned PvP builds were no longer optimal. Sadly they did add multiple builds at the same time, a feature that if existed earlier, would allow someone like me who didn't want to gimp their PvE build due to PvP or vice versa to have a specialized build as well as their regular one.

    Issue 14 introduced AE and player created content it also created a class of players who never realized that there is a world outside of AE with a play style that was usually significantly different from the farms found in AE. Many proved to be difficult to team with players due to their lack of basic gameplay knowledge such as zone geography and travel to tactical knowledge about various critter groups (target the sapper/death shaman/DE pets first). This may have discouraged players from openly welcoming any new players.

    The introduction of Praetoria in Issue 18 once again emptied out the existing areas as players went to try out the pretty and challenging Praetoria. The upside it was the only way to start a character with any standard AT before choosing a side. But the rather significant change in difficulty between blue/red to gold made the experience annoying to older players while newer players only exposed to the difficulty playing the first 20 levels experienced the opposite when they went either blue or red, not to mention the change in visual quality.

    It was easy for us old timers to assume that everything was status quo over the last few years. We were accustom to seemingly empty zones and search results. Everything seemed alright since of friends and global channel and SG companions were still around in sufficient numbers but for a new player it was a ghost town and unless they were taken into someone's fold, they probably didn't stick around. Few who mentioned the substantial downturn in sales revenue since 2009 were lumped in with the doom and gloomers.

    So when NCSoft made their "realignment" decision we were all blindsided by it. But how much of that blindside was us simply not noticing the actual state of the game? How many forum posts were there telling new players that the servers weren't ghost towns and all they needed to do was find an active global channel or SG to join. That the game was very solo friendly or team size or makeup wasn't that important as it is in other MMOs. I think a lot of us fooled ourselves that everything was okay as long as issues kept arriving and there wasn't any hints of large staff downsizing or word of server consolidation.

    As for NCSoft's decision, selling the property may not even been discussed when they were doing whatever analysis that led to them choosing to close Paragon Studio and CoH. By the time they made the closure announcement it was fait accompli. Part of a larger plan already decided upon and changing a part of it like selling off Paragon and CoH was disruptive to the decided course of action. Who knows, it's all speculation as to the real reasons behind it. The game simply may not have hit some internally decided sales revenue goal after a year of F2P or a white knight in NCSoft's management left leaving Paragon with no protector. Maybe they decided that only MMOs that do well enough in Korea and the rest of Asia are only worth keeping. CoH may have been the family "black sheep" being only viable in the west. Again, who knows.
  2. Quote:
    Originally Posted by Thunder Knight View Post
    For maintenance mode, the game would stay exactly where it is. NC Soft's own financials show that their entire worldwide server structure - not just for their games, but for all their offices as well - was only $2 million a year.
    That's not what I've seen in their statements. World wide bandwidth costs 2Q 2012 was 5,634 million KrW which converts to around $4.9 million just for that quarter. I don't see anything in their financials that list their hosting costs, even the more detailed spreadsheet version of their consolidated income statement. They do list their "Cost of Goods Sold" as 139,100 million KrW in 2011 (the amount deducted after "Net Sales" to get "Gross Profit") but there is no further breakdown as to what that number covers. I would assume server and bandwidth costs would be included in that number.
  3. Quote:
    Originally Posted by Dark One View Post
    The XP they are talking about is for multiplayer. For Halo 4, higher rank opens up more customized loadouts, armor customizations, etc.

    It's kinda like how they have double xp or whatever for Bioshock 2, War For Cybertron, Call of Duty, etc.
    Which are also games that I don't play.
  4. Father Xmas

    Devs moving on

    Moby Games listed them as founded in 2005. However when a group of devs who worked on WoW splinter off of Blizzard and go looking for a sugar daddy, I can see NCSoft deciding to gobble them up.

    With the core group being former WoW devs, I now understand where the art style comes from in WildStar.

    I can also see why, considering Blizzard's reputation in Korea as well as WoW's success in Asia, NCSoft is keeping them around. They are probably expecting WildStar to do very well in Asia.
  5. Father Xmas

    Devs moving on

    Quote:
    Originally Posted by Texas Justice View Post
    Is Carbine Studios actually owned by NCSoft or are they independently owned?
    They were acquired in 2007 by NCSoft Corporation, the mother company in Korea. They are listed as a studio under their direct control in the investors literature.

    Here is the PR at Carbine's site. Here is the first post about them at Massively.
  6. When did Halo, a FPS, get XP? Been seeing the Mtn Dew commercials. Is there a skill tree you level up with or what? Only Halo I played was the original.
  7. And of course what would a superhero movie poster be without a bum shot of one of the female leads.
  8. Father Xmas

    Devs moving on

    Quote:
    Originally Posted by Montaugh View Post
    I'd love to see the devs do a superhero MMO with the Cryengine 3. Though doing a quick search seems to have a license cost of around 1.2 mil. Still it would be awesome to see that engine being used for a superhero MMO.

    I hope that the devs can do something together with a small studio even if its just smaller games for now so that they fund larger games in the future. Perhaps jump on the turn based strategy influx that xcom reintroduced many players too and do something with that game genre that hasn't been done before or done lately theme wise.
    Everyone keeps saying they would love an MMO built around some high end FPS engine. The problem with that is it significantly reduces the number of machines that could possibly run it which in turn means you will need a fairly large percentage of owners of those machines to buy the game. And those who don't have the hardware will complain that the game looks ugly when they are forced to crank all the settings to minimum simply to get a playable frame rate at a non-native resolution. One of the reasons for WoW's success was that it played well on the integrated Intel, nVidia and AMD/ATI graphic solutions at the time, that you didn't need an expensive gaming desktop or laptop to play the game.

    Couple that with the fact we have total freedom of movement in all 3 dimensions as oppose to the "run on rails" style that many FPS games with modern engines use to hide the fact that many of the buildings are nothing but a facade, a Potemkin village that only looks good from the angles you are allowed to view it from.
  9. Quote:
    Originally Posted by Bill Z Bubba View Post
    I don't need it. I'm gifted with a certain moral flexibility that will allow me to survive during any kind of societal collapse.
    That punk is either in love with that guy's daughter or he has a newfound respect for life.
  10. Quote:
    Originally Posted by Arcanaville View Post
    You're talking about the NCsoft side of the equation, but I'm more focused on the buyer side of the equation here. If a group of insiders attempted to buy the game, unless one of them has a rich uncle that doesn't know how to count, they needed investors. Those investors almost certainly got to see far more complete numbers on the operational costs and revenue of the company: they would demand it.

    Of all the people with complete information about not just the revenue but also the costs and profitability of the game, none are talking, but at least one generated a signal: which ever set of them decided to attempt to back a buyout. They aren't talking either, but their action strongly implies that whatever numbers they saw, it told them that the game was still profitable, and so much so that even with the unavoidable attrition due to the sunset announcement in the first place it would still be profitable, and beyond that it was very likely to remain profitable long enough for them to get their money back.

    There's simply no way a game that was barely profitable before the sunset announcement and dropping in revenue would be worth investing in. So from my perspective, everyone estimating profitability by looking at the published revenue and guessing at the operational costs of the game and concluding the game was not likely to be more than marginally profitable are betting against people who have seen the direct numbers on both sides of the ledger and were willing to bet millions of dollars going the other way.

    I never bet against the people who have already seen all the cards.

    Now, whether NCsoft ever intended to sell is a separate question. But no one goes to a company and asks if something might be for sale, hat in hand. If *any* attempt occurred at all, it was a serious attempt with serious money backing it right from the start. And that money would not be available to a marginally profitable game. In fact, its explicitly the (credible) talk of an insider buyout move that caused me to *reduce* my older estimates for the operational costs of the game from about $6-$8M down to $3-$5M. Because those are the only numbers that *allow* for a buyout of any kind, insider or otherwise.


    As to your cultural observation, as an Asian myself and as someone that has been involved in that sort of thing, I would have to disagree in some respects that NCsoft's reluctance to sell is a cultural bias of the type you describe. As in most businesses, but with specific cultural twists, the issue comes down to relationships between people. As I've said since immediately after the announcement and just now above, corporate culture is one thing, but decisions are ultimately made by individuals. Whether such a deal had any chance at all is less a question of whether an Asian cultural bias would prevent it, and more a question of whether the specific actors involved believed it was in their best interests. There's a cultural aspect to that, but individuals are much more complex in their agendas than that.

    To put it another way, I do not believe most Asian companies, or even most Korean companies, would have acted in the same way NCsoft did.
    I explained the cultural aspect poorly. Here is the example I'm familiar with, Anime licensing in the early 90s. Previously the only anime that legally came over to NA were for TV syndication/broadcast and were altered and dub for our consumption. Gigantor, Speed Racer, Battle of the Planets, Starblazers, Robotech. Direct sales to consumers of subtitled and in the original language anime was unheard of. It's one of the reasons university club fansubs were the way of things.

    There were a limited number of players in NA in those early days. Viz was directly owned by a major Japanese publisher. AnimEigo's Robert Woodhead lived in Japan for several years while porting his Wizardry PC games. His wife if Japanese and it was because of his name was recognized, it allowed him to secure the Urusei Yatsura TV license from the company that owned Viz before Viz got into anime.

    Other license holders in Japan had little information as to what was a good price their IP. Some were fairly high for series that were popular among the various university clubs in NA. Because of that some of the NA distributors went with the "make money from cheap Adult anime licensing so we could afford the popular mainstream title". That's how ADV and Central Park Media were able to build a reputation with other Japanese publishers. They had to prove they were successful first with minor properties before the popular ones could even be discussed.

    This made it very difficult for new players to enter the marketplace in the mid to late 90s. You needed a preexisting relationship or be a known player to even get a meeting. And even then your very first licenses tend to be priced a little higher than normal. It was a difficult market to break into and this was before companies like Bandai decided to do it themselves, taking all their popular IP off the table.

    As for NCSoft itself, I was suggesting a corporate culture were selling wasn't even thought of as an option. If the idea of selling it off simply isn't part of your companies DNA, it doesn't mater how much due diligence an investor group does based on "insider" provided numbers to come up with a fair offer from their POV.

    I admit my "hubris/pride" comment is based more on senior management actions I've seen in both NA and European companies over my long years, rejecting ideas simply because they hadn't thought of it first or have dismissed out of hand because it was suggest by a group of underlings who didn't have PhDs or MBAs or didn't attend the same elite universities or colleges that senior management had.
  11. Quote:
    Originally Posted by Arcanaville View Post
    The conclusions you're drawing are not entirely unreasonable given the specific data points you're looking at. However, let me ask a question. Do you believe the rumors that a set of insiders attempted to buy the game from NCsoft? Because whether one believes that or not has a dramatic impact on any analysis of the profitability of the game.
    That's probably true. However if it's not in the companies nature to sell anything, so alien of an idea that they have no idea where to start to value the property or is hesitant to spend the money to determine the value, then the idea of selling is DOA.

    This also ignores the whole Asian business dynamic of having either a long standing relationship with another business or recognition that the other business has a similar standing in the business world. A newly formed group looking to purchase one of your assets wouldn't be looked at seriously no matter how much money they were offering. How presumptuous and insulting that a group of now former employees with backers we (NCSoft) aren't familiar with think they can succeed when we had already decided that their game and studio can't.

    And even if they were open to the idea of selling the IP, the next step of determining a "fair" value still may have put it beyond reach of any of interested buyers. While they may have already determined a value for writing the game and studio off, that isn't the same kind of analysis you would do to come up with a sale price. Then toss in the reports that Koreans in general are tough business negotiators and the fact the game's remaining life was on the clock, I just couldn't see it being pulled off in time.
  12. Quote:
    Originally Posted by Jaso View Post
    You do realize that since 1961 the Democrats have added 41 million private sector jobs while Relpublicans have added 24 million. Even if you shift a year after presidents took office to count for new policies, it is 38 million Dems, 27 million Reps. That is just private sector, if you count all jobs (government) it is 48 Million dems, 31 million Reps.
    So what you are really saying is the Democrats added 10 million government jobs while the Republicans only added 4 million.

    Sounds about right.
  13. The game could have been very profitable as long as you only included operating costs like the server hosting, bandwidth, customer support, the forums and the website. But as soon as you include Paragon Studio into the mix and can't see how it could be considered very profitable on sales of only $10-11 million a year. Unless of course people are suggesting that the numbers NCSoft reported as sales revenue are a fabrication.

    Assuming the sales numbers are accurate, the game's revenues have been on a steady downward slope for several years now. Freedom hadn't reversed this trend but may have leveled it out for the time being. There was no hope for growth into NCSoft's most profitable region, Korea, as the game died in Beta there years ago.

    It's been reported that Paragon Studio had spent time and manpower toward development of two new MMOs which NCSoft rejected in their early development stages. So all Paragon Studio had going for it was maintaining a game with near zero revenue growth with revenues that were now only 40% of what they were in 2009.

    The NC Interactive subsidiary that Paragon Studio is organized under is hemorrhaging money big time, with a Q2 loss as large as what all of NCSoft reported for the quarter.

    Yes it sucks our game is gone and the devs are now in the wind, landing at other studios but on the surface I can understand why NCSoft did what they did. Who else were they going to "take it out on"? NC Europe was already gutted a few years ago. Arenanet was on the verge of releasing their new game which rocked the early reviews, creating a lot of positive buzz. Carbine Studio is listed as being under the NCSoft parent company which was profitable last quarter. Blade and Soul got good reviews when it came out in Korea at the very end of the second quarter. Their bread and butter MMORPGs Aion, Lineage I and II are still raking in the big bucks in the Asian region.

    So NCSoft killed off a studio in a foreign country that was behind a game which was rejected in NCSoft's home market, a game whose sales revenues have been declining over the years, a studio haven't shown you a new game idea that you liked and are part of the wholly own subsidiary that has been majorly in the red for the last several years. Sorry but from their point of view, it's the logical play to make if they want to show their investors that they are trying to reduce costs.

    Saying this doesn't make me an NCSoft supporter or an apologist but a realist. They messed up, we payed the price. Is it fair to the employees of Paragon Studio or the players of CoH? Hell no. Is it the right move for NCSoft? Probably.
  14. Quote:
    Originally Posted by Chrome_Family View Post
    Can you imagine seeing this on the big screen?!?!



    Need a little help here, don't recognize most of the characters in these pictures. Other than Deadman, Constantine in the first (is that suppose to be Jason Blood with the white streak in his hair?) and Swamp Thing in the second.
  15. I'm not complaining about your Youtube channel, it's great you informed your regular viewers about the deal but posting a link here to a video where you tell people about the link to the site where the offer actually is, as well as describing the steps involved which they could just read at the site seems a little round about to me, that's all.

    There's an XKCD cartoon in here somewhere.
  16. Quote:
    Originally Posted by JayboH View Post
    I haven't heard of stories where people hit bandwidth caps on dial-up. That's insane. I suppose those people always know what they are in for when they can see where a link is taking them before clicking it.

    Posting the video here seems just fine to me given your scenario, because I'll call BS on any of that given how massive some of the patches were for this game, and they were frequent.
    The dial-up was my problem but bandwidth caps can be a problem at the end of a month for all of you broadband people in the US. All I was saying that here, on this forum, a link in the post to the actual website would have sufficed.
  17. Did any of you sit down and watch Cars 2? It wasn't awful like many like to suggest. It was a pretty good adaptation of the whole mistaken for spy trope not to mention all the regular spy tropes people love to watch littered throughout it.

    I think a lot of people here are just POed over the fact there still isn't an Incredibles sequel.
  18. Quote:
    Originally Posted by JayboH View Post
    Whew - at least it's all well and good then. Hopefully downloading a free game won't make things worse for those with tight bandwidth caps, as the video was a whopping 58 seconds long.
    ... and 14+ MB in size. Play time isn't the issue, size is the issue. I know it's so easy not to think about that when you have broadband. On dial-up it took over 40 minutes to load.

    This reminds me back around the turn of the century (God it's strange to use that phrase even though it's accurate) when a secretary at the company I was working at the time decided the only way to distribute three line announcements was to create a Word document and attach it to the mass e-mailing. This was back before multi TB size hard drives and enterprise servers and intelligent e-mail systems. She single-handedly filled the e-mail partition on the company server because the 40KB attachment was duplicated into all 400+ e-mail accounts every time she sent one out, which sometimes were multiple times in a day. The problem stemmed from the fact she was using the official letterhead template with the multiple color company logo as a bitmap file. Drove the IT department around the bend.

    Then there was the fact since we weren't using a Microsoft Exchange server for e-mail, we all had to extract the attached file first to be able to open it up in Word to read it. So now everyone had to get Office installed on their system (as developers, we favored programming editors for our internal documentation and most didn't have Office or the most recent version on our systems). So our bosses had to submit a budget so we could all get Office so we could read our interoffice e-mail.

    But I digress.
  19. Quote:
    Originally Posted by JayboH View Post
    I've been running a Youtube channel for a good while now that I've shared with the community, and it isn't just for the CoH forums. I did it for my subscribers and thought I would post it here also.
    Well that's all well and good but being the end of the month and all, with the fact some people have bandwidth caps, text is the more frugal way to spread the word.
  20. I don't think anyone claimed the game was losing "billions of dollars", just that it wasn't as profitable as some people kept claiming, at least when he take into account the cost of Paragon Studios.

    The game couldn't have been making tens of millions in profit when it only had $10-11 million in sales revenue over the last 12 months. Also that $10-11 million in sales revenue couldn't translate into over 100,000 paid subscribers for several years now. I'm all for enthusiasm but lets ground it in facts first and then go from there.
  21. Quote:
    Originally Posted by Brillig View Post
    Wait - they got rid of MJ?

    Remind me to never update...
    Yes, MJ's family complained when they noticed it after his passing.

    http://multiplayerblog.mtv.com/2010/...ombies-update/
  22. Quote:
    Originally Posted by Thunder Knight View Post
    What bothers me most about this is something that's lost in all the talk about the IPs that Disney bought.

    They also got Industrial Light and Magic in the deal, the company that all the big studios use for their special effects. That means that every movie from any studio with any high-quality special effects whatsoever will be putting money directly into Disney's pockets.

    I'm not sure that's a good thing for the industry. This is worth keeping an eye on.
    Not everyone forgot about that.

    http://boards.cityofheroes.com/showt...05#post4417305
  23. You really didn't have to make a video about it, just point people to
    http://www.stopzombiemouth.com/

    The idea here is to print out coupons you can hand out on Halloween instead of candy (this is cosponsored by the American Dental Association) and the PDF file they provide (8 coupons per page) includes the instructions and the code.

    It looks to be a newer version than the one I own (which means it no longer as the Thriller zombie).