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Posts
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Quote:Although I don't disagree with you on that part... or for those who have read the announcement and not actually tried it, the announcement *does* state:Why do people keep saying this?
I buy stuff in the store as a test every time someone says it.
I just bought something from the store on my Premium Account again.
THE STORE IS NOT SHUT DOWN.
You just can't buy more points.
Quote:Originally Posted by ZwillingerAs part of this, all recurring subscription billing and Paragon Market purchasing will be discontinued effective immediately. We will have more information regarding a detailed timeline for the cessation of services and what you can expect in game in the coming weeks. -
Quote:From my experience of the TR closures there was *some* discussion between the two sides (Destination Games and NCsoft) as to what should actually be in the compensation package. So if you are saying that the compensation package should ahve been already worked out between NCsoft and Paragon Studios... I would have gotten mad at Paragon Studios for keeping the news from us.The point is I'm not the press. I'm a paying customer and have been since closed Beta and I have not heard one word from NCSoft. Like I've been saying all along, they did not walk into work on 8/30 and decide to shut down PS. They knew this for quite some time. IMO they should have already worked out compensation etc or maybe expecting a corporation to have it's **** together is asking too much?
I'd appreciate any links you have to these releases because all that I have seen have been articles that link back to Zwill's post. I have seen nothing official.
In terms of refunding the points, that is something else. Because if you subscribe you get a stipend of points for *free*, but you can choose to buy more... and there is no difference between "subscriber points" and "bought points" when it comes to spending them.
How should those be refunded?
In terms of the subscription, if you email the customer services (which some people did as soon as they heard about what was happening), they got the message from customer services that NCsoft would be contacting them *directly* concerning the billing/unused subscriptions.
I cannot comment on how that works exactly from experiance because for the whole time i was playing TR, i was running on free game time codes (slight perk of the job running a set of forums)
*edit* I would like to emphasize that NCsoft are only legally required to refund the unused subscription time and offer nothing else. The offering of other stuff is where the discussion between NCsoft and Paragon Studio's kick in. -
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Quote:Thanks for the clarfication.The description of Strength on the wiki states that it increases melee damage, but suffers diminishing returns "with a target of 15%/30%." What does that mean? Is that when diminishing returns kick in? Is that when I can no longer go any higher? Is that some kind of statistical average?
With my immense google-fu, i have deduced that the percentages given are the points where you start to experience diminishing returns (ED as it were) on that given stat.
15% for Strength, 30% for Superstrength.
*HOWEVER*, this is only for the bonus from a given stat, it can be enhanced further via other means (gear bonus's, damage mods etc etc) -
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I still have the TR beta install program, as well as the actual TR live client still saved on my computer... granted, they are zipped up to save some space, but i still have them.
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Quote:To be honest, with large layoff off the development team this seems to be fairly normal.One thing I forgot to list is that Zwill mentioned that NCSoft is actively helping the staff look for new employment. Just FYI.
I know that Bioware did it when a lot of the SW:TOR team was laid off (including Rockjaw (ex EU Community/Creative Concepts person)).
So it isn't all that strange. -
Quote:To be honest, all the emails that went out when TR was closed down also included in them what compensation you would be receiveing at the same time, when you will receive said compensation and what else is happening. This was about 2.5-3 weeks after the initial announcement.Almost a week since Zwill's announcement and still no official word from NCSoft. The company that pulled the trigger doesn't even have the guts to face its customers, either that or they are showing just how much they care about their customers.
They know exactly how to contact us when they want to promote other games and they know how to contact us when they want money; but they don't have the decency to say "Hey we're shutting down Paragon Studios and CoX", instead the corporate cowards leave that job to the people they just axed.
I guess the NC in NCSoft stands for Notorious Cowards...
To be honest, i would rather they take their time on this one, instead of rushing out one email, then another, and then a 3rd....
Side note: They did a release (that went out to press outlets) about the closure, and their reasons for it. You might not like *their* reasons for it, but those are the reasons that they have given. -
Quote:Ironically, living by this rule, all those CoX players really shouldn't have complained.I live by a certain rule
Burn me once, shame on you
Burn me twice, shame on me
Burn me thrice, bend over and take it and stop crying like a baby, I have no time for people who don't take notice of the previous times.
/sarcasm
(yes, this will be game number 5 (or 6 if you include the closure of Lineage in the western market) that they would have closed down. -
Quote:Auto Assault was given 4 months notice for closure of the server. Am not sure how much warning the developers were given *ahead* of the announcment (to be honest, i wasnt really one of community there).In the case of Dungeon Runners all that stuff was decided before they made the announcement they were shutting down, and no one was surprised when the announcement was made. Employees were being let go steadily for over a year, and no new projects were being worked on. They knew well in advance how poorly the game was doing.
That isn't what happened to us. PS had other projects being developed, and new issues and content ready to be released. Everyone was blindsided and no preparations were made in advance other than surprising the people at Paragon and us with the termination orders.
So I'm sorry this shut down is nothing like what happened to Dungeon Runners.
I didn't play Auto Assault, Tabula Rossa, or Exsteel so I have no idea how their shutdowns went.
Tabula Rasa: There had been several staff/management changes in the run up to the announcement of the closure of the game (I think they went through 3 different producers in under a year).
They used scrum development techniques so they were *always* working on something, even if it wasnt coming out for that month, it was still being worked on to roll out in a couple of months time (the Armoured Mech Suits for example were about 4 months work)... the 1st person view was pretty fast. I know that other zones were in development and lining up for release when the announcement came through.
When the announcement came, they let everyone go, some came back as consultants i believe, because they would be working on the big final event for the game.
Some of them even came back unpaid to help release and run the "final event"... twice (once for EU once for US). There was a new zone to fight in. There were also some new mobs that hadnt made an appearance in the game before then (well, not as *active* NPC's.. some where depicted as statues previously)
Was some of the work already in progress, more than likely it was, and they repurposed it for the end game event. However, there was a lot of work that they did to get it repurposed, and they didn't have every one needed to do it as a consultant... some of the work was done unpaid. -
Useless piece of information: The Microsoft collection of 3000+ reviews is across the complete company, and unfortunately isnt broken down by division (so for all you know, the Xbox side of marketing for the company could be *pants* to work for).
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Without you providing context to it (or even the passage/link that it is from)... i cannot say.
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Quote:For a laugh, many years ago, me and a few friends tried to come up with a fairly comprehensive RPG *stat* system for dealing with something like what you have suggested.Yeah, I can simply not pick up heavy stuff if it doesn't make sense... But what I mean is I don't like the idea of "packaging" such dissimilar concepts under the same monolithic stat. To me, it's a little like being forced to fly if you pick Sorcery as your power because... Well, most sorcerers fly, right? And most people who are good melee fighters are strong and strong super heroes can throw cars, right? I've always been a fan of picking stats separately from each other on a more micro level. It may be harder to figure out (Arcana and I never seem to see eye-to-eye on the subject), but at least it wouldn't make me feel like I'm paying for benefits I don't want to have
Even if we started off with a few basic stats, to avoid the "lumping" together (ie strength for melee damage, although not necessarily for lifting stuff), we ended up with a nice large selection of derived stats, advantages/disadvantages and so on. Somewhere in the region of 20 odd. We then decided that we would stop there, as we hadnt even gotten to the "powers/skills/abilities" stage....
This was only done for fun, and more as an example of depending on how you describe the basic statistic, and then interpreted and explained your reason to the others, if the action should be stuck into a basic stat or a derived stat.
Side note: I have also played a very basic RPG system, 6 stats rated from 1-6. Roll a die, add relevent stat, beat target number.
You had to explain why you were using a stat, even if it wasnt directly relevent (so intelligence *could* be used for a lifting test, as intelligence could mean that you know where to place the tree branch properly to get the most leverage).
Yeah, lumping of stats together can be annoying, but if you are already running with 6 to 8 fairly distinct stats, it will happen unless you want to have an explosion of derived stats. -
Quote:To be honest, there isnt anything that i have met in my short time playing the game where you *had* to lift something large to progress... Sure, it might make it *faster* if you did, or allow you to throw that car out of the way, but there is nothing making you do it (tell a lie, i believe that in the tutorial you have to lift a wall off an NPC... adrenaline allows you do it though is my reasoning for the "non strong" characters.)Also, it seems like a heck of a lot of not-necessarily-concurrent stuff is all linked to the same stats. Already people have advised me to go for Strength if I want to focus on melee damage (and I do, so I will), but Strength also has the implication of being able to lift cars and trucks over your head, which Sam really shouldn't be able to do. He's a weapons-focused, technology-based fighter whose physique may be super-human, but that doesn't express via super-human strength.
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Quote:Rough stat overview:On point - thank you for the stats breakdown. Truth be told, "stats" tend to be where RPGs make or break for me. I ignore them for a long time, and as soon as I start HAVING to mess with them, I tend to find another game. If it's as simple as picking the stats I need the most and sticking to them, then sure, I can go with that. It should make things easier.
I still have to say, though - I'm not a big fan of variable critical change percentages. That always seemed like the most "gamey" of RPG meta-game stats, and for what it's worth, I'm glad we can't do that in City of Heroes... Or I can't, don't know about Inventions procs. So is "critical chance" what's supposed to up ranged damage? Isn't there a stat that straight up increases ranged damage directly?
- Constitution
- Increases your health points. You get 15 health points per point of Constitution.
- Endurance
- Increases your maximum Energy.
- Indirectly increases the energy returned from your Energy Builder, as energy builders return a percentage of total energy.
- Indirectly increases the energy gained from your normal regeneration (as you gain about 2% of your max energy per tick)
- Strength
- Increases the strength (both distance and chance to penetrate resistance) of all Knockbacks, for melee only.
1 Str = 1% Knockback strength - Increases your Knockback resistance
1 Str = 1% Knockback resistance - Increases melee base damage with a target of 20% (does not include Ego Blades attacks). This bonus is separate from the Super Stat bonus
At level 40, it requires 70 Strength to reach this target. For levels below level 30 the formula is Level*2, and from levels 30-40 the formula is Level+30. - Increases the size of objects you can lift, and makes lifting lighter objects faster (numbers scale with level).
- Increases the strength (both distance and chance to penetrate resistance) of all Knockbacks, for melee only.
- Dexterity
- Increases your chance to land a Critical Strike with a target of 30%(?)
- Increases the effectivness of Stealth granting powers.
- Intelligence
- Increases your ability to see through Stealth
- Reduces the Energy cost of all powers
- 1 point of INT accelerates recharge by 0.15%
- Ego
- Grants Hold Resistance.
- Increases ranged knock strength (1% per point).
- Increases the amount of Energy gained from a successful Block up to 30% of your maximum energy pool.
- Increases Ranged and Ego Blades base damage. This bonus is separate from the Super Stat bonus similar to how melee powers scale with Strength.
- Increases the size of objects you can lift with Telekinesis and makes lifting lighter objects faster (numbers scale with level).
- Presence
- Increases the effectiveness of Healing Powers. This bonus is separate from the Super Stat bonus similar to how melee powers scale with Strength but presence has a target of xx%.
- Increases the duration and health of all Crowd control effects.
- Increases resistance to all Crow control effetcs.
- Recovery
- Increases your Energy Equilibrium
- Slightly increases your maximum Energy
8 Rec = 1 Energy - Increases the energy returned from your Energy Builder and Energy Unlocks.
Quote:Main problem I'm seeing with CO is the extremely low amount of powers. Unless I'm missing something, there don't seem to be pools or a secondary, just that one set. And since they are spaced out so much, you'll go most of your time with just a couple of attacks, which sounds like it'd be excruciatingly repetitive.
It does seem kind of odd that CO was made after CoH, and yet seems so much worse. Hopefully it'll get better, and the influx of CoH refugees will push development along a bit.
This is the totals of stuff that you will get by the time you hit level 40:
14 Powers (12 for Archetypes)
2 Travel Powers
3 Super Stats (pre-chosen for archtypes)
6 Talents (awarded at different stages if Freeform or Archtype).
36 Advantage Points (these are like enhancements... each power can take up to 5)
6 Build Slots (Freeform Archetypes only)
2 Costume Slots (Gold Members only)
1 New Character Slot (Gold Members only) - Constitution
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if *everything* was blanked out, and we had to restart...
Not sure, i am on the fence for this one. It would definitely make the game interesting though, as WW/BM would be pretty bare for a long time... so builds would become interesting.
Not sure that I would play again *as i did* in the past again.. the vet powers have become almost *too* handy for combat chains on the support characters.
Would probably bounce back and forth, it would all depend on how the teaming situation was. If the teaming was poor, i would probably *not* stay for long... if teaming was prevailant... i would stick around. Server populations would pay a major decider on this one. -
Quote:CorrectIf I want to have electric powers I... what? Need to be a subscriber or purchase the Tempest Archetype
Quote:but if I purchase the tempest archetype while being a non-describer I can't be say, Electric and ice-using, I have to be gold for that or pay even more?
*edit* Looking through the store, you can buy a freeform character slot, although it appears you would still be limited to what you have unlocked as a non subscriber as the abilities you can use. -
Quote:I had a talk with a friend of mine around the launch of TSW, and we got onto the topic of sub fee's.15 dollars a month for a subscription is already around the top of what the MMO market will bear. Asking for more is asinine.
We *both* came to the agreement that the days of $15/£8.99/12.99 were drawing to an end.
We felt that $9.99/£6.99/7.99 would be more in line (side note: the non US$ prices roughly equate $9.99 as it stands today) with a global market, whilst opening it up to more players.
If you had Microtransactions, you should possibly think about reducing the sub fee, and then try to monatise the extra's up to what you are expecting to be paid as a sub fee.
But nowadays, the sub fee rate is a bit too high, especially with purse strings getting tighter and tighter. -
Quote:Yep, they are still up in a fashion. Not heavily used at all right now, although people do still pop by every so often. It is something at least for some old TR players to link through.And we remember you. ^_^ And, unlike PTR, your forums still exist, right? -_-;
Quote:We also noted that AA and TR were canceled right as Aion was being launched... and now CoX is canceled as Guild Wars 2 gets ready to launch. So maybe NCSoft has a relatively fixed amount of server assets, and has to kill off whatever's at the bottom of the list when something new launches to free up servers?
So whilst it is a nice theory, it holds less water with the TR closure and Aion. Because you are then sitting on servers that are not doing anything. -
Quote:I do remember reading about Netdevil trying to buy the IP back. Too much money was asked/not enough was offered (take your pick), so the deal went nowhere.In auto assault case it was not profitable , so they shelved it and kept it .
Quote:In tabula rasa case was one big personal feud , between NCSOFT and Lord Britain. -
Quote:The scary thing is that with the average retention Ratio for MMO's (roughly 40% i believe), that would leave just 80K players after the 1st month. Not a failure, but the player base just drops from there (in general, in the long run. Eve Online and WoW are notable exceptions)There's been a few news items with The Secret World. Funcom's CEO stepped down just before it went live, their shares took 40% drop after the launch, layoffs, and sales were only a bit over 200k copies which was below expectations which cost them $35mil impairment charge.
They said they're still going to go as planned as far as content development is concerned but i'm sure all that will somehow have some sort of impact.
Side note: City of heroes has a *high* retention ratio of roughly 75% i believe (I remember reading in a presentation, possibly the 7 year presentation where the number of characters created was popped up). -
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