-
Posts
68 -
Joined
-
I am so sorry I didn't hear about this. I just played with her Monday, too...
I'm really sorry, Thor. She'll be missed. So much. -
Ooh, Hero One. I forgot about him somehow. If he was brought in, that'd be really cool.
-
This might have been posted somewhere before but... Someone is going to die...
Can we PLEASE make it be Statesman? He's been the bane of all of us for far too long. -
Quote:Agreed. I won't say I know their job better than them, but I manipulate database scripts all day, so barring the possibility that Cryptic built the database on a totally foreign platform from all existing ones, and used their own arcane language to do it where 'e' is typed as fbu%^%&b, then it shouldn't be -all- that much work. How much work that is though compared to what they have now, I won't guess at.Realizing that this invokes the usual "I know the Devs job better than the Devs" thing, there's already a script in place for name purges. I find it hard to believe that it would take a significant effort to change a few variables (max level & time unsubscribed) and run it. At least, not so much time that "The Devs should be working on [X] instead" needs to be a serious consideration.
-
You won't find anything in my bios that's not readily apparent to others. This is mostly physical stuff, with the exception of one character I have that basically screams psychically all the time. Its not her fault; she doesn't know she's doing it! But anyway.
You won't find a backstory or a long personal history. Why? You don't know it yet, that's why. And I'd rather be approached by an RPer able to handle themselves in an actual conversation, than one who has to 'know about the character' in order to make sure 'they fit' before speaking to me. Nine times out of ten, those are the people looking for ERP anyway (most often couched as 'romance' or 'a relationship').
I'm not saying I won't play with people who put a backstory in their bio mind you. Its really the fault of whoever decided to name it a biography in the first place. For heroes, its fairly useful, because everyone might have seen Ultraheroman stop the bank robbery on TV. That's safe to put in a bio. But for people who don't pay well-known get-followed-around-by-cameras-all-the-time types, no one knows. So why ruin the suspense of finding out? Some of the best RP moments are you finding out about awesome/surprising/terribad things that have happened to a player at the same time your character does. If you know about it ahead of time, its just, 'Oh, glad -that's- out there now so I don't have to pretend not to know it.'
But really the only thing tat bugs me is the blatantly contradicting lore characters. If you've found a hole in lore by all means, take advantage -- at least until they fill it; then you might be in trouble. But if say... you're a Praetor, or Lord Recluse's son, my characters will laugh/attempt to staitjacket/go off in search of your keepers as the mood suits them. -
I will agree that there are other things that need to be taken care of as well. I'd hate for a solution to this issue to take away substantially from new content or whatnot. Fortunately name releases are done with just running a script, so its relatively quick and easy.
P.S. Arcana's idea is slowly growing on me, but I'm afraid it would involve work they can't afford the time for right now. :/ -
Quote:The other objection to this would be (and this is an assumption, but it seems a fairly safe one, given that it is made whenever CO's system comes up) that people don't really want to share names. Such as, you level a character named Death Knell to 50, and have a good reputation, and then someone else makes one, becomes a griefer, and unless someone can remember the full Dark Salacious Fearful Death Knell then the newer Dark Fearful Salacious Death Knell could ruin a reputation.I mention titles only because they already exist, so its easy to point to as an example of a similar system. I wouldn't appropriate titles for this purpose for the reason you specify: people have randomly picked multiple long winded titles just because they can and it currently doesn't clutter up the name space.
But if I *want* to be The Dark Salacious Fearful Death Knell then even if we switched to Global@Local with no prefix options I can still be a relatively unwieldy name by simply setting my global to "TheDarkSalaciousFearful-" and as long as it fits in the blank that's what I would be known as. You can't really stop me from being unwieldy if I want to be (short of the maximum field lengths), but you can design the system to prevent a player from being *forced* to be unwieldy.
The point to the suggestion was that if people actually think Global@Local is a good idea in terms of making names unique, there's no reason not to simply say that Prefix@Local (or Prefix-Local, or PrefixSomethingLocal) must be unique and allow players to put in something other than their global handle in there. There's no computational difference, and no namespace difference. The fallback is always Global@Local which is guaranteed unique, but if the player can find *another* SomethingLocal combination that is *also* unique, why not allow them to use it? I can't see what problem that creates, in that it has all the benefits of Global@Local but with one more option available to the player.
(Last reply for the night, as I'm up way too late and want to miss the sun. This argument against CO's system just came up tonight, which is why I'm mentioning it.) -
Quote:So we're basically looking at a replacement of the title system that's in the game now, correct? It seems like it would be a bit unwieldy to have The Dark Salacious Fearful Death Knell. I can't remember if those are actual titles or not, but you get my drift?The prefix would be adjustable per character, specifically to avoid the problem you describe which would occur if Global@Local was adopted. You wouldn't want to force someone to be known as ClownPants@Death Knell. That particular bit of cognitive dissonance should be optional on the part of the player.
-
Quote:Keep in mind, they'd have to miss every free reactivation weekend for two years to not have their names re-reserved. The amount of names we'd get back is an unknown factor, but with somewhere in the neighbourhood of at least 75,000 inactive accounts, I think we'd get a lot of names freed up. There are a lot of old accounts out there that don't even have globals still; its a fairly safe bet that they're not going to be coming back for the most part.I still don't see what it solves. It also negatively impacts those who can't get on during that two week period/don't get the email for various reasons. What if they're over seas stationed in Afghanistan or what if their computer is broken? Too bad, so sad? And in the end what do we gain with this risk of potentially infuriating potential customers? A few names get freed which will instantly get taken up again and we're back at square one.
It's a bandaid to the problem, not a fix. -
Quote:Originally Posted by DecafTo me this whole thing isn't about creativity it's about keeping the game fresh and alive for the folks who are giving it the funding to keep growing.Quote:The problem I have with this statement and others made like it is, it works great in theory but fails in practice. It's a business, someone who has been gone for four years could come back during a particular event (say the launch of GR) and thus pay for a certain amount of time of their choosing. Which increases NCSoft's revenue for that period.
Now should they not, they're not losing anything either (not over inactive accounts and names anyways, it's fractional compared to a massive process of canceled accounts). The game has been doing fine through the years with this process going, this is why I initially disagree on the motion, because I don't think it'll impact the game any greater than say, five hundred people picking up the game and starting an account. And we clearly see that they aren't losing money by keeping these names around nor will they get a boost in revenues for freeing them up. The only way to do that would be if you were willing to have a claimed name from an inactive account, would be to pay another $15.99 (or some percentage of that) for the other persons account. Which would be silly.
This has all been addressed in the proposal Ascendant made, so it really serves no purpose to continue bringing it up. I realise not everyone reads every post on the thread though, so I've summarised it in the original post. You should take a look. -
Quote:I see. Not quite what I was thinking. It sounds as though it would work,though. I only see one problem with this, and that is that every character a person has doesn't neccesarily work with one suffix. For instance. If I choose "The Fearful" as my suffix, I could have "The Fearful Night Stalker" and the "The Fearful Death Knell" but "The Fearful Sunflare" doesn't really work. I realise its a cosmetic thing, really, but that's the type of thing I think that would bug a lot of people, given the amount of talk I hear about the lack of certain types of titles.When CO launched and the subject of the Global@Local thing came up, I suggested the alternative of having a freeform prefix that would *default* to global, but which the player could override with something else if they did not want to be known that way. So instead of one of my characters being known as Arcanaville@Violet Rumble, I could override that and be TheAwesome_Violet Rumble or whatever. The burden would then be on me to find an alternate unique prefix. The exact mechanics of this would need very careful refinement, particularly in how players show up in chat, in teams, in team listings, in Supergroups, etc, and preserve some of the existing rules regarding names (like for example the name above would be illegal because only GMs can have underscores in their names).
We could even expand the current prefix system so that my server-wide unique name could be The Unstoppable Violet Rumble and everyone would have to pick a unique set of prefixes to attach to their local name (the first player to pick that name could elect to have no prefixes, since that would be unique at the time).
The advantage of a prefix system is that it could be expanded or enhanced to make local names globally unique without resorting to forcing people to use global handles, allow people more freeform control over their visible names, and allow for a potential future where either shardless or cross-server teaming became possible. Those are things purges can't do.
I'm not sure I exactly like the idea, but I think it has promise and would likely be more palatable to more people. It can be sold as adding more possibilities rather than allocating existing ones.
One solution I see is that there could be an option not to have it show up, but that option would need to be on the players end, or else I'd see "Sunflare" and everyone else would see "The Fearful Sunflare". (Which is why CO's system didn't really work out.) -
Quote:Both of these are actually good suggestions. I'd be up for both, actually. No reason to exclude more prefixes if it increases the available names. I'm not sure it would do a lot, but even if not, it would help. What type of prefixes are we actually talking about, just the normal Dr., Mrs., etc?*snipped for length*
Rather than have player names quietly expire due to inactivity, it might be better to have a loud, visible purge process where every six months, say, there is "name freeing friday" where those names are purged and players know to try them again. It becomes a marketable and visible mechanic. And if you are doing it so that every one can have the name they want even if its already taken, perhaps a purge is not even the best way to do that, and an alternative like a direct system of supporting name prefixes would make more sense. -
Quote:Again, the point of this thread is to come up with alternatives to the current system.Where you're going off the rails is that since there is no decision to be made without good data, you're saying we should just do it your way. In fact, the least risky response is to do nothing different from what is currently being done.
That is generally the first step in any process. You examine your alternatives, and once you have an alternative that seems workable, then you compare it to the current process. This is generally a step that is -always- going at most companies in one area or another. If it doesn't happen, things get outdated and sooner or later fall apart. Do things always change? No. But to assume that things don't always change means that no change is ever considered is not accurate.
No one who's actually involved in the actual topic of the thread is trying to make a decision for NCSoft, but much in the same vein as actually naming a character, the more people thinking about an issue, the more ideas you get, and the more likely you are to find an idea that you like. -
Quote:If they're willing to use that, then sure, I see no problem with it. Anything is better than letting names languish for an indeterminate period of time for players who have no interest in coming back for them. This might be a little more complicated to implement, but then they've started up some other stuff recently that they said they'd never be able to do.What about something like this?
Figures of fame and fortune come and go. One person could carry the name of 'Aeon Shadow' for a week, just to inevitably fade in the ether over time, and give opportunity for someone to carry the identity to more lasting memory.
Upon character creation:
That character's name is protected until one year after their subscription expires.
For every ten levels above 30 the character gains:
That character's name is protected for an additional six months.
Upon gaining two years of paid subscription time, and for every year paid afterwards:
Every character on the account is protected for an additional three months, but only if they are above level six. If they are above level 20, it becomes six months.
..and let this knowledge become available to the player, so they know exactly how long their name will be protected, should they leave the game and not come back.
A single reactivation is all that's needed to reset the protection duration.
After their name protection expires - they will still retain the character, and everything earned by that character, but the name will gain an alteration ("Captain Amazing1") - should a current, paying subscriber roll the name.
Inactive'd characters will receive a one-time rename token for use on that character only.
Under this system:
- A level 3 alt named Captain Amazing, belonging to a two month accountholder will become open after a year of account expiration.
- A level 50 character named Lone Shark, belonging to a six month account, will be protected for two years of inactivity.
- A level 50 character named Belle Barium, belonging to a six year account, will be protected for about four years.
- A level 3 alt named Captain Amazing, belonging to a five year accountholder, will become open after a year of account expiration.
Emails can be sent, and are an opportunity to remind players who have been away from the game a year or more to 'see what has changed', in the City of Heroes. Paying subscribers who are about to reach the end of their protection duration may receive a free 10 - 14 day "re-trial", which will extend the duration on all characters by 60 days should they accept, and log in.
Why?
- This system rewards paying customers over non-paying customers, and inactive name-hoarders.
- It may be gimmicky, but it can serve as hook to be a better retention system than the one in place now. -
-
-
Quote:Your guess would be wrong. It is up to the person making each individual argument to prove the merit of the argument. If you don't like having to back up your side of the argument, then don't be surprised when it's pushed back on. However, you're also totally ignoring the other side of the argument. The proposal that Ascendant mentioned, and that's been added onto totally invalidates the entirety of what you've said. So, please, either stay on topic, or start another thread, but don't keep harping on the same point over and over again when its totally irrelevant anyway.Lets recontextualize with a different subject. Suppose I propose to the devs that they give Power Blast twice its current damage. Is it up to me to prove that's a good idea, or is it up to them to prove to me that its a bad idea? Who has the responsibility in this situation? My guess is that its not the devs.
When someone who has an MBA and a red forum name comes and says 'this is a good business idea' or 'this isn't a good business idea' then that will be that, but until then, any claim to business sense is spurious at best.
In addition, if you're going to point to the status quo, then you need to come to terms with the status quo not being what you say it is. The Devs have done name releases in the past. They have never said they won't do it again. They have, however, stated they would only do one when they felt it was a good idea. So the status quo is this:
Name releases are done at irregular intervals.
If you feel inconsistency is better that a consistent system, then by all means, say so, but don't represent things as facts when they aren't.
And please, try to get back on topic. -
We've pretty effectively de-railed at this point, so rather than continue to argue off-topic about something that has been pretty well summed up by Oedipus_Tex, I'm going to instead try to get back on topic. Here's where we've gotten so far. Hopefully we can stay on topic.
This is a sort of combination from several people (I'd list names but I'm afraid I'd miss someone).
1) Players individually get contacted in conjunction with a free reactivation weekend shortly before (perhaps two weeks) the second year anniversary of quitting the game, or immediately if the player is already over two years.
2) Two weeks after that, if the player hasn't indicated an interest in preserving the characters, by logging into the game, the names become open.
This keeps the opportunity for previously held names to become available, but also stops the "Great Name Rush" that would normally be associated with scheduled purges, and make names naturally recycled into the game. The negative risk to this is as close to minimum as you can get, since all players, regardless of how long they've been gone, would be able to simply log in and reserve those names again, thereby safeguarding them longer. It also provides a positive for current players, since if the names aren't re-reserved, they would become available to current players. -
Actually what you've been saying is that there's no need to get proof at all, since you're not wanting to change things. That is simply false, and rather naive. Proof is needed on both sides. If you could go out and get the info to prove that NCSoft than keeping the names is more beneficial than releasing them, that's fantastic.
-
And in this case there's miniscule risk at all that those players would be 'lost' because they more then likely won't come back anyway. They've pretty much shown that already. For there to be any real risk, there would need to be proof that a significant number would actually return. That proof doesn't exist at present. If and when it does, this argument becomes relevant again.
-
In a case where one was able to go out and find the info needed, there'd be no running around at all. However, this brings me back to the point I've stated several times previously. The purpose of this thread is to get people's opinions on it, not to try and make any business decision. It's a bit naive to think that any of us could make a good business decision with the facts in hand. This is just a first step in bringing the matter to the dev's attention, if they're not already thinking about it, and letting them make the decision. To think that we can make it it pointless without the kind of information that only they would be able to get. Keep posting though, because the more posts we have, and the longer we stay on the front page, the greater the likelihood is that it gets noticed!
-
Yes, I did. Problem is, the first bit of your post didn't agree with the second bit. When considering an issue, you should never have a 'default'. Whichever direction is chosen, whether to change, or not to change, should be made because its a good reason with supporting evidence. Not changing without a good reason is just as silly as changing without a good reason. Changing because of an hypothetical is the only time change ever happens. Even with surveys and polls and such, at the end of it all, you have an hypothetical, and it will remain that way until someone invents a time machine and goes to check for themselves what the results will be. Anyone who behaves otherwise is perfectly free to do so, but I like logic.
-
Quote:Actually, 'we should do it this way because we've always done it this way,' Is the type of attitude that caused the downfall of a lot of major companies. Ford lost the stranglehold it had on the auto-industry because of it. IBM lost its lion's share of the computer market because of it. We've all just seen the downfall of more than a few large banks because of this. In any scenario, it is of equal importance to consider why you want to keep things the same just as much as you should consider why you want to change them. 'We should do it this way because we've always done it this way,' is never a valid reason for anything.Exactly. That reason has way more weight than you're assigning it, especially in a business context.
Even then, it's not so much a matter of "we should do it this way because we've always done it this way," but rather "why should we change what we've been doing? How will it benefit us to change?" -
Quote:I'll have to check that out, then. It sounds familiar, but I'm not sure...It's my own variation of my Bartle Test score.
Quote:The small sample size notwithstanding, until there's a similar one for the opposite side of the argument, i.e. players who are now quitting because there hasn't been a name purge, the facts in this debate are still too nebulous for a cut-and-dried decision.
Quote:NC Soft still would have good reason not to alienate ~4% of potential returned business if they can't point to a loss of current subscribers over the issue. (As long as we're playing with numbers, that's a potential loss of as much as $45,000 for just one month, to go by your estimate on inactive accounts.)
Quote:Did you ask how many players in the RP channel had decided to quit since "iconic names" aren't available on this particular server, the lottery-like odds aside that they'd be able to obtain the specific ones they wanted?
Very true. As with most large companies though, they don't look at everything all at once, and seeing the subject here in the forums, might serve to give them a reason to look at it themselves. That's why I started the thread. So keep contributing, whether you agree or not, and hopefully it will grab their attention sooner or later.