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Posts
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I've no idea what that has to do with the "But running a script could destroy everything!" arguments balanced against the "Let's create a whole new naming system from the ground up for a seven year old game!" argument.
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Quote:When we have people in a tizzy about how the heavens will shake and the game code will collapse* if the current script is run, I'm not sure why this even gets brought up.Not when a different solution to this problem would let people make characters with the names they want, while the players who have characters by those names won't get punished for not being active enough.
*How's that for hyperbole? -
Hey now, one man's "xc3QFz" is another man's "Flame Boy"!
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Has anyone here been "victim" to previous name purges besides me?
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Quote:My personal feeling is that, just as today's MMOs are designed for people who play(ed) MMOs, that one was designed for people who grew up on pencil & paper RPGs. As clunky as it was, every time a QoL function was added, even something as simple as <Weapons> over a weapon merchant, a vocal group would complain that it was less realistic and too much hand-holding and easy-mode and yadda yadda.I'm also a product of one of [...] early MMO's being my first MMO experience, where as other's noted part of the "game experience" was figuring out game function along with game story.
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Did I like that early experience? While I did play in that MMO for about a year, I can say that at the time it was more frustrating than a game should have been. -
Quote:But they are presumably reading the thread to make sure we behave. I'll accept some feedback splash-off as a resultUntil a red name posts here, I'm not making the assumption that they're even reading this thread to get feedback on something that's apparently not even in the works...
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Quote:I don't think it's especially useful to say one side isn't being creative or the other side is picking stupid names no one else would want anyway. If someone is set on "Thundercloud" for their character and it's taken by someone who unsubbed in 2008 at level 9, then it's a problem for that current player that could pretty easily be fixed. Granted, if it's being used by an active player then there isn't an easy fix but that's not what's being discussed and I don't see cause to dismiss an easy fix because of a different situation.I find most people who complain about not having enough names aren't being creative.
For every name someone thinks is awesome, someone else thinks it's trite or cliché or silly or too punny or just plain stupid. That doesn't change the fact that the first guy still thinks it's awesome. -
Quote:Nothing binary about it as I said I would revise from there. But I certainly believe that starting at "benefits one customer" is more intelligent than starting at "one guy who may or may not ever return has a sad story".... And back to the binary argument again. A business has to run on a bigger picture.
Quote:Offering a link is the only practical help in such situations that I can offer, I'm sorry to say, as opposed to advocating for a change to the database that the devs evidently don't see as a pressing need.
Edit: That's a lot of commas. -
Quote:How many paying customers should benefit before non-paying non-customers? I'll start with "one" and revise it upwards based on additional evidence.How many "freed" "good names" are worth the potential loss of good will? When only intangibles are at stake, the conservative course of action is the better business practice.
The rest of your arguments are based in hypotheticals, as are mine, and so suffice it to say I disagree with how you weight things. You do likewise but without harder data there isn't much headway either of us will make.
Quote:Once again, I recommend brainstorming with a superhero name generator as a more efficient use of one's time and energies than trying to argue for this nebulous position -
How is this different from the previous purges? There's always going to be hard-luck stories. How many hard-luck stories does it take to block a purge?
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Quote:You keep saying that but, short of some numbers backing up resubscription rates, it just doesn't hold up compared to real-paying-this-very-moment customers. Existing customers benefit from a name purge. Brand new customers benefit from a name purge. Heck, even resubbing customers can benefit from a name purge as they might actually want some of those purged names upon their return. The only ones who are negatively affected are this hypothetical pool of "low-hanging fruit" returning customers of unknown quantity who have names under the limit that someone else wants.In the first place, "non-customers" comprise both former ones and potential new ones. The former are low-hanging fruit
Quote:In the second place, trying to do everything to make current players happy is similarly bad business -
Ironically, one of the early big MMORPGs didn't tell you squat upon logging in, under the impression that discovering for yourself where your trainer was and who sold muffins versus who sold healing spells was all part of the experience.
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Likewise (although I went longer out than 3 months). Sporadic outliers shouldn't be a reason not to do it. Give them time to return but ultimately paying customers should come before non-paying (thus) non-customers.
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Given your previously bizarre notions on "most valuable returning customers", I'm going to skip on your business acumen but thanks none the less.
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Subjectively, it feels more quiet. I see fewer people and am invited (randomly) into fewer teams when I play red side. I see less chatter in broadcast and fewer calls in global channels for red side teams/SFs/GM Hunts.
Objectively, I couldn't say. I don't actively try to team on red side so I'm relying on how often people ask me and maybe red side players don't team as often due to ATs soloing easier or because "teaming" to commit villainy doesn't feel as intuitive. -
Quote:Not really. The argument is that those names essentially don't exist any longer since they are locked in defunct accounts. There is still only one unique "Ice-Lad" at a time per server.i mean, if you're going to be fighting over "popular" or "taken" names in the first place, and people want those names up for grabs so they can take them for their own characters, that kind of makes the whole argument about uniqueness moot, doesn't it? There already were people with those names before they got renamed, so it's not like the name was excusive in the first place ... to say nothing of the people who make variations on a name.
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Quote:And I agree with it. Bird in the hand, and all that.In other words, you're saying "the player who is actively paying month after month is always worth more than the ones who don't, and therefore their opinions have more weight than everyone else's." Pretty much what Forbin was saying.
Quote:However, that's not always true and it's a little fallacious to assume that it is. What if there's a larger majority of players that pay to play with less frequency than the ones who pay every month? What if that majority, even though they play less often, brings in more money than the dedicated players? -
Quote:If no one else wants your name, you'll have it when you return. All it does is flag the name as available. If someone else asks for Ice-Lad after the purge, they'll get it and you'll return to find yourself named Ice-Lad1 with a free rename token. If no one asks for Ice-Lad, you'll return to find your name untouched (and now safe since you've logged in).People might be less likely to become paying customers again if they find that their character names are wiped just for not being all that active. This "name wipe" system doesn't sound like it distinguishes between "popular" or "wanted" names, and names which are highly unlikely to be contested. Attempting to do so would be near impossible, I imagine.
So it naturally distinguishes between "wanted/popular" names and "unlikely to be contested" names by virtue of the fact that no one else will ask to be "Chandra Dillmyster" or "Purple Tablelamp Bot" in your absence.
Quote:...because I wasn't active enough for, essentially, the tastes of more dedicated players -
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Quote:I never said they don't want anyone to return. But your coveted "best customer everyone wants" returning customer in this case is the guy who "returns" month after month after month, not the guy who leaves (and doesn't pay) for years on end. The former is more valuable than the latter.If that were true, then no MMO producer would bother with the "welcome back" free specials, which are offered by numerous ones, including Paragon.
If you were running a bar, would you tell your nightly customers "Hey! No sitting on that bar stool! There's a guy who sat there once and left here three years ago and you never know when he'll be back, but man I want those returning customers"? -
Quote:In the MMORPG market, "returning customers" are the ones who hand over a check month after month, year after year for game access. Not the ones who leave for two years but might, maybe, someday return.The suggestion that the company should undertake any project that could potentially turn away returning customers - which are the best kind to get and which businesses always hope for
Quote:Unless you can produce an affidavit from "Fire Girl", then you're not in a position to say what's fair to that player. -
Quote:Yeah, but he finishes it up by saying his opinion is to run the script{I see on preview that while I've been recycling some of my points from the previous thread to underscore this argument's repetitious nature, Memphis Bill has posted one of his epic Copypastas.}
I'm not even personally invested in it -- I'm out of slots on my server anyway unless I buy more (which I'm unlikely to do), delete characters (I'm more likely to keep their name and find a new concept) or switch servers (I'm happy where I am). I just don't see a good reason to not run the script with a wider net. A good reason to do so would be that this game is losing people faster than its gaining them if the quarterly DOOM! posts are to be believed and measures to help existing customers create and become invested in new characters or help new customers create characters are worth more than worrying about people who left the game five years ago... but might return any day now and ragequit when their name is gone.