Judgement_Dave

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  1. Quote:
    Originally Posted by Avatea View Post
    Villains to Nerva and Heroes to Peregrine Island! Time is running out!
    Aren't Nerva and PI the homes of the portals to the shadow shards?

    Or are other portals also used?

    If not - any significance?
  2. Although looking at Avatea's posts on the Virtue/Freedom attacks:
    Quote:
    Attention Virtue Heroes & Villains, the Rikti have broken through in unprecedented numbers in various parts of Paragon city and the Rogue Isles. I fear without fierce resistance they may be on the verge of establishing a new beachhead. Please join in resisting this alien menace!
    Quote:
    Attention Guardian Heroes & Villains, our Virtue population has bravely fought off a massive Rikti invasion but they are now at your doors in both Paragon city and the Rogue Isles! Join us to make sure Guardian doesn't become a new Rikti World!
    Admittedly it's only a stupid optimism and the lines about the rikti establishing a beachhead and them possibly making Guardian a new rikti world but what if...

    Rikti invasions that have lasting server-specific zonal effects.

    Yeah overly optimistic - but lasting zonal effects dependant upon players actions have been a recurring 'wishlist' item for years...

    Curse my faint glimmer of optimism.
  3. Quote:
    Originally Posted by Dr_Mechano View Post
    correct me if I'm wrong but weren't none of the EU servers 'scanned' an only Virtue and one other US server?

    Feel free to correct me if I'm wrong.
    Quote:
    Originally Posted by Golden Girl View Post
    So far, the only attacks seem to have been on Guardian and Virtue.
    Sceptical that the attacks may be enjoyed more by the PS/NC staff taking part than the playerbase.

    Imminent rikti-based happenings have been built up enough that it can't fail to be anti-climactic if it ends up little more than a few staff-attended invasions that, as a player, you need to be lucky to catch. And standard non-staffed invasions wouldn't really add anything.

    Heck, after such a relative drought of permanent dev-created content (as in TF/SFs and arcs) for more than a year a longish build up for anything short of great news re: GR or another issue on the horizon would probably be anticlimatic.
  4. Quote:
    Originally Posted by Scarlet Shocker View Post
    I do not see this as a "gift" in the traditional sense. I actually see it as an insidious attempt to cull certain server numbers and make us smile while it happens.
    Maybe as an attempt to recognise the EU it's a multilingual 'gift' - English for NA and German for the EU.

    I wouldn't get too het up about this. Yes it's just about as useful as a chocolate fireguard for EU players - but we were pretty damn used to being treated as second class customers (at best) before the board merge. And I'd have thought that they would try a server-list merge before this if the intention was to see if any servers became so quiet that they could be closed.

    i.e. cynical as I am I see it as merely an attempt at a nice gesture that probably works well for some NA customers but is virtually useless for EU players. I see no hidden agenda nor intended slights.

    BTW - is it the case that some of the text/dialog settings on characters is set at creation and moves with character when transfering between servers using different languages?

    As odd as it seems I was told some time back that this happened (and was partly to do with the dodgy multi-language implementation used by the game) - giving me the impression that some text would remain in German if I decided to transfer charcaters created on Zukunft to Union.
  5. Quote:
    Originally Posted by Techbot Alpha View Post
    I'm entertaining the idea of getting a US account for a month or so over the holiday period, to take a peek US side.
    And cynically I'm fairly sure that EU players buying NA accounts alongside their 'main' EU accounts is another reason for NC to delay a server list merge (even if they eventually swap completely). And if enough do this, they get 2 lots of subs for the switchover period and then can close the EU servers for low population - all the effects of a list merge with no cost and extra subs.

    Of course, that's the cynic in me and no doubt far, far removed from the reality.

    But Heck - a list merge would be such a nice Christmas present.
  6. Quote:
    Originally Posted by Lemur Lad View Post
    I just want to add a comment for all the "new raid killed all interest on X server" people:

    Please look at the bigger picture before you specifically blame the changes for killing interest. When old Hami became popular, it was largely because that was one of the only interesting and valuable things to do. This inflates the perceived "importance" of the old raid.

    [snip]

    I beg you all to be completely honest with yourselves. I know on Pinnacle even before the change, we were raiding Hami less often. If you think about it hard, I expect you'll realize it was getting that way everywhere (not counting the surge of nostalgia raids right before the new issue).

    Once inventions hit and people could do 2-4 Quick Katies, or a few Speeden runs in the same amount of time, can you really blame them for not wanting to spend 3hours on learning the new raid, in the hopes that in the times after that they'd get it down to an hour? Are you really going to keep blaming the raid for that?
    Agree totally... in general...

    Though we european-server players never did raid as much as the tales from the US boards suggested you Americans did... And on Union and Defiant we hadn't been running regular successful raids for very long (maybe several months iirc).

    Without the same size playerbase as some US servers and correspondingly fewer hardcore raiders we'd taken the time to learn the ropes and get a raid that worked...

    The seperation of server lists coupled with very few (none that I can recall) players running both EU and US accounts meant that we didn't have anyone experienced in US raids - so our own limited trial and error and the odd US forum post/guide was all we had to go on.

    But we did get there eventually. There was a period where Defiant and Union were in fairly regular, good natured competition and it was still never guaranteed that a raid would work.

    There were a few attempts after the change - but they tended to end up as 5-7hrs of repeated death before it became clear that it wasn't going to work.

    Sure it would probably have died a death (or at least become less popular) in time as newer challenges and rewards became popular, but I'm pretty darn sure that overnight the change made it nigh-on impossible for a small server population (isolated from the US population) with few hardcore raiders.

    We could have got there eventually - but I don't think that our fairly casual players were enamoured by the prospect of spending 7hrs every week or fortnight not really knowing what they were doing, repeatedly faceplanting, and risking DCing out of the event and all with probbaly no reward at the end (other than experience of what didn't work).

    With that scenario quickly being seen as the probable outcome the raids were bound to quickly die off once a critical mass of raiders couldn't be gathered.
  7. Quote:
    Originally Posted by BackAlleyBrawler View Post
    • Originally, the raid was designed to instance at 75 and cap at 100 players. That got lowered by programming to 40/50 for server performance reasons (particularly for Masterminds).
    • Originally designed as a co-op raid, with both sides having access to The Hive. That got veto'd in lieu of impending Rikti War Zone/Invasions and stealing some of the co-op thunder from them. That in turn prompted The Abyss being built.
    Is server performance still limiting this to 50 or could it be extended upwards?
    And couldn't the Hami raid be made co-op now - since the thunder of introducing co-op has long since echoed into silence.

    Upping the player zone limit could help entice back some of those that don't even try for fear of DC'ing midway and not being able to rejoin, and making it co-op would increase the potential pool of players on lesser populated servers.

    Quote:
    Originally Posted by BackAlleyBrawler View Post

    • Splitting the reward up using the soon to be added invention system, so that you had to be there for the whole raid to get all of the components to make an HO of your choice. Idea here was to discourage people from just showing up at the end for the reward. That got axed long before the details could be hashed out
    • Number of GMs needed to spawn Hami was much lower. The basic idea for this was that players could trigger a raid rather than waiting around for Hamidon's spawn timer. It also gave people something to do rather than waiting around for "minimum" number of raiders to show up.
    Some form of reward split (or even multiple reward points) would have been a good idea - shame that was dropped.

    And the ability to trigger the Hami spawn is possibly one of the best things about the changed Hami. Though on servers with low population it can be somewhat frustrating doing the Hambrosia farming and spawning Hami when still not sure if enough people will turn up to make a raid realistic.

    Or at least: I remember that it used to be so - so long since a saw an EU raid...


    Quote:
    • More blooms than asked for. Technically, it's the maximum (I wrote down "2-3", they scripted 3 plus the starting bloom...so 4 total). Total time-wise, 4 blooms ended up being about where we wanted it to be but in a much more repetitive way.
    Slightly ironic that the new Hami is repetitive when it replaced the old Hami partly because it was boring.
  8. Quote:
    Originally Posted by Lady Arete View Post
    Can only speak from Union.
    Since the new hamidon I can count on the fingers of one hand how many times there has been a Hamidon raid.
    And then you're left wondering what to do with all the other surplus fingers.

    I can see that Hami needed changing but the implemented change really did kill off a regular event on the EU servers (especially Union).
  9. Another fine video!
    Quote:
    Originally Posted by Scarlet Shocker View Post
    Quote:
    Originally Posted by NarfMann
    That gave me chills. Seriously, how is it you're not working for NCSoft?
    Have you not noticed that what NCSoft knows about marketing can be written legibly on the back of a postage stamp?
    They know that not paying for D_Rs time gets the the videos made within their apparently limited marketing budget.
  10. Quote:
    Originally Posted by Golden Girl View Post
    I think Perez Park is thew most likely zone to get a makeover rather than a rebuild - it's similar ot the Hollows, with the same punish-you-for-being-low-level design to it, so a trainer, hospital, repeatable contact and resized mobs would be a good way to make it more user-firednly.
    Why makeover PP?

    The hollows has 3 major arcs for levels 5-15 (iirc) - and was punishing on many due to the hazard spawns with a very long trip from the hospital after the inevitable defeats (especially if you'd entered Hollows from Atlas and had a mission at the southern end of the Hollows).

    There's no similar level of content in PP, and, tbh, it gets used a reasonable amount (compared to DA/Boom/SS) and doesn't have too long a trip from any of the surrounding city zone hospitals.

    Boomtown is a pain in the behind to get back to from Steel hospital - but there's very little reason to go there, certainly no major chunks of arcs set in Boom (not that I can recall anyway).

    DA has it's own hospital, but even less reason to go there unless badge hunting.

    I'd say Perez sits well - and not least because there should be a 10-15 level zone with decent sized spawns (the one thing I disliked about the hollows makeover was the reduction in spawn sizes).

    Admittedly Perez could do with a zone arc or two to help explain the history of Perez and the gangs there.. but the same could be said for most of the city zones IMO.
  11. Quote:
    Originally Posted by Dispari View Post
    This sounds like B_I's previous complaint that because we've had pay packs, we'll never ever ever get free costume parts again, and the evil dev overlords will FORCE us to buy packs to get costume pieces. When pointed toward all the free costume parts we've gotten since pay packs came out, B_I noted how none of those count.
    Not sure who B_I is...

    I'm not suggesting that it is moving to a model where we pay extra for content. But it irritates the heck out of me when some posters argue against a recent lack of content by stating that GR will have plenty - GR should be seen as seperate to the usual, regular content updates.
  12. Judgement_Dave

    No "More"

    Team-oriented search tools - so that a team can advertise itself as LFM and someone looking to join a team doesn't need to send tells to all and sundry but can pinpoint the team leaders of those with available spaces.

    SSK means that levels aren't anywhere near as important as they used to be, so this would pretty much seal easy-teaming for CoX as wayyyyyy ahead of most (possibly any) other MMOs.
  13. Quote:
    Originally Posted by Catwhoorg View Post
    Issue 10 Content
    5 Arcs
    Leventera 6 missions (Introduction) and 3 missions (Ben decker)
    Serpent Drummer 7 Missions
    Gaussian 6 Missions
    Dark Watcher 6 Missions

    1 repeatable contact (Borea)
    1 TF (5 Missions)

    Issue 11 Content:

    The Pilgrim (4 Missions)
    Lazarus (4 Missions)
    Tesseract (3 Missions Villains only)
    Twlight's Son (4 Missions Hero only)
    Silos (Hero) 5 Missions
    Silos (Villain) 3 Missions


    Issue 12 Content
    Hero
    Montague 5 Missions plus Fedex and crafting
    Percy Winkly 5 Fedex and Door

    Villain
    Ashley McKnight (i) 5 Fedex and Door
    Ashley McKnight (ii) 3 Missions
    Darrin Wade 5 Missions

    Both
    ITF 4 Missions
    Repeatable contact

    Issue 13
    Mecedes Sheldon 3 Hero Arcs (10 missions plus a couple of hunts)
    Mecedes Sheldon 1 Villain Arc 2 Missions, plus a hunt and 2 Fedex

    Daedalus 2 arcs 6 Missions
    Sister Airlia 2 arcs 6 Missions


    Issue 14
    AE intro (not really an arc but an amazingly well put together tutorial, I hope GR's new tutorial is of this standard)

    Issue 15
    Barracuda SF and Khan TF

    Issue 16
    No new 'dev content'
    Hasn't ER just been mentioning the last 6 issues as rubbish? Or did I miss somewhere where they said last 7?

    Just asking as you show the last 7 issues 10-16. If it's just the last 6 that ER's poo-pooing you should be looking at 11-16.

    It's still a decent amount, just trying to eliminate false evidence sneaking into the discussion.

    Given how the past 3 have been very dev-content-light (though very good quality content, IMO) I'm still hoping that there's a good amount of non-GR dev content on the radar.

    Whilst I'm pretty sure that most people who've played CoX for more than a couple of months will get GR it is still a seperate paid expansion. There ought to be some new content for those who won't (or can't) be getting GR unless we're moving to a content-model where all new content is bought by a purchase seperate to the subscription.

    It'd be good if the threads that have been running (well, limping slowly at least) for the past couple of years still make it into the game in non-GR form. Thinking of the coming storm and those letters we occasionally find...
  14. Quote:
    Originally Posted by Scarlet Shocker View Post
    However we can make a pretty good guess that the CoH franchise is in pretty good health. When Posi came to Defiant's Pocket D, he said (bearing in mind there was no hint of GR at that time) they were working as far ahead as I18 (in other words 4 issues ahead at that time.)
    Well it was actually the EU test server (not Defiant) pocket D for the 5th anniversary.

    Snippets from my chatlog of the event:
    * On planning ahead:
    04-28-2009 17:45:18 [Local] Golden Girl1: Positron, I have a question about the dev team - now that it's bigger, do you work on content further in the future, or do you all just have more working on current content?
    04-28-2009 17:45:38 [Local] Positron: Far further
    04-28-2009 17:46:12 [Local] Positron: MA took 18 months, which is 13 months farther out than we were doing previously

    04-28-2009 18:10:30 [Local] Fulcrum: Posi, just curious, how far ahead do you have plans for at the moment?
    04-28-2009 18:11:25 [Local] Positron: Working on I18 prelim designs.

    I was going to mention the pocket D event because of the revamping zones comments earlier in the thread....
    Quote:
    Originally Posted by Hallowed View Post
    Quote:
    Originally Posted by Silver Gale View Post
    Paragon Studios' motto is "we'd rather give you entirely new zones than revamp the old zones". This is an approach that's focused on pleasing existing customers at the expense of incoming new customers, and it shows with GR.
    Faultline, The Hollows and the RWZ would like to have a word with you regarding that blanket statement.
    Silver Gale was just pointing out the devs position on zone revamps as stated by Positron:

    * On new content:
    04-28-2009 18:06:08 [Local] Positron: We could write Arcs, but with MA out there, we'd rather write TF/SF's
    04-28-2009 18:06:36 [Local] Golden Girl1: Positron, are there any plans to give older zones a Faultline-style makeover, like Boomtown, for example, or would you rather add new zones to the game first?
    04-28-2009 18:06:53 [Local] Positron: Right now, we'd rather add zones
    04-28-2009 18:07:04 [Local] Positron: since a revamp takes almost as much time

    04-28-2009 18:31:29 [Local] Positron: So we've done two "revamps" to zones so far.
    04-28-2009 18:31:41 [Local] Positron: So we have a good metric on how much time it takes
    04-28-2009 18:31:54 [Local] Positron: And for a smidge more time, we can make a brand new zone.
    04-28-2009 18:33:18 [Local] Positron: But we can make COOL zones

    Note that that was the second reference to 'COOL' (both times capitalised, 1st time referring to the 5th TF/SFs)

    What was interesting was that Positron stated that they'd done 2 zone revamps. It appeared (to me) that he seemed to be drawing some distinction between a full zone revamp and just adding a bit of sparkle/doing a makeover...

    i.e. RCS -> RWZ and Faultline are clearly revamps. Both included a set of new full-length zone arcs, changes to mobs and also had some serious changes to zone architecture/geometry.

    Hollows is, by comparison, a mere makeover, adding a bit of sparkle by relatively minor changes - mainly mob changes and a repeatable mission contact. The addition of a field hospital and trainer are pretty darn minor...

    It's pretty easy to imagine that the scale of geometry/architecture/mob changes made to RWZ or FL are almost as big a job as creating a whole new zone. But players don't see it as anywhere near the value of a whole new zone...

    I can understand that position. It's probably right that the devs don't expend too much energy doing full zone revamps, as they get better bang for their buck elsewhere.

    But I don't think that Posi's statements discount zone makeovers akin to the hollows - or maybe even adding a zone arc or two. It's the full zone geometry/architecture work that's wasteful - and I don't think DA or the shadow shards would need a large-scale geometry rethink to make them actually serve a purpose and be visited/used more.
  15. Quote:
    Originally Posted by SingStar View Post
    I'm taking the biggest break from the game ever. I usually log on every day, but lately I've been gone for up to 8-9 days and I don't miss it for a second. With my current work load I don't really have time either. Unless there's some funky new set in GR I can't see myself doing another new toon.
    Sorry I missed that...

    Started a new work contract 2 weeks ago and found the EU servers pretty dead at the start of the Halloween event so I've not been on much recently. And a RL fun-and-alcohol-filled halloween weekend kinda meant I didn't even see that you were trying the new masters until 5 min ago...

    No plans on leaving (heck - the contract pays for the luxury of keeping CoX even if I'm only popping in occasionally) so I'll hopefully catch you ingame before too long.

    Quote:
    I'll stay in-game, upgrade characters and do occational ITF runs etc, so I'm not leaving. No good bye thread yet, but I'm gonna be one of those legends people talk about: Yes, it's true, I saw Sing Star in Cimerora yesterday, he really exist!

    "Yeah, I remember I teamed with him once way back when the game was only five years old!"
    I teamed with you and know for a fact that you don't really exist.
  16. Quote:
    Originally Posted by OneAboveAll View Post
    1. What are the incentives of a hero to switch to villainside? Penalties? Bonuses?
    2. What are the incentives of a villain switching to heroside? Penalties? Bonuses?
    Related to these IIRC the initial dev talk about GR suggested that there would be rewards for staying true to your villainous or heroic roots. Any details on these incentives/rewards to stay true?

    IIRC it was said that staying true and not switching sides would gain the character access to some rewards that were not available to side-switchers.
  17. Quote:
    Originally Posted by Scarlet Shocker View Post
    Quote:
    Originally Posted by BackAlleyBrawler View Post
    In a world full of super-powers, arcane mysticism, sci-fi technology, etc....very few people actually die die. The technology to instantly teleport someone and repair any and all damage to their bodies is common in this world. That goes for player characters and NPCs alike. When you riddle someone full of bullets, poke holes in them with your sword, or burn them, it doesn't immediately end their life. It simply incapacitates them. They slip into unconsciousness, and shortly thereafter they're transported away and revived...generally in the Zig.

    They'll be fine. Why else do you think the city would be so cavalier about handing out licenses to everyone with a pair of spandex? Why do you think the common thugs on the street are so brazen about their crimes? There's very little fear of actual death.
    I'm sure Cyrus Oliver Thompson will be remarkably relieved to read this.
    Quote:
    Originally Posted by Samuel_Tow View Post
    I wonder how many people are going to make comments like that when BABs very clearly said "very few." As in, people do die, it's just that's very rare and very few actually die. Like Cyrus Thompson, like War Witch, like whoever that guy was that Ghost Widow killed with a sideways glance. People do die. Just very few do.
    What are the timelines for many of these dead people?

    I know Cyrus Oliver Thompson is in a flashback TF, but can't see a definite timeframe for it. And we can't assume that the flag flying from City Hall in the TF is made from Statesman's cape.

    The hospital teleportation network was created from recovered rikti technology. This happened sometime during/after the 1st rikti invasion of 2004. So anyone 'killed' before that time could easily have been properly killed, dead-as-dead-can-be unless some other tech/magic/mutation/alien interference/wizard did it.

    IIRC the teleport to Zig network was decsribed as a modification of the hospital teleportation network, and so certainly didn't precede the hospital network and may have come quite some time later.

    I don't recall it being established at which point the hospital network wasr rolled out beyond Paragon, so presumably CoV entities (potentially including scrapyard) may have died since it was introduced to Paragon.

    There's also the odd occasion where the hospital teleportation network is suppressed/breaks down.

    Of course you shouldn't really worry about occasional hiccups with the hospital/Zig networks - or worry as much as you do about a perp dying from a heartattack from the sheer shock of being confronted by kid gloves-wearing hero...
  18. Quote:
    Originally Posted by Mr. NoPants View Post
    Heroes could pickup Praetorian Patrons..
    Possibly - But I'd think it unlikely if the new Praetoria is only accessed if you purchase the GR expansion. I'd have thought that any changes to APPs would probably apply to all accounts.

    It could just as easily be the our world's signature heroes - maybe spurred on by the new threat from Praetoria they've decided that heroes need more hands-on training to develop skills akin to their own.

    Or whatever... making up a rationale for heroic patron pools wouldn't be impossible - but I don't think it'd be in any area/content that's only available to a subset of accounts (i.e. those who bought GR).
  19. Quote:
    Originally Posted by Arnabas View Post
    Does anyone else think it might be nice to have new powersets that allow us to not kill opponents? Or am I in the minority, thinking that heroes don't need to kill?
    More choice in powersets and skins is always good - but 'til then there's imagination. You can come up with a rationale for any set being non-lethal if you don't trust the teleportation network.

    BTW I don't really hold that powersets with blades can't be given smashing skins and vice versa - surely the damage types have been slightly disjointed from the fx with power spectrum (still think it should have been going rouge).

    Now you can have negative energy looking bright and cheery and normal energy looking dark and pretty darn negative. Is blue fire really fire? It could be some sort of mental illusion or spirit fire, but the damage type is still just 'fire'.

    If that's possible I don't really see the issue with having wooden swords/batons/black puddings/tickling sticks available as skins for dual swords.

    Quote:
    Originally Posted by BackAlleyBrawler View Post
    In a world full of super-powers, arcane mysticism, sci-fi technology, etc....very few people actually die die. The technology to instantly teleport someone and repair any and all damage to their bodies is common in this world. That goes for player characters and NPCs alike.
    [snip]
    There's very little fear of actual death.
    So why are there still so many kidnaps? Who would give in to the kidnapper's demands?

    Pay $2miLlioN iN uSEd inF oR wE kIlL tHe gIRl
    Hmmmm..... You couldn't kill her at 6pm could you? I'll pick her up at the hospital doors on my way back home from work...
  20. Quote:
    Originally Posted by crimsonwings3689 View Post
    How will this affect normal gameplay or PvP if there's suddenly a stalker with hero epics or a tanker with mako epics(or something that might be considered unbalancing)?
    Just now all APPs are AT-specific - a blaster doesn't get the same ancilliary powers as a tank and a Brute's powers from Mako are different to a stalkers powers from Mako.

    No reason why this would change - so there's no reason we'd see a villainous tanker with any of the existing Mako powers exactly as they are, though they could have the Mako tanker powers. The devs have quite a few APPs to design/balance...

    I'd been expecting a change to APPs sometime anyway, allowing all normal (non-Epic) ATs access to some form of equivalent to the patron sets and to non-patron sets. No real reason to expect that other than I'd imagine it'd help achieve some form of parity between the ATs ready for any rogue/AT-proliferation system.

    I also consider removing the lock-in to a single patron on villains as a move towards this (watering down the villain APP ingame story allows other non-story driven powersets to be introduced).
  21. Judgement_Dave

    Name Change?

    Quote:
    Originally Posted by Carnifax View Post
    It's Friday Afternoon, if I was in marketing I'd be at some lunch event halfway through my 4th Mojoto by now
    That was almost my 1st thought on this - although I'd gone for more than just 4 as marketing tends to have a 3 drink minimum to start with.

    Maybe they could rebrand as just City Of... I'm sure having two superhero MMOs with initials CO would lead to even more fun misunderstandings on forums than usual.
  22. Judgement_Dave

    November 27 2009

    Quote:
    Originally Posted by bAss_ackwards View Post
    Quote:
    Originally Posted by SwellGuy
    I may be reading this wrong http://boards.cityofheroes.com/showthread.php?t=194258 but it seems to me closed beta starts on October 24 for the Hero Con attendees who sign the NDA.
    I doubt it. The loyalty program doesn't even end until November 10.
    The start of closed beta does not have to wait until after the loyalty program subscription period ends.

    The subscription period is for the 2nd tier of closed beta. 60 month vets can be let in before then as they qualify for tier 1 CB regardlesss of their participation in the Autumn '09 loyalty program.

    Having said that, I suspect that SG is 'reading it wrong', just not for the reason that you state.
  23. Quote:
    Originally Posted by JJDrakken View Post
    So, We all know Top 1 & 2 Servers
    But number 3 & 4 so on so forth, opinions?
    I'd guess that for 3rd and 4th we probably have to move onto the US server lists - Zukunft and Vigilance just don't count for most players due to language difficulties.
  24. Quote:
    Originally Posted by Leif_Roar View Post
    Speaking as a battle-scarred software developer, I don't really think that's true (there's always a limited capacity to fix bugs before release) but even if it was true, I don't get it. When I go to eat dinner at a restaurant I don't particularly want to help prep the kitchen to make sure I get good food.

    Don't get me wrong: I appreciate that a lot of people want to get in on the closed beta tests (if nothing else it helps detect any obvious load or performance issues), I just don't understand them.
    The limited time is why I restricted it to "maybe, just maybe, there wouldn't be any major bugs in the final release". Games and expansions will always launch with some bugs due to money/resource restrictions.

    I think your restaurant analogy is close but wrong.

    Beta testers aren't helping to prep the food (they aren't doing any coding or game-data manipulation). They're acting more like taste testers to let the cooks/chefs know if there are any major problems with a dish before it's added to the menu for everyone to eat.
  25. Quote:
    Originally Posted by Leif_Roar View Post
    I still don't see what's so golden about being allowed to do unpaid testing. I mean, I have enough with the bugs that make it into the final releases. Why would I want to wrangle with more?
    If you actually are testing (rather than just enjoying a preview play) then you're helping to reduce the bugs that make it into the final release. i.e. if more people tested then maybe, just maybe, there wouldn't be any major bugs in the final release.

    Everyone wins then.

    That is enough for some.

    EDIT: It's also sometimes the case that people just want to check that things that they enjoy in the game aren't being broken.