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I haven't played CoH in awhile but me and my friends would return to this game time and again over the past decade.
It was our MMO intermezzo.
Good luck to all the peeps at Paragon Studios and thanks to the original Cryptic guys for making such a fun and memorable game.
You will be missed.
/salute -
Quote:Unfortunately not really and still maintain the same performance.I like these builds but is there a way to sub in something else for the Oblits since they are so hard to find?
I have bids out for them but will need something else in the meantime.
Besides the melee defense bonus (which is the key factor in using them) they are also high on recharge, which is important, especially for Burn which is your big mitigator.
*EDIT* - Do some AE farms and with the tickets roll Silver Class L35-39. They cost 555 tickets each and I've gotten a ton of Oblits from these as well as some really high end sellables (Miracle: Heal, LotG: Defense, Numinas: Heal, etc ...). -
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Quote:Way to twist those words Kali.You can estimate from the earnings reports, although micro transactions tend to muck that up a bit - I doubt to the tune of 50% or more, as Kruunch suggested the other day on the tanker forum, but.
I'd guesstimate about 20% actually but that's a total guess.
You can check out rough numbers at MMOGChart.com (these aren't entirely accurate but give gross estimates based on industry and company statements).
Virtually all of them include trial accounts except where MMOGChart.com guesstimates itself. -
Quote:Their report (on page 16 of their PDF) specifically says "access" not "active subscribers". Access means trial accounts (non-paying), press accounts (non-paying), dev accounts (non-paying), friends of devs accounts (non-paying) and so on. As well as paying subs.You seem to be biasing the income heavily toward box sales and microtransactions - to the point of assigning nearly 47% of CoH's quarterly income toward income that doesn't actually increase subscription time. What you're proposing is that subscribers are spending (and still spending now) an average of $14-15/month on microtransactions. While I do think people are buying the costume packs (1 time fees), character slots (repeatable), and story arc slots (up to 8, so max $25 if you buy them one at a time), I'm not sure that people are buying them - on average - at quite that rate.
Also, a lot of box sales go to existing players, who buy them for the bonus items + additional month, as it's cheaper than buying both separately...and extends their subscription time.
The spike in Q1 also coincides with the "subscribe for 14 months for the price of 12" offer last December.
I don't believe there's any concrete evidence that CoH subscriptions have dropped below 100,000, let alone that far.
Out of all those that are not paying subscribers I would think trial accounts would make up the largest number by far. Unfortunately NCSoft doesn't list the difference.
However it does list their total income and their income doesn't match the numbers you're holding up as active subscribers (as explained above as well) unless you're going to say that in Q1 2009 they had not sold a single service (besides a sub), not a single box (or D2D), not a single royalty.
While I tend to agree with you that 40%+ difference seems a little high, by the same token, of that 124k access number I'd be willing to bet the number of paying subscribers is actually lower then 100k. How much lower .... shrug. Your guess is as good as mine (well apparently it isn't but ...).
Because Wikipedia is user maintained is *exactly* why it's not reliable. This may come as a shock to you, but you can't always believe everything you read on the internet. Wikipedia is fine for a beginning reference point but any intelligent person who is going to do their homework would tend to want to move a little deeper then what is posted there.
In any event this is all fairly trivial and getting way off topic. CoH isn't changing its overall playstyle in the near future and while I applaud the devs for taking the Fable-like approach to their next expansion and look forward to seeing how it fits in with the current game, historically speaking we're not going to be getting far away from what we have now.
Back on topic .... the agro cap is still a legacy system (as evidenced by today's game play). If not removed altogether it should at least be raised. 34 seems the number people are starting to settle around (for those that aren't cuddling in a corner with their 3 Hellions) ... is that a more acceptable cap limit? -
Quote:Yep I can't really argue that. Invuln seems to be fine as far as I can tell too, and I agree that swapping the powers position seems a tad "nitpicky" (great word).I don't think anyone is saying the switch should be made just for scraps and brutes--it would really only help those ATs because they currently they can't choose. If they are going to switch it, they should switch it for all Invul players, though as I mentioned, I would prefer that they just stopped requiring players to take the T1 in their secondary.
Which completely ignores the reasons *why* I don't think it makes sense to push for a TH/RPD switch, as stated in my post:
1) It's not needed--without the def debuff, there's no no-level defense "hole" for TH to plug.
2) Invul on the whole is performing very well, and certainly no worse than other tank primaries at low levels.
Maybe ungrateful is the wrong word; "nitpicky" also comes to mind. If Invul were really underperforming, I'd say campaign away, no matter how much we liked previous changes. But IME, Invul is NOT underperforming by any metric I've seen. -
And having said that ... have a great weekend all
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Quote:Ok that's even worse ... then according to you the current content relies on the players not even *getting* to max level.You have me until you say this.
This statement is from the perspective of someone who races through content and farms/power levels their way up.
I don't agree at all that the current content relies on players achieving maximum level then repeating it. I have some characters that I created in 2004, still play them every once and a while, and are sitting just now in their mid-late 30's. I don't play them frequently at all, but I've had a blast playing the character.
I've been playing off and on for 5 years, and I have a grant total of 4 50's. 2 hero, 2 villain. Other than that I have a character in just about every single level range in the game. I've had some fantastic experiences with characters I created, leveled until pretty much all of the ranges and then let sit to try another one. Some of them as low as level 8 and others as high as 42, just sitting there because I'm not in any gigantic rush. I had some great great times playing those characters, but this game is not about getting to 50 to me, and clearly that is where the disconnect is.
But no ... despite Aett's exclamations of "CoH was made to be a different MMO" .... and Sorciere's persian bizarre ideas of what MMO game play (and CoH's for that matter) are and should be, CoH was developed as a classic MMO with a super hero skin. The only truly revolutionary idea they had (past the physics which are awesome) was a "lootless" system, and we've all seen how well that worked out.
The one thing they (the devs) have simply failed to provide in any meaningful way is something for your character to do once it hits max level (no matter how fast or slow you get there). -
Quote:What apparently you are failing to understand here is that this is not about playstyles, but about revenue. And to your point, *your* apparent playstyle is in the minority based on popular MMOs and their mode of play in what makes for a lucrative MMO. Don't take my word for it ... the most popular (and financially successful MMOs) all follow similar game mechanics.In order to understand that, consider that there are players with a playstyle totally different from your own. I'm not saying anything against yours, but you cannot extrapolate from your playstyle towards that of others. You cannot even begin to imagine, it appears, that other players may not even have a desire to hit level 50 as fast as possible, especially since CoH is inching closer and closer to an effectively level-less system.
Also what you fail to realize is that the best MMOs cater to multiple playstyles, not one particular over another.
Quote:Ballpark extrapolation from knowing approximately how many developers and artists work for Blizzard, how much of their content is focused on raid instances, adding in benefits, hardware, and so forth. Corroborated by knowing that their total expenses from release to September 2008 were around $200 million.
Heck, Blizzard doesn't even license much of its tools that it used in development ... they were made in house. And their dev team follow a very strict agile development policy.
So no, it didn't cost them millions to produce Blackwing Lair, or Uludar (maybe millions to produce the full expansion ... that I'd agree).
BTW Blizzard's entire company has about 250 employees. Not sure what number of that translates into the programming and design dev teams for WoW but guestimating (and what I know about the business) I'd say around 30-40.
Quote:
If you have the secret of how to make an MMORPG as successful as WoW, I am sure the MMORPG industry is waiting with bated breath for your insights. WoW and Fantasy Westward Journey are unique cases, not easily copied recipes.
Quote:It's most likely a critical mass thing, starting out with Blizzard's originally high popularity in gaming circles. Success begets success.
Sigh ... talk about not even putting a thought into what you post.
P.S. - Way to erase that Online Chess example real quick .... lawl. -
Quote:Ok first, as you've pointed out, there was no WoW when CoH was launched. At the time CoH's primary competition (or aspiration if you will) was EverQuest at around 500k active subs, and yes ... NCSoft and Cryptic both had their eye on achieving those kinds of numbers and probably would have been ecstatic for achieving half those (which they never did, no matter whose numbers you want to believe). As it turns out, CoH has been profitable (as far as I can tell) but not a smashing success (and this ultimately depends on how you determine "smashing" success). Again, stating how long it's been around for is not indicative of its success, but rather it illustrated that it wasn't an outright failure. DAoC has been around for 8 years or so .... do you consider that game more successful then CoH? Gross income wise they're not even close currently.Kruunch, if you really think that CoH could have ever compared to WoW, then I really don't know what to say.
Blizzard was a well-established American company with several successful brands (Warcraft, Starcraft, and Diablo), and had access to very large advertising budgets, not to mention the budgets to have a permanent, decent-sized staff to work on the game. It also based its first MMO on the most popular of its series, so before it even came out, it had a decent following. It was also attractive to current MMO players that had not played a Warcraft game before, simply because it was still a Fantasy-genre game.
CoH was produced by a company that was little-known in America, and made by a company that was just getting off its feet. It had little advertising money to throw around, and the game title had no history behind it. It was also basing itself off of a new genre in terms of MMO players.
There was no way that CoH was ever going to compare to the population that WoW got. It just wasn't going to happen. I honestly think that even Blizzard was surprised at the numbers it got for that game. Which then led to it having even more money for advertising.
CoH wasn't trying to hit the WoW marks (even though the WoW marks weren't there yet, because CoH released first). It was trying to be a successful MMO that did things differently. And guess what? It has worked for 5+ years now, which makes it a pretty successful game. Has it been the best-populated game? No. Has it been unsuccessful? No.
I do think that WoW is throwing off your idea of what a typical MMO has been able to garner in terms of game populations.
WoW didn't start out with a lot of advertising. In fact they were so behind the eight ball with due to constantly delaying their release, their bankrupt parent company at the time (Vivendi) practically kicked them out the door. And whle yes, they had a bigger IP then CoH, consider that it was virtually the smallest IP of many other MMOs that were published before and after that have never come close to achieving the success of WoW. Most notably EQ2, Star Wars, Lord of the Rings, Dungeons and Dragons and Conan. Also, Blizzard's management was quoted as saying they were wishing for half of EQ's success (although I'm pretty sure they hoped to match it) ... as it turns out, they blew that out of the water by a landslide.
Is it some weird trade secret as to how they managed this? Heck no. They very simply copied EQ, smoothed over the most common complaints and rough edges and produced a very playable game based on a time tested mode of persistant play (the Dungeons and Dragons PnP model). The absolute most single area that they excelled in over other MMOs in development was this ... they built their own graphics engine rather than liscensing one, so that performance and development speed would meet their needs (and this was ultimately the cause of their delays). Hey strangely enough, one of the only other MMOs to do this was CoH (gasp) .... except while the graphics engine was done beautifully (from a performance and visual standpoint) the development speed was made a ton worse which ultimately has led to the extremely slow development of CoH (and in fairness, I remember Jack E. back in the day saying that they were hamstrung by NCSoft's QC release processes which I assume are still in effect today).
So yeah Aett ... I think CoH could have competed with WoW's numbers ... at least much more so then what they ended up with. All it took was a basic understanding of persistant world game design ... something they didn't have. Everything else they needed was (and is) in place.
And that lack of agile development is still in action today. Anytime someone brings up just how much of a wasted chance CoH is, someone else always brings up the next update. Well the next update is different colored powers and the next "expansion" (CoH has yet to have a real expansion) is a co-op zone. You really think that's fulfilling meaningful content? If so, you are more easily amused then I am. -
Quote:Actually there was one challenge thrown out (by Coldmed) and one challenge accepted (by me).Oh there were plenty of challenges thrown left and right, but I rarely see these 'challenges' actually happen, they are just wind and boasting with a layer of bragging.
It's not even as if there would be proof of anything, a fire/kin in someone's hands would be better than a tank depending on build, enemies and 'skill' while on someone else's hand it would be worse. Same for the tank.
Just like people complaining over and over about /regen being so sucky and someone else comes in and shows that he soloed four AVs at the same time.
It doesn't change the core of the post you quoted : the talking had been civil until that guy stepped up and went rude, agressive even, with some personal jabs thrown in.
*If* he was so damn sure of being so superior, then just post the number of the farm he uses and then Youtube a run of it, and his challenger would Youtube running the same map.
Slapping someone with a glove and asking for a duel? Please!
But maybe I don't see the difference in gaming and real life.
Coldmed has since taken his toys and gone home.
Shrug. -
Quote:I would say good business practices tend to support my position over yours, but I don't really want to continue the equivocation wars (largely because this is more a state of mind then a literal). I think we'll just have to agree to disagree.I'm fully aware of the intent of the adage. However, neither it nor its fundamental intent are always applicable. For example, thinking the customer is always right is why the Big Five are now the Big Four. And in the IT professional services arena, "the customer is always right" is not a motto, its a punch line. As much as that adage ought to operate in some industries, it should equally be discarded in others.
There's no "rage" behind that statement; its a simple statement of fact, backed by many years of professional reputation built on the notion that if the customer was right, they wouldn't need me.
Also, now that I think about it, I've never actually stepped foot in a White Castle before.
However I would refrain from having this discussion with a customer ... might not have em for long
P.S. - The White Castle reference wasn't pointed at you ... just an observation. -
Quote:Forgetting game titles for a moment (and since none of the titles or scenarios you've mentioned were unique to MMOs but were brought up from past game systems) the essence of a subscription based service is recurring incoming based upon retaining and (hopefully) expanding the customer base. As far as I know this holds true for virtually every subscription based service, whether it be MMOs or your phone service. Can we agree on this?The WoW style of MMORPGs is not the only one. Consider sandbox MMORPGs. Consider PvP-focused MMORPGs. Consider, say, Eve Online.
The problem with the WoW approach is that it is very, very expensive to manufacture. You're creating new content constantly, planned for obsolescence, rather than being able to reuse your existing work. Blizzard is creating highly polished raid content, but at the cost of millions of dollars per raid instance. The content is focused around people with lots of spare time (which often correlates with low income). These players may quickly drop their hobby if they get a better-paying (and more time-consuming) job, if they find a new girlfriend/boyfriend, and so forth. Even if they are still interested in MMORPGs, they may not have the time to keep pace with the speed of endgame progression. It's very difficult to compete with WoW on their own chosen ground, with a volatile target audience while constantly building expensive content. That WoW is successful does not mean that it is a good business model to imitate for smaller publishers.
If so, then one could reasonably conclude that an ongoing service must be established that gives the person a reason to continue to pay, while at the same time offering a service that is attractive to potential new customers. Are we still in agreement?
In this regard I think CoH fails, in that the current content relies upon players being satisfied with achieving maximum level and repeating the process over and over again. While you could argue that every MMO offers this, many other MMOs also offer a substantial way of developing ones character once max level has been achieved. CoH's post max level development is extremely finite and in general not very rewarding (badges). The current MA system having made that even more trivial.
Your analysis of WoW vs CoH in the current market place I think is dead wrong (and where on earth did you get the idea it costs millions for them to produce a raid instance?!). 12 million subscribers wrong in fact (not to mention probably the highest retention rate ratio wise of any MMO to date). And this is what kills me most about CoH ... it could easily compete with WoW. If not exactly WoW's staggering numbers it could surely be garnering more then .0.9% or less of of and sadly with nothing more technologically speaking then they have vested in the game currently.
That is to say, the difference between WoW and CoH isn't production value ... its game direction. One is obviously much more popular then the other. -
Quote:NCSoft's sales figures don't support these numbers. The descrepency I would think is that Page 16 only refers to access, which would mean trial memberships as well.They are better than your non-existent ones. Also, Learn2WWW. Wikipedia references NCSoft's IR site. Click the "IR Archive" link (left side menu), grab the report for the third quarter of 2008. Read it. For ease of use, here's the direct link to the ZIP file with the actual data. Page 16 of the PDF is what you want.
You may also want to check out this as a resource for garnering MMO numbers:
http://t-machine.org/index.php/2008/...e-game-or-mmo/
Finally here is my post (2 up) that is what lead to my conclusions.
Quote:Ok because I'm fairly interested now ... here is NCSoft's second quarter reports (PDF):
http://www.ncsoft.net/global/ir/prfi...B-ACCD3AC78E6A
On page 5 of the report it lists gross sales revenue broken down per game per quarter of 2009 in million (I believe?) of Korean Won.
According to that, the "spike" in sales occured in Q1 2009 (I12?) and not in Q2 2009 (which would have been when I14 with the MA released).
Total game revenue for Q1 (during the spike) was 6,837 million kwon.
Conversion for KRW (Korean Won) to USD (US Dollars) is by today's exchange rate roughly 1250 KWR to 1 USD.
That gives us a total sales for Q1 2009 of roughly $5.5 million dollars for the quarter or roughly $1.83 gross per month in that quarter. This would roughly translate into 122k subscribers *if* no other forms of income were to be taken into account. In other words, if they had not sold one game box, not one server transfer, not one character respec, not one booster pack, not garnered one royalty they could have possibly around 122k subscribers (as of Q1 which was their spike ... as of Q2 2009 they were down about 4%.
Now I don't know the break down of their game sales, so I couldn't intelligently comment but I'd be willing to bet that it lands under 100k subscribers (and this is at their "spike" I might add). Maybe not quite at the 50k I first thought, I'd be more willing to say around 80k during their spike ... close to maybe 65k I'd say now (yeah total guess but with a little more information to back it up).
Ok because I'm fairly interested now ... here is NCSoft's second quarter reports (PDF):
http://www.ncsoft.net/global/ir/prfi...B-ACCD3AC78E6A
On page 5 of the report it lists gross sales revenue broken down per game per quarter of 2009 in million (I believe?) of Korean Won.
According to that, the "spike" in sales occured in Q1 2009 (I12?) and not in Q2 2009 (which would have been when I14 with the MA released).
Total game revenue for Q1 (during the spike) was 6,837 million kwon.
Conversion for KRW (Korean Won) to USD (US Dollars) is by today's exchange rate roughly 1250 KWR to 1 USD.
That gives us a total sales for Q1 2009 of roughly $5.5 million dollars for the quarter or roughly $1.83 gross per month in that quarter. This would roughly translate into 122k subscribers *if* no other forms of income were to be taken into account. In other words, if they had not sold one game box, not one server transfer, not one character respec, not one booster pack, not garnered one royalty they could have possibly around 122k subscribers (as of Q1 which was their spike ... as of Q2 2009 they were down about 4%.
Now I don't know the break down of their game sales, so I couldn't intelligently comment but I'd be willing to bet that it lands under 100k subscribers (and this is at their "spike" I might add). Maybe not quite at the 50k I first thought, I'd be more willing to say around 80k during their spike ... close to maybe 65k I'd say now (yeah total guess but with a little more information to back it up). -
Quote:If this were the case then he is tacitly approving the trivialization of the levelling curve that the AE system provides. However I don't think this is the case. The MA system (according to Arcanaville) was a watered down version of a new in-house tool designed to create mission content faster. My guess would be that the rolling out of the MA system was an experiment based on a tool that had already been developed which lead to a fairly easy development release for what they were releasing, while at the same time creating a buzz about a game that has in the MMO community, virtually fallen off the map.You can't really blame him either simply because there's no blame to place. I doubt very seriously that AE was implemented with blinders on. Positron had to know that there would be a number of players that would take advantage of the new system to power level their characters.
Releasing the MA system rests squarely on his shoulder as should any of the blame for his short sightedness (or purposeful negligence) that are the short comings of the MA system.
Quote:He was probably also betting that there would be an equal or greater number of players that would use the Mission Architect to create new playable content, origin stories for their characters and any number of other narrative missions meant to be enjoyed solely on their merit rather than on their ticket or XP outlay.
Quote:What it comes down to in the final analysis is a numbers game. There are far too many people in the player base to effectively predict all of the ways that any new content or feature is going to be exploited so the developers do their best to plug obvious holes before release and then watch for new holes after the fact. Also realize that, despite individual opinions of it, power leveling is a valid play style within the MMO genre and as such the developers are not going to stamp out all the possible ways of doing so, only the most game breaking ones. This is not to say that I support power leveling, only that its continued existence is a form of validation and in some small way it is nurtured by game developers.
Finally the whole power levelling, versus farming, versus "normal" game play is an absolutely idiotic distinction. These are labels we (the player base) have put on styles of game play, but they are *all* valid forms of game play within a given MMO. However when balancing the various aspects of an MMO, the developer must always balance to the highest common denominator. Failure to do so (as in the case of CoH) sees portions of the game trivialized which other players will soon come to spite (as evidenced by this thread).
The end result .... the MA system was a horrible implementation and only a lazy stop gap of an idea in terms of adding quality content to an established MMO. I *do* think player created content will be the next step for the next generation of MMOs ... I just don't think this particular version of it was implemented well for the current game of CoH.
The fact that MA farms are so popular shows how poor the rest of the content in the game is. You (the generic population on this thread) may not feel that way, but I have yet to run a waiting list for doing paper missions or Brickstown story arcs. I have a waiting list every night I run an MA farm ... *every* time. -
Quote:Ok because I'm fairly interested now ... here is NCSoft's second quarter reports (PDF):Kali, your cited factual information is no match for Kruunch's devastating one-two punch of anecdotal evidence and m4d p0w3rl3v3ll1ng 5k1llz.
http://www.ncsoft.net/global/ir/prfi...B-ACCD3AC78E6A
On page 5 of the report it lists gross sales revenue broken down per game per quarter of 2009 in million (I believe?) of Korean Won.
According to that, the "spike" in sales occured in Q1 2009 (I12?) and not in Q2 2009 (which would have been when I14 with the MA released).
Total game revenue for Q1 (during the spike) was 6,837 million kwon.
Conversion for KRW (Korean Won) to USD (US Dollars) is by today's exchange rate roughly 1250 KWR to 1 USD.
That gives us a total sales for Q1 2009 of roughly $5.5 million dollars for the quarter or roughly $1.83 gross per month in that quarter. This would roughly translate into 122k subscribers *if* no other forms of income were to be taken into account. In other words, if they had not sold one game box, not one server transfer, not one character respec, not one booster pack, not garnered one royalty they could have possibly around 122k subscribers (as of Q1 which was their spike ... as of Q2 2009 they were down about 4%.
Now I don't know the break down of their game sales, so I couldn't intelligently comment but I'd be willing to bet that it lands under 100k subscribers (and this is at their "spike" I might add). Maybe not quite at the 50k I first thought, I'd be more willing to say around 80k during their spike ... close to maybe 65k I'd say now (yeah total guess but with a little more information to back it up). -
Quote:Wikipedia and Gamershell.com are your sources ... seriously?Uh, sure, Kruunch, and I totally wasn't researching subscriber numbers yesterday because I wanted to see how CoH was doing.
Per NCSoft's Q4 2008 financial report, there were just under 125,000 subscribers in September, 2008. Per Positron, subscription numbers experienced a "significant uptick" after the addition of the mission architect.
In August 2004, NCSoft announced over 180,000 subscribers.
Also, every press release or other announcement from a publisher about subscription numbers explicitly excludes trial and inactive accounts.
It's not hard to find these numbers. Google is not an arcane technology hidden away for only the elite to use. Just look up "city of heroes" "subscriber numbers" or "population" and you'll find the number of subscribers at various points in the past five yearsdocumented.
Actually going over NCSoft's quarterlies (http://www.ncsoft.net/global/board/b...?BID=ir_public), it seems to neglect to mention any subscriber numbers for City of Heroes (anywhere I can find) and I've only ever heard CoH's subscribership numbers mentioned once by a dev (*the* dev in fact, Jack E.) and that was at 100k subscribers at release.
Also NCSoft has a bad habit of fudging their subscriber numbers. They routinely had claimed Lineage had held over a million subscribers when in actuality they had bundled a free trial of their game with the most popular ISP in Korea (think AOL of Korea) and counted anyone who signed up to the ISP as a game subscriber. In actuality (as best had been estimated at the time) Lineage never had more then 200k active subscribers at its height.
You were around for CoX ... do you remember server pops being at release populations much less past them? I sure don't.
*EDIT* - Just saw your other post ... my statement still stands (btw you're wong about MMOs not counting their trial subscribers ... even WoW was guilty of that). -
Quote:There's a reason why you don't see this feature in other MMOs ... and you just answered for yourself why.I'm willing to bet that in any MMO, if you created a system where people could create their own missions, you'd see an explosion of easy content that gives the most rewards.
Don't blame the Devs for human nature.
And I don't blame the devs. I blame the direction of the management (Positron specifically here). -
[QUOTE=Aett_Thorn;2120911][QUOTE=Kruunch;2120885]So according to you, reaching L50 is the end of the game?
And you see that as a working model for a subscription based service?Quote:I understand that it works for you and for some of the other pundits on these boards and generally speaking people who are enjoying themselves don't want their boats rocked.
Yes, and it seems to be working fine for his game. This game has constantly tried to show that they can do what other MMOs don't do and succeed. So far, it's worked. It's worked so well, that the game has survived for over 5 years now. That's more than some other MMOs that have come on the market since and tried it with the 'proven' method.
Can you back this up with actual numbers, Kruunch, or are you just pulling your numbers out of your ***?
And if you think that Power Customization was a "non-intensive tweak", then I'm betting that BABs would love to have a word with you.
However I daresay you are not the majority. Can I *prove* any of these numbers I'm bandying about? As I've stated before, no I cant. And neither can you to the contrary. Nor do I feel the need to. This is not a trial and you do not have to be a particularly bright rocket scientist to see where this game has been and where its going. But from simple server pop data mining you can draw your own conclusions (unless you're going to posit that the overwhelming vast majority of subscribers to this game never log in ... ever).
As a commercial entity CoH works ... it supports a small in-house staff and returns a profit to the parent company. Extolling how long its been around is fairly disingenuous however since the market is replete with lesser MMOs who have survived for years. In fact there are free MUDs still in existence today after 15 years of continual service. The only thing that CoH proves by being in existence after 5 years is that it wasn't an out and out bust. Conversely that's a far cry from being a roaring success. -
Quote:And some people should understand that if the most interesting content available to an MMO are player made farm maps, then the MMO really failed in the content department.This. I play more than tanks.
Its clear that some of the sort of people who'd like these changes sit on farm maps and powerlevel theirs and other peoples toons as a form of easy mode. Such people should ALWAYS have their requests denied.
Quid pro quo. -
Quote:So according to you, reaching L50 is the end of the game?The devs know how many players are generally in what level ranges at any given time, and add content accordingly. The lack of endgame-specific content probably wouldn't bother you as much if you stopped powerleveling your characters and enjoyed the game.
And you see that as a working model for a subscription based service?
Kali: Server pops and Jack Emerret's posts after release disagree with your numbers. Jack posted at the height of release (approximately six weeks after release or so) when CoH exceeded 100k subscribers, specifically as a refutement that lack of content was going to drive away customers. Since then and including City of Villains, server pops have never exceeded those post-release populations. So whatever the true release figures were, CoX has never exceeded those. If you take away trial accounts, I'd be very willing to bet that my numbers are closer then yours, but short of seeing their bookeeping I can't point to a source to corroborate this.
In any event this is all academic, as no MMO with the exception of WoW and EQ have exceeded post release numbers past a year after their release to my knowledge. If CoX were to flip a light switch on tomorrow and magically have a revamped game that hit on all cylinders, the likelihood is that it would only be enjoyed by those die hard players who have stuck it out. Unfortunately those die hards are becoming less and less as well.
What's left are small resource non-intensive tweaks and development to try and retain what subscriber base CoX currently has; re: the subject of the original post. -
Quote:I currently level toons 1-50 in 7 hours played.1) You mean the steps they took to smooth out the XP curve don't count as trying to, umm...fix the leveling curve? I believe, but could be wrong, that that was done either before or at the same time as Ouroburus went live.
Yeah that "fix" worked out real well.
Quote:2) Having more content than possible for you to do going up through the levels is a good thing. It allows you to have options, and not have to do all of the content in order to gain levels. The bonus XP for teaming would also throw off any attempt to prevent people from leveling too fast and make them experience all of the content. Adding in new content in current level ranges also adds new options to the game, but allows you to miss other content while leveling up.
I've seen people fired for being more competent then that (in the MMO community no less).
Quote:3) Players will always, always, ALWAYS be ahead of the Devs in terms of content. It happens in every game, and every MMO, that I've ever seen. How long did it take people to go from 40-50 and get bored again in this game? How long did it take people to go through Burning Crusade or the Wrath of the Lich King in WoW? Faster than the Devs created new content? You don't say! Adding new things to do at level 50, which they have done a couple of times now, will always be behind the curve of when players do them.
Are you seriously comparing CoH's hideously barren content with other MMOs? CoH is one of the biggest offenders of flat line game play. Have you never played another MMO?!
Quote:That is one of the reasons that the Devs wanted to put in the MA in the first place. It allowed players to create new content to do at a much faster rate than the Devs could. 100K players can create content faster than 15 Devs. It allows them to work on other things in the game rather than just new contacts in existing zones, which players will finish in a day, then be asking for more.
And the MA is the worst offender of content trivialization to date. Player content? You look at the same ole missions with player made stories as new content?! It's a complete admission that the current team of CoH developers doesn't understand or is not willing to put the time and resources into their game to actually develop "real" quality content. Apparently even rehashing the same old crap is too tough a job for them, so now they can get the paying subscriber in on the act while they reinvent co-op zones ala their second (in FIVE YEARS) expansion.
Quote:4) As for your P.S. - I know that badges weren't in on Day 1. I said "Since day 1 in this game, I have been able to take characters through the game normally, and still miss out on content, including things like Badge missions and new content that has been added that I'm now currently above level to do." I never said that was everything, or even hinted that badges were the only thing that you could miss out on. I said "including" for a reason.
Other things are just plain story arcs, Trials (which didn't allow you to start them unless you were exemped to within their level range), etc. There's more content than just the badges to miss, and I never said there wasn't.
You know what pisses me off the most about CoH ... it isn't a bad core ... in fact its an excellent core when you get right down to it. The graphics and animation and even the cludgy animation-lock style of fighting has driven this game for so long in a niche genre never challenged up until now (Champions Online) and they (NCSoft) are literally about to lose their market share to the first competitor to come along because of the lack of foresight, lack of agile development needed in the MMO world and utter lack of creativity past their initial launch.
And its sadly ironic that they are going to lose it to the original developers of this game who (from everything that I've seen in the CO beta) have finally learned that lesson. And *still* this game founders after all that.
And for all that ... I'm still pulling for this game because it has been, above any other MMO, the game that could. Unfortunately it will end up as the game that never did.
P.S. - This is not directed at you Aett ... just the general state of the game. -
Quote:Seriously? Levelling was slow pre-ED? Debt??QR
For someone who is trying to seem so superior to everyone else because of his early game knowledge Kruunch sure doesn't remember how monumentally difficult the leveling curve used to be. When debt actually had a bite to it, and when gaining a single level was a feat post level 20-30. I remember going through entire task forces (which took substantially longer than today) and not leveling at all and just hoping I would dump my debt.
Just wow ... epic fail. -
Quote:Think about what you're saying Aett.Kruunch, this was done in no way as a blessing to farming or extreme leveling. Since day 1 in this game, I have been able to take characters through the game normally, and still miss out on content, including things like Badge missions and new content that has been added that I'm now currently above level to do. If I was teaming with people, it became even easier. The only way, prior to Ouroborus, to do that content on an established character was to find somebody else doing the content, and exemplar down to them to do the content.
A lot of people were upset about that, and requested a way to go back and do the content themselves.
THAT is why Ouroborus was created. It was in no way a blessing on farming or extreme leveling. It was created so that people who had missed out on content through normal leveling could go back and do it.
Since day one, the levelling curve of this game didn't match the content correct? So instead of fixing the levelling curve, or content, they superceded both by giving a generic pass to everyone.
In other words, at that moment in time (well before actually) that Ouroboros was instituted, the devs in essence, gave up trying to match the levelling curve of this game to its content.
That right there is tacit approval (or admitting defeat ... however you want to look at it) of the devs that short of hacking the game, level at whatever pace you like.
And at 5 years in, the devs shouldn't be worried about levelling paces (except to make them faster if it were applicable) but should be worrying about what to do with all those max level players.
Something they should have been doing at the 1 month mark of the game when skads of people were hitting max level for the first time .... sigh.
P.S. - Badges weren't in at day 1 (can't tell you how much I hated doing Posi over again) and they didn't have badges for Story Arcs until after I6. Kruunch was L40 when Badges came out (had to do the new Sewer Trial over again too grrrr) ... he also had done every TF and most every arc (which only served the purpose then of filling up your souvenirs tab) through to those levels including all the herding and portal farms and so forth. So you didn't quite miss all the content you were talking about ... unless ... gasp ... you were power levelling -