Pebblebrook

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  1. Pebblebrook

    New Aura Preview

    Quote:
    Originally Posted by ThePill View Post
    You need to join Vanguard to earn Vanguard merits though, which you can't do until 35
    Ah thanks. Hopefully removing that level restriction is next for them to consider since they got one barrier down hehe.
  2. Pebblebrook

    New Aura Preview

    Quote:
    Originally Posted by Samuel_Tow View Post
    Now suppose I have a character who wouldn't really work without an energy sword. Well I could just unlock it... Except I can't "just" go unlock it. I need to be level 35 first, and then some.
    Hmm, i thought they removed the level restriction in RWZ. Not sure about FBZ though.
  3. Quote:
    Originally Posted by Scarlet Shocker View Post
    Very pleased to see these are coming "as standard" and not part of a paid-for expansion but the cynic in me does wonder if that's because they were leaked somehow.

    They look good though

    That's not really much of a conspiracy theory, it's just what players have come to expect in an era of microtransactions.

    But how's this for a conspiracy theory:

    /tinfoilhat on

    They were working on these auras intending to be in a future pack. But the flood of negativity with the party pack prompted marketing to do some damage control so they decided to put it into a free issue instead.

    However, they can't wait on that damage control until the issue is released, so they decided to "leak" whatever they have developed already so they can come out as a hero for listening to the player's concerns.

    /tinfoilhat off

    How's that?
  4. Pebblebrook

    New Aura Preview

    Quote:
    Originally Posted by Samuel_Tow View Post
    I would sooner pay for costume pieces than have to unlock them, and I intend to continue to do so until I get the ability to have all costume items at character creation.
    Whipping out a credit then entering the costume editor doesn't quite engender a sense of accomplishment as getting it through gameplay.

    But with that said, i agree the way they've set unlockable costumes is annoying.

    I would rather prefer to get the devs to change the unlockable scenario.

    - Make it account wide not per alt.

    - Have alternate means of getting seasonal pieces out of season. (Market? Something akin to a tip drop that triggers the seasonal mission to get the costume?)

    - Don't tie it to group content. It's your costume, you should be able to get it yourself. Maybe reward after a long story arc that's tagged as "solo-only" mission now that they have that tech.

    However they do it, it should give a feeling of accomplishment because that means i'm actually playing the game and not just throwing cash at the costume editor.
  5. Quote:
    Originally Posted by Fried Radicals View Post
    There is a distinct difference in boosters and packs as far as I'm concerned. As long as boosters don't turn into packs, I'm not worried.
    That is actually one of the fears from the negative camp, not necessarily this particular pack specifically but that it might represent the future of boosters.

    Of course now with these concerns generating lots of negative posts, there might be hope it won't.

    Unfortunately i can now easily see them making small packs of alternate animations for power customizations or something similar.
  6. Quote:
    Originally Posted by SeedyXX View Post
    The reaction to the original announcement should have made it very clear that their projections were going to come up short. They chose to be stubborn instead of reconsidering. Nobody likes to admit they're wrong, I suppose.

    Jer

    Objectively speaking, we wouldn't really know if they were wrong without knowing what their goal was for this pack.

    If (simplified for discussion's sake) they only needed to sell 10 packs to make a profit and they sold 15...then they weren't wrong. If they were expecting to sell 100 then they're wrong.

    However, i think it might be ok to say they were wrong from a PR standpoint, since i wouldn't expect them to intentionally want negative "press" as it were for their product releases.
  7. I thought it was @cohbabs but says page doesn't exist.

    Actually, is he even still around? His profile location says retired, but that could mean off to bed.
  8. Quote:
    Originally Posted by Nethergoat View Post
    So while the price does seem high for what you get, as a fan of the game it didn't make any sense for me NOT to buy it....even if the only use I get out of it is eliminating a twinge of annoyance when I open the emote menu and see some stuff grayed out... =P

    Yes, i believe that's why companies that can, jump on the microtransaction bandwagon.

    If they divide it into a small enough purchase, people are more likely to justify over paying, whether they realize it or not.

    For me, i have difficulty with that because when i visualize combining the features of any 4 of the boosters ($40) worth and comparing that to another $40 purchase say GR complete (retail box) with the 30days free, i get a nasty twinge in my wallet.

    ( Actually it was $30 for me, took advantage of the BestBuy.com $10 discount )

    Overall however, not sure how much of an impact these packs are having to sales. At most it might just minimize the drop.

    [edit] Not sure about GR yet, have to wait till 3Q numbers are out then wait till February for 4Q to see if it has any lasting effects. [/edit]
  9. Anyways, i'm not sure how wise it is to "constantly irritate" customers when sales (which suggests subcriptions for the most part) have been dropping for the past year.

    But to be fair, i'm sure to irritate is never the intention, just a possible result, but the effect is the same.
  10. Quote:
    Originally Posted by UnSub View Post
    I can't see this as some sort of grand experiment when the more obvious "we need a booster pack - carve out those emotes and let's go" explanation works better. After all, if it had been planned, it's odd that the pack is about one emote from being called the Sports Pack.

    I get that impression as well.

    I'll have a better idea once the 3Q numbers are released to see what impact GR had on sales but it does seem like they were scrambling for more revenue but didn't have anything well thought out to release so they just grabbed what they could and tried to shoehorn it into a theme.

    The fact that it's $2 less than the usual pack suggests they already know it doesn't have the same value as a normal booster.
  11. Quote:
    Originally Posted by Innovator View Post
    Actually I was talking about Jack/Cryptic.
    Ah sorry, for some reason i thought we went to how NCSoft/PS should work things here.

    Sounds like we're coming from the same place just ending differently. I do believe they want to constantly make new games. I just add that to do that, they release quickly with a very low targeted initial budget. But with the apparent sacrifice of the consumer gaming experience, though that last part is not their intent, just the result.

    [edit] (speculation to follow)
    That is a possible factor why 2K games stopped being CO's publisher when Atari showed up. Jack mentioned that Atari had a lot of IPs that he could see them developing for.
    [/edit]
  12. Quote:
    Originally Posted by Innovator View Post
    ...The 3rd choice is to lay off staff.
    Or the alleged Cryptic option.

    Budget for 2 years or less, to minimize dev cost...release what you can...expect box sales to pay off that initial dev cost or close to it. Then let the subs pay for the rest of the development you skimped on.

    That might be working for them since it doesn't look like they're changing that strategy. Though, it might be at the expense of the consumer gaming experience, at least initially.


    (Heh, trying to steer back to the subject of Jack/Cryptic)
  13. Quote:
    Originally Posted by Innovator View Post
    I would love for CoH, STO, or CO to come up with a ton of new payed expansions to justify the continued employement of their designers, but as CoV, Vibora Bay and in part Going Rogue has shown payed expansions are not taken well by many established players of an MMO...who want to keep getting things for free. Free means you can't make enough to justify the workforce.
    In a subscription based game, the subs is where it's expected to get funding for future development. One person paying $15/mo is not enough to pay for development, that's why your goal is to have more people paying that instead of asking that one person to pay extra.

    Which is what microtransactions eventually "feel" like.

    If subs drop to the point that it's no longer adequate to fund development, that's still a bad sign for the consumer.

    But either way, of course there's always some that would not like having to pay more but if expansions are infrequent and contain a substantial amount of features, it wouldn't be received as badly.

    Back in my EQ days they had expansions like once a year there abouts, but i didn't mind them because each of those felt like they had several months or more of things to do and explore.

    That doesn't seem to be the case in recent times except for a couple of games' expansions.

    If GR had Praetoria as a full 1-40 level content (subsequently going to 50) in the next issue, then i think it would've been fine for the most part.

    [edit] By "fine" i mean player reception. I think the sales of GR did well since they said about 75% of the active playerbase bought it, which should result in a spike in this quarter's sales figure. Which this year's was down to maybe half of what the normal sales was in past years.[/edit]

    NCSoft's sales more than doubled for the quarter that CoV was released.

    Quarter Sales
    Sep-2005 6,412
    Dec-2005 15,706 (CoV)
    Mar-2006 6,523

    CO was already viewed as extremely lacking in content at launch which included a large content hole which Vibora bay filled except Cryptic tried to ask for more money for it. (Trying not to delve into Cryptic's MT tactics hehe)
  14. Quote:
    Originally Posted by Cantatus View Post
    Which is pretty much patently ridiculous if you look at MMO numbers over the years. WoW's numbers (which are an anomaly) aside, few MMOs have been able to cross the 1 million marker, and I don't think any title that has been released in the past 5 years has gotten anywhere close.
    That's true. But not sure where it was said that MS wanted WoW level subs. When Shane Kim of MS explained why MUO was cancelled, he did mentioned that he looked at sub-based MMOs and only saw one that was successful, but didn't specifically say he wanted 1mil+ subs though.

    I can sort of understand what he's saying since at the time, WoW's subs was increasing regularly for years until it plateaued recently, while most others tend to have an initial spike then trail off. How fast and hard it falls varies per game but still have a downward trend even if it's taking years.

    Or maybe among other things, MS just had a lot of other games queued at the same time?
    It's not like Microsoft is desperate for a game release or anything.

    Microsoft's Shane Kim On 'Fable 2,' Why Marvel MMO Was Canceled And More

    Quote:
    "I don't think it's necessarily a case of what went wrong," Kim told me. "I don't know that that's the right way to put it. For us we look at our priorities and all of the things we have to do. It's a tough space. It's a very competitive space. And it's a space that's changing quite a bit. Â…When we first entered into the development and agreement of the development of 'Marvel Universe Online,' we thought we would create another subscription-based MMO. And if you really look at the data there's basically one that's successful and everything else wouldn't meet our level or definition of commercial success. And then you have to look [and say]: 'Can we change the business model for that? Is that really viable given how far we are in development? And so forth. Does Marvel want to do that?' There's a whole bunch of factors."
  15. Quote:
    Originally Posted by NinjaPirate View Post
    It's not JUST CO and STO.

    They're using an evolved version of the same engine they used for CoH.



    -np

    Yes, i'm sure upgraded but not the same, however, not sure what sparked your reply unless it was the "from scratch" context again. To clarify that was going from MUO assests to CO assets...i did say except for the engine i believe.
  16. Quote:
    Originally Posted by LegendaryJMan View Post
    At least I actually know the history I am talking about. The downgrade in devs was not because of shifting MUO, it was the other way around. CoV came out and barely added any subscribers (we all know this) so NCsoft cut the funding. Jack now had all these people who were working for him who he did not have any money for. The MUO deal happened BECAUSE NCsoft cut them and Jack didn't want to lay people off.

    Jack is not the enemy here. Economy is.
    Can't find specific records of the events leading to Cryptic's departure so can't really comment on that much but player counts were a matter of public record back then.

    When CoV launched it had the highest monthly server access numbers to date (of course not sure about GR's effects since they stopped publishing numbers) but it was even higher than at CoH's launch.

    It did last about a year though before it dropped below CoH's launch numbers. Maybe perhaps because of the same reasons the red side is not favored today...not sure.

    That lowest point in 4Q 2004 coincides with WoW's launch in october.

    [edit]

    By lowest/highest, i mean up until the time they stopped publishing numbers, obviously. The last number they published for 3Q 2008 of 124,939 was close to the lowest so not sure if it went lower after that.

    [/edit]

    NCSoft IR Quarterly Reports

    Quarter Monthly Server Access Issue Issue Release
    Jun-2004 169,925 1 June 29, 2004
    Sep-2004 163,053 *2 September 16, 2004
    Dec-2004 124,435
    Mar-2005 140,481 3 January 4, 2005
    Jun-2005 162,922 4 May 4, 2005
    Sep-2005 150,068 5 August 31, 2005
    Dec-2005 194,000 **6 October 27, 2005
    Mar-2006 171,951
    Jun-2006 171,000
    Sep-2006 172,420 7 June 6, 2006
    Dec-2006 154,953 8 November 28, 2006
  17. Quote:
    Originally Posted by Cantatus View Post
    Even with STO, it's easy to tell they didn't just start from scratch and put out a game in two years. For one, it uses much of the same backbone CO does. However, you also have to remember that Perpetual Entertainment had STO in development for 4 years before Cryptic got it. I'd find it hard to believe that Cryptic wasn't able to use anything from that much development work.
    Yeah, i know they used the same engine for both. That's where one of the fears from the boards that STO was just Champions with a trek skin came from.

    If you recheck that part you quoted from me, i mentioned "from scratch" in the context of them going from MUO to CO, guessing that most of the other assets except for the engine is tied to Marvel.

    On the other part, i think they did get the rights and assets from Perpetual but i remember Jack saying they didn't use much or any of it (probably didn't fit with their engine...another guess).

    I can't remember where i heard that though...maybe it was a video interview or in the STO alpha boards. If i find it i'll edit it in.



    [edit]
    Still can't find that quote (this will drive me nuts all day...thanks for that) but here's something similar.

    Game Reactor interview with STO associate producer Andy Velasquez
    Quote:
    When you took over the project, did you start all over from scratch?


    Absolutely, if someone tells you "Here, have the license. Oh and these other guys started on something..." Forget that! We're doing what we want to do. I hope that didn't sound like I was belittling anything Perpetual did in any way. But again, as creative individuals, being given an opportunity to work on this there is no way that I would continue what anyone else did.




    There is not a single texture that you kept?


    No I don't think so. We did use some of their concept art, cause they had amazing concept artists on that team. All of the designs are all our own and I don't think we used a single art asset. There was also some kind of technical implications making it work with our engine. When we were in early stages prototyping and demoing, rather than building a borg cube we would take some things, but we have since then made all custom Cryptic Studios assets.
    [/edit]
  18. Quote:
    Originally Posted by Chase_Arcanum View Post
    Also, his history of "fast production cycles" doesn't add up. Jack's recap of CoH's development schedule is a bit... quirky. I'm not sure where he's starting with his CoH date side of things-- the DNS record for the name goes back to 15 May 2000, and if you look at actual accounts of its development history from news articles, then count backward his count of months from the CoH release date... you have a great deal unaccounted for. Does he not count in the conceptualization and design documentation and planning side and, heck, concept prototyping of things into this schedule, maybe?
    Heh, can't really say anything about Jack's memory but he must still have the project files and timelines somewhere. And until i see another dev quote refuting them, i have to go with it.

    However, it does somewhat track...not sure about CoH's history...i'm fuzzy on that. And i know there was a setback when the MUO deal fell through. If MUO launched, that that would've been another game Cryptic can claim credit for quick release from the time they announced MUO development to the time they announced CO development was 2 years (2006-2008).

    My guess is that except for the engine, they had to start from scratch on CO from 2008 to its release in 2009. For STO, they got the rights in 2008 and release in 2010. Infogrames/Atari getting into the picture about 6 months after Cryptic acquired the rights, so if his number is right...Cryptic was around halfway finished with STO by then.

    [edit] And from their next game's announcedment (Neverwinter) last month, they're anticipating launch in 2011. [/edit]

    [References]
    Microsoft, Marvel and Cryptic Studios Unveil "Marvel Universe Online"
    Cryptic Studios Announces Champions Online
    Cryptic Studios Licenses Rights to Produce Star Trek Online
    Infogrames to Aquire Cryptic Studios, A Leading MMO Games Developer, Publisher and Operator
    Atari and Cryptic Studios Announce Neverwinter Coming in 2011 for PC
  19. Quote:
    Originally Posted by Chase_Arcanum View Post
    At that point, they couldn't scale back production- they needed launches to make the money to pay their existing debt-- but they couldn't keep paying salaries without a line of credit... so they started looking for someone to buy them... someone with enough money to pay their way to launch. Atari
    Without having concrete evidence, i'm not denying the possibilty of financial difficulties. I was saying i doubt the under 2 year development trend they have is strictly because of financial reasons.

    Wasn't NCSoft funding CoV, and Infogrames funding Neverwinter...yet the quick release is still there.
  20. Quote:
    Originally Posted by Chase_Arcanum View Post
    To me, sounds like they ran out of their money and couldn't get a line of credit in the current market (as many can't) and sold away their coveted "employee-owned indie studio" status just to get enough cash to get their projects out the door.

    (I also recall that the Atari buyout included additional money contingent on the studio meeting certain revenue numbers. Trying to meet those numbers may have also affected their decision-making on launch dates, and features-at-launch. It shouldn't, but there are plently of examples of financial considerations affecting artistic expression...)
    In regards to their launch dates and short dev cycles for their games, i'm not entirely convinced it's because they're struggling financially.

    In a recent jack interview it sounded like he was touting how fast and efficient they are at creating games since they made CoH in 1.5 years, CoV in 9months, CO in 2 years and STO in 1.5 years.

    That's 4 games under 2 different publishers but all having under 2 years of development. Seems to me the common denominator is Cryptic.

    If they were/are struggling with finances, then it seems weird they would undertake 3 games in such a short time span.

    He also said in that interview that "super-fast isn't always super-good" but that interview was about the announcement of their next game Neverwinter which is slated to launch next year. Either he hasn't learned from previous lessons or he doesn't think that a short dev cycle is a mistake.

    What i think is, they set their bar low enough in the hope that they can break even, or relatively close to it, with just the box sales and anything extra like subscriptions would almost go straight as profit.

    He has said "you are what you launch" and he has learned that if you don't have a feature at launch, you might as wel"l never have it" and yet STO came launched without klingon PVE that they are now adding among other things that were lacking.

    If i were to express a simplified view of their plan, it is that they plan their budget on making half a game, enough to launch then have their customers pay for development of the other half in some sort of paid live beta. And in order to stay within that budget they release early with whatever they have ready. And everybody will just attribute the addition of missing/lacking features to the ever-updating nature of the genre.

    And once their in the black, they can repeat with the next one.

    Of course that's all just wild speculation and not sure if i can believe it completely since that doesn't seem sustainable, but that's the impression i'm getting from them so far.

    http://www.massively.com/2010/08/23/...rwinter-and-a/
  21. Quote:
    Originally Posted by JeetKuneDo View Post
    Unless I have this wrong, aren't we talking about needing two slots total for the fitness pool? (assuming you want to 3 slot Stamina) That should be doable with frankenslotting.
    For alts with flight, they probably 3 slotted swift also to make that 4 slots.
  22. Last i heard they had a couple but i've always had it disabled since implementation.

    The double fusion folder is still there but only has the generic placeholders so not sure if real ads still exist but the tech still does so i would think the option should also be there.

    But eh...if they don't have ad sponsors anymore guess it doesn't matter.
  23. Not sure when this happened but i no longer see the option to disable in-game ads. Do game ads still exist, still optional or they just moved the option elsewhere?