Razoras

Legend
  • Posts

    373
  • Joined

  1. No one is saying you don't get to have an opinion. We're all just pointing out that your opinion is wrong. No one is shutting you up. I mean, is that not obvious?

    Quote:
    The argument here is really: are sub numbers up or down? It looks to many of us like they are down significantly.
    That would only be the argument if you didn't understand how MMORPGS like CoH were supposed to work with respect to subscription numbers. Which you apparently don't.

    If it were healthy, typical MMORPG, the sub numbers should be down. I don't have a line of best fit on my graphs but you can guess a line of best fit pretty easily yourself since the numbers have remained pretty stable. I'd wager that we're below the low point we were at when the game was experiencing huge subscription trouble in 2004 (it should never have dropped that low, as evidenced by the recovery after changes were implemented).

    I'd even go as far as saying the decline is probably much worse than it should be since Issue 14 introduced Architect. Any actual increase it introduced has probably been destroyed by the number of players driven away by AE-related behaviors and impacts on the larger game in general.

    In the very near-term, however, we are seeing impacts from mostly external sources. School has started up again. Bubba has pointed out many times in many threads that our first competing product just had a massive open beta period and will be released soon. Our numbers are also down because Issue 16's PC is highly anticipated so a lot of people are on test instead.
  2. Quote:
    World of Warcraft is an aberration, not the norm.
    There are other games that have a positive trend line other than WoW, too . Those operate on a different business model, than CoH and WoW and other major players (very front-loaded costs and income goals, punctuated by expansions to regulate the gradual erosion of player base). You start out with small development costs, you start with a small player base, you keep your operations scalable, and you build your player base gradually rather than focus on trying to achieve maximum saturation in the first quarter.
  3. My mother would blast The Sound of Music records while cleaning the house as I grew up. Musicals make me queasy.

    Plus, Day wouldn't sing in anything if Autotune hadn't been invented yet!
  4. Namecalling, accusations, blah blah blah.

    Quote:
    Originally Posted by Bad_Influence View Post
    Ah, but are they joining in sufficient numbers to stem the outflow?
    That ain't how MMORPG subscriptions work, generally. The business model isn't about ever-increasing numbers. It's like I'm talking to Aceman all over again. Do I need to make more graphs or something?
  5. Quote:
    Originally Posted by Bad_Influence View Post
    The important thing is that they're leaving.
    The rest of your post is more emotional drivel (you "cite" a nerf to TFs and then don't even bother explaining what the nerf was, you don't even know how much the Khan TF rewards but details like facts aren't important to your point, and you seem to think little problems that can be fixed or adjustments aren't worth doing just because), but the last bit of it resembles some coherence so it is worth token response.

    They always will be leaving. Always. It's only important if there's a large amount of them, and that they share a collective reason for leaving. Anyone that claims to know one way or another if the AE nerfs or Freak nerfs will have any impact at all is simply being dishonest.

    Unless they're me. I'm generally correct about just about everything.
  6. Quote:
    Originally Posted by Bad_Influence View Post
    I know some of you refuse to acknowledge that some people become upset over nerfs, and after a while we may lose those players...
    Who says no one ever leaves because of nerfs?

    Quote:
    and so what? Good riddance to bad rubbish. I know that some of you view those people leaving the game as making the game somehow "better." I view this opinion in much the same light that I do ostriches hiding their heads in the sand, but to each their own.

    I view people quitting over nerfs as lost money hurting a game that I love. Each lost player means less development $$$.
    Or, it's simply a part of natural churn. Churn, if you are unfamiliar with it, can be described as a (generally unavoidable) percentage of a subscriber base leaving the service. The goal in any service-oriented biz is to keep churn low and new subs high.

    If it wasn't a nerf it would be something else breaking the camel's back. People misattribute their reasons for becoming dissatisfied with just about anything. That isn't to mean that there aren't some who genuinely find the game ruined by a particular nerf, either.

    Quote:
    But that's ok. People who are not playing the way we want 'em to can just get the [edit] out and don't let the door hit 'em, right? We don't need their money, let this [edit-edit] burn... all the way down to a consolidated server. Sounds like a plan!
    You deny building strawmen in one paragraph and then pretty much base your entire post on doing it.

    Did it ever occur to you that the developers, when making a nerf, might occasionally weigh the good versus bad to a nerf before actually instituting it? They might know better than you what kind of impact (as an example) AE farms have had on the playerbase. What if they were able to see that the population that effectively lived in AE was doing fine (at least stable, if now growing slightly) but that the population that didn't enjoy AE was falling through the floor? I guess they better not try to fix the situation, because that would be a nerf! Even if they didn't touch AE rewards and just jacked up regular content rewards it would be called an AE nerf.

    So why is it that a pretty innocuous nerf like this freakshow nerf, probably only a few pegs higher on the "really big nerf list" than if they decreased the damage of the craftable baseball bat attack power, is relevant to all this? Sure, they might have nerfed freakshow a little bit much, especially the minions... but... really? This is worth diatribes about how the devs are unintentionally ruining the game?

    Not only that, you insist on trotting out an anecdote and then endeavor to make larger predictions based of it. Well, your anecdotes of people leaving over any nerfs are invalidated by all of my anecdotes (and they are many) of people leaving for other reasons: shallow game play, repetitive game play, bad graphics, lack of story advancement, lack of new recipes, lack of new powersets, etc. The game is doomed! The reasons for quitting are legion! Woozy woozy woo woo!
  7. I hadn't really even considered the causes for the recent low numbers until I whined on PinnacleBadges about it and Bubba mentioned CO and Issue 16.
  8. Quote:
    Originally Posted by Tank_Washington View Post

    As for Razoras' reply, you made one of my points for me, try figuring out which.
    If that's the best you can come up with, I win again!
  9. Let's not be too rash about blaming the team's ability to disintegrate after one mission on any recent events. This phenomena exists in every MMORPG I've ever played to some extent, and definitely happened regularly many years ago like it does today. When I used to almost 100% PUG it usually only took a longer mission to kill a team.

    My difficulty has been, lately, that it's more difficult to quickly rebuild the team or replace the guys who dropped. However, I think that might be getting caused by several issues combining in a unique blend that hasn't happened before. Competing game release and beta preview, school years are starting up again, and a major feature in open beta for this game.
  10. Hey, I'm a leg man. Stacked twigs aren't MY manocracy!
  11. Well, Tank, you were too busy worrying about being angry and formatting your post to really comprehend what those posts were about, but let's proceed anyway...

    Quote:
    Originally Posted by Tank_Washington View Post
    So the increase had nothing to do with the games first major expansion, it resulted from players deep affection for nerfs?
    Brilliant detective work.
    No one is really taking that position at all. In fact, I have pointed out in several posts that the reason we had so many subs in December 05 was because of the expansion. Not because of Ace's suggestion that up until that point there had been no "campaign" to control player behavior.

    No one is arguing that nerfs don't drive players away. It's absolutely arguable about the degree to which players leave because of some nerfs.

    Quote:
    And the drop in subscribers after the games biggest year of major nerfs, was because there weren't enough nerfs in 2006?
    Which year? The biggest drop in subscribers happened during 2004, which didn't suffer some of the most widespread nerfage at all. Very specific things happened during that year, most of which was fixing incredibly overpowered sets like Regen, the Fire tank sets (Burn, especially), and Devices (smoke grenade, especially).

    The biggest drop on the graph most certainly wasn't following the Global Defense Nerf and Enhancement Diversification, the nerfs I can remember triggering the greatest amount of heat and vitriol.

    Great detective work!

    It seems far more likely that that big drop after that nice peak of initial sales is just your typical post-release subscription drop offs combined with a game that really had some incredible balance issues and problems with mechanics that needed fixing. The numbers show that, after getting fixed, an upward trend in subs began.

    Quote:
    Do any of you remember this games nickname at the end of 2005?
    It was "City of Nerfs." Google it.
    Yeah, a tiny percentage of people called the game City of Nerfs. Go write home to grandma about it, while you're at it. You and the few other "leet doodz" can lean back and continue patting yourself on the back about coming up with that unique gem of wordplay.

    The rest of your post is pretty typical vitriol from someone who sets up mythical strawmen to beat down, blaming them for the game's ills and suggesting that "if they were in charge" this game would be even worse than it is right now (which isn't bad at all).

    You even take a swipe at "role players" like they're somehow related to nerfs at all. I'm really not clear when "role players" became the guys people got to pin nerfs on, or how there's any logical connection between someone that likes to write stories or whatever and someone that likes nerf and doesn't like fun. Maybe that's PvP crowd thing (where "Carebears" has been replaced by "role players", or maybe it's just you and you're the anonymous coward who I responded to).

    You pretty obviously haven't gotten over Issues 5 or 6, which is pretty funny considering that all went down a little under four years ago. How long do you plan to carry that torch and get so upset about it?
  12. Quote:
    Originally Posted by DarkGob View Post




    Get her on a Stairmaster right away!!
    Well, she's still stacked up top.
  13. Naaah. Y'see, dye Day's hair black and you've got a good Swan. Swan, except as portrayed by an Image/Top Cow artist, is skinny (sorta, as skinny gets in this game) like Day is. The marketing material and in-game material that depicts Psyche, though? That's some crazy proportions to live up to. The kind of stuff only plastic can meet!
  14. Feclia Day would be a nerdgasmtastic casting decision, but not really appropriate.

    You need a porn star or a model.
  15. Quote:
    Originally Posted by Anonymous Coward
    Rpers never understand nerfs, or why some get so upsets over it.
    Oh, sure we do (Rper, lol). Nerfs upset people when their playstyle is impacted by them. The pattern of gameplay they got used to has been changed, sometimes significantly.

    Just because someone gets upset by a nerf doesn't mean they've got a valid complaint, though. Understanding doesn't mean agreeing. It also doesn't mean it's okay to make up timelines about when and how nerfs have taken place, or alleging a new pattern "now" with regards to nerfs compared to "then."

    Quote:
    Originally Posted by Luminara View Post
    That image needs to be revised. At the very least, the demarcation between "pre" and "post" should be at Sep. 05 (one month after the release of I5, which implemented the GDN), and potentially even further, to June 05, one month after I4's release (which implemented various nerfs such as the 50% -ToHit added to SS and SJ (precursors to travel suppression, which was fully realized in a patch between I4 and I5) and the mechanic which stopped dead characters or characters beyond 300' outdoors from receiving rewards).

    With the demarcation line in the correct place, the trend you point out is much more visible and correctly emphasized. Increases in subscriptions following the strongest balance changes (nerfs), then a very steady and gradual decline, but as of the last entry in the chart (Dec. 07), still higher than the point before the "campaign" began, indicating an overall satisfaction with the "post-campaign" game as evidenced by the relative stability of subscription numbers in comparison to the "pre-campaign" data.
    Indeed. Well, previous posts by Ace suggested he felt the campaign began after or at the peak of sub numbers, so I went with his artificial selection.

    Here's another image with Issue and the two huge "nerfs" I could remember indicated which I made the same time I made the previous image. Both are sort of messy, though, because of the width of the forums required shrinking the original graph a great deal.

  16. Quote:
    Originally Posted by Golden Girl View Post
    Don't be so sure
    It's POSSIBLE, sure, that GR will create another spike in subscriptions like we did with CoV. I think we'll see numbers near, but not above, the old peak. I think we're too old, but you never know.

    In almost every expansion I've seen in a MMORPG, the numbers have gone up, sure, but you don't necessarily see a new peak each time.

    So, let's humor you, Ace. Let's divide the timeline of this game into a period "before" the campaign you allege started in 2005 at the peak of sub levels.



    Strangely enough, if this campaign really existed, it seems to be a stabilizing force. Pre-campaign, the sub numbers had some pretty major twists and turns, while after the campaign, the numbers have stabilized greatly. If you want to move the goalposts further towards the middle or beginning of 2005 rather than right at the end, your argument falls apart even more. Rather than a decline, there are either more subscribers now or at least were for greater amounts of time than there were pre-campaign.
  17. Quote:
    Originally Posted by Acemace View Post
    "Has the player base increased since then..?"
    What is your point, again? This question is meaningless.

    Water evaporates at 100 degrees Celsius at sea level temperatures and with minimized impurities. I fill a pot with water, let it boil for about 30 minutes, and then begin to stir it every once in a while.

    Has the amount of liquid in the pot increased since I started to stir it?

    You see, no matter what the devs do to the game outside of a paid expansion (and related marketing efforts), we will NEVER EVER see the same numbers we saw in 2005. This would be true if no nerfs were even made, this would also likely be true if we released paid expansion after paid expansion after paid expansion. It's possible we might see a new peak with GR, but I'm not so sure. The 2005 peak was created by the release of CoV, by the way. Before the spike, subs were steadily declining... or would have if they hadn't nosedived because of huge delays between issues.

    The peak didn't happen because the developers began to nerf... they began to nerf before, during, and after release. Your asserted causal relationship doesn't exist.

    So if the game's population will never reach the old peak, why does it matter whether there are nerfs or not? Our peak subs are entirely irrelevant to whether the devs have been nerfing or not nerfing or, as you want to put it, "controlling player behavior."

    Again, you need to spell out exactly what you're trying to suggest. Are you seriously suggesting that the developers should not attempt to fix game mechanics that create an undesired behavior in large sections of the playerbase?
  18. Razoras

    CoH vs. HL2?

    The similarity between the two symbols are pretty shallow.
  19. Ah, well that explains it. Hardly a hiatus at all, so you're either starting to enter a normally "slow" period of the XP curve or you just misremember. If you had said a year or two you'd have to be crazy to think things were slower.
  20. Quote:
    Originally Posted by _____ View Post
    teams may indeed be harder to find but the leveling speed has only been increased
    At least once, for sure, and possibly more than once. It is so much faster to level now with the XP curve changes, content changes, and things like rested XP, that it is pretty amazing that someone returning to this game from any hiatus could feel the game levels more slowly than is did before.

    How long was your hiatus, OP?
  21. Quote:
    Originally Posted by Acemace View Post
    Naturally you would.
    Well, when I know what I'm talking about and you don't, that would be the natural outcome.
  22. I can't think of any MMOs off the top of my head. If you look at games in general or even just focus on the games with a large online component, though...

    Diablo comes right to mind. Game mechanics weren't so much as issue (though, I seem to recall there were many) as security. The cheaters and abusers prospered while the greater playerbase became jaded and experienced a great deal of erosion. I don't think Asheron's Call, an actuall MMO, ever had a significant period of time where anything was ever balanced. Even despite the wide-open character development available you basically had to be one of thousands with specific skills or you'd be considered a gimp. Crafting skills AND combat skills on a single character!? PSHAW! That doesn't even address the problem with content rewards, which is related to this thread's original post. There was always one specific area or dungeon everyone went to, despite the fact that the world was seamless, populated, and larger (acreage wise) than the entirety of WoW including all expansion landmasses.

    I guess I can't think of too many off the top of my head. Countless smaller MMORPGs that don't exist anymore.

    We see what happens with prolonged periods of inattention to balance just in small time-frames in this very game, periods of months where some specific content or powerset is badly overpowered or generates rewards outside a reasonable range. I'm not sure why anyone could possibly, logically, argue that MMORPGs without balance changes would experience less churn that a MMORPG that doesn't do balance.

    Edit: Whoops, I took too long to type that and someone beat me to it. One of those exploits mentioned above was bad enough that they rolled back servers by days. I also resubbed last year for 3 months and many of the problems still exist to this day. Particularly botting.

    Edit: Oh, yes. Here's one: Star Wars Galaxies. It was a huge joke long before the complete overhaul. The game had huge balance problems at the start, continued to have huge balance problems, and then even better... transformed once people figured out how to unlock Jedi. Hologrinding. That was basically what the game became all about. Finding the fastest way to grind your way through career after career after career in hopes of eventually getting a Jedi of your very own.
  23. Quote:
    Originally Posted by Acemace View Post
    Has the player base increased since then..?
    What exactly are you trying to argue? You admit that nerfs don't really drive droves of players away while at the same time pointing out that subscribers are bound to leave anyway.

    Trying to "reign in player behavior" has been happening since release. Since before release. Are you suggesting that it would be healthy to not plug holes or fix exploits? Do not you understand what happens to games, especially online games, with that sort of inattention?

    Your post doesn't have a lot of logical consistency. Games that don't nerf are games that spiral the drain far faster than games that don't.

    I would also disagree with you strongly that somehow nerfs remain at the forefront of collective memory. I'd feel pretty confident that if you wanted to survey the playerbase with an appropriate sample size you'd find a smaller percentage of people who knew what the Global Defense Nerf was, what ED means in the context of this game (or at least would know it was a nerf). How can you possibly claim that a population with an average subscription age that is below a year has some long-lasting collective memory at all?
  24. Quote:
    Originally Posted by Gr33n View Post
    only took 5 years for the nerf... the devs (shakes head) are shooting themselves in foot... I understand the AE nerfing... I really do... and I agree with it....

    but to, again, nerf XP on standard content mobs is really a BAD idea. Who cares if some players farm Freaks...

    If this tunnel vision, laser sights dont change, the game will not survive. Fact is the majority of players I see/know farm. For different reasons and at different times. Its a very large piece of the player base. The people you seem to be caving into might not think so... but when the subs start falling like pouring rain, you will see that your development time would have been better spent in other areas.

    Please reconsider any further nerfing of XP on standard content mobs. Freaks have been in game for years, they have rez'd for years, now this witch hunt hits yet another group.

    Castle didnt mention the killer stuns and the KB this group also has....

    this attitude the devs have taken has totally destroyed my excitement about i16 and Go-Ro.. keep up the good work...
    This... can't... be... serious...