Redbone

Screenshot Spotter 6-30-2010
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  1. To get the money out of me a "booster pack" has to have the following things:

    Utility: It has to have something in it that is useful to play. A new/fun power, a new ability or a new way to do things we've always been able to do.

    Customization Options: New costume parts, new hair, new faces, new auras, new emotes, that sort of thing.

    Innovation: It has to be something that's actually new, not a retread of previously avaliable stuff that's just gotten a new paintjob.

    Interest: It has to be interesting. If all or most of the above are boring or lifeless, it's not worth the effort (tiny as that effort is) to get, much less the money.

    So far the Valentine's Pack and the "Jetpack pack" are the only boosters that have failed this and the Superscience booster was borderline. I did buy The Vday pack and Superscience (Vday because it was the first and Superscience because it was just the right side of the borderline) but have avoided the jetpack as a waste of 5 bucks since it would have to be reupped every month.

    Expansions are a while different kettle of fish. They have to espand the game dramatically, boosting content and abilities on part with a sizable percentage of the existign game (a percentage which, admittedly, shrinks with each expansion released). It has to make some fundamental change to a large aspect of the game and/or add a load of new content to get my attention, much less to crack open my wallet.
  2. It is my guess that we'll continue to see Superboosters for the forseeable (and unforseeable) future. They're too good of a revenu stream to give up. If they relase 2 a year that's similar to having a new expansion box on the shelves in cash intake (without having to deal with retailers gettign a cut) but not in subscription bumps/new subscriptions while being less labor intensive than a full expansion. It's a major win for NCSoft.

    What I think will change is once the "Mutant Pack" is out we'll see a de-emphasis on "origin specific packs" and a new emphasis on the packs being "themed packs." While the end product won't be different, the marketing will be to see if there's a bump in purchase numbers. With that in mind, they can go in hundres of possible directions: fantasy pack, steampunk pack, victorian pack, horror pack, holidays pack(s), pulp pack, Golden/Silver/Modern Age pack(s), cyberpunk pack, alien pack, demon/angel pack(s) and on and on. The only real limits are their abilities to come up with a theme and enough "stuff" to make people want to buy the themes (powers will become a problem since eventually there will be so many powers that it'll take tray after tray just to hold the pack powers - I know that between vet, accolade, primary, secondary, inherent, preorder and pack powers, it takes 5-6 trays to do the trick now at 50 on many characters without any temporary powers in the tray).
  3. Quote:
    Originally Posted by Miuramir View Post
    Note that this appears to grant a freespec, which is the least useful and least stackable type; and there are many different ways to get various sorts of respecs these days. This isn't anything special to the winter event that you have to grind for. Last year, the winter event ran for three weeks; depending on your playstyle, if you find it easier to generate 500 canes over three weeks than do a trial or pay $10 or generate enough millions of inf to buy one at Went's or whatever, great; if not, do whatever else you'd normally do to earn one, or wait for the next vet reward or issue grant.

    The fascinating question is whether respec recipes will stabilize at 500x the cost of canes at Went's / BM; I'm not a follower of either market enough to know what that means compared to previous years, and whether it will pull one down or the other up.
    Note that the Holiday Respec seems to be a new form of Freespec (including it there will then be three forms: Holiday, Recipe and Granted) and can only be purchased once per year, not due to the time of year, but ONLY ONCE per year (IE, no buying it, using it and immedetly buying it again) according to its information.

    That being the case, I seriously doubt we will see it have a large, lasting effect on Respec Recipe bidding; short term when the chalet is open, maybe, but nothing far reaching. I do expect it will have an effect on the price of Candy Canes though.
  4. Ads and Signage from the game stores and billboards.

    Widescreen desktops
  5. Quote:
    Originally Posted by Lacrymosa View Post
    My main problem I know, will come from Fire/Fire Brutes wanting to burn down everything in sight. Or even worse, Masterminds dying on alpha's due to "I usually tank all the time" followed by "this never happens". Even so I hope many will learn that the tactic is the same.

    I'm hoping both tanks and Brutes will work together to either pull bigger groups, or work to shred through enemies. I don't doubt that many a rad/rad or Ill/anything will try to be frontrunners with stories of glorious tanking ability. Either way I never bother to knock any tactic that makes me win. Just tired of dealing with ego's.
    In my experience, if the Brute plays like a scrap heavy scranker and the tank plays like a straight up tankers tank, they become practically unstoppable. Every time my tankers have teamed with brutes that scrapped first and tanked second while I tanked first and scrapped second, we flat out steamrolled everything that even thought about getting in our way. A tank-brute combo has a synergy that is unique since neither has to worry too much about the other, even moreso that a tank-scrapper combo. The brute can cover "spare" aggro on particularly dangerous foes (like psi enemies) to keep the incomming damage managable for the tank while the tank can hit just hard enough to make the brute's job easier and get a major upswing in one and two shot kills.
  6. Redbone

    NOT Sour Grapes

    Quote:
    Originally Posted by Dalghryn View Post
    If an arc wasn't locked (i.e. if it wasn't granted Dev's Choice or some similar permanent, icon affixed, status) and it was modified in any way to make it a better product than the one submitted in 2009, it should be eligible. The Academy Award analogy doesn't work for the fact that, unlike the movie industry, we can change our creations to make them better.

    If arcs posted since the previous award period are better, then they'll get the nomination and possible win over arcs posted earlier and modified. If they aren't better, then it older arcs should be just as able to be nominated.

    Had they handled the awards somewhat differently, this would have been far less of an issue. A new award-based icon, and arc lock for winners and Dev's Choices for the two runners up for each category, and Bob's your uncle. But it's a little late for that.
    Sure the movie industry can change their product to make it better. They're called Director's Cuts. I own far to many versions of Blade Runner to say differently.

    As for Dev Choice/HoF locked arcs being disqualified, that's not really a deterant to an old winner winning again. After all, the Dev solution to having your arc go Dev's Choice but needing an edit is to reupload another copy of it as a "Director's Cut" and edit that. To be fair, that's also a way around a time restriction. Just delete the old version, give up the ratings and republish fresh.

    At any rate, I'm just hypothesizing based on other awards given annually. People are definately free to ignore or accept my hypotheses as they see fit. For me, I'd rather restrict myself and be wrong, which I can recover from easily, than assume the best and be wrong, which I can't recover from in a short time frame.
  7. Redbone

    NOT Sour Grapes

    Quote:
    Originally Posted by Lazarus View Post
    Considering that part of the prize package ended up being Dev Choice status, what makes you think that the winning arcs of this year would even be eligible for nomination next year?

    Actually, while there was no official "Existing DC/HoF arcs not allowed" rule I wouldn't be surprised if there was an internal guideline to not nominate them if they did get submitted.
    Exactly the point. We flat out don't know enough. Therefore, it's reasonable to look at it as if it will have the tightest restrictions that can reasonably be placed on it while still maintaing a fairly level playing field. If we're wrong, no real harm, no real foul. If we're right, we're ready or very close to it.
  8. Redbone

    NOT Sour Grapes

    Quote:
    Originally Posted by Zamuel View Post
    I sort of disagree with this idea or at least on the specific date. While it would seem like a filter would be needed, it may wind up blocking some good arcs that didn't get submitted the first time around or got some heavy fixes since then. Also, MA will no longer be the new shiny so there is less of a worry about being flooded with submissions.
    As I said, I'm just making a guess, although I think it's a pretty rational guess.

    Most yearly awards are for work done in the previous year. Sometimes good work in a year goes unnoticed or unappreciated, and sadly, they miss out (happens in the film and music industry more times than any of us care to notice). Imagine the firestorm if, for some reason, next year the same nominees are submitted and selected or worse, the same winners win. Or if arcs that were submitte dhtis year are resubmitted and nominated over arcs that were nominated this year. Compound that with what happens if some of the same nominees are nominated next year and the winners aren't nominated even though they were submitted.

    While I would be highly amused should Sabrina's Tale get a nomination for two years running, I definately wouldn't want to be in the middle of the firestorm it would create. I imagine most, if not all, of the other nominees feel a similar way.

    Yearly cutoffs mean everyone starts with a basically even potential playing field and eliminates the hassel of having people question your selection process even more agressively than they already have and will. No arc has had nearly two years of feedback and tweaking in the live environment. No arc has been judged by the Dev's previously for the award.

    They many not do it, but I won't be surprised if they do and am acting accordingly by coming up with new material for the next year, which would be another "plus" for the Devs in having the Awards have begin and end cutoffs, a constant flow of new material.
  9. Redbone

    NOT Sour Grapes

    Quote:
    Originally Posted by Coulomb2 View Post
    I agree completely - in fact, in my original post, this was the primary reason I stated wanting to see which arcs were "just shy" of nomination too. If I've got an arc that I've already been thinking of several ways the arc could be improved, and I also know the arc just narrowly missed being a nominee, then I really *would* seriously consider re-submitting it in 2010. On the other hand, if the arc wasn't "just shy", sure I might still make the improvement, but the odds are I wouldn't re-submit it unless I just flat out didn't have anything to submit that I felt was better and (as a result) I was willing to bank on the slim chance the 2010 entrees were more anemic than the 2009 ones.
    This is entirely a guess, but.... I am operating under the assumption that if/when they have the Second Annual Awards, there will be a "creation cutoff" time and that that time period will start with "created after October 12th 2009" or something similar and nothing created before that date will be eligible in order to stop resubmission of not only nominees and winners but also all previous entries in order to get a "fresh crop" of arcs for that year.
  10. Redbone

    NOT Sour Grapes

    Quote:
    Originally Posted by Hercules View Post
    Something like:
    Best Overall: Your choice of 1 PVP or Purple IO set (for one toon only) + 1 extra MA slot + 1 extra character slot on the server of your choice

    Each Category Winner: Your choice of a Purple IO set + 1 extra MA slot

    Category Runner-Ups: Your choice of an Orange IO set + 1 extra MA slot

    I think this would encourage as much participation as a physical prize.
    As I recall, and mind you it has been some time since I had to deal with anything like this, that would not solve the "problem" at all. The prize isn't the issue, it's the contest itself.

    If NCSoft suddenly came into billions of bucks and wanted to be generous, they could send every single player a brand new SotA Gaming Rig without any trouble at all. So, the prize being physical items is not an issue. What causes problem is when they add a "some get it, some do not, here are the rules and regulations, you have to enter for it" contest to it. Due to differing laws in different countries (heck, different states) they have to make sure they comply with anything from contest laws, to gaming/gambling laws, to tax laws.

    By way of example, in the recent Twitter costume code giveaways, they quite quickly squelched chatter about it being a "contest" and corrected people who were calling it one saying it was explictly a giveaway. That kept them from running afoul of any laws since they were giving the codes to any and all who wanted it with the only determining factor being how fast you could enter it into your account when it was valid.

    Beyond that, giving away merchandise helps solidify their contacts in the game industry (ATi and Razor beign quite prominant currently).
  11. Redbone

    NOT Sour Grapes

    Quote:
    Originally Posted by Hercules View Post
    Personally, I think they should change the prizes to be in-game rewards only. That way the European/Canadian rules would be irrelevant and everyone could participate.
    Unfortunately, that kills some of their cross-promotional ability though. It's always a catch-22 on things like this.
  12. Redbone

    NOT Sour Grapes

    Quote:
    Originally Posted by Aliana Blue View Post
    Sucks for non-Americans...
    I'm hoping they at least do something similar at one of the larger Euro Cons in the hear future.
  13. Redbone

    NOT Sour Grapes

    Quote:
    Originally Posted by Venture View Post
    Any explication of the process is going to lead to second-guessing, rules-lawyering or worse. What happens if it turns out that a significant number of arcs were never judged because (e.g.) lots of people misunderstood the instructions, or because their automation trashed entries? They (and we) would never hear the end of it.

    Whatever the reason, an arc that didn't win or place this year probably isn't going to do any better in the future. Accept it and move on.

    Oh, and if the devs really think custom mobs are one of "the most important" elements...that's sad.
    I have a feeling that if we do see any details of the process it would be something like:

    "We had 5 panels of 10 people who played the arcs in each division and scored them on a 5 point scale, with the 3 highest scores being nominated. Those nominees were the played by a different group of 5 panels of 10 people who scored them on a 5 point scale with the highest score winning"

    or something to that effect. Specific enough to give insight to the process, but not specific enough to give away any "secrets" of what the judging was on.
  14. Quote:
    Originally Posted by Wrong_Number View Post
    Redbone just sent me a PM saying it is all fixed. So, it is back on the schedule for this evening.


    WN
    That is correct. I have just nbow completed a second test on the live arc with a different character at a different Difficulty setting and everything appears to be "working as intended."

    I really hope you guys enjoy playing it.
  15. A quick update on the Sabrina's Tale arc. This morning, I edited it to repair the damage. The live version has now been tested again and is working as it is supposed to.

    Again, to anyone who played it yesterday, I apologize for the broken final mission.

    To everyone else who plays it, I appreciate you playing the story and hope you enjoy it.
  16. I am hoping that any potential players of the Sabrina's Tale arc see this.

    After seeing a comment calling the last mission "just flat out crazy" (a turn of phrase that's entered my pattern of speech now), I have tested the mission as it stands as a Dev's Choice selection. Apparently, when they "flipped the switch" on Dev's Choice for the arc, something corrupted in the file that controls the critters that spawn in the final mission. As such, the last mission spawns only one type of mob rather than the "combined group" I set up using customized standard critters and one special EB. Unfortunately, that one type happens to be the special EB... in every group. At sufficently low settings, it is "just" a boss, but that's still a very difficult row to hoe when there's three or more of them in a single spawn. I had a feeling this is what had happened as a previous patch had done something similar to the same mission. The oddest thign is, if I remove all my local AE files, then save a copy of the Dev Choice version and run a test on it, it functions properly, only the live version has the error.

    I have also gone back and tested that specific mission in my local copy as well as a copy of the exact .storyarc file that was sent to the Devs for the Awards. Both of those function properly.

    As such, anyone who has played the arc since Sunday (when it was functioning properly) has my sincere apologies. I have dropped a line to two Rednames requesting permission to revise the arc back to what they actually gave the award to rather than this insane thing that the arc corrupted into.

    So, just for the record, the Dev's were not insane in selecting something so crazy difficult for Arc of the Year and hopefully I will hear back from the Rednames quickly and be allowed to correct the problem so everyone can play the arc without running into mega-death in the final mission.

    UPDATE: Thanks to the prompt attention of Dr. Aeon, I was able to get in and repair the arc. It is now functionign as it is supposed to, so no more Elite Boss mega-death in the final mission.
  17. Quote:
    Originally Posted by Wrong_Number View Post
    This Weeks Schedule:

    Tuesday starting 6:00pm EST - 2009 Architect Award Winner for Arc of the Year - Sabrina's Tale

    Saturday Noon EST - Bring your picks of Halloween themed Arcs.

    Sunday starting at Noon EST Open Teaming.


    WN
    I've recently been informed (and then gone to verify) that in the process of marking the Arc Dev's Choice, something corrupted in the critter files. If you still choose to run it, be aware that at the moment the final mission's critter file is basically gone except one critter, the EB and it will spawn as every mob. Not sure what did it, but it was functioning fine yesterday, and today it's got the problem.

    I have a word in about the issue and I'm hoping they will allow me to fix it very soon.

    Update: This morning, I was allowed to edit the arc and correct the problem. It has been redisignated Dev's Choice so it's easier to find. I've run the arc as it stands on live now on two characters at varyign Difficulty Settings and it is working correctly. For anyone who played it yesterday, I am extremely sorry the file bugged out.
  18. Quote:
    Originally Posted by Bubbawheat View Post
    I was just double checking the original page and I saw this:

    Arc of the Year Architect Award Winner Prize Package (1 winner)

    • 1 Sapphire ATI HD 3650 512MB GDDR3 video card
    • 1 Logitech G330 headset
    • 1 Razer Lycosa keyboard
    • 1 Razer DeathAdder mouse
    • 1 Razer Destructor mouse pad

    Other Architect Award Winner Prize Package (5 winners)

    • 1 Sapphire ATI HD 3650 512MB GDDR3 video card
    • 1 Logitech G330 headset
    • 1 Razer DeathAdder mouse
    • 1 Razer Destructor mouse pad

    That's 1 arc of the year winner, and 5 winners for each category. So, does Redbone get both the grand prize *and* the runner up prize? Which are practically the same.
    That is a really good question, one I had just posed to myself at dinner. I could see them going either way on that one given the wording.
  19. Redbone

    So much suck

    Given the positive response the Hero Con Going Rogue info has garnered, every issue up to then has a hard sell for not being Going Rogue. So, in that spirit...

    "Meh, I mean, everything we wanted is fine and all, I suppose, but it's not Going Rogue..."
  20. Redbone

    NOT Sour Grapes

    Quote:
    Originally Posted by Bubbawheat View Post
    Agreed on all points. As for myself, I'm sad, but I'm not bitter. When I get around to playing Sabrina's Tale, I will definitely be playing it with an extra critical eye. And I would very much like to hear the reasoning for why the devs chose what they chose over what they didn't. And hopefully it's not something along the lines of "these people are prominent in the forums, so they already have a lot going for them."
    I am definately not extremely well known in the forums (I think I'm a bit under 900 posts) and I am a bit of a rabble-rouser around here. I also lack any Dev's Choice Arcs so I've been flying a wee bit under the radar, it seems.

    I would like to know some of the thinking behind the nomination process as well as selection of the winners. Like many others, I think it would be helpful to know what the Devs are looking at. On the other hand, I like to think that we're writing for ourselves and the other players, not to win developer approval (I know, I know, easy for me to say at this point). It would also be interesting if someone had videoed the Awards and posted it just to see if they made any comment on the winners, but I am unsure if anyone did so.

    I would also like to see every nominee given Dev's Choice. The fact they were nominated means they were chosen by the devs.

    I could make some guesses why Sabrina's Tale won, but they would be just that, guesses, without a developer making some sort of comment.
  21. Quote:
    Originally Posted by Lazarus View Post
    Being around for a long time does not mean an arc will have more ratings, there are plenty of 1000-range arcs that have hardly a dozen votes after all this time.
    The early days were a bit "wild west" with the ratings. Besides the sudden massive influx of arcs, some people were downvoting/0-Starring arcs trying to jockey their own arcs into positions higher up the listings (downvote everyone in front of them and jump ahead) or to keep people form having a shot at Hall of Fame. It caused a lot of arcs to drop into oblivion pretty fast. Some of those never recovered, especially the ones that got nailed early in their existence and pushed down a few dozen pages. Add to that some arcs got sent "live" before they were finished in an effort to do "live testing for feedback" and suffered for it with inital low ratings They have since been completed, but only after they dropped well out of sight.
  22. This is rather off the top of my head, so there may be omissions.

    Badges That "Do Something" are typically Accolades and grant a power. Not all accolades do so, but most do. There are exception to this though:

    All Day Job badges offer some temp power or bonus, but have to be charged by logging off in the Day Job location, which is what actually grants the power/bonus with the badges making the power/bonus more powerful.

    Rescuer gives access to Mr Yen's Store in Faultline.
    Trusted With The Secret grants the Oro Portal Power.
    Midnight Squad gives access to the Midnighter's Club (and, by proxy, Chimora).
    Burkholder's Bane gives access to the dice7 emote.
    A Wentworths badge (I can't remember which off the top of my head) gives a bonus (again, can't remember if it's Recipe Slots, Auction Slots or Salvage Space)
    Some Crafting badges give more Recipe/Salvage space.
    Member of Vanguard grants the abilit to collect Vangard Merits.

    On the Red Side, some badges unlock special contacts.
    On Both sides, some badges unlock weapons with which you can customise your weapon using characters.

    So, yeah, a number of badges, not just accolades, give a bonus, benefit or area access. Beyond that, they can be a fun little item to collect if you're an "explorer" personality.
  23. Quote:
    Best Original Story:
    • Sabrina's Tale - 1237 – Redbone – 148 plays – 4 stars
    • Death to Disco! - 84420 - Wrong Number – 362 plays 4 stars
    • Ctrl + Alt + Reset! Aka Time Loop - 137561 – Bubbawheat – 238 plays – 4 stars

    I did not play the winning arc but I thought both of the other 2 were awesome. Note that all of the finalists for Original Story are sitting at 4 stars in game.

    Sarbrina's Tale won arc of the year with a 4 star in game rating and 148 plays.
    While I can't speak to anyone else's experience, Sabrina's Tale, when all this started, was sitting at 144 ratings and was pulling a moderately strong 4 stars. But it goes farther than that. The arc number is 1237, which just goes to show how long it's been out there for everyone to play.

    It's gotten a number of comments and criticisms, all of which I read and considered before reacting to. A number of commentors were kind enough to respond with more details and depth when I asked them, so they really helped polish the arc.

    I suppose my point is two-fold. First, listen to criticism and think about who has made the criticism and what they've said. They may be right, they may be wrong, but at least hear them out and think over what's been said. And second, there are a lot of really good arcs sitting in the 4 and 3 star range for various reasons and it is never a bad idea to zip into those ranges and see what's there.
  24. Quote:
    Originally Posted by JeetKuneDo View Post
    I'm hoping SG membership stays intact but in "suspended" mode or something where you stop earning prestige but don't lose any prestige earned or the join date. Maybe how it would work if Iron Man "went rouge" for a while and quit the Avengers. The others would shake their heads at his foolishness but would welcome him back if he mended his ways.

    I was thinking of taking my SG leader toon through a spin on redside but won't do it if I lose all those things. It's a pretty minor thing to most I'll bet but it's just important enough to me to not want to lose it. My leader has those numbers beside her name...and they were earned.
    To my mind, the best solution is "dual citizenship" with SGs. You can have a membership in a Hero SG and a Villain SG, and whichever side you're on at the moment determines which you're active in and who you earn prestige for. With a system like that you wouldn't have to worry over losing your previous association when you switched sides back and forth, and would have an association on each side without a ton of problems. It would also jive with what was said about Super-Leaders not being able to side-switch since they cannot control an SG they have no access to and, under such a system, would still be sitting in the Super-Leader positon.

    At least, I hope the Devs are thinking in a similar direction.
  25. To start a base, you just visit the same guy you registered the SG with and tell him you want to build a base. This will give you access to a base with one room (the entry way). This room can only accept decorative items.

    Your next step will be to purchase an Oversite room (cost: 50,000 prestige) and put a combo power/control unit in it (Cost: 25,000 Pres and gives 75 control and 125 power). This will give you a little power and control to get started. You'll next need a workshop room (cost: 50,000 Pres) and a basic workbench/forge (cost: 25,000 Pres). With these you can craft your teleporters.

    Now you need Teleporter rooms, they cost 100,000 each and can hold 2 TP units (4 beacons to locations), but you can go "cheap" but a Teleporter Bay for 50,000 which holds only one Teleporter.

    Keep in mind that each teleporter costs 15,000 pres to place and each beacon costs 10,000 to place. Each teleporter also consumes 50 power and 25 control and each beacon consums 5 control (a "full teleporter" costs 35,000 and burns 50 power and 35 control with the beacons). In other words, even if you delete the work bench, you cna only equip 2 teleporter and 4 beacons before you run out of power and control.

    By now, you need to updrade again, adding a proper set of power and control items, this means you need a Control room (100,000) and an Energy Terminal room (100,000) as well as a Mainframe computer (50,000) and basic generator(200,000). You now have your basic items.

    From this point its a matter of simply adding teleport rooms, teleporters and beacons, while upgrading (or adding to) the basic control items.

    All in all, to get you to a point where you can have a decent number of porters, you'll need to accumulate Between 600,000 and 1 million prestige. however, you can get started and functional in the 200,000 prestige range.