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Quote:The way NCSoft has handled the situation feels like it originated with some kind of upper management knee-jerk reaction to something to close it down - not a well thought-out plan.This denial thing is getting really old.
Also, this is no longer about "odds" per se. Frankly, it never was. NCSoft owns CoX, and all final decisions about it are theirs. Said final decision was made back in August. Everything that's happened since then is pure theatre.
I am quite sure they will not back down on it before November 30th. That would mean losing face probably and that will not happen. Maybe at some point later in the future they will consider selling it off though. -
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Yes, that would have been nice - was kind of hoping for that as well. Oh well, can still run them anyway.
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In total I guess somewhere between 35 and 40 characters, most on my main server Defiant.
Got 16 of them at 50, most of them alpha slot unlocked but only a few with some IO sets and two so far with any incarnate unlocked and slotted beyond alpha.
Of those that are at 50, 8 of them are dominators, which have been my long term favourite archetype. More recently though most of my time has gone into my Kheldians - they are right at the top with dominators at the moment as archetypes I enjoy playing.
At any given time I probably rotate between 3-6 characters, but which characters that may be varies over time. -
What gave you the idea that it should be in an office? Kelly Uqua states that he is leading a research expedition in Primeva - makes perfect sense that the mission is in a Primeva setting.
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Cool, I missed the ones in the headstart and now it will be on my main server also on Wednesday.
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Quote:Really though, they should have stated at the start of the month that there was going to be numerous long periods of downtime for server upgrades instead of just going "oh btw your losing your play time tomorrow".
This. If they knew it was going to be a number of extended downtimes for server upgrades and could provide a schedule so people could do a bit of planning around that. I do not think that would be too much to ask.
If they did not know ahead of time, then I would be more than a little worried about the whole operations, not just which time zone would be most affected.
Emergencies can happen of course, but more than once or twice in a relatively short period of time is cause for concern. -
Quote:The main damage control action at the announcement was to say that paid subscriptions would count towards Paragon points from July. If they had not done that I am quite sure they would have had a significant number of cancellations. They may still have had a number of cancellations, but I assume that would be primarily people who have no intention of going VIP.To me this Double Xp sounds like damage control on the part of NCsoft. When they annouced Freedom, I'm only assuming they saw a large amount of subscriptions (including my 2 subs) get cancelled.
Double XP is more standard procedure to keep activities going a bit during summer time I think; there usually is a double XP around summer as I recall. -
Quote:It is a business decision most likely - will we get the money we invest on fixing this back, either by gaining new subscribers/paying customers or avoid losing too many customers.On a serious note though. I wouldn't worry about this. The dev team tend to COMPLETELY ignore old systems (pvp, base building, etc) when they have a new system to focus on. Now that incarnate stuff is the new shiney, I can't imagine the AE will get any attention.
If the answer is no, it gets a lower priority than things that might provide better opportunity for revenue and profit increase. -
A somewhat educated guess is that that they have licensed to use the database used in TESS (Trademark Electronic Search System) (see http://www.uspto.gov/trademarks/index.jsp).
What they may not have done here is to apply enough filtering to sort out those that are not active/live and actually used commercially and used in the same line of business etc.
That being said, a search for a name like Dracula provide multiple hits for entries that are live and in commercial use, for both computer software and comics (the latter Marvel Characters, Inc.).
A custom villain of mine named Vego was caught in the filter - the only record for the name Vego that was live (but not in commercial use) was a submitted request from an Israelic company to use for packaged fresh cut vegetables.
There were however two live other live entries that were in commercial use that a search showed - but in those cases the trademarked name was not Vego (names were Optima and RFMIMO), but the company that had registered these names is Vego Technologies in Taiwan...
And to take another example fom previous comments, the word "Accessed" gives one hit for live records to "SEAS Secured Employees Accessed Safely". -
Quote:My reluctance is entirely based on the concept of giving the game away... Things are often worth what they are going for.... If the cost drops to nada, well, that often means something. Not to mention that there will be a marketing influx, which is already so bad on some servers that I avoid them.. I frankly don't want that sort of population expansion on the 'smaller' servers..
The concept of value for money is precisely one reason I am in favour of this conversion. If you only offer subscription as the payment model, then you effectively will keep a number of potential customers away from your game. This is because depending on how, when and how often they play, they may or may not get good value out of that subscription fee.
A hybrid model allows for more diversified pricing and thus you are able to accomodate larger groups of customers because it will be easier to find a price point that is suitable for them.
Trial players today have the same restrictions as the completely free players will have. Those that can avoid those restrctions are those that are already paying for subscriptions anyway. Thus it is a problem that already exists today and avoiding the change of the game's payment model will not avoid those - any increase in popularity of the game would potentially increase those sellers anyway. -
Quote:In one of the UStreams they say that they started to work on this after Going Rogue. Even if they started planning the transition before Going Rogue that does not mean that they decided Going Rogue would be free then right away.If you look at the FAQ about CoH:Freedom, it explicitly states that they have been planning this move for "well over a year", which means that the devs knew very well that GR would be free, and knew roughly when it would be free, at the same time they were charging us $30 for it. Makes me feel a little taken advantage of.
Looking at other conversion examples the logical conclusion would be that they would still charge for expansions. It is more likely that they made that decision after GR had been out for a while, so they could see how well it was doing and who bought it. It would be just silly to make a decision like that before you had any sales figures for the expansion. -
Quote:It is the same thing that is done with other games:I have been trying to figure out the same thing. The whole setup where it's 500 pennies to buy 400 points is just a bit odd. Make it so that it's 500 pennies is 500 points and all of a sudden I can do the math (I'm not a smart man... but... wait, what?).
1. Atari tokens (which still includes Champions Online and Star Trek Online) costs $6.25 for 500 tokens
2. Turbine points in the DDO store costs $7.99 for 600 points
3. In LOTRO you buy 420 Turbine points (different points than for DDO) for $6.50
4. For Anarchy Online & Age of Conan, 600 Funcom points costs 5 Euro (not sure what the USD rate is)
5. For Perfect World games, 500 zen will costs you $5, but then each game has their own in-game currency, so you have a conversion from Zen to whatever that game's currency is. For example Forsaken World has Eyrda leaves at a rate 100 Zen = 40 leaves, which means that 200 leaves will cost you $5.
There is a point in adapting a conversion rate also that is similar or the same as other games, because it makes it easier to compare the prices in other games if the conversion rates are pretty much the same.
So I am quite sure that they did have a look at the conversion rate used for tokens in Champions and that they will look at providing competitive pricing against them. -
Part of the problem here is that some missions may have corrupt data - at least some entries seem to have corrupted data in the error display and then any name is considered invalid, even hitting the keyboard at random.
Cannot remove the culprit characters and cannot change their names... -
It is a hybrid payment model, which most Western MMOs that are not really big titles seem to be going to in some form if they have not already done so. A number of them reportedly pulls in quite a bit of money from it and get more people to play their games.
That does not quite sound like death to me.
What is very likely death though is to stay with a model that effectively puts a road block in place to get new players hooked to the game when "everyone else" opens up their virtual worlds more to new and returning players.
And there are a lot more potential new and returning players out there than there are active and/or paying subscribers. -
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I do not visit the forums so often, but since I am on vacation I have a bit more time and read through the posts in this thread.
I definitely agree with the notion that "everyone should be an author" is wrong or counter-productive for MA and that there has been a lack of focus to make it attractive for players to play the content.
Unfortunately I do not think many of the good suggestions here matters particularly much - in the end any improvements will be judged against other items on the to-do list in terms of what commercial benefit they can bring.
Unless Paragon Studios run out of ideas for other content updates, or they get some "proof" that user content creation in MMOs can be commercially successful I doubt they will put much effort into it, if any.
If Cryptic's efforts with The Foundry in Star Trek Online works out well I guess they maybe would look at it again. I think Foundry is better in a couple of ways than MA, but may still run into similar problems that MA has.
* Accessibility is definitely better; as easy as regular missions and same interface
* A review stage - a mission needs to be _completed_ by reviewers N number of times before being publically available
* Similar rating system to MA (1-5 stars), but with a bit more details on the ratings - e.g. it will show that a mission may have 10 4-star, 1 5-star and 2 1-star ratings out of a total of 13.
* Cryptic is planning to have different missions with regular rewards whose tasks may include to complete a certain number of Foundry missions.
* Search functionality which is somewhat similar to what MA has.
I do not think the interface will be enough if the number of missions grow considerably and something similar to the YouTube approach may still be needed. But the review stage may at least partially control the flow of new missions.
The tools themselves looks promising - they give a lot of control to the author with some basic building blocks. The toolset is essentially an early version that they will be using for their Neverwinter Nights game.
For the sake of MA I hope that Foundry will work out in STO - if there is a positive working and commercially successful example out there perhaps Paragon Studios will make a good effort to revamp MA. -
pre-I18 (I16, I17ish) I did not get the betrayal to work at all for escort, while it did work for ally. After I18 the escort did work, but the dialog was still largely left out.
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Unlocked the alpha slot on 5 characters so far, one for each archetype I have at 50. The remaining 6 (all dominators) may get the slot unlocked at some point and future 50s will probably get it unlocked.
As to have many will actually have something slotted there, that remains to be seen - I am not grinding/farming any shards. But if I end up playing a character, I might has well have it there in case a few shards and components would end up in the inventory. -
One of the great things with City of Heroes is that it makes teaming up with others a quite painless effort - it is easy to start a team and do some missions. Quick travel times, everyone get something out of the missions even if it is not their own, generally no need for specific roles to be filled or a certain amount of team members.
A hurdle with AE is that teaming is a bit more cumbersome than normal missions since they derive from the task/strike force mechanic, but there is not really a compelling reason from a user perspective that it should be that way.
If AE mission handlign were a bit more like regular missions it would be easier for teams to mix AE and non-AE missions, perhaps switch between different missions etc. Even allow people to jump in through any AE to a team mission.
Make it more convenient and easier to play and mix with other play activities and I think more people will be inclined to play AE missions. -
Thanks for the review, GaziusF!
Morality was neutral because actions and motivations would not be villainous, even though it is a red-side contact. Rogue could be an option to choose, was not available when the arc was created.
You are quite right in that English is not my native language and I do struggle with finer points of writing artistry in English. It is good to get that pointed out and I will look for ways to improve it.
The custom boss sidekick in the end fight actually appears in the first mission also, but is not a mission objective and would not always be seen, depending on where things spawn.
Mission #4 is unfortunately a hit or miss with regards to running around, depending on where things spawn. I have tried a couple of different maps that also work with the first part of the mission (Bocor) but have not been able to avoid it entirely.
Good points in review and I will look at doing some improvements. -
I already have 7 doms at 50, but I doubt I will make anyone of them a hero, rather rogue or vigilante if I switch.
For new characters in general I will probably start on the "opposite" side with any of them and after that will see what happens. It will be at least one new dom for elec control. -
Quote:If they had enough content anyway. The problem any sequel or many MMOs would run into is to provide enough content for players compared to the older games.A new version of CoH with all the improvements to content and play built in from the ground up would be worth playing.
If they make a new game I hope they aim for something along the lines of what GW2 is trying to do.