Sister_Twelve

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  1. Quote:
    But there is no such inferiority. A well made arc is just as rewarding as a normal arc (minus Merits and end of mission xp, of course, which are somewhat compensated for by Tickets and ease of play - no travel time, etc). It's just sad that people compare the normal rewards rate with the rate they could get using the exploits found in the early MA and decide that now MA arcs are worthless. And then they spread rumors to that effect which makes new players avoid the MA too. It's ridiculous.
    Well, honestly, unless you, as a player, pick arcs that have no custom mobs at all, of which there are some, I admit, but most MA authors include customs because they want people to experience their own creations, not just show off what they can do with already existing CoH creations, these are your choices:

    - Fight things that are about as hard as what you fight outside MA for no experience.
    - Fight things that are harder than what you fight outside MA for less experience.

    Or

    - Fight things that are much, much harder and will one-shot 90% of the ATs in the game right now for the same experience you get outside of MA.

    That is pretty much the reality of custom mobs. As an MA author, you are now constantly walking a fine line between what powers you can conceivably take away in order to allow the player to live long enough to read your story or just accept the fact that in order to do so, you will have to nerf your customs down to giving no reward.

    What makes more sense? To fight easier opposition for more experience? Or to wade through things that, through no fault of the writer, will turn you into street pizza and then, to add insult to injury, get almost nothing when you manage to win?

    In this case, I don't blame the vast majority of casual players for going elsewhere.

    But one final thing, if they have any intention of repairing this, they need to do it NOW... while there is some residual audience leftover from earlier in the year. Because if they debate about it and have meetings and drag the process out for a couple of months before committing to some incremental solution, they might as well not do anything at all.

    There will be nothing left to salvage and MA will be Perez Park.
  2. Quote:
    I won't say the AE is dead, because I do still get a couple of tells every day or two from people running my arcs so people are still out there playing the AE, but it's not nearly as popular as it was when it was new.
    Perhaps not dead, but definitely in the death spiral that means it will go the way of hazard zones like Perez Park and Boomtown. Or PvP zones. Once the developers decided to turn this into a 'niche' mechanism via the massive reward nerf, they pretty much consigned it to the death spiral.

    It takes a lot of time and effort to construct a well-designed, well-written arc. The creator in this case does it for no other reward than that of seeing their arc played. If that doesn't happen, then even the most stubborn of us will begin to regard the time put into doing it as time wasted.

    And I am not crying DOOOM or declaring the death of the game. The system will stay in place and it will continue to limp along as it is doing now. The same arcs that are now being played because they are the arcs that people see have good reviews and a lot of plays will continue to be played by the same, gradually diminishing pool of players and reviewers.

    But unless the devs decide to fix the real problem - the inferiority of AE when compared to the rest of the game as far as rewards go, the situation will never improve no matter how many contests Dr. Aeon runs or how many events we decide to create in this forum.

    It's unfortunate, but as someone who has had a total of 7 plays over two arcs in 3 months, (both of them 5 stars atm), I can tell you that spending 30-40 hours on something that is going to be experienced by 1.75 people a month is not a good use of my limited leisure time.

    It's sad because I still believe this is one of the best MMO tools ever conceived. It's just unfortunate that they decided to cripple it because of the same abuse that occurs in their own content at a slightly less rapid pace.
  3. Thanks for the kind words for "The Long Road Back," guys. It was always intended to be the first of several OSI arcs, so there will be more. I am in the midst of deciding which way I want to run with the 20-30 level range arc now that the competition is over. Eventually, I'll pull the "Union of the Mask" down and replace it with an OSI arc, but for now, my contest entry will stay up, since I don't really have anything to replace it with and have a slot free for the moment.

    Again, thanks. 2 five star ratings sort of made my week, because I was feeling pretty bummed.

    And go Browns!

    I lived in northern Ohio for years and beating Pittsburgh almost made this abysmal season worth it.
  4. Quote:
    However, ultimately these arcs are for the enjoyment of the players themselves, and how many players played -every- arc?
    It's doubtful that any player has played all of the arcs entered into the contest. There were undoubtedly a few players who never advertised the name of their arc on the boards. Since we have no list of the arcs that were entered, there would be no way for anyone aside from those running the contest to know the names of those arcs.

    I think the major problem that's feeding doubt right now is that:

    a.) I never received an auto-reply to the initial email indicating that my entry had been received.
    b.) The number of plays never changed. There were only 2. One from the first player who replied in my thread. The other from Tangler.
    c.) A player wrote a few days ago that Dr. Aeon had commented to him in-game verifying that his arc had been played. This created a perception, at least in my mind, that Dr. Aeon was verifying to everyone that their arcs were being played.

    Because of these factors, my first impulse when the contest ended and I never received a notification that my arc was played was that I somehow did not enter correctly and the email for my entry never reached Dr. Aeon.

    Since obviously Dr. Aeon would have no reason to personally single me out and refuse to allow me to participate, I still pretty much believe that until I hear otherwise.
  5. Oh, if you have time to look at the Union of the Mask, by all means go for it, but I never require a qpq. I just sort of play what I play and give what feedback I can.
  6. Yah, and there's also a pretty big disparity between a strict pvp build and a pve build. I wouldn't want the world dictating to me the 'proper' way to slot or design my character because open world pvp is rampant.

    I've played in games where open world pvp is rampant and they tend to become gank-fests pretty quick, where roving bands of thugs tend to hold sway. Unfortunately, I've never seen an MMO that allows open world pvp get away from this trend.

    It's cool if you have some twitch gamer tendencies in you. It's much less cool if you are one of those people that really just doesn't like pvp on any level.
  7. I wouldn't personally have an issue with it if you had a method of turning it off and if there was some narrative purpose for it. But just attacking someone because they are red or blue doesn't really appeal to me.
  8. I've played it. It's not all that evil...

    ... or maybe it is.

  9. That's basically it. You go from a hero to whatever the less heroic hero is to whatever the less villainous villain is to a villain and back again.
  10. The zones won't be integrated as far as heroes being able to go to the Isles and villains being able to go to Paragon, but there will be story arc paths that will take your character through 4 different 'morality points' that will allow a hero to become a character that can go to the Isles and vice versa.

    And the process, from what I understand, will be reversible.

    And from what it sounds like, you are looking for an open world PvP system, which the developers do not support and the vast majority of the player population would loathe.
  11. -shrugs-

    Depends on how you define it. From what I've heard over the last 10 years, what differentiates terrorists from soldiers is the focus on civilian targets or potential use of weapons of mass destruction that won't differentiate between a civilian or military target.
  12. No.

    Edit: If you want a more in-depth reply, I've been playing for almost three years and have about 5 total characters that I've ever played with any regularity. Under your system, 4/5 would be 'auto-retired' and shortly thereafter, CoH would be 'auto-retired' from my life.
  13. Quote:
    ** I've had discussions with many devs about the AE, from before I14 was in beta, up to the present day. Their collective position about rewards in the AE during those discussions has been consistent ever since Positron laid down the law on it in the open forums: the AE is intended to have rewards (it was originally conceived to be reward-less) but those rewards may not be equivalent to the rewards achievable in other parts of the game. They may be qualitatively different, and they may be lower. That's been true ever since the AE's design was changed to allow rewards at all.
    Well, assuming this is true and I have no reason to believe it isn't, they wasted a heck of a lot of time and resources first developing, then pushing back the deadline for the release of Mission Architect then. Basically they are wasting one of the best features introduced into an MMO by ensuring that those who use it will be a gradually shrinking niche crowd.

    It takes two sides for Mission: Architect to succeed. It takes creators who are willing to work for no reward other than to see their work get played and rated. Basically, there is no other reward for them. Their work fuels the system. And if they see their work sit for weeks or months without plays because no one uses MA because the rewards are 'qualitatively different,' what will happen?

    Easy enough, they will find something else to do with their time because, there is essentially NO reward for them doing it other than spending a bunch of time creating something that no one ever sees.

    And if there are no creators writing stories anymore, what happens then? The niche audience shrinks even further because there's no point in bothering if there's never anything new there and if you're going to re-do content, you might as well re-do the content that gives the superior 'qualitatively different' reward.
  14. There was actually a thriving pvp community in the aol-based Neverwinter Nights prior to UO's launch, but since all players' characters topped out as 10/11 cleric/mages and everyone had access to the exact same list of magic items, what you essentially had was the battle of the sprite-clones.

    In certain respects, because everyone was essentially playing the same character, the pvp in NWN was ultimately balanced and you never ran into the Dread Lords phenomenon that plagued UO. There was much trash talk among the guilds of the day, (KAAOS, ITB, MECH, BDA, etc), but the pvp was more akin to strategy than twitch with a large twist of luck thrown in the form of saving throws against specific spells.

    NWN online playerbase was always much lower than UO's though... even though the game did stretch from coast to coast and beyond.

    This is not to say that PvP was a more civil experience prior to UO though, only that the inherent behavioral issues with the activity weren't brought into sharp relief until the appearance of UO's black cloaks.

    I think your recounting was pretty accurate though... though NWN was the forerunner to UO, UO certainly had a far more sweeping impact on the MMO development world.
  15. Hm. Ah, well. I guess I did not enter properly, because it doesn't look like my entry was ever played. There are still only 2 ratings for it and both of those were identified by the posters in the thread for it.

    Maybe Dr. Aeon didn't rate anyone else's or comment on anyone else's either?


    At any rate, congratulations to Minimalist.
  16. Yay. It seems to have worked. I lost a few custom AE characters that I intend to use in arcs, but I can remake them.
  17. Quote:
    Serial Codes Used on this Account
    Type Date Used Serial Code
    Retail Feb 27, 2007 XXXX-XXXX-XXXX-XXXX-6DBR
    Retail Dec 16, 2009 XXXX-XXXX-XXXX-XXXX-JKQW
    It's still downloading. There's only one account there and it looks like that serial code from today's purchase was applied to the already existing account.
  18. Almost nothing technical is obvious to me.

    I went to my account and clicked the 'download the client' link there. It started to download, so hopefully since I was clicking the link from my account it applied the proper code for me.

    If not, then hrm. I'm not exactly sure what will happen once it's done.
  19. Ah, so I could have gotten it with my existing account?

    Ah, well, I guess I got a month of time and the magic booster pack out of it. Off to spend a few hours downloading.
  20. ... and I no longer have my old Good versus Evil CD. I purchased the Architect addition online, assuming that it would start a download, but it didn't. Did I just waste 20 bucks or what?
  21. I think it largely depends on what you are trying to accomplish. If you are trying to get a wider pool of authors played, then you need to establish a criteria that excludes the authors who are widely recognized, because if the contest is for 'best recent arc,' then the authors who are widely known will create an arc for the contest. Their arcs, (and I am as guilty of this as anyone), will get more plays because, 'Oh, I'll play PW's arc because I know she always makes good arcs.'

    And our preconceived impressions of them as authors will probably even color our opinions of the arc they submit. That is certainly no unheard of... even in Hollywood competitions like the Oscars.

    If, on the other hand, the goal is simply to reward recent work, then you might as well make it a rolling 'Arc of the Month' contest.
  22. Quote:
    i will say that this thread does have some epic dramaticism for something that could easily be resolved by customer service reps, and the fact that the original poster hasn't posted here recently may indicate that situations on the ground may no longer be as they were, and now we are just playing kickball with semantics.
    No, not really. I actually haven't even logged into the game today and when I do, I'm not sure if I really want to take the time to wait around for someone to finally respond to a petition.

    My lack of involvement in the thread today can probably be read more as a lack of desire to interact with the ones who label any complaint, no matter how reasonable or how unreasonable, as whining or being a drama queen.

    There are better things to do with my time than that.
  23. Quote:
    The method wasn't pointless or arbitrary. The regular price of a Windows Client game these days hovers between $30 to $50. By basing Going Rogue beta access against a 3month time period, Paragon Studios garenteed that a select portion of the gaming base who might check out other games paid into this price range. That's not arbitrary, and that's far from pointless.
    Okay. If you say so.
  24. Well, I knew under the criteria right they established for the program when it happened that this might be a possibility. Technically allowing the account to 'lapse' was my fault, because when I switched it over, I didn't change the payment method correctly. I stopped the first payment and then added a new payment, which meant that my account wasn't active during the period of time.

    I can't really blame them for my error.

    I can be annoyed that they chose such an arbitrary and pointless method for selecting people to be eligible for the Beta play, but I can't blame them for something that essentially I caused.
  25. Hrm... I just realized that I didn't get the 'vigilant' badge, which means that they must have counted the 2 minutes that my account lapsed while I was switching from month to month to prepaying for a year against me. Which is sort of ironic because it would strike me that prepaying for a year shows a heckuva lot more 'loyalty' than paying month to month, but whatever.

    I guess I have no chance to being involved in the 'Going Rogue' Beta.

    This will certainly affect whether or not I decide to ever pay another dime to NCSoft for anything.