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Posts
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Quote:Oh, I agree, and I apologise if my post was overly terse. I did not mean to demean your point, or cause angst.SalckTech, I agree with you, I definitely don't think they should get unlimited access for free.
The entire point of my original post was to demonstrate how fine of a line there is between giving f2p players too much and giving them not enough. Also it is hard to judge what will be of value to f2p players (i.e. incentive to pay) and what won't. I just want to reinforce the importance of testing prices out, seeing what appeals to the masses and what doesn't, etc.
This is why I'm glad I'm not on the dev payroll. Just how much of the chocolate shop should F2P get access to? This is a very complex (and emotive for some) issue, and I think the VIP only part of the shop will start from a different point depending on which customer (or staff, member, possibly) you ask. -
As a change of pace for me, I'm going to keep this short. While I appreciate the arguments raised in this and other threads, I have no problem with what we know thus far regarding what F2P accounts get access to. Relatively speaking, they get a lot for paying zip.
From what I can see, the (business) point of this hybrid model is to lure people in and convert them to paying customers. F2P members should get a great deal of time in-game to make a decision about going VIP, and I'm sure some will, some won't.
I realise some will see this as elitism. I don't, as if I walk into a chocolate shop, I may get a free eclair, maybe two, but if I want the full box, I'm going to have to buy it. As nice as the other customers and the staff in the shop are, I'm not going to get unlimited access for free. -
I would love to think that the incarnate currency sub-types will not expand, but I'm feel sure the will. Quite frankly, if they didn't, people like me would just retain salvage from existing trials and not go through the hell of doing new 'more challenging' trials like Keyes.
Simply, new currency and new slots gives reason to run the new content that opens and equips these slots. -
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Quote:Before I start my rant, I want to congratulate you on the above - it always amuses me that people find the villain content to be 'dark' or 'disturbing' or some such.... apart from a few exceptions (including some tip missions), the writing of the content is fairly tame, and certainly little 'darker' than hero-side. If I bash Freaks in GV to get a valuable client out of an office building, or I bash Freaks in PI to get a scientist out of an office building, I see little difference. However, I don't role play and, while I appreciate the subtle nuances, the process is basically the same. Most of the time (as said before, there is some villainous writing in the game), it's the player who attaches morality and emotion to a virtual play experience, not the devs.My first introduction to Freedom Corps was seeing Longbow charging in assault rifles blazing to prevent a Hellion from loitering against a wall. The only other organisation I had the option of 'Heroing' for was Hero Corp and that's no better than being a highly powered mercenary.
So I'm a villain. I live in the Rogue Isles, kill corrupt cops, kill arachnos minions, fight the same gangs and Mafiosi that a hero spends their time 'arresting' into little pieces, but I also get to spend time fighting against the organisations that have the unmitigated gall to name themselves after 'freedom' and 'liberty' while shooting people for standing in a public park wearing the wrong t-shirt.
This thread has much of the same themes as any other thread of this type (including the usual suspects coming in as CoH's official PR person and explaining why hero is 'good' and villain is 'bad').
I'm not going to repeat myself (search posts under my name and you'll see more than one that concerns this topic), but, unlike some would like to believe, 'bigger' is not always 'better'. Which 'side' to play on is an extremely personal choice, but more often than not influenced by external factors, such as;
- The perception of probabilty of finding a team available
- The perception of probabilty of a SG being available and/or active
- (For some) the probabilty to be farmed
- Play preference ('I don't want a dmg/support character to play - I want a Blaster so I can deal damage so I can complete the dmg/healer/tank magic three')
- Content preference ('I want shiny buildings!')
As others have said, it's a catch 22 situation, exacerbated by some people (who I often muse must be paid by NCSoft or the Paragon City government) to counter anything that alludes to villain content with negative comments. Basically, it's all about perception and culture, and I don't think Freedom is going to change that much (the only thing that is that the F2P people will be able to create 2 traditionally villain a/t and send them to Paragon immediately, instead of having to wait 20 levels).
As I've said before, I can tolerate the progressive invisibility of CoV as long as some dev resources are spent on Villain content (e.g. if a new TF that isn't co-op is introduced, I would like a new SF as well, as was done with Morty). I understand that, from a cost-benefit perspective, dev resources are always better spent on Co-op content, or re-doing the old TFs and old hero zones (these are truly needed for those that prefer to play blue-side), but as long as some parity is maintained I'll keep playing the game.
Sorry if I've thread-jacked - it wasn't my intention... -
I agree. For the trials, the level shift makes the experience much nicer. I am pleased that a lot more choices were added, and look forward to when the remainder are added (Primal Clock, CoT, etc).
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Quote:Instead of part-time and casual heroes?I just hope there are plans for a time control set as well so we can have full "time" heroes.
Doesn't bother me, whichever I create will almost certainly be villains... which I guess (continuing the bad pun) is considered a 'full time' vllain -
I'm in the 'I'll wait and see' camp. I'm not a big weapon user, but this could be interesting, depending on how it's designed and implemented (much like Time Manipulation, in my opinion - I'm excited about that set, as I do love what people are calling 'support' characters... something I find odd, with the potential offensive capabilities fhat MM and Corrs have with the proper builds... I apologise for the tangent...)
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I can see Paragon using these cosmetic items (san Ascension) to generate more revenue. And, even though I've sunk a ton of emp and astral merits into them, I wouldn't object. It's the price I pay for wanting them on launch.
I think we should always have had other options, other than locking them behind itrial rewards, to get everything but the Ascension set (incl. Radiance), therefore I have no objection if they were released as a booster or on the Paragon Market come i21. -
Quote:For what it's worth, my complaint was driven by my incorrect interpretation of the patch notes. As soon as I realised that I was wrong (which took a while - I can be thick sometimes), I questioned why people would spend a heap of salvage and inf on something they can get by spending 30-90 mins in a TF/SF (and get merits and drops along the way).I still can't believe the complaints about the inf costs to convert. What are people doing in this game that leaves them so poor? You'd think inf was hard to get or something.
I actually don't really have much issue with the new costs for conversion. i think they're approaching something akin to reasonable now. However, if a person works and has kids and can only play 4-8 hours a week, and wants to deck out multiple characters with incarnate stuff, I can see how they'd perceive the incarnate trials and associated salvage a grind and, if they have to convert to make higher tier salvage, very costly.
Each person plays their own way according to their life and its demands. They are entitled to express how they feel and how they perceive their game experience. It doesn't mean anyone else will agree or understand it. -
Quote:Agree completely.I believe it was added so that folks don't see the WST as the only option. And also as an attempt to address the idea of it being possible to obtain solo. Doesn't really do a good job of being obtainable solo though
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Once again, thank you for being so diligent and patient correcting me - I certainly appreciate your willingness to clarify my incorrect interpretation
I feel foolish, but extremely glad I was wrong. -
Quote:40 Incarnate Shards + Drop of the Well + Incarnate Infused Nictus + Infinite Tesselation + Vanguard DNA MetamatrixYes. You are.
Notices->Threads only costs 1 Notice, no influence. Period.
What changed was the cost of 40 Incarnate Shards+Drop of the Well+Incarnate Infused Nictus+Infinite Tesselation+Vanguard DNA Metamatrix->Notice of the Well. The influence cost on that combination was reduced to 12.5million.
-> Notice of the Well
Why in jeebus name would someone do the above, instead of just running a WST (if the point is to get a Notice)??? It's not as if getting on a WST team is difficult most times (and I play off-peak mostly)....
However, thank you for your clarification. It's much appreciated (not having access to the game is rather painful in these situations!!) -
Quote:I hate to be argumentative (and I may end up with egg on my face), but I disagree.The patch notes refer to the cost for upgrading to a Notice of the Well from shard uncommon components
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This is the section in question;
Incarnate Conversion- Inf costs for Incarnate System conversions have been reduced
- Notice of the Well Conversion now costs 12.5 mil
- 10 Shards -> 10 Threads Conversion now costs 1 mil
- 10 Shards -> 5 Threads Conversion now has no Inf cost
- Incarnate XP Conversion now costs 1 mil
- Incarnate Rare Conversion now costs 25 mil
- Incarnate Very Rare Conversion now costs 100 mil
- shard/Notice -> threads; or
- threads -> ixp; or
- threads -> Rare/Very Rare component
Am I wrong?? - Inf costs for Incarnate System conversions have been reduced
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Quote:I realised my last reply was rushed and may have been patronising, so let me put it another way - I understand your argument (along the lines of 'history books are always written (or re-written) by the victors'. I agree with this in principle (e.g. a Sydney local government administration has recently been in deep debate about whether British arrival in Australia was 'colonisation' or 'invasion' - their policy now uses the latter term).If your villain is doing something heroic in someone's eyes (saving Primal from Tyrant and his forces), they'll be called a hero by that person. That's the way it goes.
However, this is written by Paragon Studios staff. It's not a case of someone anti-Cole writing this piece, therefore that bias shouldn't come into it. In other words, motive or perceived motivations or morality shouldn't be influencing whether 'villains' as a group term are or are not mentioned in the patch notes.
I think, ultimately, you and I (and a large percentage of the player base) will disagree on this point, but invisibility often equals death in the long term. I would hate to see this for the 'City of Villain' brand. -
I'm doing it for the inf, drops and other rewards. Unless it's the damsel in distress in the Keyes Trial that's writing these things, I don't agree with your argument in this situation (However, I do understand your argument).
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Oh, and don't get me started on "Primal Earth heroes and their Resistance allies..." at the beginning of these patch notes (http://www.cityofheroes.com/news/pat...scend_liv.html) - apparently, my villains aren't needed, which is great, as they need a break from Emporer Coal and the Fossil Fuel brigade.
Seriously, though, can the PR and devs and others at Paragon please attempt to include villains in write-ups. I know we're a minority, and the game will forever be known as CoH (soon to be CoHF), but a token effort would be greatly appreciated. -
Quote:I'll be checking this out tonight, but the person I quoted was obviously reading from http://www.cityofheroes.com/news/pat...scend_liv.html, which does say it now costs 12.5 million (but also, inaccurately says, "Inf costs for Incarnate System conversions have been reduced ", which is true, except for the 12.5 million stated increase for this).I'm missing it in game right now. The upgrade line doesn't say 12.5mill, using it doesn't take 12.5mill from me. So I dunno.
If this has been missed, and it's still free when I log on tonight, I'll be converting my NoTW on each character that already has T3 or T4 alpha - I'd rather the threads to convert to commons than a Notice I can do little else with.
Thanks for the update -
Quote:I really must have missed this is in the open beta info - if I had known about it, I would have converted all my Notices last night. Now, I won't - I don't want to contribute that much inf to the great ether that is the Bank of X.Unfortunately, the Notice --> threads option now costs 12.5 million. Running the weekly strike target was a nice way to gain, essentially, two common components outside of a trial. I'm not sure why the Incarnate system must have an influence sink associated with it.
I would REALLY like this change to be reversed, but I doubt that will happen. I will echo this in a more appropriate forum (e.g. suggestions) so that hopefully a red-name will look at it (not saying they'll reverse the change, but at least I won't be whinging and doing nothing about it). -
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As usual, very impressive (if a little... disturbing -- but in a good way!)
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The more I think about CoHF, I'm choosing this point of view; whether one is paying to access the game or not, it says little about their potential to add value to the game community and/or my personal experience in-game.
Or, in other words, if someone is a positive contributor to someone else's game time by actively using their powers and/or personality, or they're a person who likes to spam a heal aura and go watch TV, whether they pay per month or not at all is irrelevant. The net result is the same. -
I'd love another tailor villain-side (I don't care if it's a wombat on a rock or a proper building with vending machines and a disco ball). I'm not saying it's a necessity, and something that I think requires urgent action, but if the devs have confirmed that they're going to devote resources to this, I'd strongly push for more tailor access in the Isles.
Alternatively, in line with the 'co-op' mentality, a virtual tailor that can be placed in base (either as a standard item, or a craftable one) as has been suggested countless times would allow the devs to spend resources in the one 'area' and benefit the entire player-base (except Praetorians and those not in SGs - I don't know how many of these there are). -
I'm glad you bought this up, Gecko, as it was one of the things I noticed, too. I love that there's not even an attempt now to include CoV in PR graphics or, apart from mentioning some key words (e.g. 'Mercy Island'), in text.
I apologise to those who've read my previous rantings on this subject. And, yes, I'm aware that I have the choice to quit the game if I don't like what Paragon Studios are doing with thier IP, but I won't, as that would be foolish. I would only do this if they cut resources to villain-side (e.g. a new TF without a new SF (not counting co-op content, which obviously is accessible to all characters)). -
Quote:Much like the branding of the game, it's now all a matter of perception. The cynic in me says that the PR department has more power than Statesman and Recluse combined.Makes it seem like Tyrant and the loyalists are the main villains now
Hmmm, maybe PR is the Well's new and most effective champion?? -