Slashman

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  1. Sorry for the double post. Net connection went loopy...
  2. Quote:
    Originally Posted by Kitsune9tails View Post
    My thought was that the Jedi Council knew all along that the Chosen One was destined to destroy them and bring balance to the Force by tipping the scales in favor of the Dark Side.

    However, they could not simply kill Anakin; that would have corrupted them. Also bringing balance to the Force was simply nature asserting itself; the most they could have done was delay the inevitable.

    Thus, the hostility to Anakin. Qui-Gon did not know the whole story, and mistakenly beleived that bringing up Anakin would help the Light Side.

    Anakin fulfilled his destiny partly by destroying the Jedi. For years, there were only two Sith and two Jedi.

    Luke enters the picture, and the last of the Jedi die off, leaving only the Sith. Anakin fulfills his destiny at last by destroying both himself and the other Sith, leaving only Luke, who at that point is neither truly Jedi nor Sith, having embraced both the Light and understood the Dark Side ("Only now, at the last, do you truly understand.") Thus, at the end of Return of the Jedi, the Force is truly in balance at last.

    The Force is not necessarily a force for good; it has a Dark Side. Anakin redeemed himself in the eyes of his son and mentor (and the audience); his becoming a Force Ghost is a sign of this in story terms, and shows that he was able to utilize the Light Side at the end.

    I don't think it is so much that the Force forgave him as it is that he received a reward for a job well done.
    Nail on the head!

    I have actually always thought that instead of doing 1-3 in the Star Wars story, it would have been better for them to do Kyle Katarn's story from the Jedi Knight game series. It would certainly have been better than having to deal with Jar Jar Binks.
  3. Quote:
    Originally Posted by beyeajus View Post
    I'll e/pushup on any defeated longbow i want to, tyvm lol

    even e/pushup'd recluse himself before after making him my ******

    now THAT's villainous!
    And slightly disturbing...
  4. Quote:
    Originally Posted by Golden Girl View Post
    Well, co-op is actually the best option time and effort wise - co-op content can be played by everyone.
    Next comes blue content, which can be played by the majority of the players, and last comes red content, which can be played by a minority of players.
    So the best use of development resources is to make co-op content, followed by blue content, with red content the least useful option.
    Of coruse, they still make red stuff, but I really don't think they're ever going to spend as much time on that as blue and co-op stuff.
    That's incorrect. There is no content which cannot be played by any player. COV and COX are fully available to every player.

    Blueside content isn't locked from a player...it's locked from a character. Same with Redside content.

    Co-op content may be lauded as the 'ultimate answer', but it really is just hero content. There isn't any question that you're doing something heroic nor even any hard choices to make which might be considered walking a fine line. Your villains are treated like long time pals by known hero characters, instead of being seen as unreliable, but necessary allies to the 'good' forces.

    Co-op content isn't content for everyone...it's good content that villains can happen to play. Otherwise you certainly wouldn't play it. Since you get weak in knees at the mere thought of skirting the law.

    It makes me wonder why the devs would even think that would be perfectly satisfying to a player who took the time to create an evil-themed character.
  5. Quote:
    Originally Posted by Golden Girl View Post
    What about a comic book about knights and wizards, written in Klingon?
    And we are putting you back on medication now...
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    You know, I hear this from time to time, and it's the sort of thing that makes me want to punch people. This overfocusing on one specific aspect of the game just gets under my skin. When I hate something (and it takes quite a bit for me to HATE it), I have a whole laundry list of things to hate bout it. But just that one thing? You'd think the entire game were nothing BUT looking at the inside of an instance, ignoring the fact that there are enemies in it, that you can make your own characters with your own look and your own power selection. No. None of that matters. I want to look at different interiors. Ugh...
    I'd say that you may be a very odd human being(and I may be too). It takes very little for most people to be put off by something. To put it another way, it only takes one thing that rubs a certain part of most folks the wrong way for them to get annoyed with something.

    In the type of society that we have to day, not getting what you want even just a little bit is often enough to make even grown people throw temper tantrums.

    Getting back to the topic at hand though, is that what he's related is not that uncommon when people give their opinion of COX.

    We often seem to forget that the parts of COX that are most lauded are the front loaded aspects of it. Character customization is achieved when you first make your toon. You spend your time getting the look and size of your avatar just right and now your powers as well...but then you have to step into the gameworld and play the game.

    For some people, just being able to play the game with a character that looks just how you want and has the the exact type of powers you want is the major selling point, and will keep them going forever as long as they can keep customizing new toons or changing looks with each costume slot.

    The reality is that people get more mileage out of different things.

    Even if you could clone yourself a million times and go around the world punching every person who thought that COX reused the same interior warehouse maps too often and were put off the game by it, it wouldn't change the fact that there is a bit too much repetition in maps.

    Going a step further though, is that I think that what people may be trying to say, and not doing it very well, is that there is no real variety in gameplay no matter what map you're on. A warehouse littered with crates, barrels and bits and pieces, offers no more real opportunity to change your combat strategy than if that warehouse were featureless and empty and those crates and barrels were represented by unidentifiable gray lumps.

    Perhaps I'm being spoiled by the games that I'm playing these days, but I'm finding less and less reasons to fire up COX(and apparently more to post on the forums).

    In the end, I personally think that there are areas that are very lacking in COX that more powersets, costume parts, pool power customization(if it ever comes) and new enemy groups won't fix. While those things haven't made me quit yet, I think that they are some of the things preventing people from coming back and definitely stopping new people from trying out the game due to word of mouth about things being too repetitive.
  7. Quote:
    Originally Posted by Westley View Post
    I tried Freedom Force and couldn't stand it.

    It was like someone wanted to make Command and Conquer, or Dungeon Siege, but with superheroes. No thanks, I don't want to select one character, right click the enemy, choose an attack, THEN my character goes over to the enemy, THEN he wacks the enemy.
    Perhaps you missed the whole 'tactical rpg' thing. And I'm not saying that we should use that control scheme for COX. Where in the heck did you get that idea? I'm talking about the expereince of the game as a whole. Its got a 90 metacritic score and was very popular.

    Quote:
    If I wanted to do that... I'd go play Dungeon Siege again and imagine that it's taking place in a city.
    I'm guessing you never played Dragon Age then? Because it has a similar implementation for combat(except for the AI scripting and auto attack).

    Quote:
    I just can't stand that style of play for anything but military strategy games. It just doesn't feel right to me.
    My point is that for those of us who can actually 'stand' to play a tactical RPG, it very much nailed the look and feel of a superhero game.
  8. Quote:
    Originally Posted by Nightphall View Post
    Why is it that I feel that the same old tilesets never bothered me? Perhaps I'm just hard to bore?
    Perhaps you are. And really, I guess there's nothing wrong with that. You probably get an entirely different kind of satisfaction from the maps and tilesets we have now. Or you probably just ignore them. Fine either way.

    I will say that one of the things I have observed about game design(and so have most of the more successful developers), is that a good game is about creating a compelling experience.

    Anyone who hasn't yet should pick up a copy of Freedom Force. It's like $5 on Steam and IMO is the template by which superhero games should be made. I find it amusing that Statesman would often reference this game when talking about superhero games but actually based so little of COX on it.

    The game just works and flows well. It isn't overly complex...it's a tactical RPG at it's heart(somewhat akin to Dragon Age in combat execution). It's set in the 60s and has all the cheesy, overdramatized dialogue you'd expect from superheroes and villains of that era. But it is a really fun game.

    Super powers work like you'd expect them to work. The environment is destructible and more importantly usable by both your heroes and their enemies. There isn't a huge variety of tilesets(it's set in the city), but what is there suits the look and feel of the game perfectly. Has all our travel powers too(flight, superspeed, teleportation, superjump and even tunneling).

    In short, Irrational Games made a superhero game that captured what the average person associates with superheroes the most: Secret Identities, Cool Super Powers, Cool Origin Stories(cheesy but still cool), Rampant Destruction of Public Property, Real Civilian Reaction to Superheroes(i.e. screaming and running when someone teleports onto a crowded street), the ability to beat people with uprooted trees and lamp posts(yes...that's important ), and over-the-top villains that you love to hate and beat on.

    They created a superhero experience. Which is really what people who try this game expect. Sure, people stay in spite of that because we are better than other MMOs in some very compelling ways, but in a lot of ways COX is a bait and switch. Promising a superhero experience, but delivering an MMO experience with superhero themes thrown in.
  9. Quote:
    Originally Posted by Golden Girl View Post
    Why not? Isn't it correct? Defeating, collecting, protecting and destroying are like the basics for MMO missions, aren't they?
    The Steel Canyon fires are still just a defeat task - so I think it's better to ask what ways they could develop the current mission types, rather than try and work out totally new mision types that didn't involve defeating, collecting, protecting or destroying.
    There's a reason this is wrong. Not because most MMOs don't boil down to that kind of thing, but because people also know that superheroes are about a lot more than beating things into a pulp.

    And while we can't recreate the emotional tension one finds in a good superhero movie like The Dark Knight, heroes(and for that matter villains) are a lot more multidimensional than this game portrays.

    There are several issues with the way the game is currently setup.

    1) The reward system is based on the number of foes you can defeat. This is the first and biggest mistake. And while I agree that hindsight is 20/20, this hasn't even been looked at or tested with a different system. Enemies don't spawn based on your objective(s). They spawn and then your objectives are given additional enemy spawns. If you try to be efficient and complete only your objectives, your reward is so much less, that it's pretty pointless.

    2) The only thing we use our powers for is to kill/arrest/destroy things. There is no manipulation of the environment to turn things in your favor, like you'd see heroes do in comics and movies. No way to use your powers/skills to turn enemy weapons against them or throw them into map wide disarray. The thing is that this is exactly the sort of thing that 'hero moments' are made of. Not methodically mowing down spawn after spawn in exactly the same way for hours on end.

    3) There are absolutely no good missions that don't depend on you beating someone up. Even missions where you are supposed to go meet so-and-so for info contain a map full of enemies that make it impossible to tell what type of mission you're doing apart from reading the mission text. Again why? Because you can't get rewards apart from mowing down a large and unlikely number of foes in predictable, generic map X.

    A lot of people come to COX thinking they will find a compelling superhero game. Instead they find a faster paced action MMO with a superhero theme and lots of character customization and a lack of some of the more annoying aspects of other MMOs. For some folks that's fine, as evidenced by the people who have stuck with the game, but for a lot of people, they feel that they have been cheated out of a richer experience. A lot of earlier reviews of COX have said the same thing: There should be more to this game. But that's been pointedly ignored time and again.

    It's a shame because we have such a great setting and world to work with but use a single aspect of it to the exclusion of other things with a broader appeal.
  10. Quote:
    Originally Posted by Bitt_Player View Post
    On the same character?! Dang, I bet Hail of Bullets is like a solid sheet of lead flying out in all directions!
    Just how many hands and/or tentacles do you think his toon has anyway?
  11. Quote:
    Originally Posted by DKellis View Post
    The problem is that the usual poll often doesn't address why, for example, I'm going to move my characters from red to blue.

    In my case, it's because I like playing the hero more, and it makes me feel better to do so. When I play morality-choice games like Mass Effect I often end up so far into the "light side" I out-light the representative Light Side character.
    And that's fine. You're more the 'Golden Girl' type. My post wasn't about people who have some emotional reluctance about committing evil acts in a make-believe world. I'm talking about the people who have other issues with redside but have chosen to stick with it anyway. Or people who are new who might want to try redside and are told that it is better to go to blue because blue has so-and-so while red does not.
  12. Quote:
    Originally Posted by Golden Girl View Post
    Evil is alive and kicking over on the red side, and GR won't change that
    The side switching will balance out - for evey Villain who turns good to get lower prices, there'll be a Hero who turns bad to take advantage of what quite a few players seem to think is better content and less zoning during arcs and so on.
    That would be a nice statistic...if it were true. There are a lot of people who play villains because you can't play those ATs on blue. If that restriction is removed and nothing is done to address the shortcomings of redside, why would those people continue to play there?

    People complain about redside market. I think it's fine but there are apparently lots of market-focused players out there who can't stand waiting for a bid to come through.

    Apart from that, there is the issue of redside not having gotten any new exclusive zones in forever. The issue of overuse of Longbow as the main enemy in too many of the story arcs and not enough use or background of other interesting enemy groups like Legacy Chain or the GoldBrickers.

    There is the issue of not feeling like you, as a villain, are progressing in any way that does not involve Arachnos granting you your status. The issue of always being a lackey in just about every arc.

    Add to all that the fact that a lot of people don't think that villains team and that people have problems with Grandville's graphical stress etc.

    For a lot of people, choosing to be a hero is about blue side being more complete and convenient than red, as well as feeling like being a hero is more suitable for how this game is played. It's not about just choosing to play a good guy over a bad guy.

    In my own SG we had to implement alternate days for red and blue side play because everyone just wanted to default to blue all the time because the opinion is that everything is just better on blue. Since COV came out, the devs have done nothing to continue to improve redside apart from access to co-op zones(which are equally available on blue) and AT tweaks(I do appreciate the fixes for stalkers and dominators).

    This just seems like something that will push redside even further into the realm of being second place to blue.

    I was hoping that as we neared GR release we would hear that they have been working on improving the new user experience for red and blue sides as well as doing things to bring more equality to the experiences on red and blue. Guess I was expecting too much.
  13. I'm kind of worried about the scope of content in GR myself.

    Ok...so we implement side switching. That's great and has some great story elements that can be done with it.

    My issue is that mostly I'm seeing people talking about moving characters from red to blue. Pretty much every poll response in the Going Rogue Side Switching Poll thread was about people moving from red to blue.

    It just hammers home to me that they are continuing to neglect elements on redside that would make it more appealing. Maybe I'm completely wrong and there will, in fact, be a mass exodus from blue to red...but it's not looking like that will be the case at all. And if that's true at all, then what is the point of counting to have a redside if you're going to neglect it?

    They aren't revamping the new user experience for blue or red. So now every toon I create that I want to not have to suffer through tired/bad content for the first 20 levels will have to be a Praetorian? I had originally thought that along with the 1-20 GR levels...that we would also get some kind of redone starting levels for both blue and red. Apparently not.

    Along with that, all the complaints about redside(and yes...a lot of them are valid even though I love playing on red more than blue) go unaddressed and we still have the same game we had before apart from Preatoria.

    In the end, my biggest gripe with side switching is that there isn't parity between the two sides. People already try to avoid redside and now they can happily do that, making COV what? Irrelevant?
  14. Quote:
    Originally Posted by Adelie View Post
    Personally I'm annoyed at how far ahead they advertise. We knew about Going Rogue about a year before it will actually come out. That is just too long to wait for something. I would much prefer they not announce it until a few months before it is released. My excitement for things completely dies if I have to wait that long to get what I originally got excited about.
    Advertising far ahead isn't a bad thing. Except they really haven't done much advertising. But you know...their marketing department is totally awesome, bar none...

    In terms of what they revealed(and have yet to reveal) is where I think the problem lies. When they announced GR, we really got nothing much more than a small tidbit. Then when they did Hero Con...we still didn't get too much that was a good indication of the kind of content GR would have.

    To date, we mostly have info on powersets and a yet-to-be-clarified endgame system. No one is actually talking about how GR will play as compared to our current content. We still only have peripheral information.

    I, for one, don't want to believe that they have revealed the very best stuff about GR as yet. Since what we know is mostly enemy types and powersets. I'll reserve final judgment until I get an idea of what content will be like...and if it will be the same old tired formula that we've had for the past 5 years.
  15. Side switching was never a priority for me so mostly I'll make some Praetorians and see what's what.

    I suspect that my prediction of mass exodus from red to blue will prove out. They have ignored red side's needs for so long that it basically stands to reason.

    I personally think that introducing a side switching mechanic into the game before doing more to even out both sides is silly...but I guess it's more important(and easier) to get all the villain ATs cluttering up Atlas than to actually add some exclusive red side zones, content and starting contacts. Not to mention the shovel-feeding of longbow as the main enemy for so much of a villain's life.

    And yes, I purposely left out the market as a reason because more players on red would mean a livelier market place anyway...
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    You know, I keep reading these posts, and they keep not making any sense to me. WoW's graphics are ugly (yes, I went there) for the most part, but that doesn't mean it runs on all kinds of systems. In fact, my WoW-playing friend was constantly struggling with technical problems because he doesn't happen to have as easy a time with affording computer parts as even I do. I have a SERIOUS laptop I used to lend him. The thing has s a dual core, pretty powerful processor, a GeForce 7900GTX video card and I think a couple of GB of RAM. That's not really bleeding edge these days, but I got this laptop in 2007, and it was better than my desktop PC. That thing is a beast, and even on that practically anything in Northrend would lag him into a slideshow unless he brought his graphics down into the utterly bare minimum.

    He has his own laptop now, one he got from his brother. I don't know exactly what's in it, and I do know it has a pretty decent processor, but it has some kind of integrated unknown-brand video card in it that performs even worse for wear. And that's not an old machine, either.

    And, from what I hear, WoW's Cataclysm is about to upgrade their engine with even more bells and whistles and redesign the old lands to lag as much as Northrend. The idea that WoW will run on any stack of box crates you plug into a wall socket may have been true at one point, but it's a complete myth as of right now, as far as I'm concerned. Sure, the lands that lag a lot DO look incredibly impressive (from high up in the air), but run on everything it will not.
    In defense of your desktop, laptop and desktop components are actually quite different.

    A Core 2 Duo in a laptop is NOT the same chip that sits in your desktop with a huge heatsink and fan plus a power supply fan and an nice big case for convection cooling to help it along. It's a scaled down processor. Likewise, laptop hard drives are generally 5400 RPM as opposed to 7200 for standard desktops and usually don't have quite as much cache RAM.

    Also, the video cards used in laptops are different from their desktop counterpart in much the same way as I described above. Laptops are not great gaming systems when stood next to a desktop PC of equivalent specs. Most people just don't know that. Which is why I will never run games on a laptop.

    Now your poor performance could be due to several other things besides just laptop vs. desktop differences...but you should never expect the same level of power from a laptop in general.
  17. Quote:
    Originally Posted by Rochlin View Post
    If the gameplay were improves a little and marketed, I think people would really like it, provided they knew about it. After all, most everyone imagined being a superhero as a kid, very few imagined being a elf or orc.
    That's a very good point. I can't ever remember playing a game of orcs and elves when I was a kid. But superheroes? Totally.

    I think that the fantasy genre of MMO is a staple because the first major MMOs were fantasy based i.e. Ultima Online and Everquest. Then they followed with Dark Age of Camelot. So yeah...in the end, people came to associate fantasy with MMOs.

    I personally still don't think its all a matter of superheroes being a niche. I think that most people who are into comics and superheroes have not heard about COX and probably aren't the people who usually fall into the MMO demographic. If most of the people who were into superhero comics and cartoons played COX, we would have a very sizable player population. We simply haven't reached most of those people.
  18. Quote:
    Originally Posted by Rochlin View Post
    Not really. There are good and bad parts to it. Unlike CoX, people in WoW are a bad part.
    I wouldn't call WoW a bad game either. That it has a high concentration of idiots isn't something that the game itself can be faulted for. I do have my own beef with Blizzard because of what they chose to do(the usual 'safe' route) with the game. They could have made something that changed the face of MMOs completely. Instead they just regurgitated everything that's gone before and polished it so shiny that it blinds you.

    I would, in fact, say that Blizzard's execution of WoW far surpasses COX is some key areas. A good example is how only now after almost 6 years of being told that we didn't need advancement beyond level 50, there is end game content coming with GR. I'm sure a bunch of people will argue that we aren't getting additional levels etc. But a play on words doesn't mean that with the Incarnate system we won't effectively be advancing our toons' abilities beyond what is capable at level 50.

    Why be stubborn over something that could have bought more value to your game way before now? It's obvious from other MMOs that people don't like retiring their toons. And while you don't have to retire your level 50 toons in COX, currently there is nothing to advance them in power/status besides IOs. So yeah...we should have had end game content years ago.
  19. Quote:
    Originally Posted by Red Valkyrja View Post
    Considering was was said at PAX, I fully expect Paragon Studios to announce lay-offs and server-merge, which is the precursor to closing their doors...














    o.O



    O.o




    What...?
    I just read that panel. If that's all true, then I'm much more looking forward to GR and Issue 19...I guess GR will be issue 18.

    Kinetic Melee!! I have had a toon in mind for something like that but could never make them due to energy melee not quite fitting the bill.

    In any case...this sounds like good stuff. They just need to market this well now.
  20. Quote:
    Originally Posted by rian_frostdrake View Post
    while i think you sell natural subscription decline too short,
    It's possible that I am selling it short. However, I always get a sense of 'natural' subscription decline being also about what's still being put into the game and how well the game itself is evolving.

    I've always thought that an MMO is the sort of game that should gradually grow. Simply because it can change. When a normal single-player PC game is released, it won't usually change very significantly in terms of what it does and its scope. An MMO is something that can change and evolve.


    Quote:
    The years of the freem 15 did tend to relegate the game to a much smaller scale, i agree with you entirely there. they did amazing things with what they had, and issue 10 was one of the stronger releases we had, but reality did keep the scope of things modest.
    Which is why I don't tend to see our numbers as simply a product of natural decline. Our issues basically started to squarely focus on throwing bones to the existing users and veterans and we stopped trying to appeal to new players. Consider how long it has taken us to even redo the new user experience to any degree. That's only coming with GR. I honestly think that both standard heroes and villains should get a new user experience as well...not just people buying GR.

    Quote:
    also the long buld up to going rogue, while there were a number of qol improvements that made vets lives infinity easier (ssk, power and animation customization, patrol exp for those of us with jobs and personal lives springs to mind) I do think that it has felt like something of a holding pattern, and hope to see things change with post gr coh.
    The thing is that it's fine for the devs to think that they are making something awesome so we can just sit back and relax while small updates get pushed out. But during this waiting period, how many people are passing the game by due to us not truly having anything new in the game that's fun for all player levels?
  21. Quote:
    Originally Posted by UnSub View Post
    CoH managed to grow its population post-launch with the free content (i.e. Issues) they were putting out, which wasn't industry standard at the time (nor was it the first MMO to do so, but it did stand out because of it).
    I do remember this being the case. Most MMOs at the time were still fixed firmly on only doing boxed expansions.

    Quote:
    In today's market, such free content releases are considered standard, so it isn't something that differentiates CoH/V anymore.

    CoH/V active subscriber numbers haven't grown in player size since the post-CoV launch bump though.
    Which is about the time some genius decided that 15 people were more than enough to keep developing a large MMO which just recently launched a new expansion, which itself needed some work done on it(and still does IMO).

    I honestly think that those lean years are what kept us from growing(along with poor marketing) more than any 'natural' MMO decline.
  22. Quote:
    Originally Posted by NobleFox View Post
    You can also play EVE for absolutely free if you're willing to grind ISK for 70 hours a month. Don't forget that when considering EVE's player numbers. You might as well compare CoX to Runescape while you're at it.

    Edited to add: Yes yes, I know CCP claims that all PLEX are bought from CCP with cash money and such. They also claimed they don't allow their GMs to cheat for players, and they don't interfere with player run corps. CCP has a trust level of about 10% from me, frankly. There's no doubt in my mind whatsoever that they generate PLEX on the fly simply to artificially inflate their player numbers.

    Side tangent: I can't blame them, though. Everything they lie about is for the betterment of their game. Band of Brothers was GREAT press for them. Controversy pays off. Heck, it's even good business sense to DO so. You don't rise up in any business by being a paragon of virtue and truthfulness. Which is why most small businesses.. including my own.. fail so quickly. Honesty does not pay.

    But I'd rather sleep soundly at night knowing I'm a good man then be a scumbag sleeping on silk sheets gained through deceit, lol; which pretty much assures I'll die poor.
    Your dislike of EVE aside(and your bitterness about your lot in life), there was no PLEX when I was playing it. And it still had more players than COX. The GM scandal didn't surface til after I left...and no matter how much people speculate, there is no proof one way or another that it wasn't an isolated incident. For that matter, we have no idea how much that happens in any MMO.

    Also, inflating your player numbers artificially doesn't equate to a real world increase in your bank account. Considering the hardware CCP constantly invests in to maintain its single shard world, the fact that it publishes it's own magazine, it's working on a console shooter to tie in with the EVE world and the size and quality of their expansions...I'd have to say that no matter how many free players they have...they most assuredly have more paying players than COX does.
  23. Quote:
    Originally Posted by Agonus View Post
    That's another thing. Back when I was playing SWG pre-NGE, the biggest complaint about CoH, (other than the repetitive grind) was that it was a casual MMO, and not as immersive as other games. Granted a lot of options have been added since, but I've been here pretty solidly for the last 2 years so I'm out of the loop. Does the MMO community still brush off CHV as a casual, easy MMO? There was the AE backlash post the Rikti Comm Farms nerf, but what's the current opinion of the game from those that don't play?
    In a very real sense, I think AE has hurt COX's reputation more than it helped. The initial publicity we got from actually having an option for user-made content was quickly overshadowed by the rampant farming and exploiting that went on shortly after it got released. It actually hurt a bit to hear people talking abut COX as a farming sim and autoleveler. More so since I couldn't really defend it. Since that is what it became for a while.

    I think that probably the good thing to come out of all that is that people aren't looking at AE that much anymore outside the game. I don't really hear people refer to AE as a reason for playing or not playing COX much these days.

    In truth, COX is mostly not referred to at all unless people are discussing Champions and comparing the two. Probably the best thing for this game now is to quickly get GR ready for the public. And marketing is essential. But apparently not to our marketing department...
  24. Quote:
    Originally Posted by Catwhoorg View Post
    Just a note on player retention:

    It has been well documented over the years that COX has player retention and a low churn rate that makes other MMOs jealous.

    Maybe that is because it was really the only one out there with such a plethora of customisation options for so long.
    Maybe I'm underestimating the impact customization has on MMOs. I'm as much an altaholic as the next guy. I have almost 3 servers full of toons. I spend a long time in the costume creator when I make a toon. I think a lot of people do.

    The thing is that then you leave he costume creator and play the actual game. Does getting the perfect look for your toon actually make the playing of the game better?

    COX's customization options have grown and grown. Now we have power customization as well. Was this at the expense of expansion of the core game? Perhaps I'm just getting jaded, but having the toon with exactly the powers I want, with the perfect look that I want and then I enter generic cave map 71635 is starting to feel a little empty.

    I think the way to put it might be that my toon feels more real and complete than than the world he/she is inhabiting. And as our costume options and power options have advanced, it doesn't seem like the game has kept up. I keep thinking we'll finally get missions that feel more superheroish and have more to do in them than pound on randomly generated enemy spawns. I really hope GR brings some of this stuff when it comes. That's one of the reasons I'm looking to get more info on it before I preorder.
  25. Quote:
    Originally Posted by Tenzhi View Post
    In order for WoW to be better than CoX it would have to severely step up its character creation, lower requirements on travel powers even further, and really work on being a lot less boring overall.
    Except maybe those things don't matter as much to as many people as we'd like to believe. Now that's not to say I don't love our character creator and our travel powers(I'd like to see a few more, in fact.)

    What I mean is that sometimes there is overemphasis on an element of a game that doesn't add quite as much to it(overall) as we would like to think.

    I think it was either someone from Valve or Blizzard who said that in playtesting you need to watch what people do, not so much what they say about your game. If, in fact, character customization(cosmetic) and fast travel times were the major things that catapulted an MMO to the top and encouraged player retention, then COX should be a much bigger player in the MMO space.

    Quote:
    Oh wait, that wasn't the question, was it?
    Actually, the question was about making COX the TOP MMO...not simply better than WoW. Still an interesting question to discuss though.