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Posts
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Quote:They could do that (assuming the software can actually still be used as is, which I doubt), but that doesn't mean it's a good idea. Rather than "seeding" new servers with additional players as they did when they granted US->EU transfers, they'd be depopulating existing ones.What about allowing players to transfer their EU account to a NA one? Just like when the game was released in Europe, they allowed a NA -> EU account transfer for those who wanted to play on an EU server, but this time, it would be EU -> NA.
They already have the tool, they just have to "reverse" the process.
There's also the additional issue that it may not even be a good idea for EU players: US primetime starts at around midnight Central European Time, and before that, even Virtue and Freedom aren't all that full. -
Quote:It's something that they've probably already considered, but there are some obvious issues:They aren't suggesting merging the servers. What's being suggested is adding the EU servers to the list of NA servers. EU has what 4 servers? added to ours we'd then have 15 servers to choose from.
(1) The biggest problem is server maintenance, especially when coupled with a new client release. If the EU and US servers were to both be accessible through the same client, the client has to be updated for everybody at once. Unfortunately, that means that maintenance would have to occur at a time that is guaranteed to be inconvenient for at least some countries.
(2) I'm not an expert in this area, but I expect that adapting payment schemes would be a major headache, especially with how the exchange rate of the US dollar vs. the Euro and the British Pound can fluctuate at times. There would almost certainly be people who'd be shopping for whatever is the best payment option at any given moment, cancelling and resubscribing as needed (and thus creating more customer service overhead in the process when something gets messed up in the process), not to mention sorting out how VAT and sales tax need to be assessed in each case (right now, a person from the EU playing on the US servers does not pay VAT, as far as I know -- this would almost certainly have to change).
(3) Population migration may actually create new problems. If a lot of EU players migrate to the high population US servers, won't this depopulate some of the other servers, making their situation worse?
That said, if these issues could be addressed, this would be a very nice thing to have. For the time being, though, I think that the SSK system in I16 should be a more effective improvement to the teaming situation on low population servers that doesn't require major server and network surgery; an overhaul of the LFT system would be the logical next step. -
Apparently, yes. There's a post somewhere where it was stated that Mod08 (I believe) said at SDCC that subscriptions were up. There's also this post by GhostRaptor on the old EU forums from earlier this year.
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Quote:However, the original "Kill Skuls" post wasn't written until January, 2005.
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Nobody knows how to interact with MMORPG customers, I'm afraid, because you simply can't make them happy, by and large. MMORPG players are too fractious a crowd for that.
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Quote:I fully agree with the Guild Wars female animations leaving much to be desired (not just the running, which is just the worst!), but since when is Pippi Longstocking little-girlish?At least it's not as bad as the female running animations on Guild Wars. For some reason they decided that the women should run with their hands swaying far from their bodies. There's feminine and then there's little-girlish. It feels like im playing as Pippi Longstocking, if you discount the whole throwing fireballs thing at least
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Quote:I think you'll find Joss Whedon's Equality Now speech very relevant in this context.Despite 'equal rights', the world is still a very male dominated place. Sexism is rife in advertising, movies and television and female sports personalities are generally restricted to tennis players, presumably because of the dress code.
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Quote:That's a noble goal that makes good ad copy, but isn't reflected in the reality of the game.That's not the -point- of it. It's supposed to be a constantly renewing resource you balance between attack and defense, something you have to manage in order to be effective.
Quote:Because giving costs and challenges make for a better skills based game. If you have everything you ever want handed to you for free and without some form of cost, it no longer becomes a strategic choice to use an ability, but merely an automatic one.
About managing endurance:
Quote:Really? I thought the most effective approach was to find the things that give you the most XP for the least endurance, put your endurance into -that- endevour, and recover less than someone who simply throws his endurance away into the toilet.
And yes, you can pick different enemies, but that does not alter DPE. That's simply a matter of picking easier enemies over harder ones.
Quote:DPE for all attacks, sure. But DPE for all attacks over activation time is not, nor is it over recharge time. Some attacks are simply more or less efficient than others.
As to some attacks being more or less efficient than others, that's generally not true. There are exceptions, such as Energy Transfer, but it's not as though that even matters for, say, the first 34 levels, and after that, it's not like that's going to let you decide much: You simply fire off Energy Transfer whenever you can. Similarly, while Freezing Touch has poor DPE, that doesn't give you many options: Ice Melee doesn't have a lot of single target attacks, so you'll use it anyway when you can.
That, by the way, is all that different DPE for different attacks would do in general: Establish a static priority for attacks that can be determined beforehand. In practice, this currently only occurs for area attacks, which can get higher or lower priority depending on whether you have enough or too few targets, resulting in having one optimal attack chain for 1-2 targets, and another for 3+ targets.
If you want to introduce complexity in the attacking process, endurance management is generally not the way to go (unless you introduce a lot of additional endurance management mechanics). There are much better solutions for that (such as combo systems or procs that can alter your attack priority on the fly).
To summarize: It's not that endurance does not require ANY decisions (it obviously does). Those decisions, however, are not particularly meaningful or significantly affected by proficiency.
Quote:Else, why would we ever discuss Claws?
Quote:Nor have I said it was. However 'Immob or not' -is-. 'Toggle on or not' -is-. 'Stun/Hold or not' -is-. 'Parry or not' -is-. 'Whirling Axe or not' -is-. There's a lot more to the game than 'turn toggles on, spam attack chain, watch endurance go away'.
Quote:No, but people can't expect a game to hold their hands and kiss their booboos when they take a grouping powerset or build and try to solo with it.
My point is that I want a better game that more players want to play and keep playing. The endurance mechanic does not make for a better game, it makes for a worse game. It causes frustration and forced periods of inactivity without creating sufficient countervailing benefits.
Obviously, I do realize that endurance is not going to go away. You simply can't upset the apple cart in such a big way in an established MMORPG. However, it would at least be possible to minimize the negative effects. -
Quote:Says who? That is exactly what it does -- it provides an upper bound on how fast you can solo. DPE for almost all attacks is equal, so your sustained damage output is limited by DPE times EPS.Endurance isn't supposed to be a cap on soloing speed, that's not the point of it.
Quote:An interesting comparison is with other games that also have similiar systems. Ever play a Protection Paladin in WoW? You get (and use) your mana at about the same rate as endurance flows in this game. It's hardly a problem if you manage it right. Perspective is in order. You have to spend something to get something, you have to have a resource to manage.
And no, you do not "have to do that". "Everybody else does is it" is a reason for lemmings, not for humans. In order for it to be good game design, you have to provide a reason why it makes the game better.
Quote:Endurance is supposed to encourage you to either watch your bar, learn to strategize between attack and defense, and cause you to value teammate buffs that increase your efficiency in the same way you appreciate recharge, damage boosts, and regeneration.
Note that I am not saying that you cannot have a resource management system. I am merely saying that CoH's is poorly designed, since it does not actually create interesting decisions about how to manage your resources. "Attack more slowly" is not an interesting decision (not to mention generally not the best choice). An interesting decision would be something like "use a slow-casting, mana-efficient heal, and risk that the target dies before it lands" or "use a fast-casting, mana-inefficient heal that is all but guaranteed to land in time but risk running out of mana" (a common trade-off for healers in fantasy MMORPGs). It's not "use a high damage attack that uses mana" vs. "use a low damage attack that recovers mana" vs. "trade health for mana, then recover health afterwards" (WoW warlocks). It's just "don't use more endurance than you have". That's a decision-making model that's perhaps interesting for a (patient) six-year old, not for a mature adult.
And creating a dependency on teams is a principle of MMORPG design that went out of fashion with EQ. There's no reason why people should be punished for soloing. -
Quote:You can and will do that not uncommonly if you are, say, a lawyer, a doctor, or a dentist. Or a sought-after specialist in a number of other professions.I think the next time your dealing with an upset customer, you should tell them that. "If you were right, you wouldn't need me."
You may also find that outside the US, the customer isn't necessarily given as much deference when he or she is behaving stupidly. And even in the US, you may find that some companies do sometimes find that making abusive customers happy is not the greatest idea. -
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No. CoH is moving more and more to a model where the content you can experience does not depend on your level. The original sidekick/exemplar system, Ouroboros, auto-sidekicking/exemplaring in the MA, the new SSK system and unlocked hazard zones all make level less and less important, aside from determining which powers you have access to.
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Quote:Eve Online doesn't, to name just an example. Second Life, while not technically an MMOG, is an online virtual environment that beats all western MMOGs that are not called "World of Warcraft" in terms of active population. Both have been consistently growing since their inception. You really need to look at more MMORPGs instead of just WoW.What apparently you are failing to understand here is that this is not about playstyles, but about revenue. And to your point, *your* apparent playstyle is in the minority based on popular MMOs and their mode of play in what makes for a lucrative MMO. Don't take my word for it ... the most popular (and financially successful MMOs) all follow similar game mechanics.
And if the most popular MMOs follow that example, it's mostly because, well, most MMOs just blindly follow WoWs example rather than trying to carve out their own niche. That can fall flat, of course, such as with Age of Conan, where the developers simply didn't have the manpower to produce a compelling endgame after making the first 20 levels or so very attractive, but designed a WoW-style MMORPG. Result? Lots of initial good press from players and reviewers impressed by the low-level game, then left. Age of Conan is now down to 7 servers from 49 at release.
Quote:Also what you fail to realize is that the best MMOs cater to multiple playstyles, not one particular over another.
Quote:Not sure where you got this figure from,
Quote:but let's play around with it. Based on their current stream of advertising (including some of the large name personalities used), the gigantic network and server farms that are used to run WoW, all of the support staff that do everything but program and design ... I'm fairly positive that a very tiny fraction of that $200 million was actually put into hard development time in terms of producing a raid instance.
Quote:BTW Blizzard's entire company has about 250 employees. Not sure what number of that translates into the programming and design dev teams for WoW but guestimating (and what I know about the business) I'd say around 30-40.
Quote:Yes and it's a very big secret. In fact it's been around for over 30 years now and most everyone who has ever played an RPG has discovered it. Shhhhh.
Quote:P.S. - Way to erase that Online Chess example real quick .... lawl. -
That may be part of the reason. City of Heroes has aspects of a "make your own fun" sandbox MMORPG, and gives players considerably more leeway in using the elements of the game system than the WoW style games. If you expect to be spoonfed endgame content in a defined fashion, you're probably going to be disappointed.
The Mission Architect exemplifies that. You use it for powerleveling. I use it for stories. You run out of content. I have more content than I know what to do with. -
Quote:Going back to this one point, consider this particular subscription-based online gaming service. Oddly enough, the service doesn't offer a traditional endgame. In fact, you experience a complete reset for all characters on your team after every "mission". Yet, people pay for it, despite a generous trial version and plenty of free alternatives.If so, then one could reasonably conclude that an ongoing service must be established that gives the person a reason to continue to pay, while at the same time offering a service that is attractive to potential new customers. Are we still in agreement?
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Quote:In order to understand that, consider that there are players with a playstyle totally different from your own. I'm not saying anything against yours, but you cannot extrapolate from your playstyle towards that of others. You cannot even begin to imagine, it appears, that other players may not even have a desire to hit level 50 as fast as possible, especially since CoH is inching closer and closer to an effectively level-less system.In this regard I think CoH fails, in that the current content relies upon players being satisfied with achieving maximum level and repeating the process over and over again. While you could argue that every MMO offers this, many other MMOs also offer a substantial way of developing ones character once max level has been achieved. CoH's post max level development is extremely finite and in general not very rewarding (badges). The current MA system having made that even more trivial.
Quote:Your analysis of WoW vs CoH in the current market place I think is dead wrong (and where on earth did you get the idea it costs millions for them to produce a raid instance?!).
Quote:12 million subscribers wrong in fact (not to mention probably the highest retention rate ratio wise of any MMO to date). And this is what kills me most about CoH ... it could easily compete with WoW.
Quote:That is to say, the difference between WoW and CoH isn't production value ... its game direction. One is obviously much more popular then the other. -
Quote:The WoW style of MMORPGs is not the only one. Consider sandbox MMORPGs. Consider PvP-focused MMORPGs. Consider, say, Eve Online.Any person with a smidge of MMO experience knows that the main focus of additional content should always be the end game.
The problem with the WoW approach is that it is very, very expensive to manufacture. You're creating new content constantly, planned for obsolescence, rather than being able to reuse your existing work. Blizzard is creating highly polished raid content, but at the cost of millions of dollars per raid instance. The content is focused around people with lots of spare time (which often correlates with low income). These players may quickly drop their hobby if they get a better-paying (and more time-consuming) job, if they find a new girlfriend/boyfriend, and so forth. Even if they are still interested in MMORPGs, they may not have the time to keep pace with the speed of endgame progression. It's very difficult to compete with WoW on their own chosen ground, with a volatile target audience while constantly building expensive content. That WoW is successful does not mean that it is a good business model to imitate for smaller publishers. -
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They are better than your non-existent ones. Also, Learn2WWW. Wikipedia references NCSoft's IR site. Click the "IR Archive" link (left side menu), grab the report for the third quarter of 2008. Read it. For ease of use, here's the direct link to the ZIP file with the actual data. Page 16 of the PDF is what you want.
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I don't see a particularly pressing reason to fiddle with the order of RPD and Tough Hide for tankers. I could see it for brutes and scrappers (so that they aren't stuck with a tier 1 power that's not very useful at low levels).
If there's one thing I'd like to see changed for tankers, it's moving Invincibility to an earlier level (say, switching it with Resist Elements). No other tanker primary gets its aggro aura later than level 8, and if you actually want to tank for teams before level 18, you are very disadvantaged as an Invulnerability tanker. (Brutes and scrappers may also appreciate not having to wait until level 28.) -
Quote:I don't think we disagree quite that much, actually.You and I will never completely see eye to eye on the importance of end and DPE vs straight up DPA. However, I did include a paragraph about the early game, and other bits here and there about DPE importance (and when it's not). Same for Frozen Fists' use in the early game--totally valid criticism there and I should've included that in the first place.
I'm talking about situations such as a level 30 Dark/Ice tank without IOs; you'll have a tight endurance budget and no global recharge, so that is a situation when DPE becomes more important than DPA. Of course, a level 50 Willpower/Ice or Ice/Ice IO build with high global recharge will have the exact opposite priorities.
Quote:On this, I couldn't disagree more. A control heavy team shouldn't need the tank to provide more hold mags. And the point is moot since you can easily max out, or nearly, both damage and hold values, even before HOs, and I advocate just that. Not slotting FT for damage is the 2nd biggest (and prolly most common) mistake you can make in IM, the first being not taking Frost. When I said "control-heavy team build", I didn't mean a build for control-heavy teams, but a team build that is control-heavy (e.g., high recharge on Ice Patch, Frozen Touch slotted for hold and recharge rather than damage, combined with suitable epics). It's basically a melee control build. Not a particularly great choice for soloing, but the high level of control combined with the still high AE damage of Frost and Frozen Aura can be very attractive on teams; you'll take a bit of a hit in terms of single target damage, but that's rarely an important attribute for team tanking.
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It would probably be a good idea to point out that this guide is oriented towards the late game and/or IO builds.
For example, without a full attack chain and significant global recharge/recovery, the high DPA of Frozen Touch isn't all that attractive: quite the opposite, since then you have a slowly recharging attack with subpar DPE.
Similarly, your play experience can be frustrating if you only rely just on Ice Sword and Frost for the early levels for soloing (you have two slowly recharging attacks, one of them an AE, but you may not have the survivability to exploit the AE).
In short, Ice Melee is a powerset that can benefit from a mid-/late-game respec.
As a different suggestion, control-heavy team builds can benefit from slotting Frozen Touch as a perma-hold (to be stacked at level 41+ with an epic hold). Single target damage on a team is likely to be less beneficial than the control aspect of the power. -
Quote:I hadn't been playing devil's advocate, though, but expressing an actually held preference. The poster had just been wildly exaggerating what I said.That's the problem with playing devil's advocate ... it looks like you're actually advocating what you're just making a comment on.
I was suggesting smaller spawns with individually more dangerous mobs. From that he went on to claiming that I wanted to fight mobs one or two at a time. -
Quote:I haven't the foggiest clue where you get the idea that I'm in favor of fighting only one or two mobs at a time.Man, that would actually suck, hard. The most annoying thing about WoW was having to kill things one or two at a time. Here we are, supposedly these heroes of legend, and a spider is about to whoop our *****, yeah, that's heroic. When they changed prot warriors in 3.0, it was fun to actually feel like a tank, and be able to herd up 10 mobs or so at a time. It took a lot of the tedium out of the grind.
Quote:As for army sized crowds not fitting the genre, that is such crap. Go read some old Hulk comics when he was fighting, I dunno, the ARMY!?!?!? there are plenty of other examples of comic heroes mowing through tons of minions to get to the Boss.