Starsman

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  1. Quote:
    Originally Posted by TexasLonghorne View Post
    The next stage is acceptance.
    The next stage is boycott.

    Quote:
    An 8 year old game is a hard sell, and quite frankly why buy the license when you can just start from scratch? Let it go, life goes on.
  2. The most beautiful thing (from NCSoft's point of view) is that everyone that ever sat down to negotiate anything is likely bound by an NDA. They can now claim anything and no one can legally refute it... scumbags
  3. The most beautiful thing (from NCSoft's point of view) is that everyone that ever sat down to negotiate anything is likely bound by an NDA. They can now claim anything and no one can legally refute it... scumbags.
  4. Quote:
    Originally Posted by Arcanaville View Post
    I'm skeptical as to what "exhausted" means in this context. If they were actually attempting to sell the IP or the studio for a significant amount of time, that would be interesting considering no rumor of such activity emerged and the studio itself was unaware. It would imply they were pretending to grant full support to Paragon for new development while they knew such support was false and guaranteed to be unsustainable.

    The alternative is "exhausted" means they thought about all the options and decided not to actually engage any of them.
    My theory, as posted above, is simply that the mothership refused any attempts, and this post comes with an ultimatum to the few NCSoft West members trying to save the game to stop the pestering already or they too will be axed/replaced.

    I don't hold much hope for any of the NCSoft western operations. In a few years I am sure we will be seeing most the operations being taken back to Korean soil. We will have to see if GW survives (in the west) that transfer
  5. With such a vague comment, cant help but simply think that this means "we [this tiny group of people at NCSoft West] attempted to sell but the Korean mothership refused".

    /boycot on (well... sustained)
  6. With such a vague comment, cant help but simply think that this means "we [this tiny group of people at NCSoft West] attempted to sell but the Korean mothership refused".

    /boycot on
  7. Quote:
    Originally Posted by Arcanaville View Post
    Singularity attacks are untyped, or at least they were as of when I last checked in I23. They basically ignore defense. Its unclear even now if this is working as intended.
    That explains how my Bio Tank in beta got eaten alive by the new family spawns that seemed to summon 3 or 2 of those at a time on me.
  8. Resistance Magic Mutant DOs don't boost Toxic Resistance. If you ever slotted Healing Flames for Toxic Resistance with one of these... you did nothing.

    I got Synapse to fix this but... part of i24 and all that I don't think even got to beta.
  9. Starsman

    Online gaming

    If this game's cancelation is such a non-important event, why on earth do you waste so much time writing to convince others?

    If there are more important things to do out there, why don't YOU go do them?
  10. Quote:
    Originally Posted by Aggelakis View Post
    Cough cough cough. Sure. Double XP server. The Fast Track Server did not have its XP reduced by half when the rest of the servers did.
    That made me lol.

    As for that game, I quit it in rage after I got sick of having rather absurd downtime after every silly fight as a gladiator (?) while every high DPS class or ranged class would go, kill fast their target or kite it and face next to no downtime.

    Was absurd that one of the tanking classes had more risk of death solo than the ranged high damage "squishies".

    Would not be shocked if this was solved via nerfing kiting and high dps classes instead of making the tanks sturdier.

    Oh, and the flight timer was ridiculous!
  11. The topic at hand: First impressions. I think you made yours when you saw him.
  12. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    He plopped his fat ***
    I'm sure THIS is all that set the context for your perception of the situation...
  13. Quote:
    Originally Posted by Codewalker View Post
    I'm pretty sure that the weak taunt auras in Willpower and Super Reflexes are nothing more than a mistake, based on the numbers and how they are set up in the game's internal data. It looks like it's a case of accidentally using the wrong table for those two sets; because the Scale is the same as the other sets, but it uses Melee_Ones instead of Melee_InherentTaunt.

    However I never succeeded in getting anyone to look at them and tell me for certain.
    I think SR is a mikstake. But the WP may have been a "mistake" that was flagged "like it". Recall Castle mentioning it was labeled as the set's weakness.
  14. Quote:
    Originally Posted by Arcanaville View Post
    For reference, last I checked the industry average for game designers was something between $50k and $90k depending on experience and other factors, and senior designers (usually, that title means manager) between $80k-$120k.
    To spill my 2 cents:

    Back in 2008 (I think) when Paragon Studios was hiring I remember asking some dev what the salary was. He was not 100% certain and I can’t remember myself with 100% accuracy, but think he stated along:

    40-60k/y entry level
    Bout 80k/y seasoned designer.

    No clue about management roles but those are just a handful.

    The 60k I remember clearly because I remember thinking it would have been a downgrade for me even if I got the topmost of that range. The bottom line may have been 10k lower but I think it was about 40k, not 30k.

    Quote:
    Remember that out of all those Paragon employees, for every senior producer/designer/programmer making maybe around a hundred grand, there was a QA person making far less: probably closer to $40k-$50k.
    I am not sure how Paragon handled it, but game Q&A tends to be a very harsh job. The average I have seen is about $12 an hour, with non-warranted 40 hour weeks. For Paragon Studios, I'm sure hours were more standard but I doubt salary was much higher.

    Do keep in mind that the game industry is infamous for underpaying people for the same skills any other industry would pay an arm and a leg for, taking advantage of developers extreme desire to make games for a living.
  15. Quote:
    Originally Posted by LISAR View Post
    Johny Butane
    I honestly will miss him.
  16. Quote:
    Originally Posted by JayboH View Post
    Interesting - how did you pay for it before it was released again?
    That was not your argument, but it was Richard Garriot that convinced NCSoft to publish the game that was already in production with founding from someone Jack "Statesman" knew came though after selling some company or stock.

    The same guy that got kicked in the nuts by NCSoft and who's game got also canceled (still have a collector's edition of that by my side.) Same way they canceled Auto Assault on me. Same way they are canceling this on me.

    If there is one entity or person that we need to be grateful to, it's Richard Garriott, and the select few in NCSoft that kept defending the game from closure for years (this game has been under the axe for several years now.)

    Look, if you want to stick with the company, great. I'm not insulting you for that. But stop going on every corner defending them with flawed logic and treating everyone that does not love NCSoft or GW2 as if they were retards or ignorant that are not greateful for having their game defecated over.

    I said I wont miss NCSoft and left it there. You decide to drag it. Unless people insult you for sticking with NCSoft, start respecting their opinions.

    I have 3 very good reasons to never miss NCSoft again, some here have up to 5.

    And yes, I'm frigging angry. At one point I thought NCSoft had a fresh take on MMOs. They had a Sci-Fi twisted metal-like game, an alien invasion scifi MMO, a super hero MMO, a mech fighting MMO, a frigging Shaolin Soccer inspired mmo that never got to see the light of day... I didnt just trusted the company back then, I promoted them. They killed everything that I cared about from them, to refocus in their 100th fantasy game, only this one has twitchier fighting system. I was not just betrayed, I was backstabbed several times.

    The NCSoft I would care for either was just a facade or simply died years ago.

    So NO, I wont miss NCSoft.
  17. Quote:
    Originally Posted by Codewalker View Post
    Vorpal's just a fancy animation that makes it look like you're moving, when in reality you're not, and end up back where you started. I believe that animation only works because of the unique nature of Vorpal's targeting -- directly in front of you -- and wouldn't be convincing if you could pick your own location.
    I know, but it also was a target-free cone.

    Shield Charge would have been possible as a target free cone that requires a teleport-like target as we have it now.

    You point where you want to teleport, the game forces you to look that way and starts a cone attack in that direction, with a .2 second delay for the actual teleport effect.


    Quote:
    The new ForceMove mechanic would actually move an entity, whether it's a mob or the player, covering all points in between the source and the destination.
    For such a version to work, it would have to also grant the player an insanely fast pulsing damage aura so that enemies among the path get hit. That would be problematic since enemies would be hit more than once along the way.

    What i would like to know, though, is why they never made a Teleport To Targeted Eneity Location power. Every teleport in the game was set to target a location, not an entity. I can see issues with you ending up inside the target, but should the attack also apply a knockback this would not be an issue.
  18. Quote:
    Originally Posted by Codewalker View Post
    If that's the mechanic I think it is, it didn't just work on mobs. It could basically move an entity to a target (or fixed offset from a target, which was another new feature in I24). Since it worked on the player as well as enemies, it could be used to make something like Shield Charge was originally intended to be.
    I think that version of Shield Charge could have been achieved with the same tech as Vorpal.
  19. Quote:
    Originally Posted by Black Pebble View Post
    Awright, so Andy implemented a new powers feature in I24. It basically allowed a power to pull targets towards you.

    So one implementation was going to be for Water Armor, where you could create a vortex around you and suck mobs into you doing damage to them and other fun stuff.

    That's the new mechanic I was being coy about. I was really looking forward to it too. You could use it to pull off cool tricks like snatching mobs from across the room.

    The things Andy can pull with a 8+ year old engine is phenomenal.
    Oy.... Synapse would have been getting hell from me... I been wanting tanker Taunt powers to be replaced by set-thematic attacks that did just that! Was it speed-adjustable? Was it possible to make a power that slowly pulled while another did a sudden knock-forward like pull?
  20. Starsman

    Quick update...

    Quote:
    Originally Posted by Kitsune Knight View Post
    I had to do a double take... I actually first read the poster as 'Starsman'!
    (>.>) (<.<)
  21. Quote:
    Originally Posted by Heraclea View Post
    When I wrote my Willpower guide to holding aggro, the number and quality of AoE attacks was always an important consideration. Then again, I always recommended that Willpower characters get Stamina anyways: Fitness played to their strengths. But now that Fitness is inherent for Willpower too, builds I didn't like for being way too tight, like WP/DB, became a lot more feasible. It's easy now to get all the combos.

    I respecced and played my Freedom WP/DB tanker last Tanker Tuesday. Picked up Tough and Weave; never had them before, and always relied on SoW if it was up. The character worked fairly well.
    I also have seen blasters take aggro away from invincibility so that's not just exclusive to WP, and Invuln needs at least 8 powers in the set. The T9 arguably needed for the not-so-rare situations where you are bombarded with energy/negative/fire/cold/toxic damage.
  22. Quote:
    Originally Posted by DarkGob View Post
    I just feel that actually playing the game should maybe be a requisite for making progress in said game, but I'm kind of silly like that.
    Technically it is. But the goal of the game is not to achieve max level. The goal of the game is... as you say, playing the game.

    In Super Mario Bros: Do you feel it's pointless to play at all because you cant level further?

    If content is fun, then the level grind does not mater. In fact, MMOs started with the level grind because it was easier to make longer XP Bars to keep people playing than making content.

    There IS some stuff about human psychology, leveling up, subconscious rewards and other things, though that we tend to find strangely addictive and I may understand if some one gets bored without more levels to earn.

    My goal in city, for instance, were things like completing every mission in the game, at least the ones I was able to catalog via Ouroborus.

    Quote:
    To compare it to CoH, it's like if collecting badges awarded you anything more than the mere pittance of XP you get from exploration badges, only in that case you actually need to be logged in. Duty Officers are literally "send DOs on assignment, go do other stuff for X amount of time, come back to the game after X time and level up; repeat". It's like Patrol XP on crack.
    There is another rather successful space exploration MMO out there. Eve Online. Do you know you don't even have to be online to advance in that one? You flag the stuff you want to earn xp towards and you get it even if you go offline.

    The only reason you get leveling in Star Trek (or at least that's how I feel when I played it this past weekend) Is so you can see yourself become a captain and go up the ranks (something that arguably would had been possible just in the plot itself but got to keep SOME MMO tropes, no?)
  23. Quote:
    Originally Posted by DarkGob View Post
    I actually found the DO (no I will NOT call them DOffs) system interesting and fun in its own right, it's just that I found the rest of the game unnecessary to play in order to progress.
    A good MMO should not make any content or system necessary for progress. The content and additional systems are there to entertain you.

    An MMO that forces repetition of content to advance is doing some stuff wrong (and yes, I am aware that is the case for end game here, there is a reason why I dont care abeout endgame in city of heroes.)
  24. Quote:
    Originally Posted by JayboH View Post
    Yeah... stupid company that only paid for roughly 10 years of development/staffing/support costs...
    WE paid for that. NCSoft just took its cut until they got sick of us.
  25. NCSoft.

    ...

    ...

    OK OK, the interface. Especially the power browser. I always envsioned a revamp that would add some tabs, any power that did at lest 75% appropiate damage for it's recharge would be visible in a Attacks tab, in a Mez tab you would see any attack with a 100% chance to do some mez, in a defensive tab any power that had 100% chance to grant defensive statuses (including resurect) a summoning tab for non-pseudopet summon powers, a travel tab, perhaps a debuffs tab and... think that would be it.

    Each tab searchable and allowing all powers to show up in multiple tabs if they applied. Temp powers, primary/secondary/pools/accolade... all of them would just show up in their appropiate tabs.

    The same window would be used to access incarnate crafting, enhancements, inventory and Real Numbers, badges, active missions, etc under detachable tabs (for those that may want to look at these side by side) but consolidated into a sleek single window that is easy to find by new players.