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Quote:I think by now it's clear that exec wanted the game out in 2011. It does not matter if the dev team says it wont be ready until Sep 2012, the guys up top set the deadlines and GameStop had to announce a quarter delay on the game (they dont speculate this stuff, usually when GameStop makes plan for preorders and floor shelf space, its because they were given a date.)Nobody has any idea about whether GW2 didn't meet an internal release date, but we do know whether it shipped in time: it did. They announced one date, and they met that date. Anything beyond that is pure conjecture.
Quote:They've been quite responsive about fixing bugs and making balance tweaks as the game is hammered by a massive non-beta testing audience for the first time.
We can't take GW1's track record as evidence of the capabilities of speed to expand GW2.
A huge part of the success of GW1 was that each expansion (but the last one) was a full stand-alone experience that was as complete as the original game itself. GW2 is much more ambitious than the original GW, and I think it's nearly unrealistic to expect a GW expansion next year that is as large as the base GW2 game is.
Quote:During GW1's lifetime, the closest thing to a "pay to win" option that they ever added were Mercenary Hero Slots...
Quote:GW2 will likely be doing this in the same way GW1 did - by bundling the expansions together into a basic box price item for people who come to the game later -
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Quote:Jack_NoMind already did a good reply for this, but I want to clarify something: As usual, when someone says "no one" or "everyone" I am simply referring to "most people" or "a huge percentage of the current market."Starsman, I think you set yourself up for failure the minute you say "players don't want to pay anymore." That's ignoring the fact that the gaming industry constantly puts itself at risk by soliciting investors to support their business - which is why the emphasis shifts from "let's make a great game" to "let's make a game that will get players to shell out more money."
Quote:When you say "No one wants to pay even 99c for a game they will play for a week or more" I keep thinking, Folks pay $10-20 a shot for Monopoly - and that's a board game with incredible replay value that's survived the gaming industry for *decades* -- so why wouldn't they pay 99c for a video game? Why not $20-$30 for a video game if its done well?
1) Monopoly actually sells at 99c but it has a lot of rep behind it.
2) People [see disclaimer above] are way more willing to pay money for tangible goods than virtual ones.
I still have a hard time getting people that know ME, and seen me kill myself developing, how much work goes into it, to pay 99c for a game they like instead of keeping it on a watch list hoping it goes free someday. This while in a BK line where he super sizes his meal!!! Odly that same guy spent $25 in in-app-currency for a game he once he got hooked on, but first, he had to download it for free...
The game in question was MonTower for the iPhone.
Quote:People *will* pay for games - but they have to be *good* games
However, marketing is very time sensitive. Eventually, marketing budget drains. You can't keep marketing forever. That tends to be the point where MMOs jump to F2P and social-media-lize every move they can.
Quote:not "bare minimum" games catering to the lowest common denominator (keeping in mind that the lowest common denominator probably aren't interested in playing games right now; they're looking to get off the unemployment line and earn sufficient income to keep their homes and feed their families).
I'm not saying there is no one out there that would rather spend money on pay-up-front games. But that's not where the real profits are anymore. The market is too competitive, especially in the pure digital front.
Here is a perfect example: Bejeweled. You likely are familiar with the game.
Right now there are two versions of Bejeweled in the iOS app store. A free one with IAP and a paid one with a lot of game modes and extras. In any standard, the 99c is a sueprior app with 6 fully fleshed game modes. The free has a timed mode that is designed to suck money out of you.
Right now, the paid app is ranking at 169th spot in the grossing charts. That's not bad for the amount of money that moves in the App Store, but again: the name Bejeweled is VERY well known.
The free app is ranking at 21th spot in the top grossing today (after a strange drop, it was 10th spot 2 days ago.) One thing to keep in mind, in the App Store, the amount of money an app makes the closer they get to the top tends to be nearly exponential. We are not talking about the free app likely making 148 "times" more, we are talking about way way more.
All this, because people are too cheap to pay a price of entry, and once they get hooked, they dont even care there is a paid version, they are in their tiny fun box now and should this box manipulate their grindy-senses, they will open their wallets.
So yes, the gaming industry has "figured this out" and THAT is the problem. That is precisely why games are every day more bare bones and free up front. In fact, you may be laughed at if you go to an investor today and tell him you just want to make a product and sell it. They want you to make something social that will grow so they can then "exit" via an acquisition, or they want you to use the freemium path since its so much more profitable.
Quote:Me personally, I believe the burden of having to pay back investors first and foremost
Stock holders are similar, but they may expect the company to make money, grow, so they can then sell that stock at a profit due to increased company value. -
Quote:First off, you can clarify your point without getting all worked up. I was just replying to your point about rushing through based on the statements given by you.No, you're wrong, and you don't know me at all.
I'm saying that since the rest of the game is terrible, it's worth minimizing your time there. Play the story quest and enjoy it, then GTFO.
The game didn't click with me because it was TERRIBLE. And had no content aside from the "third pillar" in which choices did not matter, repeatable/grindy content was the name of the game, and the game's base performance metric sucked on most computers.
So, taking this as a clarification, OK, see where you coming from. I have not played the game myself so I can't argue it. All I can say is everyone I know seems to enjoy it all the way through until they run out of content. I have heard minimal complaints about the gameplay, although admittedly nor have I heard any high praises either. -
Quote:Now you talking taste. Neither is really ugly to look at, although I admit I still like CoH design way better." Both are "great" in their own ways"
So if I squint, they might be appealing.
Chancess are, another MMO, made by the same team, you still would not enjoy. Heck, it's proven fact. This game was made by the same team that made Champions.
No artist likes making the same painting twice, even if they like using the same style. -
Quote:OK so the MMO you heard they are working on is called something entirely different, got it.To elaborate, I'm unaware of any attempt to build a CoH2 by any former member of the Paragon team, or any other developer.
I said public because I have had a few private conversations with a number of the Paragon team after the shutdown, the contents of which I will not divulge. However, I am not in any way coyly suggesting the team is working on, or has approached me regarding, either continuing the development of City of Heroes or any explicitly stated successor. I have no explicit knowledge of that one way or the other.
*PS: dont ruin the fun, we all know better, we just having some fun here.
Quote:To be candid, if I ever actually found myself working on another MMO, I don't think you're able to recognize my design signature. You'd only know I was involved if I said so explicitly.
And you would patiently wait until the day J_B identifies himself while at the same time claiming "This is the best MMO ever and what all other super hero MMOs should have been like!" ? -
Lets be fair: You can also be a hero in DCUO and Champions. Both are "great" in their own ways. They just happen to be so different from CoH that it would take a lot of time to get into either.
The art direction on both is also very different from the one we have.
But given a chance, and by that I mean more than a week of gameplay, then you may be able to appreciate them better.
I personally love a lot of aspects on DCUO, only dislike the character creator and male face/body/facial hair+head hair design choices. -
I know enough people that love the game as it stands. It just needs LOTS of high level content. TOR is a story MMO, once you are done you are done. They need to overload that game with content ASAP.
Shortly before this game was announced I started a new character. I was shocked how much content CoH has now. I am not sure I'll be able to eat through it all before shutdown, and then there are many arcs (especially the core Pretoria startup line) that can play in so many different ways.
Quote:Once. As quickly as you can. -
The goal of a successful F2P model is not to encourage players to play free forever and feel they don't need to ever spend any money.
The goal is to make the barrier of entry extremely easy, you want to lure the player and just give enough to make them not uninstall the thing because they hit a brick wall, although mind you, a brick wall should exist at some point. You just want to make sure it's not hit in week one of play time.
A successful F2P model will have a higher percentage of players spending money in the game, either by VIP upgrades or paying for unlockables.
If anything, sometimes I do think CoH gave away too much in its F2P model, and veterans were given so many perks that many felt they were free to stop giving the game any more money, therefore they stopped doing so. I would be hated but I would have instituted a half or 2/3rds xp rewards for the F2P player, with boosts available either via purchase or via referral rewards (that’s the second thing you want out of F2P players, a LOT of referrals.)
This is also the reason why I think Starwars TOR free 2 play will fail, it still will require you to purchase a code to get started. -
Quote:*kicks the rumor mill on full power*Indeed.
But, in a world where even well-funded games with experienced crews never even make it to beta, I'll take it with a tea spoon of salt.
Who knows, maybe she already was approached to do a "new breed of MMO", something that can be done with a smaller budget without server dependencies and this thread is just her first assignment at scounting player feedback on the concept. -
Quote:I don't think the IO system had to be unlocked, but do think the SO/DO system needed a heavy revamp.For me the two biggest mistakes CoH's model made was locking IOs and Incarnates behind the cash shop and/or VIP. Sure, CoH didn't even have IOs until I8, but that was then and this is now. Modern MMO players expect things like loot, a crafting system and an in-game auction house as a core part of the game, not an optional extra.
I would have created a few multi-trait enhancements, and simplified the enhancement typing (1 plain mez enhancement instead of 7 for each type, imagine if you required 8 damage type enhancement types?!)
The ability to have more recharge and endurance without heavy sacrifice alone would have made F2P play much more appealing. -
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Quote:I would not be shocked if Matt Miller pursues such a goal, but you can't do that kind of stuff without strong financial backing. He will have to spend a time shopping the idea around, and once he gets a publisher we will not see any fruits for at least 2 or 3 years in the future.Rather than start a new thread for it I have to ask: Has Matt Miller or the others expressed any opinion either way about doing a spiritual successor to CoH? I mean, I know that final bell hasn't rung here yet but I'm curious and I'm honestly just looking for something to hope for.
Keep in mind, if they don't aquire CoH and all that is under it, they will be forced to start from scratch.
Quote:I can see how this is something they may want to, but I can also see why they may be burnt out on super heroes and how they may want to move on to something else. Like I said, it's too early to say anything, I just want to know if the desire is there. -
Quote:The effectiveness of the taunt is highly diminished if there is no damage or heavy debuffing being inflicted.Invuln and Shield actually have stronger aggro auras than the damage ones, to help make up for this a bit. Ice doesn't get this bonus because it has two auras. And Willpower and SR got shafted.
The auras you mention are 25% longer duration, but the damage provided by damage auras is much higher than that.
Chilling embrace also adds a bucketload of debuffs that all add up to the final aggro multiplier. Unfortunately we never were told the exact formula, but we have enough experimentation with Chilling Embrace to think it's either a very strong weight, or it may use base magnitude for the debuffs (each speed debuff alone is 70, and there is one for each movement type.)
Tests in the past have shown it's nearly impossible to steal aggro from an Ice tanker using Chilling Embrace. -
Quote:Wait... you street hunted in CoH???I hate it - the reason why I am still playing this game over a lot of single player or morg is the wonderful community we have and would be worried about losing it. Also what would be missing is the random heals fortunes and buffs that you get from other players, and the kill stealers and the sense that you are not alone hereo or villain.
But on the serious side, one idea that crosses my mind is... what if private servers got somehow had a centralized hub, like a register. Even single player games, as long as there is internet, may be able to communicate with this register and find out about other servers....
In theory, with a lot of work, a game may entirely in the background merge your game with another player's game. Another player may simply walk through and show up on the world. Depending on the player, he may just fly by and ignore you, he may stop and help, or he may just be rude. Who knows. But it would add an illusion of being in a big breathing world.
Maybe even take it further; a single player game does not need to have private instances as we know them. Perhaps the game can choose to toss other players into your own instances. Always giving the player a setting to entirely turning off multiplayer mode, though, but turned on by default. -
No.
For now, GW is making money, it better be. They spent a bucket load in ads last quarter, enough to drive the company into the red when the game didnt ship in time.
That aside, though (because that line of thought gets me grumpy) GW2 sales will slow down drastically. Once this happens, the only source of income will be gone. Expansions are expensive to develop, and the team already has shown this game is overwhelming them so I doubt they cant push out an expansion in a timely manner needed to keep the profits moving in.
GW2 WILL become heavy on the micro transaction side. For now it's just cosmetic stuff, but expect PayToWin potions in the market eventually.
Anyways, truth is, lately, with the increase on Facebook games you get to play for free, and entirely free AND amazing games you can play on your phone, players are less and less likely to pay up front for anything. New flashy things get some time in the light and make some money, but that well dries up fast. It is also why few MMOs launch as free to pay (for now.)
The publishers know the first wave of users will be very willing to pay big money up front. Why say no to that money? Get the up-front box sales money, and as soon as you see numbers drop enough, you make it a free to play game at heart (Look at DCUO, Champions, Star Trek Online and Star Wars Galaxies, leaving out D&D Online and Lord of the Rings Online since those likely published under the old mindset, not with a roadmap to go free.) -
BTW, look at my sig. I am talking from experience too. Like they say: "been there, done that, got punched in the face too."
Quote:I would just add that competition is fierce in large part because people are willing to write games for very low pay, just because they think it's fun.
Many devs still have to realize how much they hurt the market by doing this. It's like attempting to do the harm Wal-Mart has done to local small economy, but managing to do that nationwide 20 year slow process compacted into a 1 year international one that was all about killing, not just pushing back, the profits of the competition.
But that's the world we live in now, players are no longer willing to spend money up-front. I think that's a huge part of what is hurting the MMO market too.
Quote:I'm not one of them, unfortunately. Tempting as it is, my corpse is still being steamrolled by my other indie game project. -
Quote:Honestly: even without names this is not the time nor place to bash anyone over your tastes.Honestly, if Paragon Studios did reform, I wouldn't mind seeing two or three specific people replaced instead of coming back onto this game. Not gonna name names here but the person who managed our end game and made DA so punishingly grind-tacular can go, and a certain member of the writing team can take a year or two break to practice his skills.
In my opinion, the last 3 years have seen the best writting CoH has ever tossed our ways.
Plus, DA was no more grinding than repeating the same handful of TFs every single day. -
Quote:The indie development scene is paved on the corpses of wasted time.I would be careful using mobile gaming as an example of industry profitability. I have written a mobile game, and I also have friends who have done it. For the most part, we have not made back the money for the time put in. There are games that are more successful, of course, but a lot of the profit for the industry goes to Apple.
Which is why I think a successful model for a game involves being the Apple figure, i.e. being the broker between creatives and their audience. Amazon is doing pretty well at clobbering the print industry with the same strategy (Kindle Direct Publishing).
But how many of those games were freemium games? My point is not that anyone can make money on the mobile game scene. My point is that we have seen that people are very willing to pay money, in free games, bucket loads of money, for things you would never expect them to pay for outside of a controlled server environment.
Players have spent millions on Bejeweled Blitz, just on tiny cheats to climb up leaderboards!
Yes, there is a lot of stuff out there. There is a lot of competition and it's hard to be noticed. That's one of the reasons why it's Freemium games that are breaking it big: the barrier of entry is just a free download. They don't have to download a demo version and then restart from scratch by buying the premium version, they simply start tossing money at the game they already have in their device.
But yea, even that is getting harder. Great visuals and quality is now a must. Without them players may just pass up the game in the app listings, even if it was free. -
Will power is stronger than Invuln against certain damage types... well technically against most non-sl damage types. Invuln was in luck that almost all content in the game had mainly SL, but this isn’t always the case.
It is true that overall, Willpower does not feel as tough as Invuln without pool powers, but thanks to IOs these days most players have enough endurance to run tough, weave and combat jump on top of some great defense values.
As far as taunt-aura effectiveness goes, by not inflicting damage the aura already had issues. Most non-damage taunt auras are actually rather ineffective. Most your agro tends to be captured by your PBAoE attacks, not by the taunt auras.
Other than Ice tanks with Chilling Embrace, that makes up for no damage with an extremely fast pulsing debuff that hits with 5 different debuffs per tick, some (like the movement ones) with very high magnitudes, I never rely on a taunt aura alone to grab agro.
As a personal preference, too, I would put more emphasis in Gauntlet than in improving taunt auras. If up to me, all attacks would have a gauntlet radius of 20ft. Or at least, the T1 attack would (call it Mocking Blow for those familiar with other RPGs, a weak attack that serves mostly as a taunt and potentially debuff) -
Quote:Although I see your point, the key figure is Matt Miller. We got to keep in mind, team changes have happened in the past, as long as the Matt manages to stick around, the core vision may stay. Obviously i would love for Arbiter Hawk, Synapse and Dr Aeon to stay, though!This is just as an aside.
Not to argue semantics, but any team that may form will not be Paragon Studios in my opinion. Some of the devs, at least I hear, have already found other jobs. And as Zwill pointed out, a community manager would be the last person a new/reformed studio would need so he'd still be out. A reformed/new studio, even with the same name, will never be Paragon Studios without those people. Not in my book at least.
I wouldn't mind one bit if something like you said happened, though it's incredibly unlikely in my opinion. But even if it did, it doesn't mean things go back to what they were. What we once had is gone forever.
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They usually have that covered as part of the distribution deals, and in the worse cases (bookstores do this a lot) they may just tell the store to destroy the copy since they cant do anything with it. There is certain level of trust (along with some ratios that cant be exceeded) between publishers and big chains like GameStop.
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Quote:I am crossing my fingers for "hey, we may be able to save the game!!! Lets not spoil anything yet!"I agree that could be the case, but I don't know what that news could be.
If the game is saved, i doubt it will be under NCSoft umbrella's.
Either Paragon Studios will manage to reform with the help of some investors and buy the IP, or the game will be lost. I don't expect anyone but Paragon Studios will be interested in acquiring the IP, and am 100% sure NCSoft wont decide to keep it running.
The team likely wont be the same, some may already have been lucky enough to find a job and may opt to stay there instead of returning to a risky venture.
I'm not holding my breath for anything saving us, but should saving happen, I think it will look the way I just described. -