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Moffat has had to step in about the series 7 rumors: "Dr Who: misquotes and misunderstandings. But I'm not being bounced into announcing the cool stuff before we're ready. Hush, and patience."
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Really, this just says to me that a certain big-name MMORPG in fact offers its players comparatively few options. In any case, the mechanics are far less impressive than the claims:
Quote:I'd prefer to see some truly counter-intuitive correlations - and the numbers and methodology to back them up.Specifically, the researchers collected data on 14,000 players and the order in which they earned their achievement badges. The researchers then identified the degree to which each individual achievement was correlated to every other achievement. The researchers used that data to identify groups of achievements called cliques that were closely related. Those cliques could then be used to predict future behavior. For example, if a clique consists of seven achievements, and a player has earned four of them, the researchers found that they will probably earn the other three. However, many of the cliques that the researchers identified consist of 80 or more different achievements.
One interesting element of these findings is that the achievements that are highly correlated or part of the same clique do not necessarily have any obvious connection. For example, an achievement dealing with a characters prowess in unarmed combat is highly correlated to the achievement badge associated with world travel even though there is no clear link between the two badges to the outside observer.
Incidentally, Valve has been harvesting far more sophisticated data on their FPSs to factor into their design for a while now (and they're experimenting with even more esoteric metrics). -
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We'd all agree that anyone playing pen-and-paper RPGs as a kid as already been making games, as far as an imaginative pastime. You've graduated to publishing them. Congrats!
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The binary paying vs. non-paying is merely a variation on entitled vs. unentitled, or just plain old us vs. them. From a limited perspective - "the customer is always right" - that might work (if one is the customer, of course), but it's actually a terrible way to keep a business going. I've elaborated on all the factors likely involved in the decision-making process going into a name purge (again) if only because of my congenital aversion to oversimplification and hyperbole.
Quote:The devs decide that based partially on active player feedback so, while it may or may not ever happen, I don't feel that giving my feedback is a waste.
If I wanted to give helpful feedback to the devs, I'd be posting bug reports. -
It's good coding practice to have created a flexible script, but from my own experience with database lists, I know that standard operating proceedure requires a lot more care than simply plugging in new numbers into the variables and pressing "run". And handwaving away the costs of making changes to a crucial resource - particularly when we don't know how Paragon's database is structure or its budget is allocated - is just absurd.
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Quote:... And back to the binary argument again. A business has to run on a bigger picture.How many paying customers should benefit before non-paying non-customers?
Quote:The rest of your arguments are based in hypotheticals, as are mine, and so suffice it to say I disagree with how you weight things. You do likewise but without harder data there isn't much headway either of us will make.
Quote:I'm not worried about my own account so much as I think it's a good idea in general so my time is actually better spent in this argument than playing with a name generator I have no need for -
Quote:Not exactly - this thread is filled with suggestions of new time limits, level limits, account-type limits, etc. to factor into a new script. Even the most conservative position of re-running the old script has to be justified and then tested beforehand, all of which, I reiterate, comes out of someone's budget (words that no manager wants to hear).We just want them to run it again. It doesn't cost them a dime to run it again.
Or, to put it colloquially, there ain't no such thing as a free lunch. -
Quote:For "all" read "vocal, and inflexible, minority". Hence the second part about allocating resources - this project would be coming out of someone's budget. Unless you can demonstrate convincingly that running a name-purging script will retain enough subscriptions to both offset the attendant business costs and potential loss of returning players, then it's a non-starter.But they'll be gaining the good will of all the current players who are subscribing to City of Heroes.
Once again, I recommend brainstorming with a superhero name generator as a more efficient use of one's time and energies than trying to argue for this nebulous position. -
Quote:Oh, it's far from uncommon among veteran game designers. As one of them put it in a collection of maxims, 10 more things I wish I had known before building an MMO: "Working on an MMO destroys your desire to play that MMO. It greatly reduces the desire to play other MMOs as well." That perspective goes some way to explain why there's very little sense of genuine playfulness (as the OP observed) in big studios' MMOs these days.His "I can't play for fun, but I'm willing to tell you what's fun and what isn't" stance is completely ridiculous to me.
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Quote:Actually, neither one of us has solid numbers, nor have I ever claimed this. Moreover, it's because there are no solid numbers - and I'd bet that NCSoft doesn't have any results from focus groups on the reasons CoH players have quit and/or returned - that the sensible course of action is the conservative one, which is how businesses run, especially if they want to stay in business in a poor economy like this one.You keep saying that but, short of some numbers backing up resubscription rates, it just doesn't hold up compared to real-paying-this-very-moment customers.
Quote:Hey, speaking of "binary equations"... Who said "doing everything"? You can purge under a level limit. You can purge only trials. You can purge on a sliding scale of level vs time away (thus lowering the impact upon those precious "low-hanging fruit" returning customers coming back any day now).
Were I a Paragon manager, I myself would be willing to wipe names on long-dormant trial accounts, probably over the marketing department's objections (if I couldn't assign a coder to develope a built-in name generator, which is now a standard feature of MMORPGs). The practical realities of this project wouldn't change an iota, though.
* Come to think of it, that's a fun name. I bet it's also occurred to someone else, but maybe I'll get lucky on one server or another.
How many "freed" "good names" are worth the potential loss of good will? When only intangibles are at stake, the conservative course of action is the better business practice. -
Quote:We've been circling around this issue for so long, I wouldn't blame you if you became dizzy, but it's not a binary issue.ultimately paying customers should come before non-paying (thus) non-customers.
In the first place, "non-customers" comprise both former ones and potential new ones. The former are low-hanging fruit, and the latter are comparatively far more difficult to find and then attract. Unless there's a very good reason, alienating former customers is phenomenally bad business, firing-offense bad business.
In the second place, trying to do everything to make current players happy is similarly bad business, in the unproductive sense. It's not an efficient use of resources to try to accomodate every vocal player with an aggregieved sense of entitlement about their particular favorite issue. The devs have to look at the big picture, and only if a problem is not only sufficiently widespread but also effectively addressable will they attend to it. (As PVPers and Base-builders will confirm, the devs choose their projects ruthlessly.)
So until someone can show the devs convincing evidence that CoH is running out of player names and customers are leaving because of this, "freeing the good names" is going to be a low priority at best. For the present, it's so far on the back burner that even Mr. Fantastic couldn't reach it, even if that alias were available. -
Quote:That's a model that's been proven to work - and there are cognitive studies of why its features are so habit-forming - so naturally competing devs have decided to run it into the ground. Some veteran designers are heartily sick of it, but it will take something on a massive scale to shake up the current MMO landscape enough to allow innovation room again.I've grumbled before about MMOs being sold as "Has PvP, has Crafting, has Loot, has Auction House, has Raids" before, but it never quite sunk in with me that that's the POINT!
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It just requires a broader set of values for life experiences. You might not (yet) have encountered such circumstances personally, but they're out there...
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Quote:How little sympathy that shows for players who lapse because of circumstances beyond their control - and how little appreciation that implies for retaining good will. The server sub-forums are filled with players' announcements of departures*, for numerous reasons. Instead of generating responses like "dibs on your character names", they're greeted typically with hopes they'll come back soon. (CoH does, after all, have one of the best MMORPG communities in many respects.) Why would the devs wish to subvert that by enforced character name wipes?That said, I understand that people get possessive about their names; if that's the case, they shouldn't let their sub lapse.
As I said before, an ebil marketer would leverage this attitude by informing would-be departing players of potential name loss prior to their hitting the cancel button on their subscriptions, but I'm grateful that NCSoft, unlike some other MMO publishers, doesn't try to play these games with us.
* More, incidentally, than these irregular calls to "free the good names". -
Given your persistent misinterpretation of the scale of valuation for current, returning, and potential new customers, you weren't likely to be open in the first place, but one does try.
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Yet that old saw simply doesn't apply here (any more than the assorted analogies that have been thrown around about barstools, hamburgers, apartments, etc.).
The case of former and returning customers is very basic marketing that applies to anything with a subscription model, e.g. magazines or membership associations. Essentially, an old potential returning customer is far more valuable than any number of new cold leads. Since former customers have at one point demonstrably made the crucial leap to pay for the game, the psychological barrier to enticing them into doing so again is far lower than that of convincing a new potential candidate to try, and pay for, something that's unknown to them. The idea that former customers are worthless, implicit in many of the pro-wipe posts in these threads, is bad business. Why do you think you persistently receive renewal offers in the mail to Gamer Monthly despite not having subscribed for years?
To fit the avian-shrubbery saying to this case, the birds in the hand, i.e. the current CoH subscribers, aren't going anywhere because of Paragon's naming policy, not in numbers that would distinguish them from ordinary attrition. Unless the boards are immolated in flame wars on the topic, with multiple threads simultaneously up in arms, human sacrifice, dogs and cats living together, mass hysteria, etc., the devs can safely put this on the backburner. Instead, they can attend to more reliable and conspicuous ways of keeping current subscribers, viz. the Incarnate endgame, additional zones, new story arcs and task/strike forces, and booster packs, which they're evidently dedicated to providing us. (And how small is the minority who'd prefer that Paragon instead dedicate any of their resources to fine-tuning the name-wiping script for the increasingly complicated formulas that are being offered here and that are nowhere near as simple as their advocates claim.) Incidentally, these new offerings are also likely to attract returning players, so why would the devs want to sabotage this by sending out e-mails threatening to generic names for inactivity?
Until Zwillinger or another red name pops by one of these threads, it's safe to take the devs' silence on this topic as their tacit acceptance of the status quo - that for all the names locked up in game, there are more possibilities out there that need only a little imagination and persistence to dream up. Besides, look at how creative they are with their cognomen. There isn't a Captain Generica (or Fail O'Suckyname) in the bunch. -
Are you suggesting that if the recurrent vocal minority demanding wholesale genericization of character names used by players who aren't forking over cash to NCSoft this very second would instead apply their energeries to brainstorming more creative names that all parties would be happier?
Why, everyone knows that complaining on the boards is a far more entertaining metagame and an easy way to increase post-count scores. (Speaking of which...) -
Quote:Good lord, this makes no editorial sense at all, e.g.
Quote:DC Editor-in-Chief Bob Harras: So we really did take everything very seriously and looked at big events like Blackest Night and Brightest Day, and wanted to make sure those stayed a part of our stories.
Executive Editor Eddie Berganza: Right. The ones that really impacted people, like Death in the Family and Killing Joke. The ones that even people outside regular comic readers know. People know something happened to Barbara Gordon, that the Joker shot her. That counts.
Harras: So we looked at all these characters and really said what we're going to weave in and what we're going keep and what we're going to move forward on.
Newsarama: So to clarify, the storylines you've mention, like the Killing Joke and Death in the Family, are definitely part of history going forward?
Harras: Yes, and in fact, they're even important starting points for some of the storylines we have.
Newsarama: But that doesn't mean other stories didn't happen, right?
Harras: Correct.
Newsarama: Did Identity Crisis happen?
Berganza: Yes, it did. -
Interesting (though I thought this would be artwork from the medieval Justice League).
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Quote:Lemur Lad has this response covered, but it's worth reiterating that Paragon is currently making big investments in CoH's endgame, which would naturally appeal to returning customers with established characters. Now is not the right moment for Paragon to generic people's level 50s because they've been absent for a period of time.But they have done Name Purge(s) in the past, so it is something they do again, so they KNOW their naming policy requires a purge every, at least, couple years, they just haven't been doing it.
Quote:And also, yes, I know people that have left the game over frustration from not being able to find decent names for their characters.
Quote:Naming your character is the last stage of character creation, and one of the most important parts. There is no reason to hold down names for people that are NOT coming back, and forcing people that are currently subscribing, and new players, to have to go through hundreds (not exaggerating) of names before finding a somewhat decent (not good) name for their character.
Also, hundreds? Not exaggerating? Just for the sake of verification, could you post this list of hundreds of names you've tried?
For the record, I find Glamburgler hilarious and would prefer to team with a player by that name over "Fire Girl" or something similarly dull yet "iconic". Tastes vary.
Quote:And every name that you think is good that you snag, is one less name that is "good" available to everyone else, still making a name purge on names from accounts that have been inactive for years necessary. -
There's also a subtext to the naming policy that hasn't been addressed yet: It's actually in Paragon Studio's best interests for the community to have the game's universe of names constantly expanding. Not only does the current naming policy promote individuality - you can be confident that True Gentleman on Infinity is the same one from last year, for better or worse - but it also promotes creativity in coming up with aliases. (And if players resort to deliberately misspelling unoriginal character names, well, that says something about them, too.)
After all, how boring would the game feel if we could choose our custumes from only among pre-approved sets and color schemes? -
Quote:The returning customer is only a better potential customer than a cold lead. But unless losing existing customers are a problem, there's no reason to do anything that would create a barrier for a previous customer to return. Outside of entreprenneurial ventures, business stay in business by practicing conservative decision-making, especially in an economy like this.But your coveted "best customer everyone wants" returning customer in this case is the guy who "returns" month after month after month, not the guy who leaves (and doesn't pay) for years on end. The former is more valuable than the latter.
Or, colloquially, unless you can convince Paragon that their naming policy is broke, they ain't gonna fix it.