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Quote:So, because some guy on another server created his character before me and some people decided they wanted to ram a total change in server community down my throat because they were too cheap to buy a transfer and/or lazy to reroll on a server that more suited their needs, I should be forced to either lose my name or have a tacky roman numeral stuck on the end? And you don't see why that would be a problem for people?!There wouldn't be any such problems, if they took a little effort to do it right and did an actual merger rather than move-and-delete.
1) Character names: Duplicated character names would end up, based on creation date (or random chance, if date isn't kept track of internally, renamed Character Name I and Character Name II. Each character would be given an optional rename token for if they don't like this. -
This. I get into arguments over this on the Rift forum all the time. People scream for server merges, then look at me like I'm crazy when I suggest the idea that there are a lot of people who roll on low pop servers intentionally because that's what they prefer. ( Of course, the scream for merges is just the Chicken Littles having their field day because all the servers aren't showing high/full and everyone isn't packed into the same areas like they were around launch )
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There are more parties involved than "you" and "them". The site wasn't down for everyone, so that suggests it wasn't them. Doesn't mean it was you, though. There are parties in between. However, holding PS accountable for failings of other people is just plain ridiculous. So is the notion that saying "it's not their fault" is the same as saying "it's your fault".
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I got the email. I don't know why others didn't if their address on their account is up to date. This one may be obvious, but check your spam box? I've had legit emails from MMOs somehow end up dumped into my spam box before. However, they also made the announcements in several widely available and easily accessible areas. They've pretty much done everything but hand deliver notices to everyone.
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Quote:I don't. The point was that a "forum regular" doesn't necessarily mean the person reads the announcement folder.It also doesn't mean that they're not. And on what do you base the conclusion that everyone who's said, "I read the forums every day and never saw this" is only a regular in a chatter forum?
See, what baffles me about this is the fact that the announcement was made while I was on a break from the games, not reading the forums, and I was STILL aware of it... -
Quote:Just because they're regulars in the chatter forums doesn't mean they're good about keeping up with the announcements. Good god, what they hell do you want them to do, put a sticky in big red letters at the head of every folder and give everyone a personal phone call to explain it to them?Ok, they are attempting to sell something to their audience. It's incumbent on them therefore to reach that audience... something they obviously failed to do given the numbers of, and let me stress this, forum regulars who were unaware of the discounted transfers.
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Quote:And I'm saying they advertised it plenty. Not their fault you or anyone else overlooked these rather clearly posted announcements.I read the forums regularly, I have a facebook account, that I am on regularly, and I do read the announcements that are posted. I managed to noticed the character slots, but not the server transfers. I somehow missed it.
The point that they are making on this thread, is there are a lot of naysayers who don't wish for ncsoft to advertise deals better. If that money is to help this game stay afloat and they want that money, they Should have advertised it better. -
And I'm saying you're wrong. They announced it through no fewer than FOUR CHANNELS that are available to EVERYONE. The forums in particular. The fact that people choose not to use any of those channels is NOT their fault. What, do you want them to hand deliver a telegram to your door?
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Quote:Conclusion: Several people who read the forum don't bother to read the announcements section.Fact.. several people have commented on this post that they are forum users and did not know about it.
Fact: Announcements were also made through other channels ( Facebook, Twitter )
Reality: Still not PS's fault. -
The forums are their primary method of relaying news. Not their fault if someone is too busy to follow it closely or chooses not to follow it at all.
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Quote:EQ acutally peaked at nearly 500k according to this chart. It did drop off quick when "that other game" came out, though, and only really got that high due to so few viable alternatives. Yes, with the glut of MMOs on the market today, anything over 100k is healthy, especially when that level has been maintained for 7 years and counting.Another thing commonly forgotten or glossed over: People try to say that 100k subscribers is low, because a certain 800lb gorilla has many times that number playing.
The truth is, 100k subscribers playing an MMO is a very healthy population, especially given the number of options MMO players have nowadays. Everquest at it's highest point had about 250k, and it still has at least 50k playing.
For a 7 year old game to be routinely hitting over 100k subscribers on a month to month basis is really good. -
Judging from the server statuses compared to last time they announced 120k, I don't see how anyone could figure 60-70k. I think the 140k is even being conservative, really.
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Quote:Makes sense to me. Yanno, except not signed "Generic Hero", but the actual hero name.Hey, I'm still bothered that influence is tradeable.
"To whom it may concern, Remember when I saved the city last week? Well, why don't you take care of little Billy here. Signed, Generic Hero."You telling me you don't know anyone that's pulled strings to get a friend a favor?
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Quote:My thoughts exactly. It's not a complicated concept. It'd be about like asking to transfer xp between characters when you think about it.Umm, gonna have to say no to this.
Enhancements are transferable for the same reason a gun is transferable. It is not part of your character, and anyone can use a gun.
I look at the incarnate stuff kind of like training for something. If my friend learns martial arts and I sit around playing video games, I don't get to suddenly become a black belt when he decides he doesn't want to be a martial artist anymore. If I want to be a black belt, I need to earn it myself. Incarnate abilities are the same way, if this character didn't do it, then this character doesn't get the benefit from someone else doing it either. -
Quote:Just look at other games that have done it. People constantly **** every time about the gear they worked so hard on now being "useless". And the previous end game content being rendered irrelevant, though there's less of a danger of that with CoH.Let's see...
People would whine about having to rekit their entire set up, respec to pull out the IOs they want, new powers would be blah blah complain blah blah... whine whine whine.
You think we've got a sadfest now with this system, which is fairly harmless and optional. Imagine 10 new levels? NOT optional. People HAVE to hit cap. It's human nature. At least the incarnate system is reasonably self contained, and the bleed over of incarnate powers into high end stuff is limited to level 50 content. It is. Don't say no. It is. -
Level cap increases are nothing more than band-aids that only slightly delay the supposed "end game boredom" problem.
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The point I'm trying to make is it's not the same for most people. And, as I said, the accomplishment is more meaningful to a lot of people when failure risks some form of loss. Feelings on this go across the spectrum, and the current penalty is a reasonable compromise for all of them.
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Quote:But what you're talking about here is another form of death penalty. Some degree of what you describe exists in CoH now ( The mobs return to full health ). However, full-on what you describe would actually be HARSHER than the penalty CoH invokes presently, even if debt were removed.I personally have no problem at all with seeing content bits self-reset when a team-wipe occurs. That AV gets his spawn back and all his triggered ambushes recharge. That large spawn returns to its original number of fully-healed enemies. That ambush which killed you resets when it kills you, and keeps doing so until you defeat it or get past it. I'd take that over "punishment" every time.
It comes down to the same thing, though: You're being penalized for failing. As it stands now, the "reset" is softened in favor of a temporary reduction of future xp gain ( debt ). And it's only xp being reduced - drops, inf, and badge credits remain the same ( In fact, you get even more badge credits by the end of the fight in terms of the damage received badge and such, not to mention the one specifically for paying off debt ). -
What I find funny is how my posts on why death penalties are necessary keep being read as me advocating a change in CoH's death penalties. ><
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Quote:And I'm the one being called "selfish"......I want to go on record as saying, that I don't care even the slightest amount how my reckless zerg-minded style impacts you. Not even a little bit. If you don't like it, don't team with me. I'm confident you not being on my team won't even be worth noticing to me.
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Quote:It's no more selfish than the attitude that what you do in a multiplayer game has no effect on anyone else. You're not the only one in the game world. And even if you don't team much or at all, there are a lot of others who do. Given that multiplayer is at the base of the design, then it makes sense that those who play most with other people would be the first considered when making design decisions ( That's not to say that the soloists are wrong. I primarily solo myself ). A system that encourages the player to learn to work toward success and avoid failure for the benefit of the team seems only natural.That's a selfish stance to take, and one easily countered: Other people ruin my fun by sticking their noses into my business and telling me how to play so that they can have more fun at the expense of me not having any. This has happened to me in a lot of multiplayer games - one person will go ahead and do his thing at his leisure, expecting the rest of the players to sort of converge around him and craft a great gaming experience for him. We're all here to have fun, so one person's entertainment shouldn't take precedence over another person's.
Going back to your statement about "failing but still succeeding", isn't that inherent in any system that allows you to revive after a defeat, even without any death penalty? If you get your butt kicked by the bad guy, you've failed. Yes, for some, that in itself is incentive enough to not die. For others, they need the extra incentive of avoiding a penalty.
There's also what I said a couple posts up: There is another group of players for whom the risk of losing something upon failure makes success that much better.
So, in the end, the only logical choice is to come up with a system that penalizes failure without being so harsh it drives most players away. I think the debt system strikes that right on. Sure, it won't please everybody, but that is, of course, impossible. It pleases enough to be a good decision. As I've said, opposite to a harsh penalty driving people off by creating too much frustration, too light or no meaningful penalty at all drives people off by trivializing the game and making accomplishments basically meaningless. Kind of becomes "we don't bother keeping score and both teams get trophies" -
Quote:I'm not saying it creates challenge, just provides incentive to avoid death because there are a lot of people for whom death in itself isn't enough of an incentive. My opinion is that lack of consequences bog the game down just as bad, but in this instance by making fights take longer because people keep getting defeated due to pure recklessness.We could sit here and sling anecdotes at each other all day I imagine.
A Death Penalty does not in and of itself create challenge IMHO. What it often does do is lead to people playing extremely cautiously and bog the whole game down. (Again, my opinion.)
Quote:I think CoH's penalty is just fine and see no compelling reason to change it. I have not seen large numbers of people that are so inept they are causing team wipes constantly. (I say that because someone earlier in the thread brought up the notion of people learning the game faster in order to avoid dying.)
Quote:I also pose the question again: why does there even need to be a death penalty? Is not having to run all the way back to the mission with the knowledge a dumb AI smacked you around bad enough? Perhaps I'm just weird, but I don't like it when my characters die and I try to avoid it.