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Posts
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Standard Code Rant. In short? Assuming you think you know how something might be done, or how difficult or easy it might be, or how much rote effort is involved, is a losing proposition. Even programmers get this wrong, because unless you actually work for the company in question, in the department in question, you neither know the technical constraints or procedural constraints that govern the environment in question.
Quote:Keep in mind this is not final, and can, if not will, change by i21s launch and will evolve past then too. It might be a consideration, might have some dev support, but regardless its not yet announced as being an absolute yes or no... So don't rule it out, but do t count on it either. Just because other (but not all!) hybrids do it doesn't mean Paragon would or should. -
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In order to be able to usefully offer us points for in-game accomplishments, there would need to be a notably different set of structures in place.
In both of Turbine's MMOs, there are some fairly notable distinctions that have to be noted. One of them is a more standard model MMO, which has significantly different gating rules than CoX does. The other, which is closer to CoX in playstyle (and the way you can roll over content in groups), already had a mechanism in place to which point progress could be tied.
The closest analog we have to that MMO's particular standing mechanism is badges, and attaching money to badges is a level of insanity I don't think I'm comfortable attributing to any of the current CoX devs. -
You are now officially my favorite redname.
(Sorry, Arbiter Kittens.) -
So. A new set of thoughts occurs to me.
The Incarnate System is intended to bring Stuff For 50s to the table. Setting aside the whole 'is it grindy or not' argument, it's an extension to the core development of a character.
This is an alternative to the previous primary option of "Let's start over on a new character."
Premium characters, even if they've got some vet time and bought some character slots, are very limited in their capacity to decide "Let's just roll another one." Sure, maybe they could buy more slots, but them having already known they only had a small number of slots, they might have decided to invest strongly in the characters they CAN have.
Is the intention to use the ceiling this arrangement produces to be an incentive to go VIP? "Subscribe, or your path stops here" ?
With The Other Game, a decision was made to take a core selling point and wall it off to subscribers only, rather than take the opportunity to provide a per-character unlock option to get access to that feature on a character. There were arguments in that context of 'If you have it on one, you don't need any other characters' due to how their system works, but that doesn't really apply here.
I just hope you guys are looking at the psychological impact of this arrangement. You might otherwise miss some opportunities, either due to sales that you WOULD have but don't because you haven't made it possible, or people who walk away because while they're willing to give money on a transaction basis, they aren't willing to subscribe.
I'd also like to expand on my previous post about the Alpha slot.. For someone who's taken the time to get Alpha in place, much of the time that's become a core part of how the character works, since it alters how all of their powers work; for some character builds, this would be like having IOs shut off entirely.
Is it possible the Alpha slot could continue to work but, say, the Level Shift is only active if you're able to access the full Incarnate System? The alpha slot basic features could be a good teaser, and not losing all of those facets could be less upsetting for downgrading/returning players. -
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Quote:I went through that "What do you mean I'm not durable?" transition with my main, as well. I still forget sometimes and try to do things that work in normal content but don't have a remote chance of working in a trial.The way I look at it, my blaster can't get any more squishy and I'm used to it: scrappers and tankers are the ones that are going to have more difficulty adjusting. And in fact it took a little bit longer for my scrapper to adjust to the difficulty increase than my blaster, because my scrapper is almost indestructible anywhere else. In the trials, I'm still plenty tough but significantly more situationally vulnerable.
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Quote:Hey, wait a minute.. This looks awfully familiar. :DAnd they stated it in the second sentence of the original post too. Wow, I'm awesome today.
Anyway, dark blast only has four powers that are necessary. Life drain would normally be useful, but empathy already has a self heal. Dark pit and blackstar are only useful for specific combos, and moonbeam and torrent just plain aren't useful except for edge cases. If you aren't married to your ancillary, electric mastery's immobilize makes a great blast power. The single target attack chain becomes dark blast, gloom, dark blast, electric fence. -
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Quote:It may be trivial, but casual and respectable together are not an overwhelming majority of what we're offered, particularly with some of the perk packs (see: Slu^H^H^HWedding Pack) being more strongly slanted.I don't see much value in just going back and forth on it so I'll say that my main point was regarding the "lingerie" statements from several people in the thread. Claiming that women are stuck with lingerie or have all this sexy stuff thrust upon them or can't create non-sexy costumes does a great disservice to the argument because it's so easily proven wrong. Making a "fully dressed" female character in all manner of styles (civilian, superhero tights, power armor, magical garb, etc) is trivial. Arguments that imply that it's not just make the person look uninformed.
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Quote:In talking with others in-game, I experience both that, and people complaining about how it's one of the slowest melee sets around but doesn't have damage like other slow melee sets. Which gets pretty fascinating to discuss.Power Siphon seems to have the sort of mechanics that psych people out. The calculations show its a strong buff. Testing shows its a strong buff. Specifically counting damage points from actual play shows its a pretty strong buff. But people seem to just look at it and know its not impressive. Its main weakness compared to Build Up is its significantly weaker tohit buff, which can degrade its performance against high defense targets: a definite weakness of Kinetic Melee in general.
I keep having to remind myself that you can't reason people out of a position they didn't reason themselves into.
(The same people also talk about how fast the dual pistols attacks are.) -
Quote:That's an alarming assumption. There aren't a lot of things that could reliably hit -60% res, are there? I'd think the effort to maintain that would require some pretty specific builds and/or reduce the debuffer's damage contribution.They presume a very high resistance debuff value *per debuffer* of -60% resistance. No one has a -60% resistance debuff: it requires stacking two -30% debuffs to get that high, and I don't think anything can stack that much debuff in less than about 4.5 seconds of total execution time.
EDIT: I see that I was mis-remembering Sleet's stats. Huh. -
Quote:I agree on the uptime thing, but it's just like the patron pets... I seriously doubt it's going to change
As I noted in closed beta, I would have liked a branch that stayed an LT the whole way up the tree, but the recharge time got progressively shorter, with it hitting perma or very close to it -- but still just a single LT -- at Very Rare. (Even BETTER for me would be a pet that stuck around forever like MM pets do, and for THAT I'd accept a minion. But I imagine that will never happen.)
That would be worth it to me, even if I couldn't have the incarnate shift in the slot. I play a lot of squishies, so the idea that some random burst of damage after I summon the pet locks me out of a power for that long is highly alarming to me.
That's why I still don't have Lore unlocked, and intend to do everything I can not to (or if I end up getting iXP for it from doing a new trial, I'll just never CRAFT anything for it) as long as the Lore pets don't provide something I'm remotely interested in having. What good is giving us a pet with MM controls that we can't have around? -
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Quote:Absolutely agree with that, that's more or less what I was thinking when I brought it up. (though I was VERY happy to discover that the mayhem exploration badge accolade transforms into Task Force Commander; I still find task forces stressful even though I'm alright with incarnate trials. I think it has something to do with sustained effort; I need downtime).I'd sell an instant faction switch in theory. Although faction switching is gated, its not gated by any special accomplishment. Its more time-gated than activity-gated and it doesn't have special balance problems associated with it that I can think of. On the other hand, Task Force Commander is at least intended to be a mark of accomplishment: running the task forces to completion. Selling it devalues the accomplishment it is supposed to represent.
Quote:Incidentally, this also means that while I would sell faction switching, I would not necessarily sell the badges associated with faction switching. I might consider awarding them only for the completion of the appropriate morality mission, and not for "magically" switching by microtransaction.
That assumes, of course, that the devs are concerned about being able to pop over, start earning alignment merits, then pop back whenever. They seem to be, given the current arrangement. (Personally, I still think that vig/rogue is underpaid for the purported ability to ALMOST play both sides' content, but that's another story.)
Quote:The one set of badges that I think I might consider selling are the Day Job badges, maybe. Those are literally pure time-sink awards. Not even playing time-sink awards, but literally time-sink awards for not playing the game while your character happens to be in a particular spot. What I might do is sell a token that reduced the day job award time from 21 days to 7, or to put it another way the token would grant you up to 336 hours of credit to any day job badge you chose. -
It's the price of a purchased instant faction switch then spending two hours to bribe folks to let you run in their mayhems, then another instant faction switch back blueside. :D
(hypothetically speaking, of course. An instant faction switch could be roughly analogous to the types of gate-related items you can get in some F2P games that can be earned normally or just 'Hey, I want it now, so I'll buy it dammit.') -
Quote:Strongly disagree, and there are contrary examples out there. It's entirely possible to have all of the temporary things be purely 'this is a nice extra' type things, alongside permanent 'I REALLY want to have this.' items that unlock account wide.The big problem people overlook with the F2P model is that the number of accounts made is no longer relavent. The accounts do not generate money for being created. The microtransactions make the money.
Most MT's will have to be of temporary use and they will have to be things F2P players will feel they need to have to play.
Of the three MMOs I've played that made the transition, the one I think is the strongest has no 'must have' temporary items. They DID at one point and decided they didn't like it so removed them from the game. -
Quote:Let me share some more items of note:But isn't the same as "gating" content the some players are against with the F2P model?
Of the Subscription -> Hybrid F2P transitions I've seen that seemed successful, there were three ways of obtaining 'store points'. One was through straightforward purchase (CC on the website, point gift cards in stores, etc). One was through community awards (i.e. contests, but this doesn't get used as much as maybe it should). The third is important:
You can earn them in game.
In the tabletop-inspired game, every completion of a specific mission (they're all unique in that game, for the record, no semi-random or mad libs style creations) is worth a certain amount of 'favor' for a certain faction. At certain milestones of total favor building (all faction favor combined), you get store points.
You can even do this multiple times on different characters on that server (albeit for reduced benefit), or on different servers (for full benefit).
... it's slow. It's painful. But it's POSSIBLE. You can actually get the entire game this way, "free". It costs a lot more personal effort, and some people might go "Well, I'll just go mow a lawn then buy some turbine points." That isn't the point.
The point is that you CAN earn things. That's an excellent selling point for a lot of people. You don't HAVE to pay, you can CHOOSE to pay. It sets up the expectation in players that they can 'just play' and still be able to get more stuff.
I've seen this fact change many players' perception from "Meh, but I'll have to BUY stuff in order to play anyway, so what's the point?" to "Oh, really? I'll give it a try." Of all of my friends I've had try the game, almost all of them have a few days later gone, "So, the higher price points have a better deal on points, right?" And they're deciding what price point they're comfortable with.
Obviously, this doesn't work if there isn't a solid game in there to begin with, but having the ability to earn what you want gets more people in the door with an open mind in the first place.
Regarding the trolling/griefing/etc, there's ways of handling that. I've seen developers take a few approaches, but honestly, treating people who've paid absolutely nothing as slightly better than second class citizens is the most effective and fair.
Given an environment where they CAN earn things takes away the feeling that they are somehow not being 'allowed' to get what they want due to a price barrier, so they seem far more tolerant of things like trade and communication constraints, money caps, and less storage. More of them seem to 'get' that there's a genuine reason for that. -
Quote:Actually, the tabletop-inspired product was released in early 2006, and went to their hybrid F2P model in late 2009. Three years is a respectable gap before changing business models. The other game by their creator was launched in early 2007 and went F2P in late 2010, so another 3 year gap.But, again, as previously stated, one of the larger hurdles would be the attitude of the existing playerbase and their perceptions of the business model. Other MMO's that have made this change did so early in their "life," and perhaps it was easier for the playerbase to adjust.
A 7 year old game naturally has a more entrenched playerbase, but I think the effects would definitely be more relevant than the 3 year old game against a 1.5 year old game.
Quote:That being said, if we are speaking of City of Heroes and its life span - I think it is doing quite well for seven years. However is it netting more new accounts on a subscription based plan? Would F2P be disastrous for City of Heroes or would it open up the game to more people and in turn be more profitable with some system of microtransactions that don't "gate" content but enhance the gameplay... if that makes any sense?
If they were able to go a step further and subdivide some of the content/zone access to 'mission packs', and shift to a point system for grabbing mission packs, booster packs (or subsets thereof), I think it has the potential to expand their customer greatly even with the increased costs of having to maintain additional server capacity for the moochers.
But that's just from my perspective, having played three games that went from subscription to F2P of some flavor. -
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That was actually the second title that Turbine transitioned to a hybrid F2P model. Both of their MMOs were subscription based at first, then they switched to 'you can have a subscription and get all the story content and most of the classes/races or you can be free and just buy what you want'. I personally think their tabletop inspired game weathered the transition better, because it's so focused on instances it's much easier to group content into purchasable packs.
EDIT: Forgot the rest.
Yes, it helped both games immensely. They're VASTLY more popular now. Their operating expenses went up a bit because of the larger population that isn't paying monthly, but people seem much more inclined to spend SOME money as opposed to the "spending every month" or "not playing at all" options.
It seems to be a win for everyone involved IF you have your content and gameplay set up in a way that can support it. -
Small bug: The Steam Jump power causes your weapons to disappear while in the air but not attacking, then reappear if you either attack while in air, or hit the ground.
Tested with an AR blaster.
Subjective feedback: Here I was thinking we'd get something we could keep running like the other booster pack travel powers. I'm also a little disappointed that it has a back detail applied while in use; I would have wanted to use it with a character with piston feet.
Other note:
Does the art team forget that we can adjust color on these pieces? The lacy choker is nice, but it has some colors baked in to the emblem on the front, which is irritating if you just want to do shades of grey. It also looks kind of odd with bright saturated colors.
Can we get one with the colors removed, or ideally, one without the emblem?
Lastly, I'd like to join in the chorus for 'gender proliferation plz'. Maybe there's a guy out there who wants a lacy choker, but the girls definitely DEFINITELY want the coats, and things not being in Sleeveless Jackets is kind of bewildering.
Edit: I would pay more money for more auras like Victorian Decor. That's gorgeous. -
Quote:Good god, that's alarming.Just popped in the new Mid's patch. Seeing a Regen and HP Capped Scrapper is heart-warming. Knowing that Spiritual increases that throughout the duration? I might melt from all the warm-fuzzy feelings.
And people were worried about Regen's Late Game in I20.
301.2 HP/s
AV's, eat your heart out.
and I was all proud of myself for having a peak regen of ~100 HP/s. -
Quote:An alternate possibility is that the leagues were just as good in both cases, but the stalker for whatever reason wouldn't have qualified without league assistance and did with. nudging stalker from threads to commons.The devs have specifically said, incidentally, that overall league performance will influence your component drops upward. So its possible your Dominator just happened to be on the better runs consistently.
We don't know how Shade plays a stalker. It could involve running around away from teams. -