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Quote:Have you played it? CoH only beat it by 2 years so not a huge difference in longevity. There are also a lot of shared similarities. The vast majority of content in both games are instanced, repeatable, and that includes the end game content. They are both easy to level in and are alt friendly. Loot generation for each individual player are determined by the RNG for the most part. They both have relatively short travel time. Both games have a end game raid system that involves at the most 2-3 groups as opposed to 100 character zerg rushes. They both have themes that appeal to a certain old and established segment of the general gaming population.A game that, admittedly doesn't have the same longevity, genre, or game structure that CoH does.[/B].
Now there are also some differences between the two. That game has a gated end game system as in to gain access to a raid, you have to do the sometimes irritating pre-req quests first. It also has item decay which can get very frustrating when it comes to certain creatures. Being a fantasy MMO where the armor you wear dictates how you look, it also lacks the cosmetic touches/variety of CoH. Those differences in features is why I left that game. -
It's the one that's based on a 40 years old pen & paper table top RPG system. It was highly hyped back in 2005 before its launch in 2006. Another hint would be, it uses 4th edition rules of the said PnP system (or was it 3.5? forgot).
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Should convert to F2P. Don't convert to F2P. F2P could destroy CoH. F2P could help CoH. Whatever, it is all irrelevant and speculation at this point. The only reality of the situation involves the day when CoH is forced to choose between trying a new business model (possibly F2P) or shut down the servers. It is inevitable because nothing lasts forever. When will the day come? Could be next year, could be 2015, no one knows except for the folks at NCSoft/PS.
It's fine to have ideology. It's fine to show loyalty to the current business model. Not at the expense of reality and logic however. The absolutely, undeniable, irrefutable fact is that, when a company is at the threshold of having to make critical, survival based decisions, the wishes of existing customers is of secondary concern. This is especially true when the decision could potentially bring to the table opportunities to attract new customers and thus, revenue. It's the core fundamental behind how most for profit company operates. It's just the ruthless aspect of capitalism at work.
Don't believe me? Just think about every merger & acquisition you may have been a part of as an employee or customer. How often do old timer employees get shafted by the new compensation/benefit structure? How often do old customers have the terms of their services changed unfavorably? Dare I say just about every time? Yet, as long as the company brings in new customers or increase revenue, they'll just chalk those up as casaulties of the transition. It stinks for sure but it's still the truth. This is why I don't care either way or refuse to get worked up about it. It's completely out of my control and the sooner other people realize this, the better. This is one rare instance where *our* opinion really does not matter, not in the least bit. I could collect 1000 signatures for a for/against F2P petition and hand deliver it to PS headquarters 20 miles down the road and it would not make a lick of difference. Sorry to say but that *is* the cold hard reality. -
Erm, none of the MMOs I've played before (5 of them actually) involved paying real money for booster packs, temp powers, character slots, etc. Expansion packs not included. If you want to know which ones, I can PM you. Maybe these games have changed since then but I'm just speaking from my own experience.
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Quote:True and that's why I said it's only inching, not a full out sprint. Once a game actually starts charging for access additional core content and other important advancement features, it has reached a point of no return on the path to F2P.Because it's not. There's a core difference between F2P and what CoX does; in F2P you don't pay anything to access the game at a basic level and then all additional features cost you money. With CoX, you pay a basic subscription to access the game and all of its core features, the things you can pay for are all "cosmetic" (that is to say that not purchasing them does not affect your ability to play the game or your effectiveness within it).
They might make your life easier (Ninja Run, Mission Teleporter) or prettier (Costume Booster Packs) or more flexible (Server Transfers/Extra Slots) but no game content is gated behind them. -
Quote:I'm not going to take sides on this F2P business because I don't care either way, however I am going to call BS on this. A game I used to play (hint: it is based on an old PnP system) that started out as subscription only then converted to a hybrid F2P/subscription system 2 years ago. This same game which at one point in 2008 had only about 20-30k population (1/10th of its 2006 launch numbers) all the sudden spiked up to over a million in less than a year. Players who bought subscription also doubled that of the pre-conversion era. Revenue (most of it generated from store transactions) jumped 500%. And from first hand experience, the graphics of that game is better than CoH, mostly because it is newer. The game play is a bit more frustrating than CoH and it is just as repetitive. Content level is about the same but it definitely has more end game content.The ice-cold truth is that conversions to Free-To-Play business models... Do. Not. Work.
There are several very good reasons why the vast majority of "free-to-play" MMO's on the market have lackluster graphics, repetitive gameplay, and are essentially clones of existing subscription games. I'm not going to go into those reasons mostly because it would give Mod_05 and Mod_13 a headache.
Now this doesn't mean F2P will work out for CoH nor does it mean that CoH should convert to a hybrid plan, at least not yet. The only thing I'm saying is that F2P *could* work for a MMO if it is implemented correctly. It is essentially a plan that allows you to buy only what you want/need which is quite common in a lot of other retail segments. However, if that becomes to chosen business model, it absolutely can not give the impression that the customers are being nickled and dimed for every little feature. That type of business model which is common to a lot of games that started as F2P right off the bat will turn off a lot of potential customers. Fact of the matter is, as products age and revenues decline, companies have to look to other revenue generating models or be forced to shut the product line down. You don't need a MBA to know this, just a semester in any business school would suffice. In any case, CoH is not at that point yet (assuming it ever gets there) but *if* the time does come, I have no doubt F2P will be on the table.
Edit: In case you guys haven't noticed, CoH has already taken on a lot of characteristics that are common to F2P games. Pay additional money for more character slots. Pay additional money for special costumes. Pay additional money to gain extra powers for your characters. About the only thing we're missing is paying money to gain access to certain classes/ATs and additional content. We are inching closer to F2P than most would care to admit and frankly, I'm a bit surprised more people haven't spoken up about this trend yet.
This part is wrong too. A conversion to F2P would be about attracting new customers who *may* then become long term customers. Retaining the existing customer base take a back seat to that, as sad as that may sound. After all, if the old customer base was enough to maintain the profitability and sustainability targets, why even consider a change in the revenue model? Attracting foot traffic is a principle that is common to a lot of retail sectors. Companies are *always* looking for new ways to bring new customers through their doors by offering free this, free that, bonus for signing up, etc etc. You have probably taken that very bait multiple times in your own life. It is only after the customer is hooked on the company's product do they started getting charged for additional services/add-on products. Is this the right way to do business? I don't know. Sometimes I get irked by it, sometimes I don't. However, it is still an effective and proven sales strategy. -
Quote:That depends. While they both definitely hit the individual participation threshold to make sure they don't get 10 threads, there's the also the league performance threshold to consider. You could interpret it as their league performance level wasn't quite up to snuff when compared to say, a near full league. Maybe they died more. Maybe they didn't take down Marauder before he hit unstoppable. Maybe they didn't clear the sabotage phase with 5 minutes to spare. Maybe it wasn't synchronized. It can be interpreted both ways. Without knowing how league performance is measured, you can't be certain that it isn't somehow influencing the rolls in an unintended fashion. For that reason, you can't just say "oh but, random is random and that's that". That's my point.If anything, that scenario only further proves the evidence of a truly random system. Only two people, they both had to be at "max participation" yet they still got the uncommon.
Quote:Notice that he says it will increase your opportunity, not your chances of getting a very rare. If your whole league does well, then everybody gets the participation rewards and everyone gets the opportunity to receive a very rare reward. Success doesn't generate a guaranteed result, it simply helps qualify players for the random roll.
Look, I'm not trying to start a conspiracy theory here. I'm just pointing out the obvious because such errors *has* already happened once before. The precedence *has* been set. To put that much faith into a system with that many variables without any questions or even a sliver of doubt is, for lack of a better word, naive. -
Here's the thing, if the participation system only involved individual performance qualifier in order to avoid the 10 thread reward and everything else is up to the RNG, then fine. I have no qualms with that. However, then they decided to add another portion into the participation system, league performance, whose influence is now working against the randomness of the trial end reward. How else can you explain 2 people duoing a trial only to get thread, commons or whatever it was?
From Baryonyx:
If your league does well, and you are a factor in that success, this will only increase your opportunity to earn a Very Rare component.
Isn't it possible that this could be have some effect in influence the end reward random rolls?
Now if the criteria were known to the players then we'd have a truly even playing field and let the randomness nature of the system take over. However, the devs will never let us in on the secret because it will allow too many people to game the system. -
Don't forget the over abundance of mobs that can stack a whole of def debuff on you and your pets very quickly.
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Quote:No. What's unfair is unfair. As I have mentioned in my previous post, I led 7 BAF runs 2 nights ago on my AR/Kin Corr and walked away with 5 rares/very rares and 2 uncommons. A good number of players stuck around for multiple runs, with some doing all 7 because it was a really good and social league. We didn't leak runners (except for 1 or 2 runs) and NS/Siege always went down on their first tandem spawn. Everyone participated but some people just could not get anything above uncommon. After a few runs I just stopped announcing my end rewards in league chat because I felt bad for them. Heck, if there was an option to trade incarnate components, I would have.It's only unfair until you're the lucky one, and then you deserve it, right?
Anyone who was on the "Les Fembot" leagues 2 nights ago on Freedom can testify what my account of the night is 100% accurate. -
Diamagnetic for sure. The debuff value is the same for both (5%) but Diamagnetic procs 100% of the time instead of 75%. Stacked 4 times on an enemy, I'll take -20% tohit over -20% damage any day.
Remember, in terms of prioritizing defensive options, the order is usually +Def/-tohit > +Res/-Dam > Heals/Regen with a few exceptions. -
Quote:Not to nitpick but having to do that kind of defeats the purpose of the LFG tool, doesn't it?That's not true, I've formed three LFG trials, one was at the minimum, but the other two were at or near the maximum for the trials. I was actively forming through global channels and team search, but instead of inviting them to a league, I was asking them to join the LFG queue.
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Quote:That's what I'm saying though. A system that's weighted which also includes some pre-set criterias to determine whether you qualify for a random roll assuming that's *really* how the system works) isn't really that random at all.That wasn't a mistake per se, there was no problem with the PRNG, they'd just pushed the weighting too high on Uncommons based on the beta server testing; turns out that teams were doing better than expected thus making Uncommons too common.
The more characters I take through the trials, the less I'm convinced the system is completely random once you surpass the minimal participation (10 threads) threshold. My latest character, a AR/Kin Corr has done about 16 trial runs so far. She has 4 very rares, 7 rares, no commons/threads and the rest uncommons. Two nights ago while I was on this character doing some BAF runs, there were 2 other people (Def and Brute) who were also complaining about how they can't stop getting rares and very rares. Honestly, what is the statistical probability of that? -
Yes, because the devs could *never* make mistakes that could result in the appearance of not so random results. Nope, they certainly didn't mess up on the uncommon drop rates at i20 release.
Sorry but you don't know any better than anyone else that's doing the speculation so please, spare us the pointless lecturing.
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It's worth it. It is one of the better Stalker sets imo. It is also one the few Stalker sets that's actually AoE friendly. You got two fast recharging 90(?) degree cones with solid damage that can be stringed together easily to form the weaken combo. If you were to take advantage of the combo mechanic, that would be the one you'd use the most.
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Quote:My Stoner is my toughest brute. He just never dies except when dealing with a lot of Psi damage mobs. However, it is also my least favorite brute because it is quite boring to play. I'm a very active player as I am constantly moving and shifting my position in combat and Granite form limits that.I've been wondering about */Stone Brutes. They were popping up everywhere for a while, but I haven't seen any in the iTrials, so I assumed that people were either shelving them or rerolling. I decided to spec out a build just in case it was worth following up on.
I found that it's not too hard to softcap S/L/E/N/F/C, but the tradeoffs are rough. My build still has -20% global recharge after sets and LotGs, which means a weak attack chain and no permanent Earth's Embrace. You can get outstanding resists by going Cardiac Alpha, but it looked to me like Spiritual was needed for the recharge.
Regardless of the recharge issue, I decided that if I ever wanted to roll Stone Armor, it'd be a Brute over a Tanker. Not quite as survivable, but definitely good enough, with gobs more damage. -
This happened just last night on a rather fun and social BAF league I was leading on my Corr. A couple of people were commenting about choke points, leaking runners, etc.
Someone said "I don't leak" or something like that.
I followed it up with "Get pregnant, you will".
A lot of ewwws and lols followed. -
No, not on Freedom from what I've seen. It is so half-arsed right now, the function (team forming portion) should be removed from the game entirely until it is improved. Right now it's more of a nuisance than helpful.
Most people don't like complete unknowns. The current LFG team forming is akin to being tossed out of a helicopter into the wilderness and then being told "there's a bunch of complete strangers over there, hook up with them and survive." Such an idea might make a decent TV show that lasts for many episodes but it is a horrible idea for MMOs. At the least the TV show version tries to give you enough people, tools and guidance to survive while the helicopter pilot (LFG queue) would tell you "this is what you have and whether it is enough or not, I do not know nor care."
Here is what they should have done with the LFG queue.
1. Let the player *see* the other players in the league which they've been placed into once you open the interface window. In fact, make it just like the league/team tabs. Name, AT and so on. It's not a whole lot of information but it's still better than clicking the queue button while praying that the tool doesn't toss you into an under strengthed/sized league with 10 melee types with no heals, buffs, debuffs or controls. This leads into the next option.
2. Give the players the option to back out of a league they've been placed into. However, instead of exiting out of the queue entirely, you will instead be cycled into the next league on the list. Maybe you're not thrilled about the AT composition of the current league. Maybe you saw the name of someone you don't like. Whatever the reason, it will be better for the league and the players to let someone who doesn't want to be there the ability to walk away before you get the "<trial> is ready" pop up. Player can quit pre-formed leagues in order to search for a new one so why not this?
3. Add an additional question for the queue process which is "Do you prefer to be the league/team leader?" It could be a radio button before you click queue or a pop up after you click, whatever. The point is to make sure the stars only goes to someone who actually wants it. If multiple people click "yes" then just randomly choose the league/team leaders between them.
4. We don't really know what factors tell the LFG tool to start the trial (at least I don't) but whatever the reason, it isn't working right now. Turn that control over to the players instead. In the new LFG interface window I mentioned above (where you can see the other player's names, AT, etc), include a check box that says "Ready for Trial". Once a certain threshold has been reached, let's say 50% of players in the league has clicked, a timer (2 minutes for example) would then start. The remaining players would have to click that box in that span or be removed. The timer would also serve a dual function of giving a bit more time for additional players to hop into the league from the turnstile. After which, you get the trial is ready pop up, so on and so forth.
These are just really conceptual ideas for a better LFG turnstile system and I have no illusions that some of it would require tweaking and streamlining. However, the point is that the inclusion of any these options (or others) is still going to be better than the unbridled mess of a tool/system we have now. -
Quote:For the record, I didn't complain about the repetitive nature of the end game system. In actuality, I have rather high tolerance for such things. Still, having to do 100 trials on a single character (over however long period of time) would be seriously pushing my patience threshold.Maybe you don't need tier 4 of everything for every character right away? maybe the devs are gonna release more trials which will alleviate doing the same trials for most incarnate progress? maybe the devs are only so many people and can only produce so much content at once? maybe you should not run the same trials repeatedly and then blame the devs on your burnout? maybe most of us don't run the same trial hundreds of times with the same toon while not doing any thing else in between? just maybe......
seriously stop running the Itrials constantly. run a few go do some other things. Test out some new incarnate power on regular missions/TFs. If you burn out you have only your self to blame.
I wouldnt unistall COX for the reason you stated but then I'm not the type of person that goes threw the motions for the shiny at the end of the rainbow. And this is coming from someone who quit COX because it didn't have an end game and I was bored. I''ll give you 3 guess what got my sub money back and the first two dont count
I just don't necessarily agree with the opinion that the system is really as random as described. While I personally have not be an *extreme* victim of participation system bias or unlucky streak, whatever you want to call it, I could understand why some people would be frustrated. -
Quote:I have a couple of billions inf spread out amongst several characters so I could technically buy my way out of any bad dice rolls (so to speak) for several level 50s, let's say 4-5. That is, until I have to take into account the other 13-14 level 50's I have. From a numbers standpoint, it is still not much of an option for me if I happen to get on an unlucky streak on several characters.The cost precludes many players because many players don't bother to sell their junk. Yes, the cost is a lot [numerically]. But that's more a consequence of the inflation at play in this game.
Also, an alt should take the same effort to level up/build up/whatever as any other character, although interestingly enough, the E. Merit system does actually benefit alt-heavy players a bit, since it's Real Time gated instead of Game Time gated.
It's true that the E merit system do benefit alt heavy players though I haven't really had to go that route yet. I just haven't had much trouble with getting rares/very rares with my level 50s, except for one glaring exception. My MM has done about 30ish trial runs with only 2 rares to show for it (one of them was from MoBAF badge). This is after I've even tried running 16 player BAFs exclusively and gets nothing but uncommons while such approach normally nets me rares or very rares on other characters (Brutes/Corrs/Doms/VEATs). If the current trend continue, in order for my MM to slot some tier 4s, collecting E merits or spending inf for upgrades might be the only options left. It just kind of peeves me that for some reason, a supposedly "random" system is working for all (11 so far) except this one character of mine. -
Quote:Considering the sequence of conversation I was commenting on, specifically the part about running 200 trials, the number I threw out there falls well within that parameter. I know it was a hyperbolic example but it was done to show that relying on E merit as the primary method to acquire Tier 4s is simply unrealistic. I would imagine most people would rather uninstall CoX as opposed to dealing with doing the 2 trials 100 times just to equip one character with Tier 4s, much less 200 repeats.Why do people continue to quote how long it would take to do something with only one specific reward like there's a badge for doing it with your hands tied behind your back like that.
Let's not also forget the inf cost of these *upgrades*. Whether it is spending 400 million on one very rare of 1.6 billion for all four, the cost precludes many players from even considering that route. Certainly not if they have multiple level 50's to outfit with these new incarnate abilities. -
Yeah, what ultrawatt said. Fire/Fire is basically a kill or be killed proposition so spamming FSC, Burn, and Ball Lightning as quickly as possible is your best bet to out live your opponents. Otherwise you'll be using RoTP a lot, not that it isn't fun or anything.
I would also try to squeeze in some S/L defense into your build. Maybe 25%ish (which is fairly easy) so you can get to softcap with 2 small or 1 medium purple inspirations. Even if you're going to do the fire cyborg farm to try to take advantage of the capped fire resistance, +2/3/4s can still chew through your health very quickly if they hit you all the time. -
Quote:Relying on E merits to get you the rares and very rares is unreasonable. It will take 184 E merits to get the 8 rares and 4 very rares required to get all 4 slots upgrade to Tier 4 abilities. That translates to 3 months of doing the 2 trials once per day or you'd have to complete a whole lot "Master of" trial runs which each individual player have quite little control over.That's true, they should include some form of 'merit' system where if you run the trails enough you are guaranteed and rare or very rare.
It's better to have a built in streak breaker just like the to hit rolls. For example, it can keep track of the past 20 trial completions by a particular character. If he(she) has gotten nothing but common/uncommons/threads, the next completion will automatically award either a rare or very rare table(50/50 chance) as the end reward option.
Actually for all we know, something like this could have already been implemented. -
Quote:Electric Armor also gets the benefit of being quite tough when going up against the energy damage heavy Praetorian such as IDF, Warworks, etc.The easiest to work with IMO are Super Strength and Electric Armor.
Super Strength doesn't require you to slot for much accuracy due to Rage, and Elec Armor doesn't require you to slot for much endurance reduction due to Energize and Power Sink.
This is purely in terms of "slots gained", which isn't a good criteria for choosing a character IMO. -
Very much signed.
It never made sense why we needed to do paper missions to unlock mayhem missions in the first place. Do we really need to establish some kind of "street cred" in order to rob a bank?