mogura

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  1. Facebook Online (players can fraternize with friends in a game that's a lot like second life, only everybody on the internet can see what you're doing as well as viewing videos of your past gameplay, and the devs sell ad space to Russian Zombie-Network Mafias)

    Complaint Department Online (you and your team must mitigate the ever-increasing torrent of Dev-generated complaints while attempting to eke every drop of profit out of the game you can, in order to gear up for handling the ever-increasing torrent of higher level Dev complaints)

    Flame Wars Online (you play the role of an internet tough guy, progressing from a lowly dim-witted Nubposter to an epic Forumwarrior. XP is earned by correctly identifying logical fallacies, belittling said fallacies for bonus points, and for dogpiling the Nubposters with the worst ideas. Dogpile combos earn up to double xp. Loot can be gotten only by forcing people to cancel their subscription to the game; at which point, you canz has their stuff)

    Codefumblers (you play the role of a code developer lost in the murky depths of a literal sea of eight year old code that was originally written during drunken nights of documentationless cavorting. Characters advance by fixing specific areas of high-priority code, but earn bonus xp for additional bugs created by their fixes. This perpetuates an ever-escalating system of tiered leveling, culminating in the epic end-game content known as "DOOOOOOOOOOM!!!")

    Pin the Blame on the Marketing Director Online (speaks for itself)
  2. Garage Band / Rock Band / Guitar Hero Online

    The Internet's Got Talent

    Keeping Up with the Kardashians Online

    The Biggest Online Loser (Hint: This is not about losing weight...)

    Jersey Shore Online (XP earned by being a DeeBag)

    Dancing with the Noobs (Really, this can be a console...)

    Star Wars Galaxies II: RETURN OF THE COMBAT UPGRADE

    Trumpy Online (Where you earn XP by covering for your pet alien and, for bonus points, his murderous mom)

    Freem Online!!! (A game where players can work competitively or cooperatively to bring down the business model of The EBIL Devs for XP. Bonus XP for subscription cascade effect combos!!!!!!!)

    and finally...

    Tabula Rasa II: The Quest for Moar Players (where the players team up to attempt to recruit people from RL into the game for XP and LEWT!!!)
  3. Quote:
    Originally Posted by blue_buffoon View Post
    for all the people jumping on the OP about complex code and whatnot, how many of you actually write programs? it seems to me that the OP actually does understand that these things happen and fixes don't happen in a day or easily. what he's pointing out is a legit issue.

    the devs are big boys (and girls) and they know their code base, no matter how complex it is. trotting out the, "it's so complex!", argument is, to my mind, an insult to the devs' abilities as developers. it says, "I think the devs are too incompetent, lazy, or stupid to fix problems in code they've been maintaining for years and/or they're above such trivial things as bug fixes or documenting known bugs."

    I don't agree that MA problems mean there's now somehow "less" game, but don't discount the actual issue he's having for nonsensical reasons. it isn't unreasonable to expect the devs to be able to make a list of costume pieces that break the MA. it also isn't unreasonable to suggest that maybe those pieces should be fixed, or failing that removed as options in the MA custom character creator. that's a logical conclusion.

    I will say that no one here knows how feasible that suggestion is, but that doesn't make it an unreasonable or bad suggestion. maybe the costume creators for MA and general character creation are inexorably linked and you can't change things in one without affecting the other, but that's not really our responsibility as players to know. he's giving his opinion and feedback in a generally reasonable way, which is something I can respect even thought I don't care at all about making custom MA arcs.
    Thanks for this.

    Quote:
    Originally Posted by Arilou View Post
    What exactly is the problem here?

    Is it the fact that when the devs change around the costume parts it breaks existing costumes (which is annoying) or is it something worse than that?
    There are a bunch of costume parts (apparently too numerous for Support tabulate) which are purchased content (either from a booster pack or from the store, and apparently in some cases from buying "Going Rogue") which all appear as viable options in the Mission Architect character creator. The options display correctly on the MA mob preview, and can even be loaded to a new Player Character. However, custom mobs generated with any of these myriad borked pieces fail to save. This all but grinds the process of creating a whole custom Villain Group to a halt, as the only real alternative right now is to create generic looking mobs with no premium costume content whatsoever and then edit the costumes later "when this is fixed."

    Nothing in the "Live" Known Issues documentation describes this problem in any detail. Beyond that, Support has proven utterly clueless when it comes to this bug, despite their (apparently somewhat disingenuous) claim that it is a "Known Issue."

    The problem for me, then, is that not only is costume creation/editing borked in the normal tailor, it's also borked in the MA in such a way as to severely limit its functionality. The particular costume pieces that are borked all appear to originate from VIP or at least for-pay content. The MA itself is VIP content. We VIP's are supposed to get "priority service" but a bug that hampers two for-pay aspects of the game has gone utterly undocumented. It's gone so undocumented that even Support has no idea what is wrong here.

    If fixing it is impossible or improbable, at least it could be documented. Until it is properly documented, there's no satisfactorily functional workaround. Support will continue to be baffled by the report(s). And that means, from my point of view, I'm getting less functionality from the game than I was a few months ago.
  4. Quote:
    Originally Posted by warden_de_dios View Post
    Can you give us an example of what pieces are causing you errors?
    From what I can tell so far it's certain pieces of the Clockwork and IDF sets, and possibly some of the Cyborg pieces too.

    Even support cannot give a definitive list, which is a bummer, since they should be the ones with the types of brute-force diagnostic tools to identify each and every culprit. The number and identity of culprit pieces is unknown, and the process for isolating them with standard techniques available to players is, honestly, pretty tedious.

    That's the thing here - do these characters failing to save even generate a log for Paragon Studios to view? Is there any indication at all that this is being given VIP-level consideration? It's not even in the documentation for the game we're playing.

    Regardless of what the folks making excuses for Paragon Studios say, since this is being billed as "VIP Content" and we're supposed to get "Priority Service" and such, the least they could do is identify the problem pieces and post the data clearly on the Live Known Issues page. After all, this is a known issue. Not stating so seems deliberately misleading to me.
  5. Quote:
    Originally Posted by TerraDraconis View Post
    You fail to understand just how easy it is to introduce bugs into complex computer code and just how hard it can be to find and eliminate all of them.

    Really the game code is approximately 10 years old. Every time they add or change stuff it can and often does break other things. At a guess the amount of coding needed to link the costume bits to the store broke something with costumes. ::Shrug:: it happens and in turn it will get fixed in 2, 3, 4, or 8+ months. it frankly isn't all that critical since it can generally be worked around. An annoyance? Yes, a critical must focus programming time on now to fix it issue? No.
    Look, I'm not asking them to fix the whole issue. Just remove the options in MA that break MA. Remove, don't fix. Either way, document it.

    They know this bug is live, however it's not documented in any substantial way and I can tell you as a matter of fact that the GM's have no idea what's what in regard to the bug.

    That's not premium service on any level.

    Quote:
    Originally Posted by Rajani Isa View Post
    Debugging is being given a mass of parts, more than you need, and being told to build something you've more than likely never seen. It's not simply "Spend X minutes" on an issue and it's fixed.

    As for my #1 above, it was in response to how your post read to me.
    Again, I'm not asking them to build anything. All they need to do is disable the options that break AE. As for #1, no problem. I was happy to elucidate my exact meaning. How my post read is subjective, though. It sucked to have words put into my mouth...both by you and by Chris_Zuecher. All I'm saying is - well - what I'm saying. This is all broke, and they're billing it in promotional media as premium content.

    That may not be wise.
  6. Quote:
    Originally Posted by Rajani Isa View Post
    1 - You assume the "Shiny fluff" producing people also have the ability to debug code. Hear that Tunnel rat? FX those fixes in for AE!

    2 - We just had a major update (Issue 21) to the game. That can break things, it happens. For all we know, It's the coding for the contact coins somehow bizarrely interacting with the costume creator causing this (aka "the ghost in the machine" - complex code is complex, and possibly circular)

    3 - I love paragon studios, but one could argue their Known Issues documentation has not always been the best.

    1) No, I assume that the people who've been debugging the code for the past six updates to I21 (check patch notes) have the ability to debug the code. Hear that debugger? Debug.

    2) We also had six patches so far, at least one of which basically did nothing. See above.

    3) We agree on this point. Put the known issues on the Live Known Issues page. All of them. If they can't anticipate all the complexities of sophisticated code, they could at least document all the problems they know about instead of only a select few.

    Quote:
    Originally Posted by The_Spad_EU View Post
    Because things get reordered and moved around, so whilst the costume piece is still available it appears under a different category and thus is no longer valid in the "position" that it's placed.
    This is where everybody so far seems to miss the point:

    These are BRAND NEW mobs I'm building for Mission Architect. I tried to select the pieces from the menus available to me. Nothing delineated them as invalid - in fact they showed up on the preview perfectly and even worked on a standard player model I created for testing. Saving the mob failed every time due to an invalid costume. I picked all the pieces from available choices. What could have moved?

    If it's not a valid choice, it shouldn't be in the list. That's pretty simple.

    Quote:
    Originally Posted by Chris_Zuercher View Post
    Every time the developers add content to the system, they end up adding bugs as well. Most get squashed within a few weeks, but a few linger on. But by your logic, this means that got a lesser game than what we started with back in April 2004.
    No, I'm saying that we have a lesser game than we had in July 2011. See also: Help channel on all non-VIP servers.

    But if they were to fix this, or at least document it, I'd be forced to re-evaluate my position. In the meanwhile, I'll watch what they do, not what they say.
  7. Recently I argued the case that we, as VIP players, are getting more than we were under the old business model. I hereby retract those statements. It is now apparent to me that, despite having a bunch of "new" things that work and "appear" to amount to more than I got before (which are also coincidentally being used to monetize the Freems), a bunch of "old" things that used to work now seem not to.

    I'm talking about the dreaded Costume changes with invalid costume pieces bug. I'm also talking about how it utterly borked the Mission Architect.

    How can a selectable costume piece be invalid?

    This breaks MA, as possibly hundreds or even thousands of potential costumes for your aspiring custom mobs are broken before you even pick them.

    When I realized that access to content I've paid for is broken on two major selling points of the game (Costume Creation and Mission Architect), I also realized that I (and every other VIP) was paying for content not received. This is supposed to be premium content. These are supposed to be priority matters to the developers. The MA could have been "temporarily" fixed, first update to I21, by simply eliminating the option to use the borked costume pieces until they were fixed. Voila, MA would then work seamlessly, as only valid costume selections would be available.

    Instead, this premium content got put off for a total of six patches so far and the particular problems in question aren't even clearly enumerated on the "live" known issues page. In other words, not only are VIP's paying for bad code, they're paying for abysmal documentation of that code, as well.

    That's less than we got before, no matter how you look at it. Prior functionality cannot be replaced by shiny fluff. Fix the costume pieces, fix the MA.

    Less is not more.
  8. Quote:
    Originally Posted by Evangel_NA View Post
    There's a thread buried somewhere in the known issues forum for i21:


    It seems that pieces you have unlocked (either by purchasing them, by having them inherently unlocked as a VIP, or otherwise) are still causing MA to think you don't have them unlocked. It happens with the IDF defense costume pieces as well as pieces you purchase from the market. Purchased pieces seem to be hit and miss - have had some of them cause failure have had others not.

    As I said in that thread it comes off as poor programming, but that seems to be the issue. Haven't checked that thread lately to see if the devs have responded by I doubt they have. Knowing their response time to MA problems, don't look for this to be fixed earlier than i21.5...



    I recommend what has already been recommended - either build them on a new character and save the costume, or what I usually do is just take a character to icon and build a bunch of costumes in there and save them all. That way if it does fail in MA you still have the costume saved so that when the bug is finally fixed you can just load the costumes and go.

    You can always just build the characters now and give them random costumes so that you can at least build your mission awhile and test it. Then once the bug is fixed, load the costumes and publish.
    Thanks for the information. This should be on the "Live" known issues page, not buried in a forum. Shame on the devs. It is always bad programming to allow options your software knows to be invalid. Those options should have been removed on the very first update to I21. It's even worse that the supposed "documentation" for the flaw is hidden.

    C'mon devs, this is supposed to be "premium content." Not just the costume pieces themselves, but also access to the MA. When both are borked, your premium players are more likely to be disincented to continue their subscriptions.

    Here's hoping it gets fixed before my sub runs out.

    To paraphrase the CEO of another MMO company:

    Watch what we do, not what we say.

    [Edit: UPDATE!

    Customer support linked me to this thread for help...

    Talk about a disconnect.]
  9. Quote:
    Originally Posted by Bubbawheat View Post
    I think it may be an issue with any unlockable costume pieces. I know that any defense or IDF pieces will work in the costume creator, but will show an error when you try to save it. This may extend to other unlockable pieces like the cyborg pieces or any other store-bought pieces regardless of whether they're supposed to be available on your account or not.
    So far I'm getting mixed signals and lack of comprehension from support. I suspect the issue is in unlockable content as well, but I seem to be able to use some pieces without issue. It really appears to be very hit and miss, though IDF pieces may also factor in (I know for sure they were on at least some of the variants I've tried).

    The relevant pieces should not be available for selection if the MA knows they're invalid selections. It's really that simple. Anything less is just plain shoddy.
  10. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Just out of curiosity, did you try to build the custom characters in the regular costume creator (new character or tailor), then save that costume and load it for the custom NPCs?
    Did not try this, it's not a bad idea either.

    Today, the first pass I made at this seemed to work. There was no patch, right?

    Intermittence sucks when it comes to trouble shooting...

    [Edit 1: UPDATE!

    The issue with characters being deemed invalid and therefore not saving doesn't appear to be limited to weapons. It appears to be related to mixing Clockwork and Cyborg parts in the costumes (which is a bummer since I'm trying to design radically modified cybernetic vampires...)

    Also editing to confirm the same said costume can be loaded onto a new character and the character enters Atlas Park just fine.]

    [Edit 2: UPDATE!

    I filed a petition under Technical Issues from a character created using one of the exact costumes that continually fails in the MA character creator. I explained that my character, TestGammaBlasterCos, is wearing the exact costume loaded from a file, which is deemed invalid in MA.

    We'll see what comes of this. Many such combinations of clockwork and cyborg costume pieces seem to trigger costume failure in the MA...]
  11. So last night I spent hours - literally two hours - trying in vain to create a new villain group with custom villains for a new story I'm planning for MA.

    First, the costume creator seemed to be borked (at least for me) in such a way that the "rotate" buttons (for the preview) intersect with the scale sliders, making it nearly impossible to adjust one or more of the scales without rotating the preview, or vice-versa.

    Second, and most annoying, almost every villain I designed failed to save due to an invalid costume. I logged off in disgust, having wasted valuable game time to accomplish literally nothing.

    Finally, when I checked the "known issues" section, I found the following very unhelpful information under "Mission Architect":

    Quote:
    Existing custom characters will display an error when you attempt to edit them in previously published missions.
    You will still be able to edit the characters but they display the initial error message due to changes in costume categories.
    None of that really pertained to either the broken rotation/slider field nor my astonishing lack of ability to save even one single finished weapons-based character.

    But then I noticed the following, also in the Known Issues (but under the Tailor section):

    Quote:
    An issue with the Tailor makes it impossible to change the costume of characters who have weapon based power sets equipped.
    Does this include the tailor in MA? If so, that would explain why, when trying to create weapons-based villains for a weapons-based story, my failure was so complete.

    I've got to admit I almost hit the "unsub" button last night, never to look back. Bad software and bad documentation don't leave a particularly pleasant taste or texture in my mouth, especially when I could play the game for free if I wanted to avoid the aforementioned badness. But instead, I decided to try the forum, in the hopes that this is the best-kept worst secret in CoX history. Can anybody confirm whether or not MA is utterly borked right now, and if so, is there any information about potential fixes in the pipe?

    Thanks in advance for any helpful information.

    Oh, to acknowledge some anticipated FAQ's:

    1) Yes, I owned all the costume pieces in each costume.

    2) No, none of the costumes were in any way exploits nor TM or (C) imitations.

    3) Yes, I have plenty of experience in the MA and have designed numerous custom characters successfully in the past.

    4) No, this is not a troll.
  12. Quote:
    Originally Posted by Mekkanos View Post
    The info on the Void Hunters has actually been around for a while, but you need to go through some of the earlier Kheldian arcs to find them. Here's the the relevant clue.



    Essentially, the Void Hunters are created by altering a number of Nictus fragments and implanting them into a willing host. It's similar to how Galaxies are created except the fragments the Galaxies use are unaltered. It's noted that Requiem purposely picks men that are loyal to him (Former 5th Column members, mostly) for the program so that, if he needs to, he'll have them on his side.

    Anyway, great overview of the various alien races in City of Heroes!
    Good info is good. Thanks.
  13. Quote:
    Originally Posted by AzureSkyCiel View Post
    It's never stated if they're ALL aliens, they are in definite connection with the nictus and work with any villain group who might be expecting Kheldians when members of said gang apparently cannot bother to learn how to use a quantum array rifle themselves.
    But from what I gathered they do use human hosts.
    Weird. I always assumed their hosts were alien humanoids, you know, due to the strange morphology of the skin and the pronounced visibility of the surface-level cardiovascular system.

    Thanks for the info. It would be nice to see the devs (finally) clarify this, though, too.
  14. Quote:
    Originally Posted by Aggelakis View Post
    No, being a Hero is prereq for Vig. Being a Villain is a prereq for Rogue.

    If you never become a Villain, your Hero cannot become a Rogue. Likewise, if you never become a Hero, your Villain cannot become a Vigilante.

    Hero <-> Vigilante -> Villain <-> Rogue -> Hero
    She's right. You can earn all the badges and powers, too.
  15. Quote:
    Originally Posted by Electric-Knight View Post
    A prerequisite may be like a segment of a line, that is still a part of the greater whole.
    Just because someone who wants to say they are not a part of each other labels it as prerequisite does not make it a lost cause to suggest that they are part of each other.
    It is not a lacking of understanding the meaning of words nor of being capable of handling such concepts.
    It is a disagreement of the strict usage of one without the possibility of the other.
    Actually, it's like a point outside the line, disconnected from it in every way except that it is a conditiion (among others) required for Incarnate content.

    It doesn't lie on the line, it lies outside it. They are not one, man...

    Just because you want to say that they are one and the same does not change, like, reality, man...

    If it is not a lack of understanding, then what is it?

    How can you disagree that Incarnates were released with I19 as part of the greater City of * franchise, and that they tied the system to a substantive monetary purchase which was, hitherto, entirely unrelated to the content released with I19? That is exactly what they did.

    And now, instead of tying the content to that purchase, it's been redeployed to part of the VIP package.

    It. Was. Never. Part. Of. GR.
  16. Quote:
    Originally Posted by Electric-Knight View Post
    So expansions do not change over time nor get things added?

    And they are not loaded questions, lol.

    When the content came out... it required the purchase of an expansion.
    Why make the distinction that it is not part of that expansion?
    Because it wasn't. It was released with I19.

    Which was free. In order to access Incarnates prior to Freedumb, you had to pay for GR.

    Now that access to the game is free, you have to pay a sub to get Incarnates.

    They were never "part" of Going Rogue.

    P.S.
    It stopped looking like "semantics" two pages ago.
  17. Quote:
    Originally Posted by Electric-Knight View Post
    That question was within the context of the game.
    And it was answered a page back.

    I needed to buy the game. I needed to pay for time to level my characters to 50.

    I actually had to attain level 50, too, besides paying for the time.

    The prerequisites were myriad. GR was one.
  18. Quote:
    Originally Posted by Electric-Knight View Post
    No, I saw what you were trying to say, but it does not say that.
    Honestly, think about this.
    What else did you have to buy in order to access something that was not a part of that something that you had to buy in order to access it?
    I had to buy the game originally and I had to buy the time required to get my Hero or Villain to level 50. It's that simple.

    It was one prerequisite among several.

    And the Incarnate content released with I19 with all of those prerequisites in place.

    I'm not sure how I could answer your question any more clearly.
  19. Quote:
    Originally Posted by Electric-Knight View Post
    I really only enjoy discussing things with people who remain respectful.
    If I have the time, I can go over your points later, if you would like.

    EDIT:
    Actually... that's pretty quick and simple:
    Access to the forums was part of subscribing. What's your point?
    My point is that you are failing to make the distinction between Incarnates being [edit: a prerequisite] of Going Rogue rather than a part of it. It was a single prerequisite among others.

    The point you're trying to make is essentially the same as saying that access to the forums was included with access to the game.

    It's the exact same argument. I'm trying to get you to see that you're misplacing GR with I19 and that a similar argument would be to say that forum access was part of access to the game. Or live support.

    Just because it seems reasonable doesn't make it true.
  20. Quote:
    Originally Posted by Electric-Knight View Post
    And it is this error that leads you to continue to make further errors in your reply.

    To me, insisting that something that requires the purchase of a paid expansion as not being part of that expansion is being nitpicky.
    Strawman. Please refute the points I made, not the opinion I stated.
  21. Quote:
    Originally Posted by Electric-Knight View Post
    Just for the record, you are not alone in that regard at all!
    Including me! While I knew that you'd need Going Rogue for the future endgame system, I wasn't sure how much I'd enjoy that or whatever. I'm far from a farmer or min/maxer or trial lover or anything (Not that I absolutely despise the trials either).
    Anyway...
    My part in this discussion is entirely focused on the semantics of things, along with some people's use of words just to avoid offering the crazy people ammunition against reason (which, with the extent of some people's craziness, I can understand!).
    We are fortunate to have basked in your gleeful dissection of semantics.

    Which brings me to my closing statement about your peculiar semantical tirade/inquisition.

    Posting on the forums is only available for paying subscribers. Always has been, always will be. Within the forum's rules, we're allowed to discuss whatever we want, but there is a prerequisite. We had to be paying subscribers.

    You could say that posting on the boards was "part of" having continuous uninterrupted access to City of *. After all, prior to Freedumb, if you could play the game you could post on the forums. Pay attention, this is where the semantics happen.

    Now, legions of Freemium and Freedumb players have continual uninterrupted access to City of *. However, these legions of free players do not get access to things we considered "part of" City of * before - including both the forum and even live support.

    Clearly, forum access is not a part of continual access to City of *. In truth, paying the bill is a prerequisite to forum access (and support).

    Aren't semantics neat?

    Here's how it ties into the Incarnate situation. There were more than one prerequisite for accessing Incarnate content, as Arcanaville has previously suggested.

    One of the prerequisites was being level 50. No matter how much you wanted to experience Incarnate content, buying the GR box alone was not enough. You had to be level 50, as well. Further, you had to pay your monthly subscription after your 30 days were up. So it couldn't be said that Incarnates were "included" in the box. You couldn't roll a level one Incarnate. So it was not "included", it was a prerequisite.

    Analogies are not always false. If the logic behind them is sound, they can be a very powerful tool. Semantics alone do not convey to one the gift of flawless logic.

    Sorry if this sounds mean, but I think you were just being nitpicky to rile people up on a forum.
  22. Quote:
    Originally Posted by Electric-Knight View Post
    Without any interest in being confrontational nor argumentative, I am honestly curious as to what you think that this means.
    Without using any analogies, what does it mean to you (anyone who wishes) that the Going Rogue expansion is a "prerequisite" but is not a "part of" the Incarnate System?

    Is this only in response to people trying to make a case that the Incarnate System should be included in the new business model version of GR?
    Or is this something that means something to you outside of that argument?

    (As I have said before... While I believe the Incarnate System was a part of Going Rogue, I do not believe they should have included it in the Premium package)

    I'm honestly just curious what this (what seems to be an odd notion to me) really means to the people that express it.
    From the dictionary:

    Quote:
    pre·req·ui·site (pree-rek--weh-zit)
    Required or necessary as a prior condition: Competence is prerequisite to promotion.
    So what that means to me is that Incarnate content is not part of the Going Rogue package, but that the Going Rogue package is prerequisite to Incarnate content.

    Much like French 201 is a prerequisite to French 351 (Francophone Society), but French 351 is decidedly not a part of French 201.

    Pretty simple, huh?

    [Edit: Telling people to not use analogies? Really? How about not using logic, reason, analytical thinking, or even pattern recognition in crafting a response? I mean really, the less we think about this, the easier it is to expect to get stuff for free that we've always had to pay for prior to the Free Trial being extended from 14 days to infinity. Think less, qq more! YEAH!!!1]
  23. Quote:
    Originally Posted by Gemini_2099 View Post
    Going Rogue is a paid expansion, and a result it is not subject to what Issues introduce freely. As for the sub, you receive a free month of Going Rogue with the purchase, but the net result in most cases is that it is greater than $15, so it is more than the monthly fee. Thus, you are paying more than a sub, and are entitled to the extra perks part of GR which was Incarnate Access.
    Correct me if I'm wrong, but after your free month, procured with Going Rogue, you still had to pay the freaking monthly fee to access Incarnate content.

    What the whine community seems to share in common is a sense of being butthurt over the fact that they can play an incredibly pared down trial version of the game for free but they can't access the most desirable premium content without paying what they used to pay to access the whole stinky mess.

    Look, in Issue 1 we got access to Broadcast when we paid for CoH. I don't see anybody qq'ing that they don't get access to Broadcast for free. Why? Because you always have had to pay a monthly sub in order to Broadcast. How are Incarnates any different?
  24. Quote:
    Originally Posted by DocBenway View Post
    Oooor, there is a difference.
    QFT.

    Farming in PI: You needed to know how to use the tram.
    Farming in AE: You don't need to know how to use the tram.

    Farming in PI: You need to know what a contact is.
    Farming in AE: You don't really need to know what a contact is.

    Farming in PI: You are farming dev content designed to be "balanced."
    Farming in AE: You are farming player content designed to be l33ts4uc3.

    Farming in PI: You had to get to PI before you heard the PL Broadcasts.
    Farming in AE: Welcome to Paragon City, would you like some RMT with your farm?

    [Edited for typo's and to emphasize that the last one is the big problem. With a bunch of Real Money Transfer sweatshop farmers as the greeting crew for almost everybody in the game, Paragon Studios aren't exactly putting their best foot forward for new customers. I have heard it referred to as "Double Spam Weekend" and I'd say that's accurate.

    So, yeah, there is a difference. Now, nobody (including RMT'ers) has to leave Atlas Park, ever...]