Statesman Interview Transcript!


2Negative

 

Posted

I was also confused by Statesman's confusion.

He expected SG/VGs to run in sgmode all the time and that higher level characters would fund lower level, but knew all along what a pain in the tush it is to transfer in blocks of 99999 inf. Yet did nothing to resolve that?

Here's what I'd like to see:

The ability to invite your own alts into the SG/VG.

The ability to store influence/infamy in an ATM, either locked down per game account, so my highbies can fund my lowbies without outside help, or if that won't work, open to everyone as a "community chest." But then you'd need to actually be able to trust everyone in your SG/VG like I can.

Were we able to do this, THEN, and ONLY then, would the vision of everyone in sgmode all the time work.

So give us banks in our bases, and offline sginvites, and your vision will come to pass.


Be well, people of CoH.

 

Posted

TACOS!


 

Posted

Hi Statesman,

If you're really going to start listening to your players more ...

How 'bout trying to make FF live up to your expectations with a true set of powers that are useful, instead of living down to _Castle_'s expectations where half the set is situational by design, and possibly not worth slotting -- or even taking.

I mean, it's nice 'n' all that you listened to FF defenders and tossed many of our ideas into Sonic, Thermal, and Cold, but ... ummm ... it kinda' blows that ya'll haven't turned that feedback onto FF itself. In Beta, did the devs not see that the split nature of FF, keeping mobs out of melee AND giving squishies the def and mez protection to survive within melee, would be problematic?


 

Posted

[ QUOTE ]
Clearly, that customization, as well as the several gameplay benefits that the base provides hasn't been perceived to be worth the cost (i.e. Prestige/time played)...hence, Posi and several others (including myself) have taken a spin at making bases more accessible at an earlier stage.

It isn't the popularity of bases so much as the fact that our programming & art team did a phenomenal job of allowing players to generate their own lairs. Maybe not enough players have experienced this content to comment on it, though hopefully Posi's changes will help.

[/ QUOTE ]
And I think all that work shows through. My experience with bases was limited to using their teleporters until I ended up as the leader of an SG on Test. That gave me an opportunity to make a (very small) base and decorate it. That was a blast!

So yeah, it seems like the problem is that all this work went into a feature (base construction) that, by design, only a small percentage of players have access to. I don't have any better ideas, though, other than to give every player their own personal base.


 

Posted

Giving the player what they want is EXACTLY why Ultima Online tanked.

I'd be a little careful about that.

----

But I know something the Devs could work on that players are demanding and I haven't heard anything about yet: fixing the trams.


 

Posted

[ QUOTE ]
Giving the player what they want is EXACTLY why Ultima Online tanked.

I'd be a little careful about that.

----

But I know something the Devs could work on that players are demanding and I haven't heard anything about yet: fixing the trams.

[/ QUOTE ]

Don't worry, I'm sure they'll tell us what we want before giving it to us.


 

Posted

[ QUOTE ]
Hate to burst your bubble ... but it's already here and more is coming.

On second thought ... I didn't hate it.

[/ QUOTE ]
Where? I don't see any loot. Salvage doesn't count because your character is no worse off for not having it, and obtaining salvage does not require you to deprive someone else of that salvage. Likewise, accolades do not make your character significantly more powerful than anyone else - the game is balanced with the assumption that you won't have them, even.

The key point of loot in other games is that you are an inferior character if you don't grind for uber loot. It distracts from the primary game - you can't just jump in and play, you have to worry about whether you can find the time to go raid for a few hours for the chance to get that sweet purple item than every member of your class is expected to own to be effective. CoX does not have this "feature", and it's stronger because of it.

Nobody has any real issues with the accolade system as is, because they simply give you a little bonus, rather than making or breaking your character. You can easily live without them. The day this changes is the day I pack up and walk away.


Arc #41077 - The Men of State
Arc #48845 - Operation: Dirty Snowball

 

Posted

[ QUOTE ]
did he by chance announce that he's leaving for another game too?? *crosses fingers*

[/ QUOTE ]

Now that's just not cool to say. You dont see me crossing my fingers that your gonna leave for another game do you?


'If Champions Online is what "CoH was supposed to be", I'm glad that I have what I have rather than "what it was supposed to be".' - The Alt oholic
"I solo'd Hamidon...but I also totally cheated." - Back Alley Brawler
"It is still early. Someone is going to get stabbed tonight I can feel it." - Ishmael (said in Jello Shooters chat)

 

Posted

I would like to step in for a moment and say a few things.
Great job with the bases Statesman and I do think Cryptic did a phenomenal job on them but only a limited amount of people actually get to play with them. I think Apartments and Housing should be where you want to go as this would open up a ton of customization in which you were talking about.

On to a couple of other things. Badges were probably a big suprise as far as sucess stories are concerned but why did you stop there? Souveniers were awesome and I love the fact I actually have a tale about Sister Psyche but then you killed it and never built upon it. Somewhere is souvenier TF stories and I would like to see them return. Furthermore I would like to see them in bases and eventually into self Housing. But please return the TF Souveniers.

Alternate Identities would also be cool for people who have a ton of time on there hands. Just something to think about.


 

Posted

Yes and no.

The way you describe loot in other games is correct to a point, you can jump in and play but you need uber items for the end game. However, just because we don't bend down and "loot" a corpse or have those "items" doesn't mean we don't have loot.

Any time you get something from defeating a critter, over and above XP that is, it's loot. We get salvage and enhancements. They're random as in other games, and not always guaranteed, as in other games.

But the only way your statement that we don't have loot would be true is if enhancements didn't matter at all. We know that enhancements do matter, just as we know that slotting certain powers certain ways matters.


 

Posted

[ QUOTE ]
All right! Here's the transcript with the interview of Jack Emmert (Statesman) at GirlzGameToo.com. So go take a peek if you missed it. The audio is being cleaned up right now, and I'll post a link for download when it's available.

Interview!!

[/ QUOTE ]

Get a hair cut hippy!

States is right about bases being so unique. I would like to see COX continue to work on their strengths. Transfering powersets from COV to COH would be cool, I want an electric tanker!


Don't mess with Texas!
--moo

 

Posted

[ QUOTE ]
Giving the player what they want is EXACTLY why Ultima Online tanked.

I'd be a little careful about that.

[/ QUOTE ]
So would I ... considering what you've stated was an ignorant exaggeration. Ultima Online still exists ... and apparently you don't play it anymore. Whatever your opinion is of it today, this game set the standard at the time upon which everyone else built and improved upon their product. Ultima Online was unprecedented, fresh, magical and wonderous when it released ... just as all the others were that succeeded it when they released. It had & has it's share of some problems, but so do all the other MMOs. It has evolved significantly since it's release ... just like CoX and every other game has.

As for giving players what they want ... no one says these devs should give us everything we want, but if things are badly in need of corrective change, they should give me what I want by fixing whatever is broken, unbalanced, or unfair. If the game starts to become stale, I expect they'll give us what we want (content, cool things to do, costumes, and other non-game breaking features) to keep us interested in paying them monthly.

Frankly, the bigger concern in my view is the lack of attention to the player base by an MMO compared to the opposite extreme. I rate CoX 2 out of 5 stars for playerbase interaction and appeasement.


 

Posted

[ QUOTE ]
[ QUOTE ]
I rate CoX 2 out of 5 stars for playerbase interaction and appeasement.

[/ QUOTE ]

O_O

Does everyone else get zero?

[/ QUOTE ]

Don't worry about it. I think he was shooting for an ignorant exaggeration.


 

Posted

Well, it looks like there's nothing I can say that hasn't been expressed by somebody else yet, but I'll try giving my take regardless.

I remember the recent Boomtown interview with Positron, and reading his comments on player apartments. Him saying that player apartments offered no real gameplay opportunities, and therefore weren't of real importance.

I was so disappointed reading that, being that for one I would love to have a personal base, and two because personal bases are only as important as the game designers decide to make them.

Personal computers with newspaper-like missions or extra mission holding. Dressers that allow you to store more costume designs. Salvage Buff/Crafting tables. Teleporters. Enhancement/Inspiration Storage. Danger rooms/power testing areas. Med bays.

Why wouldn't people want a personal base if they could have that stuff in it? Of course, people would argue that giving personal bases that much functionality would marginalize supergroup bases, but I say that such an outcome would only be good for the game.

SG Bases have only made the Supergroup experience more of a hassle. They've only fostered Supergroups held together by tape and paste forcing members into SG mode, just so they can make a better base. Supergroups that people only stay in to have access to bases. Supergroups should be about teaming with people you like, not just a base.


 

Posted

[ QUOTE ]
I remember the recent Boomtown interview with Positron, and reading his comments on player apartments. Him saying that player apartments offered no real gameplay opportunities, and therefore weren't of real importance.

I was so disappointed reading that, being that for one I would love to have a personal base, and two because personal bases are only as important as the game designers decide to make them.

[/ QUOTE ]

Completely agree with you. The unfortunate thing is personal bases could have a lot of real gameplay opportunities if they sat down and brainstormed what they could do with them. Sure, other games just make them so they're essentially where you store your junk, but CoH has always gone above and beyond the other MMOGs, yet here it doesn't even look like they're trying.

And really, the "personal" aspect of SG bases is one of the reasons it's not that attractive. Statesman says that the customization of the SG bases is really what sets their housing apart from other MMOGs, but how many people actually see that? I know I've said this before, but their elaborate system for building SGs is only going to be seen by a small group of people (ie the SG leaders.) That's why personal bases would be an improvement. "Build a base!" is not a solution for "There’s nothing to do besides combat!" because it's not something everyone can do. It's likely not even something 25% of the players can do.

But, going beyond that, what even is there to do in bases that make them attractive? Most of the stuff are things that are instananeous in nature. For example, I can put a teleporter in my base, but why is that going to make me want to use my base besides as a way to get to other zones? I can put a hospital in it, but why is that going to want me to go into my base aside for when I die? Heck, even the more elaborate stuff like the workshops and empowerment stations are something you're only going to spend a few minutes at at a time.

Realistically, if they want bases to be used more often, they need to design them in a way that isn't akin to pulling something out from the back of your closet every once in a while. For example, one thing I'd really love to see is base invasions by NPCs. You get some item in your base (maybe it's loot, maybe it's a person), and you have to protect them in your base. Not only would that give you a reason to be in your base, but it'd also give you a reason to utilize some aspects of the bases (ie defense) that are largely ignored by the non-PvP SGs.

There's a lot of potential with bases. They've built the skeleton of something that could be a really great and innovative system for a MMOG. I just hope they continue to think of ways to make people actually want to use them for more than a few minutes at a time rather than give up on them. There's really a lot of room for things that could be done for SG bases and personal bases that would add another element to the game, and if they have no ideas, I'd be happy to provide some.


 

Posted

[ QUOTE ]
did he by chance announce that he's leaving for another game too?? *crosses fingers*

[/ QUOTE ]

Still living up to your forum name, I see...




Virtue Server
Avatar art by Daggerpoint

 

Posted

[ QUOTE ]
I remember the recent Boomtown interview with Positron, and reading his comments on player apartments. Him saying that player apartments offered no real gameplay opportunities, and therefore weren't of real importance.

[/ QUOTE ]

Rght, and this is where my confusion over "giving the players whatthey want" comes in. Lots of players have asked for this. The code is already there (SG Bases would only need minor modification to work as personal bases/apartments). Other games have proven beyond a doubt that players enjoy having their own personal space, even if it provides no gameplay advantage whatsoever. So...why are they considered unimportant if you're so concerned about giving us what we want?




Virtue Server
Avatar art by Daggerpoint

 

Posted

[ QUOTE ]
...I remember the recent Boomtown interview with Positron, and reading his comments on player apartments. Him saying that player apartments offered no real gameplay opportunities, and therefore weren't of real importance.

I was so disappointed reading that, being that for one I would love to have a personal base, and two because personal bases are only as important as the game designers decide to make them...

[/ QUOTE ]
This is only one example of what many feel is a disconnect between developer and player in this game. There ARE many others ... but this philosophy regarding Bases and player lairs was very disappointing and reveals a lot about their commitment to us in an otherwise amazing game.


[ QUOTE ]
...Of course, people would argue that giving personal bases that much functionality would marginalize supergroup bases, but I say that such an outcome would only be good for the game...

[/ QUOTE ]
As do I. SG bases are already "marginalized". A: This feature was restricted to CoV patrons right out of the box and B: Only the larger, jaded SGs can realistically participate in content Statesman ironically is concerned that we not inadvertently bypass.

[ QUOTE ]
...SG Bases have only made the Supergroup experience more of a hassle. They've only fostered Supergroups held together by tape and paste forcing members into SG mode, just so they can make a better base. Supergroups that people only stay in to have access to bases. Supergroups should be about teaming with people you like, not just a base.

[/ QUOTE ]
Exactly. Bases should be the frosting ... not the cake.


 

Posted

I still think it would be neat to combine a personal base system with an archnemesis system....

Basically, you give permission to one other player to raid your base, and vice-versa. (not permanently, mind you) This other player becomes, in essence, your archenemy...

Completely optional, of course.....


I think there's a lot of potential in something like that


 

Posted

[ QUOTE ]


Personal computers with newspaper-like missions or extra mission holding. Dressers that allow you to store more costume designs. Salvage Buff/Crafting tables. Teleporters. Enhancement/Inspiration Storage. Danger rooms/power testing areas. Med bays.


[/ QUOTE ]
Neat ideas. Storing extra missions until later... interesting. Dressers like in The Sims that hold more costume changes... nice idea. Storage... yes (for influence and enhancements. make it easier for me to fund my alts).

[ QUOTE ]

Supergroups should be about teaming with people you like, not just a base.

[/ QUOTE ]

Exactly.


 

Posted

[ QUOTE ]

It isn't the popularity of bases so much as the fact that our programming & art team did a phenomenal job of allowing players to generate their own lairs. Maybe not enough players have experienced this content to comment on it, though hopefully Posi's changes will help.


[/ QUOTE ]

When my SO and I first started CoH we joined a 'magic themed' SG started by our friends. Our first visit to the great halls of Orenbega(sp) my SO said: One day I want this for our base!

When bases came we were all so excited hoping to be able to create something that felt like that for our SG. Soon as I was able I got CoV, loaded up the base editor with the SO watching over my shoulder. We started to scroll through the options, ooohed, ahhhed, siiiiiiighed and got really big grins!

Then we looked at the size of the items, the size of the rooms and frowned a little. Most of the items were way to big for the basic rooms. Then we looked at the prices to upgrade to larger rooms and frowned more. Given we're a small SG of 10-15 friends and alts there was never any way we could afford to build the base of our dreams. (And none of us had any interest in base raiding if all our hard work and effort could be blown up.)

So with a sorrowful sigh we decided function over form for our tiny little lair. Slowly we built the rooms, slowly we added the basic functions and now even more slowly we decorate them. All the while looking with great longing over at those huge decortive items we'd love to have and will never be able to afford. (Heck did a massive decorating splurge this weekend, then found out the next day: Rent is due! And we’re 100K short!)

I hope to see more changes soon to the bases as they are that maybe someday those of us in small SGs can have the Orenbega of our dreams without base raiding.

You ask what players what... That is what this player wants. =) So can I have it? Pleeeeeeeease!

Well that and a store in King's Row...

-NS


 

Posted

[ QUOTE ]
For example, one thing I'd really love to see is base invasions by NPCs. You get some item in your base (maybe it's loot, maybe it's a person), and you have to protect them in your base. Not only would that give you a reason to be in your base, but it'd also give you a reason to utilize some aspects of the bases (ie defense) that are largely ignored by the non-PvP SGs.

[/ QUOTE ]

What a great idea. Thumbs up for this one.

~ Jonathan
US Army, Korea


 

Posted

[ QUOTE ]

It isn't the popularity of bases so much as the fact that our programming & art team did a phenomenal job of allowing players to generate their own lairs. Maybe not enough players have experienced this content to comment on it, though hopefully Posi's changes will help.

[/ QUOTE ]

My characters are in small supergroups. The members of said supergroups have real lives. None of us live online. Thus, for us, bases with any function are essentially unattainable. Now, I'm sure they're great if one is in a supergroup inhabited by lifetime basement-dwellers.


 

Posted

[ QUOTE ]
[ QUOTE ]

It isn't the popularity of bases so much as the fact that our programming & art team did a phenomenal job of allowing players to generate their own lairs. Maybe not enough players have experienced this content to comment on it, though hopefully Posi's changes will help.

[/ QUOTE ]

My characters are in small supergroups. The members of said supergroups have real lives. None of us live online. Thus, for us, bases with any function are essentially unattainable. Now, I'm sure they're great if one is in a supergroup inhabited by lifetime basement-dwellers.

[/ QUOTE ]

Actually, i'm on the second floor, and dweller isn't quite right since i work full time and go clubbing, but i agree that the non-obsessives can't afford a swank base unless they join an SG large enough to effectively shut them out of the base design process. There's a wee bit too much compartmentalization in the game's design concepts, and not enough looking at the overall picture IMO.

Jack/States expressing surprise at how few people used inf transfers from higher characters to fund enhancements so that players could stay in SG mode longer when the transfer limit was set to 5 figures by the Devs expressly to discourage funding lower level players it is but one example.

Or a bug fix that doesn't fix the actual problem because the Dev in charge didn't inform the programmer what the whole issue with it was. Even more amusingly the Dev in question hadn't paid any attention to it himself and thought the problem was fixed when it wasn't... (Teleport reticle being borked when range is enhanced.)

i don't want the Devs to give everybady what they ask for, i just want them to pay attention to the wishes and concerns of the players when making their design and coding decisions. Occasionally stepping back and looking at the big picture in terms of how different parts of the game are set up would be a good thing as well. (Like the aforementioned "we expected you to use inf transfers to make staying in SG mode practical at the mid to higher levels even though we previously limited inf transfer amounts specifically to discourage it.")


Dr. Todt's theme.
i make stuff...