Let Tankers be Tankers: Remove the Agro Cap
Any person with a smidge of MMO experience knows that the main focus of additional content should always be the end game.
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The problem with the WoW approach is that it is very, very expensive to manufacture. You're creating new content constantly, planned for obsolescence, rather than being able to reuse your existing work. Blizzard is creating highly polished raid content, but at the cost of millions of dollars per raid instance. The content is focused around people with lots of spare time (which often correlates with low income). These players may quickly drop their hobby if they get a better-paying (and more time-consuming) job, if they find a new girlfriend/boyfriend, and so forth. Even if they are still interested in MMORPGs, they may not have the time to keep pace with the speed of endgame progression. It's very difficult to compete with WoW on their own chosen ground, with a volatile target audience while constantly building expensive content. That WoW is successful does not mean that it is a good business model to imitate for smaller publishers.
I'm all for removing the aggro caps for tankers. However, I think it needs to be done with certain conditions.
First, no extra range or target increase on aggro auras or taunt. Second, no increase to the AoE cap for any AT. Basically, if the aggro cap is removed, I want ABSOLUTELY NO BUFFS to any AT or power. So if a tank aggros 45 mobs, the tank shouldn't get any extra tools to maintain that aggro. To me that means your poor to above average team won't see any difference. Only the great teams will improve. Why, you ask? Simple, because most tanks are too ******* ****** to handle the current aggro cap. |
I'd be happy with that
@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"
The WoW style of MMORPGs is not the only one. Consider sandbox MMORPGs. Consider PvP-focused MMORPGs. Consider, say, Eve Online.
The problem with the WoW approach is that it is very, very expensive to manufacture. You're creating new content constantly, planned for obsolescence, rather than being able to reuse your existing work. Blizzard is creating highly polished raid content, but at the cost of millions of dollars per raid instance. The content is focused around people with lots of spare time (which often correlates with low income). These players may quickly drop their hobby if they get a better-paying (and more time-consuming) job, if they find a new girlfriend/boyfriend, and so forth. Even if they are still interested in MMORPGs, they may not have the time to keep pace with the speed of endgame progression. It's very difficult to compete with WoW on their own chosen ground, with a volatile target audience while constantly building expensive content. That WoW is successful does not mean that it is a good business model to imitate for smaller publishers. |
If so, then one could reasonably conclude that an ongoing service must be established that gives the person a reason to continue to pay, while at the same time offering a service that is attractive to potential new customers. Are we still in agreement?
In this regard I think CoH fails, in that the current content relies upon players being satisfied with achieving maximum level and repeating the process over and over again. While you could argue that every MMO offers this, many other MMOs also offer a substantial way of developing ones character once max level has been achieved. CoH's post max level development is extremely finite and in general not very rewarding (badges). The current MA system having made that even more trivial.
Your analysis of WoW vs CoH in the current market place I think is dead wrong (and where on earth did you get the idea it costs millions for them to produce a raid instance?!). 12 million subscribers wrong in fact (not to mention probably the highest retention rate ratio wise of any MMO to date). And this is what kills me most about CoH ... it could easily compete with WoW. If not exactly WoW's staggering numbers it could surely be garnering more then .0.9% or less of of and sadly with nothing more technologically speaking then they have vested in the game currently.
That is to say, the difference between WoW and CoH isn't production value ... its game direction. One is obviously much more popular then the other.
In this regard I think CoH fails, in that the current content relies upon players being satisfied with achieving maximum level and repeating the process over and over again.
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This statement is from the perspective of someone who races through content and farms/power levels their way up.
I don't agree at all that the current content relies on players achieving maximum level then repeating it. I have some characters that I created in 2004, still play them every once and a while, and are sitting just now in their mid-late 30's. I don't play them frequently at all, but I've had a blast playing the character.
I've been playing off and on for 5 years, and I have a grant total of 4 50's. 2 hero, 2 villain. Other than that I have a character in just about every single level range in the game. I've had some fantastic experiences with characters I created, leveled until pretty much all of the ranges and then let sit to try another one. Some of them as low as level 8 and others as high as 42, just sitting there because I'm not in any gigantic rush. I had some great great times playing those characters, but this game is not about getting to 50 to me, and clearly that is where the disconnect is.
Your analysis of WoW vs CoH in the current market place I think is dead wrong (and where on earth did you get the idea it costs millions for them to produce a raid instance?!). 12 million subscribers wrong in fact (not to mention probably the highest retention rate ratio wise of any MMO to date). And this is what kills me most about CoH ... it could easily compete with WoW. If not exactly WoW's staggering numbers it could surely be garnering more then .0.9% or less of of and sadly with nothing more technologically speaking then they have vested in the game currently.
That is to say, the difference between WoW and CoH isn't production value ... its game direction. One is obviously much more popular then the other. |
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
Kruunch, if you really think that CoH could have ever compared to WoW, then I really don't know what to say.
Blizzard was a well-established American company with several successful brands (Warcraft, Starcraft, and Diablo), and had access to very large advertising budgets, not to mention the budgets to have a permanent, decent-sized staff to work on the game. It also based its first MMO on the most popular of its series, so before it even came out, it had a decent following. It was also attractive to current MMO players that had not played a Warcraft game before, simply because it was still a Fantasy-genre game.
CoH was produced by a company that was little-known in America, and made by a company that was just getting off its feet. It had little advertising money to throw around, and the game title had no history behind it. It was also basing itself off of a new genre in terms of MMO players.
There was no way that CoH was ever going to compare to the population that WoW got. It just wasn't going to happen. I honestly think that even Blizzard was surprised at the numbers it got for that game. Which then led to it having even more money for advertising.
CoH wasn't trying to hit the WoW marks (even though the WoW marks weren't there yet, because CoH released first). It was trying to be a successful MMO that did things differently. And guess what? It has worked for 5+ years now, which makes it a pretty successful game. Has it been the best-populated game? No. Has it been unsuccessful? No.
I do think that WoW is throwing off your idea of what a typical MMO has been able to garner in terms of game populations.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
In this regard I think CoH fails, in that the current content relies upon players being satisfied with achieving maximum level and repeating the process over and over again. While you could argue that every MMO offers this, many other MMOs also offer a substantial way of developing ones character once max level has been achieved. CoH's post max level development is extremely finite and in general not very rewarding (badges). The current MA system having made that even more trivial.
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Your analysis of WoW vs CoH in the current market place I think is dead wrong (and where on earth did you get the idea it costs millions for them to produce a raid instance?!). |
12 million subscribers wrong in fact (not to mention probably the highest retention rate ratio wise of any MMO to date). And this is what kills me most about CoH ... it could easily compete with WoW. |
That is to say, the difference between WoW and CoH isn't production value ... its game direction. One is obviously much more popular then the other. |
If so, then one could reasonably conclude that an ongoing service must be established that gives the person a reason to continue to pay, while at the same time offering a service that is attractive to potential new customers. Are we still in agreement?
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Kruunch, if you really think that CoH could have ever compared to WoW, then I really don't know what to say.
Blizzard was a well-established American company with several successful brands (Warcraft, Starcraft, and Diablo), and had access to very large advertising budgets, not to mention the budgets to have a permanent, decent-sized staff to work on the game. It also based its first MMO on the most popular of its series, so before it even came out, it had a decent following. It was also attractive to current MMO players that had not played a Warcraft game before, simply because it was still a Fantasy-genre game. CoH was produced by a company that was little-known in America, and made by a company that was just getting off its feet. It had little advertising money to throw around, and the game title had no history behind it. It was also basing itself off of a new genre in terms of MMO players. There was no way that CoH was ever going to compare to the population that WoW got. It just wasn't going to happen. I honestly think that even Blizzard was surprised at the numbers it got for that game. Which then led to it having even more money for advertising. CoH wasn't trying to hit the WoW marks (even though the WoW marks weren't there yet, because CoH released first). It was trying to be a successful MMO that did things differently. And guess what? It has worked for 5+ years now, which makes it a pretty successful game. Has it been the best-populated game? No. Has it been unsuccessful? No. I do think that WoW is throwing off your idea of what a typical MMO has been able to garner in terms of game populations. |
WoW didn't start out with a lot of advertising. In fact they were so behind the eight ball with due to constantly delaying their release, their bankrupt parent company at the time (Vivendi) practically kicked them out the door. And whle yes, they had a bigger IP then CoH, consider that it was virtually the smallest IP of many other MMOs that were published before and after that have never come close to achieving the success of WoW. Most notably EQ2, Star Wars, Lord of the Rings, Dungeons and Dragons and Conan. Also, Blizzard's management was quoted as saying they were wishing for half of EQ's success (although I'm pretty sure they hoped to match it) ... as it turns out, they blew that out of the water by a landslide.
Is it some weird trade secret as to how they managed this? Heck no. They very simply copied EQ, smoothed over the most common complaints and rough edges and produced a very playable game based on a time tested mode of persistant play (the Dungeons and Dragons PnP model). The absolute most single area that they excelled in over other MMOs in development was this ... they built their own graphics engine rather than liscensing one, so that performance and development speed would meet their needs (and this was ultimately the cause of their delays). Hey strangely enough, one of the only other MMOs to do this was CoH (gasp) .... except while the graphics engine was done beautifully (from a performance and visual standpoint) the development speed was made a ton worse which ultimately has led to the extremely slow development of CoH (and in fairness, I remember Jack E. back in the day saying that they were hamstrung by NCSoft's QC release processes which I assume are still in effect today).
So yeah Aett ... I think CoH could have competed with WoW's numbers ... at least much more so then what they ended up with. All it took was a basic understanding of persistant world game design ... something they didn't have. Everything else they needed was (and is) in place.
And that lack of agile development is still in action today. Anytime someone brings up just how much of a wasted chance CoH is, someone else always brings up the next update. Well the next update is different colored powers and the next "expansion" (CoH has yet to have a real expansion) is a co-op zone. You really think that's fulfilling meaningful content? If so, you are more easily amused then I am.
The Mission Architect exemplifies that. You use it for powerleveling. I use it for stories. You run out of content. I have more content than I know what to do with.
In order to understand that, consider that there are players with a playstyle totally different from your own. I'm not saying anything against yours, but you cannot extrapolate from your playstyle towards that of others. You cannot even begin to imagine, it appears, that other players may not even have a desire to hit level 50 as fast as possible, especially since CoH is inching closer and closer to an effectively level-less system.
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Also what you fail to realize is that the best MMOs cater to multiple playstyles, not one particular over another.
Ballpark extrapolation from knowing approximately how many developers and artists work for Blizzard, how much of their content is focused on raid instances, adding in benefits, hardware, and so forth. Corroborated by knowing that their total expenses from release to September 2008 were around $200 million. |
Heck, Blizzard doesn't even license much of its tools that it used in development ... they were made in house. And their dev team follow a very strict agile development policy.
So no, it didn't cost them millions to produce Blackwing Lair, or Uludar (maybe millions to produce the full expansion ... that I'd agree).
BTW Blizzard's entire company has about 250 employees. Not sure what number of that translates into the programming and design dev teams for WoW but guestimating (and what I know about the business) I'd say around 30-40.
If you have the secret of how to make an MMORPG as successful as WoW, I am sure the MMORPG industry is waiting with bated breath for your insights. WoW and Fantasy Westward Journey are unique cases, not easily copied recipes. |
It's most likely a critical mass thing, starting out with Blizzard's originally high popularity in gaming circles. Success begets success. |
Sigh ... talk about not even putting a thought into what you post.
P.S. - Way to erase that Online Chess example real quick .... lawl.
You have me until you say this.
This statement is from the perspective of someone who races through content and farms/power levels their way up. I don't agree at all that the current content relies on players achieving maximum level then repeating it. I have some characters that I created in 2004, still play them every once and a while, and are sitting just now in their mid-late 30's. I don't play them frequently at all, but I've had a blast playing the character. I've been playing off and on for 5 years, and I have a grant total of 4 50's. 2 hero, 2 villain. Other than that I have a character in just about every single level range in the game. I've had some fantastic experiences with characters I created, leveled until pretty much all of the ranges and then let sit to try another one. Some of them as low as level 8 and others as high as 42, just sitting there because I'm not in any gigantic rush. I had some great great times playing those characters, but this game is not about getting to 50 to me, and clearly that is where the disconnect is. |
But no ... despite Aett's exclamations of "CoH was made to be a different MMO" .... and Sorciere's persian bizarre ideas of what MMO game play (and CoH's for that matter) are and should be, CoH was developed as a classic MMO with a super hero skin. The only truly revolutionary idea they had (past the physics which are awesome) was a "lootless" system, and we've all seen how well that worked out.
The one thing they (the devs) have simply failed to provide in any meaningful way is something for your character to do once it hits max level (no matter how fast or slow you get there).
And having said that ... have a great weekend all
Ok that's even worse ... then according to you the current content relies on the players not even *getting* to max level.
But no ... despite Aett's exclamations of "CoH was made to be a different MMO" .... and Sorciere's persian bizarre ideas of what MMO game play (and CoH's for that matter) are and should be, CoH was developed as a classic MMO with a super hero skin. The only truly revolutionary idea they had (past the physics which are awesome) was a "lootless" system, and we've all seen how well that worked out. The one thing they (the devs) have simply failed to provide in any meaningful way is something for your character to do once it hits max level (no matter how fast or slow you get there). |
Actually, the revolutionary idea that the devs have been stumbling toward for quite a while now is the idea that all content can be end game content. Starting with the original SK/Exemp system, continuing with Ouroboros and AE, coming to nearly full fruition with Super SK, and with the last barrier being dissolved by Going Rogue, the beauty of CoH is that gaining levels only opens doors, never closes them. Trying to point to a specific "endgame" for CoH would not only be pointless but meaningless.
It's true that CoH content also bears a great deal of self-similarity across all levels, but then that's true of any MMO that doesn't have the budget or staff to create a lot of new code and art resources. At least CoH squeezes everything it can out of the resources it does have.
I'm honestly not sure what Kruunch's idea of an end game is. I can't really be bothered to care, either, given that he seems to see any innovation as the enemy of success...
@SPTrashcan
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My main character has been 50 for over four years and he's still my most played. There may not be much level 50-specific content, but between Oroborous, AE, and exemplaring down to play with lower level teams, there's always something to do.
I'll be having a great week (back on vacation!)
What apparently you are failing to understand here is that this is not about playstyles, but about revenue. And to your point, *your* apparent playstyle is in the minority based on popular MMOs and their mode of play in what makes for a lucrative MMO. Don't take my word for it ... the most popular (and financially successful MMOs) all follow similar game mechanics.
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And if the most popular MMOs follow that example, it's mostly because, well, most MMOs just blindly follow WoWs example rather than trying to carve out their own niche. That can fall flat, of course, such as with Age of Conan, where the developers simply didn't have the manpower to produce a compelling endgame after making the first 20 levels or so very attractive, but designed a WoW-style MMORPG. Result? Lots of initial good press from players and reviewers impressed by the low-level game, then left. Age of Conan is now down to 7 servers from 49 at release.
Also what you fail to realize is that the best MMOs cater to multiple playstyles, not one particular over another. |
Not sure where you got this figure from, |
but let's play around with it. Based on their current stream of advertising (including some of the large name personalities used), the gigantic network and server farms that are used to run WoW, all of the support staff that do everything but program and design ... I'm fairly positive that a very tiny fraction of that $200 million was actually put into hard development time in terms of producing a raid instance. |
BTW Blizzard's entire company has about 250 employees. Not sure what number of that translates into the programming and design dev teams for WoW but guestimating (and what I know about the business) I'd say around 30-40. |
Yes and it's a very big secret. In fact it's been around for over 30 years now and most everyone who has ever played an RPG has discovered it. Shhhhh. |
P.S. - Way to erase that Online Chess example real quick .... lawl. |
. . . make level less and less important, aside from determining which powers you have access to.
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(just somthing I see people forgeting about in the 'levels' disscussion alot, I now return you to your regular shedualed WoW fanboy insanity)
No. CoH is moving more and more to a model where the content you can experience does not depend on your level. The original sidekick/exemplar system, Ouroboros, auto-sidekicking/exemplaring in the MA, the new SSK system and unlocked hazard zones all make level less and less important, aside from determining which powers you have access to.
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"I never said thank you." - Lt. Gordon
"And you'll never have to." - the Dark Knight
Ok because I'm fairly interested now ... here is NCSoft's second quarter reports (PDF):
http://www.ncsoft.net/global/ir/prfi...B-ACCD3AC78E6A On page 5 of the report it lists gross sales revenue broken down per game per quarter of 2009 in million (I believe?) of Korean Won. According to that, the "spike" in sales occured in Q1 2009 (I12?) and not in Q2 2009 (which would have been when I14 with the MA released). Total game revenue for Q1 (during the spike) was 6,837 million kwon. Conversion for KRW (Korean Won) to USD (US Dollars) is by today's exchange rate roughly 1250 KWR to 1 USD. That gives us a total sales for Q1 2009 of roughly $5.5 million dollars for the quarter or roughly $1.83 gross per month in that quarter. This would roughly translate into 122k subscribers *if* no other forms of income were to be taken into account. In other words, if they had not sold one game box, not one server transfer, not one character respec, not one booster pack, not garnered one royalty they could have possibly around 122k subscribers (as of Q1 which was their spike ... as of Q2 2009 they were down about 4%. Now I don't know the break down of their game sales, so I couldn't intelligently comment but I'd be willing to bet that it lands under 100k subscribers (and this is at their "spike" I might add). Maybe not quite at the 50k I first thought, I'd be more willing to say around 80k during their spike ... close to maybe 65k I'd say now (yeah total guess but with a little more information to back it up). |
Also, a lot of box sales go to existing players, who buy them for the bonus items + additional month, as it's cheaper than buying both separately...and extends their subscription time.
The spike in Q1 also coincides with the "subscribe for 14 months for the price of 12" offer last December.
I don't believe there's any concrete evidence that CoH subscriptions have dropped below 100,000, let alone that far.
Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)
This isn't a university classroom. No one here is writing a doctoral thesis. Since Wikipedia's number happens to be accurate, referring to it should be good enough - but because people have this inane idea that since Wikipedia is user-maintained, everything on it is automatically wrong (rather than potentially unreliable), this canard gets trotted out to derail the discussion.
Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat