Trial Account Restrictions Revisited
Hello everyone,
As I've been working with a lot of new players of late (shameless plug for the Mentor Project, link in my sig) and talking to them has me questioning some of the trial restrictions currently in place. Here's what I'd like to accomplish - I'd like to offer up some of my observations, along with some possible changes and get your feedback. In turn, I'd then make a thread in Suggestions with the finished project. You can see a list of the restrictions here - http://paragonwiki.com/wiki/Trial_Account So in no order, 1) The Trial Account/Buy Full Version box. I honestly don't have a problem with this, but if you reposition the box, it will automatically reset to the center of the screen every time you zone or go in/out of a mission. Personally, I'd prefer that it remembers where I moved the box for each session - in other words, if I logout and login, it should be back to the center of the screen, but if I move it and then zone, it stays where I moved it. 2) The 50k inf limit. To be perfectly honest here, I have no idea if that's appropriate for a lvl 14 toon to buy their enhs and so on. I think so, but maybe someone has some insight on if it should be higher (to say 1mil)? 3) Trial accounts can't walk up to a MA terminal, search for a mission, and then try out a MA mission - they have to ask someone to start a team and invite them. No problem with them not being able to create a MA mission, but not being able to try one on their own? On a related note, currently a trial player recieves a note saying "You're unable to acces Architect Entertainment from this location", in case someone asks you what's going on. 4) I'm guessing trial accounts are prevented from sending team invites because of a concern of spammers doing a /i then spamming a /g message, but I wonder how much of a concern that is compared to a couple of friends trying the game out and having to ask for someone to start a team for them. Comments? 5) On a related note, global channels. As mentioned in my intro post, I run into a lot of new players these days and many are on trials. Until they get the full version, they can't join the Mentor global channel and part of me wonders if this restriction is still necessary. As it stands, a lot of channels are silence on join or became so when trials could join global channels, to prevent the spamming. Is this still a concern vs. trial players being able to get involved in what is arguably the most important social activity (as in widespread and everyday part of our in-game social lives) - that of participating in a global channel. What about adding an option to global channels allowing them to prevent trial accounts from joining? Any other thoughts? tl;dr version - I like pie. |
1. I have no problem with that change being made.
2. Hell no. Trials have no need for more than 50k, and it's perfect where it is to keep gold farmers from using Trial accounts to
a. Farm
b. act as mules for inf transfers to their customers.
3. Hell no. This makes it difficult for Gold farmers to take advantage of MA farms and exploits. It also means it's more likely that people on trials will get out of Atlas Park and go to other zones. One of the bad rthings about the MA is that too many new players never leave the AE building in AP and have no idea how vast this game is and then they get bored and quit.
4. Yep, RMTers are the reason for this and it is still a huge problem. If the lighten any of the trial restrictions the goldfarmers will be right back in force.
5. So yes all the restrictions are still necessary. The only reason we aren't being constantly harrassed buy the RMT sites is because the restrictions are working.
Trials can use the /hc global channel. Giving them more global channels will only result in people editing their chat boxes and removing those channels from their chat boxes so they won't see RMT spam.
Trials can use the /hc global channel. Giving them more global channels will only result in people editing their chat boxes and removing those channels from their chat boxes so they won't see RMT spam.
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However, I would agree with lightning the no-team-invites restriction: may invite a character to team if mutual friends (both characters have each other on friends list - and the error should state as such when attempting to invite when the stipulations are not met). The devs would probably have to make new code for this, but it would go a long way to making the trial "environment" more friendly to non-RMT folks.
Additionally, (again, new code), allow trial accounts to REPLY to tells, but not start their own conversations. Could even be a new command, /trialreply or something. The error message when using standard reply (/r /reply) or standard tells should state the availability of the /trialreply command.
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Technically, Help isn't a global channel, it's a server channel. However, I agree with keeping trials out of true global channels.
However, I would agree with lightning the no-team-invites restriction: may invite a character to team if mutual friends (both characters have each other on friends list - and the error should state as such when attempting to invite when the stipulations are not met). The devs would probably have to make new code for this, but it would go a long way to making the trial "environment" more friendly to non-RMT folks. Additionally, (again, new code), allow trial accounts to REPLY to tells, but not start their own conversations. Could even be a new command, /trialreply or something. The error message when using standard reply (/r /reply) or standard tells should state the availability of the /trialreply command. |
5. So yes all the restrictions are still necessary. The only reason we aren't being constantly harrassed buy the RMT sites is because the restrictions are working.
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I would say that it's a pretty terrible introduction to the game for a trial player. So the question is (and I believe has always been) whether the restrictions are worth the bad first impression. Telling a trial player "it's all because of the RMT spammers" doesn't help much; the blame is shifted to a nebulous entity for what is immediate inconvenience.
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I completely disagree with all the restrictions impossed on trial accounts. Impossing them means the RMT'ers win.
Additionally, (again, new code), allow trial accounts to REPLY to tells, but not start their own conversations. Could even be a new command, /trialreply or something. The error message when using standard reply (/r /reply) or standard tells should state the availability of the /trialreply command.
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http://www.fimfiction.net/story/36641/My-Little-Exalt
somebody obviously wasn't here for those halcyon days of RMT TRIAL ACCOUNT FEVA.
Let's just say there's a reason for all those restrictions.
As for the BUY ME! box making a nuisance of itself....a trial account is basically an advertisement for the game. A certain amount of intrusion is to be expected.
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1) I agree with that change, it's pretty minor.
2) Agree with this one too. A set of DOs at level 12 will cost the character over 100k most likely, so the cap should be that high at least. 150k would be a good number for it.
3) No problem with this either.
4) This is the tough one. I'm not completely against it, but there would have to be some other protections in place to keep gold farmers from annoying everyone.
5) Let whoever is in charge of the global channel decide whether they'd like to let trial accounts join or not. Simple solution.
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If the purpose of trial accounts is to restrict RMTers from using this mechanism as much as possible, mission achieved.
If the purpose of trial accounts is to get new players interested in playing CoH/V and giving them a streamlined play experience, I don't think the current trial is anywhere near that.
Key to this is the issue of trial accounts not being able to start their own teams. I know of several people who signed up to the CoH/V trial with friends (also on trial accounts) who don't last long when they find they can't team with each other without trying to flag down another player to start the team for them.
1) The Trial Account/Buy Full Version box. I honestly don't have a problem with this, but if you reposition the box, it will automatically reset to the center of the screen every time you zone or go in/out of a mission.
Personally, I'd prefer that it remembers where I moved the box for each session - in other words, if I logout and login, it should be back to the center of the screen, but if I move it and then zone, it stays where I moved it. 2) The 50k inf limit. To be perfectly honest here, I have no idea if that's appropriate for a lvl 14 toon to buy their enhs and so on. I think so, but maybe someone has some insight on if it should be higher (to say 1mil)? 3) Trial accounts can't walk up to a MA terminal, search for a mission, and then try out a MA mission - they have to ask someone to start a team and invite them. No problem with them not being able to create a MA mission, but not being able to try one on their own? On a related note, currently a trial player recieves a note saying "You're unable to acces Architect Entertainment from this location", in case someone asks you what's going on. 4) I'm guessing trial accounts are prevented from sending team invites because of a concern of spammers doing a /i then spamming a /g message, but I wonder how much of a concern that is compared to a couple of friends trying the game out and having to ask for someone to start a team for them. Comments? 5) On a related note, global channels. As mentioned in my intro post, I run into a lot of new players these days and many are on trials. Until they get the full version, they can't join the Mentor global channel and part of me wonders if this restriction is still necessary. |
2) A level 15 DO maxes out at around 6K each. At level 14 we have 9 power picks plus a couple of standard powers plus 12 slots. So let's say 25 slots to populate so that's about 150K inf. I don't want to bump that much higher (lets say 200K) since the purpose of the cap is to reduce the amount of inf "mules" can carry.
3) It's a trial so therefore an introduction to the game. MA access could "hide" the breadth of the game from people trying out the game. We don't want them to camp at MA exclusively.
4) I have mixed feelings over this. Yes it's a way to restrict an avenue for RMT spam but teaming is a big aspect of all MMOs. If there was a way to limit invites only to players within the /l hearing range or to players you can visually see.
5) What is needed is a Trial server channel that's automatically setup for new characters. The Mentors can monitor it to provide help.
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Hello everyone,
As I've been working with a lot of new players of late (shameless plug for the Mentor Project, link in my sig) and talking to them has me questioning some of the trial restrictions currently in place.
Here's what I'd like to accomplish - I'd like to offer up some of my observations, along with some possible changes and get your feedback. In turn, I'd then make a thread in Suggestions with the finished project.
You can see a list of the restrictions here - http://paragonwiki.com/wiki/Trial_Account
So in no order,
1) The Trial Account/Buy Full Version box. I honestly don't have a problem with this, but if you reposition the box, it will automatically reset to the center of the screen every time you zone or go in/out of a mission.
Personally, I'd prefer that it remembers where I moved the box for each session - in other words, if I logout and login, it should be back to the center of the screen, but if I move it and then zone, it stays where I moved it.
2) The 50k inf limit. To be perfectly honest here, I have no idea if that's appropriate for a lvl 14 toon to buy their enhs and so on. I think so, but maybe someone has some insight on if it should be higher (to say 1mil)?
3) Trial accounts can't walk up to a MA terminal, search for a mission, and then try out a MA mission - they have to ask someone to start a team and invite them.
No problem with them not being able to create a MA mission, but not being able to try one on their own?
On a related note, currently a trial player recieves a note saying "You're unable to acces Architect Entertainment from this location", in case someone asks you what's going on.
4) I'm guessing trial accounts are prevented from sending team invites because of a concern of spammers doing a /i then spamming a /g message, but I wonder how much of a concern that is compared to a couple of friends trying the game out and having to ask for someone to start a team for them.
Comments?
5) On a related note, global channels. As mentioned in my intro post, I run into a lot of new players these days and many are on trials. Until they get the full version, they can't join the Mentor global channel and part of me wonders if this restriction is still necessary.
As it stands, a lot of channels are silence on join or became so when trials could join global channels, to prevent the spamming.
Is this still a concern vs. trial players being able to get involved in what is arguably the most important social activity (as in widespread and everyday part of our in-game social lives) - that of participating in a global channel.
What about adding an option to global channels allowing them to prevent trial accounts from joining?
Any other thoughts?
tl;dr version - I like pie.
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If you haven't joined a global channel, you're not really looking for team.