2010 2nd quarter earnings
So what are our problems? People don't play without new content? If so, doesn't yesterday prove merging isn't a solution to the population problem but that adding content is?
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Merging servers would be less desirable, but probably more realistic in the current economic climate. I'm not saying it should happen, but it most likely will if GR doesn't turn things around long term. If we are seeing pre-GR numbers next quarter, mergers might be the next step.
Since the majority of subs are monthly, that would require new content at minimun every other month to keep people from dropping every time they complete the newest stuff. Not only that, it would have to be fairly significant content to actually keep people renewing their subs. That would certainly be nice, but probably unrealistic.
Merging servers would be less desirable, but probably more realistic in the current economic climate. I'm not saying it should happen, but it most likely will if GR doesn't turn things around long term. If we are seeing pre-GR numbers next quarter, mergers might be the next step. |
I see no reason for them to do the cost and effort of server mergers and alienate those who don't want it just to satisfy people who cannot be bothered to transfer when it is free but want to complain in the forums when it drops off.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
I don't have solid data one way or the other, however anecdotally, most people I know are on at least the 3 month plan.
A good portion are annual (well actually the 12+2 promotion last time it ran).
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
Why should they merge servers? To satisfy the few who want off-season Freedom numbers? Then those people should transfer to Freedom now and live with the queues during this peak season.
I see no reason for them to do the cost and effort of server mergers and alienate those who don't want it just to satisfy people who cannot be bothered to transfer when it is free but want to complain in the forums when it drops off. |
And how many people would be so upset by server mergers that they would actually quit the game? What percentage do you think that would be? Do you think it would be significant enough to keep NCSoft from doing it? Consider that the majority of those people most likely play on the lowest population servers. During regular periods when there isn't a new release, how many of those servers would you have to add together to equal the population of Freedom or Virtue alone? Three? The four lowest would be my guess, and that's assuming everybody on those servers does not want mergers. I would guess that at the most they would lose a few hundred subs due to ragequit if servers were merged. Roughly equal to the number of PvPers that left after issue 13, and we all know how much NCSoft cared about them now don't we? And lets be honest, if the servers were reduced by three, any new players wouldn't even know that there were three fewer servers than there was at this point in time. All they would know is that there sure seems to be alot of people around.
Again, not saying they should do it, especially in light of the success that GR is showing right now. In 4-6 months we will have a better idea of the future of the game. People with yearly subs might want to rethink their decision.
And how many people would be so upset by server mergers that they would actually quit the game?
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Not based on anything, but hey, why not?
Always remember, we were Heroes.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
And how many people would be so upset by server mergers that they would actually quit the game? What percentage do you think that would be? Do you think it would be significant enough to keep NCSoft from doing it?
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Things aren't broken, they don't need fixing.
Especially in a way that would have every orifice of the gaming press howling COH IS DYING, DYING I SAY!!11
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
If things really do get bad then they can always go F2P
It sure has worked for Turbine
...runs out of thread
And how many people would be so upset by server mergers that they would actually quit the game? What percentage do you think that would be? Do you think it would be significant enough to keep NCSoft from doing it? Consider that the majority of those people most likely play on the lowest population servers. During regular periods when there isn't a new release, how many of those servers would you have to add together to equal the population of Freedom or Virtue alone? Three? The four lowest would be my guess, and that's assuming everybody on those servers does not want mergers. I would guess that at the most they would lose a few hundred subs due to ragequit if servers were merged. Roughly equal to the number of PvPers that left after issue 13, and we all know how much NCSoft cared about them now don't we? And lets be honest, if the servers were reduced by three, any new players wouldn't even know that there were three fewer servers than there was at this point in time. All they would know is that there sure seems to be alot of people around.
Again, not saying they should do it, especially in light of the success that GR is showing right now. In 4-6 months we will have a better idea of the future of the game. People with yearly subs might want to rethink their decision. |
Therefore a person only playing on Freedom = a person only playing on Protector = a person who will play on any of the servers (me). All those subs pay to keep all the servers running and new content.
But if they merged and ganked many of my alts, I'd take my 3 accounts and walk.
How much do those servers cost to maintain? If it is less than the guesstimated number of cancelled accounts then why should they do it.
And I will repeat all the idiots, yes idiots, who think the servers should be merged better use the free transfers this time when it is working and go to Freedom and Virtue and stop their incessant whining about the low pop servers.
Because I only have one thing to say: If you want servers merged then transfer to Freedom or Virtue now and shut up.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
Because I only have one thing to say: If you want servers merged then transfer to Freedom or Virtue now and shut up.
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To people that want more/easier teams to find I suggest joining global channels on your server. Teaming is typically much better when you form through those.
And how many people would be so upset by server mergers that they would actually quit the game? What percentage do you think that would be? Do you think it would be significant enough to keep NCSoft from doing it?
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I want my Pinnacle alts on Pinnacle.
I want my Champion alts there.
I want my villains on Infinity, that's "home" for them.
I would, at the very least, cancel my second account if they merged servers.
I would strongly consider never purchasing any add-ons, booster packs, additional items for my primary account.
Don't merge, just get the transfer tool up so *I* can move the alts I want to the servers *I* want.
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes
If that's true then what a tremendous waste of resources I14 was.
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Very few elements of this or any MMO have ultrawide appeal or use. The game is composed of a large set of overlapping niches. In my opinion, there's a lot of improvements that could be made to the AE that would make it have a wider appeal overall, but calling it a waste of resources because it only served a "niche" of the playerbase is missing the point. Nearly all things added to the game since launch are as well. In fact, since the devs have consistently stated that only a small percentage of the playerbase ever levels to 50, you could argue that all of Issue 1, and everything connected to it since then, including the entire game above level 40, is essentially one large niche addition.
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Proving absolutely nothing but this is as good a thread as any to say it: When I picked up my retail box of GR at Best Buy today, the lady remarked that she's been handing out a bunch of them all day long. Made me happy to think that there's been a good amount of them sold at that one store (and not counting Gamestop orders, other stores or pre-purchases through NCSoft).
You know you can make a point without posting such insults. I'm sure you know as well as I do that there are some truly great arcs out there which people have put a lot of effort into and are indeed very well written.
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Positron said that you could level from 1 to 50 in AE. No where did he say that you should be earning a greater reward in AE then you do in regular content. The argument is over and its dead. The devs messed up by releasing it in such an exploitable state. It may be a niche now, but it was always meant to be. AE wasn't designed to take over the game and put everyone in Atlas Park. |
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
If that's true then what a tremendous waste of resources I14 was.
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the much improved content written since then shows, to me at least, it was a good investment.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Since the majority of subs are monthly, that would require new content at minimun every other month to keep people from dropping every time they complete the newest stuff. Not only that, it would have to be fairly significant content to actually keep people renewing their subs. That would certainly be nice, but probably unrealistic.
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Then again, I'm just wondering. I have no idea how long it takes for devs to create a mission. There is AE, but due to the farm craze, and the sheer amount of farms and badly written arcs that remain, most people refuse to even go near AE. I've had several other players ingame and on the forums tell me that they refuse to play any content not created by a dev. Which is too bad, since some of the arcs I've played in AE have been written and used in unique ways that the devs probably never thought of (or had the chance of) doing in the past.
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That depends on the niche. The end game is a niche. Task forces are a niche element of the game. Accolades serve a niche. Respec serves a niche. The markets serve a niche. The invention system serves a niche. Purples serve a vanishingly small niche. HEATs and VEATs are a single digit niche element to the game. Probably less than half of all players ever play a single controller or dominator, so its probably fair to say only a small percentage of players will ever roll an electric control anything.
Very few elements of this or any MMO have ultrawide appeal or use. The game is composed of a large set of overlapping niches. In my opinion, there's a lot of improvements that could be made to the AE that would make it have a wider appeal overall, but calling it a waste of resources because it only served a "niche" of the playerbase is missing the point. Nearly all things added to the game since launch are as well. In fact, since the devs have consistently stated that only a small percentage of the playerbase ever levels to 50, you could argue that all of Issue 1, and everything connected to it since then, including the entire game above level 40, is essentially one large niche addition. |
Especially in terms of how it was talked about and marketed by the devs. If something gets added that satisfies some folks and not others...that's fine. Day Jobs I can certainly live without. I think I have more of an issue with pouring resources into something that not only doesn't end up doing what the original purpose of it was, but then also costs time and effort to police and fix due to abuse. Not to mention generated some very negative press for the game.
Compared to some of the other niches you mentioned...I don't think it's quite the same.
From my viewpoint, Tip missions come much closer to filling a content void than AE missions ever will. More regular content is probably what most people were desiring rather than feature/reward limited player content.
@Doctor Gemini
Arc #271637 - Welcome to M.A.G.I. - An alternative first story arc for magic origin heroes. At Hero Registration you heard the jokes about Azuria always losing things. When she loses the entire M.A.G.I. vault, you are chosen to find it.
I'm of the opinion that the effort and time put into AE vs. what has been gotten out of AE is probably somewhat less than other niches in the game.
Especially in terms of how it was talked about and marketed by the devs. If something gets added that satisfies some folks and not others...that's fine. Day Jobs I can certainly live without. I think I have more of an issue with pouring resources into something that not only doesn't end up doing what the original purpose of it was, but then also costs time and effort to police and fix due to abuse. Not to mention generated some very negative press for the game. Compared to some of the other niches you mentioned...I don't think it's quite the same. From my viewpoint, Tip missions come much closer to filling a content void than AE missions ever will. More regular content is probably what most people were desiring rather than feature/reward limited player content. |
A great deal of the back-end that went into creating Mission Architect was an effort to improve the development tools the DEVS use to create things like the tips missions. Yes, they had to further idiot-proof them & then put out a lot of exploit-prevention patches, but the bulk of what makes architect ARCHITECT was also required to allow the devs to easily create new content like the tips and story arcs. When you think of what resources they "poured into" it, you have to look at what's needed JUST for the players, and not stuff that improves developer productivity.
As for "who uses AE now?" well, the devs stated they didn't want AE to be the ONLY way, but it should have some purpose. It gives a creative outlet to a certain niche, some new material to read for those interested in not repeating the same content, and an alternate reward system that, while no longer the be-all-end-all of reward systems, still has some good things going for it for people that know where to look. The ability to select your reward from the tokens given can be very helpful when the market monopolists have cornered the remaining uncommon you need.
But really, people severely underestimate the amount of time it takes for OFFICIAL content to be made. Take ALL the time that the devs have spent on producing the player side ofvArchitect and apply it to content creation? Ignore that it's an entirely different skill set and just go by sheer man-hours involved. You MIGHT have freed enough manpower to create something on the scale of Croatoa... maybe. Sounds like a lot, but some people devour content so fast that they "beat" croatoa in one good weekend and don't look back.
Given the choice of OFFICIAL content of that scale, or several thousand times that in unofficial content... with the potential of fresh stuff being constantly added to it.... even if it's just appealing to a segment of the player base... that's still a pretty smart investment.
Furthermore, while the number of creative people that enjoy making things in Architect may seem small, these types often fill "thought leader" roles in their various communities. They're GMs for the pen-n-paper games, the storytellers. They often hold positions of influence in guilds... if not leading them. They're more likely to be fansite organizers and actively advocate the game. They're the people that offers suggestions on what to do when others just passively complain that they're bored.
That's a small but very valuable niche group to have in your corner, since they've got a better-than-normal likelihood of encouraging others to try/stay with the game.
A great deal of the back-end that went into creating Mission Architect was an effort to improve the development tools the DEVS use to create things like the tips missions. Yes, they had to further idiot-proof them & then put out a lot of exploit-prevention patches, but the bulk of what makes architect ARCHITECT was also required to allow the devs to easily create new content like the tips and story arcs. When you think of what resources they "poured into" it, you have to look at what's needed JUST for the players, and not stuff that improves developer productivity. |
In addition to that, I do believe that Castle himself made a note of all the extra effort in support that AE called for(hello mass bans and character deletions etc.) and that he wasn't exactly pushing for it. Obviously that decision wasn't in his hands.
As for "who uses AE now?" well, the devs stated they didn't want AE to be the ONLY way, but it should have some purpose. It gives a creative outlet to a certain niche, some new material to read for those interested in not repeating the same content, and an alternate reward system that, while no longer the be-all-end-all of reward systems, still has some good things going for it for people that know where to look. The ability to select your reward from the tokens given can be very helpful when the market monopolists have cornered the remaining uncommon you need. |
But really, people severely underestimate the amount of time it takes for OFFICIAL content to be made. |
Given the choice of OFFICIAL content of that scale, or several thousand times that in unofficial content... with the potential of fresh stuff being constantly added to it.... even if it's just appealing to a segment of the player base... that's still a pretty smart investment. |
Furthermore, while the number of creative people that enjoy making things in Architect may seem small, these types often fill "thought leader" roles in their various communities. They're GMs for the pen-n-paper games, the storytellers. They often hold positions of influence in guilds... if not leading them. They're more likely to be fansite organizers and actively advocate the game. They're the people that offers suggestions on what to do when others just passively complain that they're bored. That's a small but very valuable niche group to have in your corner, since they've got a better-than-normal likelihood of encouraging others to try/stay with the game. |
I'm pretty sure it's been stated that the devs don't actually use AE to make their content. And you're right in that I have no idea what percentage of effort went toward player only and what went toward developer tool improvement. Of course, unless you're part of the dev team, neither do you.
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I'm pretty sure it's been stated that the devs don't actually use AE to make their content.
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Back when the devs were leading up to the release of Architect, they stated specifically that AE began as an effort to expand on the internal development tools to make them more robust for their own use, so they could have a broader set of people work within the tools. See Joe Morrissey's Interview.
I'll quote it for you:
"Architect was initially designed to be an improvement to our internal development tools. At the time, we were a relatively small team trying to support a large subscriber base. Making great content easier and faster to create was the primary goal of the original internal Architect system. The problem we faced was a lack of bandwidth and development time to implement the feature. Thankfully, when NCsoft fully acquired City of Heroes they were willing to invest the time and resources needed to bring this to life. It was during that time we decided to actually open the tool up to the players as a full blown feature." |
So, we can assume that there was a good deal of overlap.
As for the support issues-- "Support" is an entirely different skillset than development, but generally Castle's right- user-generated content (or user interaction like PvP) generally dominates support issues... well, after gold farming.
Most(not all) story arcs are badly written. The fact that a lot of time was spent on it doesn't really mean anything.