Future of CoX..
Gee, the company made this comment. They must be telling the truth! Yeah. Ok. Anyway, I went and tried it out when it went F2P - what a joke. Sadly, I initially bought that game; when I logged in these idiots TOOK some of the costume pieces away that you got at first and, now, make you pay for them. Cryptic are complete and utter morons. I also how they now hid the number of players on each shard - probably a good idea considering how few people actually play that pile of crap.
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The problem is, the people who find PvP fun in this game number at significantly less than 5% of the population. I heard a guess that it was around 2%, which I'm inclined to believe.
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You might be right and you might not, but I stopped reading anything else you had to say as soon as I saw this. I bet I'm not the only one.
Yes, you'd never see Paragon Studios hiding or masking the number of players on a server, say by changing how the search tool reports totals for example, would you...
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Yeah.
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If CO was a failure, dang City of heroes must of failed so hard that we've some how been playing its ghost for all these years.
Brawling Cactus from a distant planet.
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City of Heroes comics and artwork
Well, CoX isn't trying to cross platform to PS3's, so that's a notch in it's favor, and the other game will fail.
Console gamers do not want to pay monthly fees (there are exceptions of course). For everyone I know who plays consoles, who's idea of a computer game is something from Facebook, they all said the same thing, they'd never buy a game to pay a monthly fee to play it.
I've yet to see one change their mind.
PC gamers don't want to deal with a lack of controls.
CoH doesn't have it's costume pieces locked into drops that don't happen to drop that often or early in the game.
Putting an MMO into Consoles was someone's brillant idea that, multi-platforming and a well known IP, would bring in the big name of MMO numbers.
Obviously, that was wrong.
The competitor could of been a big hit (not likely 12million subscribers big), if it looked at it's own future competitor (CoH) and went in game and on the forums, and thought to themselves, how could we improve this and put our well known IP spin on it.
BrandX Future Staff Fighter
The BrandX Collection
well IBTL but...
DCUO, as it stands, isn't a BAD game, infact the levelling content is really rather good, very good infact, it blows CoH/CO content out of the water. Some of the powersets are really good looking (oh how I long for a Staff set that looked and flowed together as well as the one in DCUO) and the action based gaming seperated it from its two nearest competitors. However it's the endgame content that really, really didn't work, it's basically A) Repeating some of the instances you played while levelling up but for high level instead or B) Running WoW style Raids, of which there were a reasonable number and several were well designed (the Arkham Asylumn one for instance has points where you can actually see it's a direct copy from the game of the same name). It's all rather boring infact. Also I really don't think locking almost ALL the costumes behind gearing did it any favours, its two nearest competitors were vastly more open with the character creation. DCUO wasn't stunningly good but what it did well, it REALLY did well, what it did badly...was mostly just boring rather than terribly bad. |
Other than that, DCUO is simply a generic Fantasy MMO with "elf" crossed out and "superhero" written in. Since the development team is comprised of people from Everquest and the like, that's not really surprising. I mean, item decay? Really? I can kind of see that if you're using swords in Azeroth, but using ray guns in Metropolis? And notice that the gear your character has affects his powers. It was a good choice to allow you to show it or not, but my lightning-throwing mutant doesn't need a freaking magical anklet in order to have better defense. That's what is known in gaming circles as RETARRRRDED. The sound effects for DCUO might as well all go, "derp derp derp."
Other than the look and feel of the game, DCUO gets almost everything wrong, and that's one of the reasons why it's failing.
The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
Console gamers do not want to pay monthly fees (there are exceptions of course). For everyone I know who plays consoles, who's idea of a computer game is something from Facebook, they all said the same thing, they'd never buy a game to pay a monthly fee to play it.
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Honestly, I love the IP enough to want to see a good MMO for it, though my real dream would be for Warner Bros to drop SOE like its hot and dial-up NCSoft and Paragon...
People should really stop pulling percentages out of their butts and pretending that they are facts.
You might be right and you might not, but I stopped reading anything else you had to say as soon as I saw this. I bet I'm not the only one. |
They'd be better off converting the PvP zones to co-op zones and remove PvP entirely from this game.
The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
I wish I could recall where I saw it, but the study I referenced earlier showed that about 95% of all MMO players didn't do PvP. 85% or so actively hate it and another 10% simply can't be bothered with it. That leaves 5% of the MMO audience. Developers are better off simply ignoring that tiny portion of the gaming audience in favor of better things. PvP in CoH is widely regarded as the single biggest waste of resources by players and critics alike. Imagine what we could have if they hadn't wasted all that time and money on those zones, which even on Freedom and Virtue stand empty 99% of the time.
They'd be better off converting the PvP zones to co-op zones and remove PvP entirely from this game. |
The mistake may have been in putting in different level zones for PvP. Everyone I have played with online who PvPed either occaissionaly or all the time, all prefered one thing...to PvP at level 50, with access to every power they had.
[Edit] As for another thought, I can't imagine those numbers being correct, when another link showed Aion (a PvP game) had 1 million subscribers.
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The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
They stand empty because of the changes brought in. Was it as popular as they might have liked? No. But it was more popular and I always saw at least RV with people in it.
The mistake may have been in putting in different level zones for PvP. Everyone I have played with online who PvPed either occaissionaly or all the time, all prefered one thing...to PvP at level 50, with access to every power they had. [Edit] As for another thought, I can't imagine those numbers being correct, when another link showed Aion (a PvP game) had 1 million subscribers. |
As you says, only Recluse's Victory had any number of players in it, but I would often find it empty on Guardian. It's a myth PvP was fine before I13 -- it was just as anemic then. The best thing about the changes is that we no longer have the worst of the juvenile tools running around the forums now.
The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
BrandX summed it up rather succinctly: DCUO doesn't appeal to either console kids or PC gamers because it suits neither platform nor playerbase well. It's a classic example of completely misreading your audience.
The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
When you factor in that it cost $50 million to make, DCUO really needs to be charting somewhere. Either in sales or subs, and it's doing neither.
BrandX summed it up rather succinctly: DCUO doesn't appeal to either console kids or PC gamers because it suits neither platform nor playerbase well. It's a classic example of completely misreading your audience. |
MMOs are still very much a PC orientated genre, much like the RTS genre. This isn't a slam against consoles it's just that is the way things have gone.
The other thing we're seeing is MMOs that have failed to move with the times, the above mentioned sequel felt like it was designed by a group still trying to follow the EQ model even more strictly than its biggest competitor who had made strides to move away from the 'unrelenting grind' model.
The Korean Grindfest model is definitely losing its popularity in the west, if it was ever that popular, people can put up with grinding IF it's puncuated by awesome things (like a particularly cool questline that has you jumping from dragon to dragon to ascend a mountain). If there is nothing but solid grinding, as most of the free2play (free2play are notoriously grindy) or Korean based MMOs have, you're not going to be popular anywhere but in countries that like that sort of thing.
Aion is an example of an MMO that was 'westernized' but not enough to actually save it from being hideously boring for western audiences (Korean ones however still make a large number of subscribers).
CoH, similarly, is so different from the Korean model (WoW has enough hints of it that you CAN grind if you really want to but questing is more fun but less efficent) that it bombed spectacularly over there.
Different regions value different things.
Or are you going to tell me Minecraft is *really* on par, in every respect, with even COH, not to mention the aforementioned bigger games? I've played it. Yes, it's cute. It's also very much "low budget." The goal of the game: "Do stuff." I'm not misdefining it. It's *exactly* that vague.
And arguing about WebOS? Seriously? You're kidding. Tell me you're kidding. WebOS is as much a gaming platform as my house is a skyscraper. It's there to get on and check email, etc. quickly, not to be in 24/7 and actually do work (or "serious" gaming.) Sure, play Farmville on it. But if you're going to tell me Farmville is actually equivalent to a major gaming title - like any of those listed - the discussion's over, as you're in a world of your own.
Having Linux "in my phone and in my car" is also not an argument, unless you're *seriously* going to say that COH, DCUO, Starcraft, etc. need to be playable IN FULL on said devices. In which case, to put it bluntly, you're delusional. Like it or not, yes, they ARE going to have to consider just Desktop Linux - not the linux that lets me change songs in my fancy car stereo, or the by-necessity minimal (and not by necessity non-standard-between-devices) Android interface.
Don't forget, as well, the hardware requirements for the games. You can play World of Goo on an iPad. No 3d acceleration, shading, etc. All 2d. Now, try Arkham Asylum... wait, it's nowhere near capable enough to even show the loading screen, even if it existed on iOS.
I like the little twist on MS history though. That's amusing. Big orange letters, though, don't change the way MS-DOS GOT TO BE THE DOMINANT PLATFORM. Why did people program games for DOS? Because everyone was using it. You may have noticed little titles like Doom, X-Wing, a fair Lucasarts stable in general, Origin, Apogee...
Larger developers HAVE developed for Linux. What happened? They fell flat on their faces. Each platform they develop for needs people who know their way around it, people who can support it and the like. Why incur the cost for something that's going to give them little to no return? (And, frankly, WINE and the like provide even LESS incentive to do so.)
"Those commercial developers and publishers are getting their collective ***** handed to them by independant developers?" Really? What kind of money did they sink (using a cross-platform game here) into World of Goo? How much did they get back? How does that compare to the *launch* of any of the games I mentioned? Unless you have a very *creative* definition of "getting their ***** handed to them," of course.
Edit: Before I forget:
Valve has also confirmed that it will make Steam available to Linux users in the coming months. |
Plus:
"Valve puts an end to Steam on Linux rumors" - answer being "No."
"No steam for Linux" - Linux magazine online.
"Steam not coming to Linux" - slashdot
"No need to get excited about Steam on Linux - again." - Linux Today.
All of these (and more) are from Aug-Sept 2010, and all are there to shoot down the rumors that came up with the Mac release at the time of YOUR article some months before.
You guys/gals think Cryptic regrets selling CoH?
"if I am guilty for what goes on in my mind, than give me the electric chair for all my future crimes"
They were empty before I13. I did the rocket thing on a couple of my characters, which took me a few days and I never saw a single person in there. I hit a blank spot in one toon's late-20s leveling curve where I'd done all missions before (this was long before all the new content), so I just took a tour of all the PvP areas I could get into. Once I got tired of fighting street battles in one, I'd go to another, seeking the zone badges. I think I saw two other players that entire time, which was over the course of 7 or 8 levels when I got to 35.
As you says, only Recluse's Victory had any number of players in it, but I would often find it empty on Guardian. It's a myth PvP was fine before I13 -- it was just as anemic then. The best thing about the changes is that we no longer have the worst of the juvenile tools running around the forums now. |
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The BrandX Collection
well, 2 factors that jump out at me. asian audiences(at least large portions of the korean and chinese userbase do) seem to enjoy pvp a great deal more, so since aion launched in korea as well, was absolutely bautiful and catered more to the tastes of the korean fanbase, id expect the division of the fanbase to skew heavily. also, note that you said had. recently several large pvp centric games launched, had huge launches and then instantly plummeted (conan and warhammer also seemed to suffer this fate) aion has, by the news i have read on kotaku, had several serer merges as the population contracted dramatically. So the question is if pvp can retain a userbase outside of the hardcore pvpers, particularly in a game that a portion of the playerbase anecdotally claims to have come here to avoid it.
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1) I read the other post first, so was refering to it in the past tense.
2) It could of also been a past amount of subscirbers (there was mention in the thread that the list could be old).
And last I knew, the server merging on there had less to do with less players, and more to do with PvP oriented game, didnt need that server no one but a few played on.
BrandX Future Staff Fighter
The BrandX Collection
They made money. That's what they're in the business to do. And if they hadn't, would CoH be as it is today? Not likely.
Not saying we all wouldnt be here loving whatever they would have done, hell, they might have done something other posters have been clamouring about.
BrandX Future Staff Fighter
The BrandX Collection
PvP is really fun - and competitive players would really get involved in it if, well, a.) it didn't suck and b.) if they got something out of it except a 3 bil enh every several months (unless they're just farming PvP, which is what I've seen a lot of people resort to now)
When 98% of your playerbase doesn't do an activity, and actviely dislikes that activity, there is nothing you are going to do to change their minds. At this point PvP in this game isn't really worth the resources they'd have to spend on it, because no matter how much time you spend improving something, the people who don't like it are going to continue not liking it.
A lot of the hardcore PvPers left in i13 when tey drastically changed PvP. ALL of them predicted that the game was going to die because PvP was dead. They were all wrong, which indicates that the existence of PvP is irrelevant to the success of this particular game.
The devs saw that they lost very little when they altered PvP, and stand to gain just as little by fixing it, so it is WAY down on their list of projects to work on.
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.